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{{Biotech}}
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'''Xenotypes''', also known as '''xenohumans''', refer to the various sub-species of [[human]]. They have a different set of [[gene]]s, whenever by adaptation or gene editing.
  
{{Biotech}}
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==List of xenotypes==
'''Xenotypes''', also known as '''xenohumans''', refer to the various subspecies of [[human]]. They have a different set of [[gene]]s, whether by adaptation or gene editing. There are 11 xenotypes found in each world by default, but you can add your own types during colonist selection or in-game genetic modification. All xenotypes drop [[human meat]] and [[human leather]], no matter how foreign they may be.
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Humans without any modifiers are called '''Baseliners'''.
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*'''[[Dirtmoles]]''': Extremely capable at digging or mining tasks, but dirtmoles suffer from a sensitivity to light, and poor eyesight at distance.
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*'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and socially inept.
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*'''[[Highmates]]''': Designed to be perfect mates, highmates can psychically bond with whoever they first romance. Happy, but incapable of violence.
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*'''[[Hussars]]''': Designed as soldiers, hussars have a [[go-juice]] dependency and are great at combat, but not much else.
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*'''[[Impids]]''': Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.
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*'''[[Neanderthals]]''': Ancient humans that are slow to learn and move, but are incredibly tanky.
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*'''[[Pigskins]]]''': Ungulate-like humans that have a strong immunity to disease, but have trotter hands and are nearsighted.
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*'''[[Sanguophages]]''': Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and [[deathrest]], and suffer in the light.
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*'''[[Wasters]]''': Bioweapons that can survive [[toxic buildup]], [[disease]], and can ingest [[wake-up]] freely, but have a need for some form of psychite.
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*'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.
  
== List of xenotypes ==
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'''Hybrids''' are a genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance.
{| class="wikitable sortable"
 
|-
 
! Xenotype !! Description !! Gene type  !! [[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] !! [[File:Complexity.png|20px|Complexity|link=Complexity]]
 
|-
 
! [[File:Baseliner.png|32px]] Baseliners
 
| A naturally-evolved human with no major significant genetic modifications.
 
| N/A || '''±0''' || 0
 
|-
 
! [[File:Other.png|32px]] Hybrids
 
| A genetic mix of 2 established xenotypes. Note that not all xenotypes are passed down from birth; a Highmate and Genie couple would only produce Baseliners, for instance.  
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || ''Varies'' || ''Varies''
 
|-
 
! [[File:Dirtmole.png|32px]] [[Dirtmoles]]
 
| Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance.
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|1}} || 9
 
|-
 
! [[File:Genie.png|32px]] [[Genies]]
 
| Designed to be engineers, genies are calm and great at crafting and intellect, but are fragile and otherwise socially inept.
 
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|1}} || 11
 
|-
 
! [[File:Highmate.png|32px]] [[Highmates]]
 
| Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence.
 
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 16
 
|-
 
! [[File:Hussar.png|32px]] [[Hussars]]
 
| Designed as soldiers, hussars are great at combat and not much else. They are dependent on go-juice, but immune to any of its negative side effects.
 
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || {{+|2}} || 16
 
|-
 
! [[File:Impid.png|32px]] [[Impids]]
 
| Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat.
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 11
 
|-
 
! [[File:Neanderthal.png|32px]] [[Neanderthals]]
 
| Ancient humans that are slow to move and slow to learn, but are incredibly tanky.
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{+|2}} || 12
 
|-
 
! [[File:PigskinXenotype.png|32px]] [[Pigskins]]
 
| Ungulate-like humans that can eat raw food efficiently and are resistant to disease, but have clunky trotter hands and are nearsighted.
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 16
 
|-
 
! [[File:Sanguophage.png|32px]] [[Sanguophages]]
 
| Vampires. They don't age, are nearly deathless, and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light.
 
| [[File:GeneBackground Xenogene.png|20px|Xenogene|link=Xenogene]] || '''±0''' || 57
 
|-
 
! [[File:Waster.png|32px]] [[Wasters]]
 
| Bioweapons that can thrive in toxic buildup, survive disease, and can ingest wake-up freely, but have a need for some form of psychite.
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || '''±0''' || 13
 
|-
 
! [[File:Yttakin.png|32px]] [[Yttakin]]
 
| ''Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude.''
 
| [[File:GeneBackground Endogene.png|20px|Endogene|link=Endogene]] || {{--|1}} || 13
 
|}
 
  
== Customization ==
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==Xenotype customization==
{{For|full list of genes|Genes}}
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{{Main|Genes}}
 
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.
 
Fully custom xenotypes can be created in the colonist selection screen. Any amount of [[gene]]s can be added, so long as [[File:Metabolism.png|20px|Metabolism]] metabolic efficiency is at least -5, and if genes don't conflict.
  
 
There are 2 options available in this screen:
 
There are 2 options available in this screen:
*Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, and enables conflicting gene combinations (such as Slow Runner and Fast Runner).
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*Ignore restrictions: If checked on, this gives access to the [[Genes#Archite|Archite]] genes, as well as conflicting gene combinations (such as Slow Runner and Fast Runner).
 
*Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].
 
*Genes are heritable: If checked on, then these genes will be passed on to the xenotype's [[children]].
  
Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype.
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==Xenotype creation==
 
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{{Main|Gene assembler#Summary}}
== Ingame creation ==
 
{{Main|Genetics}}
 
 
Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.
 
Xenotypes can be created during a game within a [[gene assembler]], and delievered via a [[xenogerm]]. You are limited by the [[genepack]]s you found or have [[gene extractor|extracted]]. The complexity of your xenotype is also limited by the [[gene processor]]s you have available.
  
 
All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.
 
All xenotypes from a xenogerm are considered ''xenogenes'', not ''germline'' genes, so they will not be passed onto offspring. The xenogerm item is easily replicable, however, once you have all the infastructure set up.
  
== Xenotype Save file locations ==  
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==Xenotype Save file locations==  
 
{|
 
{|
 
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]]  
 
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]]  
 
|
 
|
=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span> ===
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===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span>===
 
|}
 
|}
 
The Save files are stored in users AppData folders:
 
The Save files are stored in users AppData folders:
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|
  
=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span> ===
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===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span>===
 
|}
 
|}
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/</code>
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Xenotypes/</code>
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|[[File:Folders-OS-Apple-Metro-icon.png|18px]]  
 
|[[File:Folders-OS-Apple-Metro-icon.png|18px]]  
 
|
 
|
=== <span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span> ===
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===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span>===
 
|}
 
|}
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
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(may also be in cache)
 
(may also be in cache)
  
==Trivia==
 
* An unused icon called 'grunter.png' [[File:Grunter.png|18px]] can be found in the game files. It's located in the same folder as the icons for the other xenotypes.
 
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
[[Category:Animals|#Xenotypes]]
 

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