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+ | {{Biotech}} | ||
+ | '''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. 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. | ||
− | + | ==List of xenotypes== | |
− | ''' | + | Humans without any modifiers are called '''Baseliners'''. |
+ | *'''[[Dirtmoles]]''': Dirtmoles are extremely capable at digging or mining tasks, but suffer from a sensitivity to light, and have poor eyesight at distance. | ||
+ | *'''[[Genies]]''': Designed to be engineers, genies are calm and great at crafting, but are fragile and otherwise socially inept. | ||
+ | *'''[[Highmates]]''': Designed to be perfect mates, highmates can psychically bond with whoever they first romance, for strong buffs. Happy, but incapable of violence. | ||
+ | *'''[[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. | ||
+ | *'''[[Impids]]''': Fast runners that can spew fire, impids are depressive and struggle with farming and melee combat. | ||
+ | *'''[[Neanderthals]]''': Ancient humans that are slow to move and slow to learn, but are incredibly tanky. | ||
+ | *'''[[Pigskins]]''': Ungulate-like humans that have a strong immunity to disease, but have clunky trotter hands and are nearsighted. | ||
+ | *'''[[Sanguophages]]''': Vampires. They don't age, are [[Death#Death and deathless|nearly deathless]], and have multiple special abilities. In exchange, they have a need for [[hemogen|blood]] and catatonic [[deathrest]], and suffer in the light. | ||
+ | *'''[[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. | ||
+ | *'''[[Yttakin]]''': Fur-skinned humans that are well adapted to the cold, and have an animal warcall. Prefer to be nude. | ||
− | + | '''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. | |
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− | == Customization == | + | ==Customization== |
− | {{ | + | {{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. | ||
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Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype. | Player created xenotypes will appear throughout the game if a starting colonist is of that xenotype, or if an [[ideoligion]] refers to that xenotype. | ||
− | == Ingame creation == | + | ==Ingame creation== |
− | {{Main| | + | {{Main|Gene assembler#Summary}} |
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 == | + | ==Xenotype Save file locations== |
{| | {| | ||
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] | |[[File:Folders-OS-Windows-8-Metro-icon.png|18px]] | ||
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− | === <span id="temp1" style="position: relative; bottom: 4px;"> Windows version</span> === | + | ===<span id="temp1" style="position: relative; bottom: 4px;"> 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;"> Linux version</span> === | + | ===<span id="temp1" style="position: relative; bottom: 4px;"> 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]] | ||
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− | === <span id="temp1" style="position: relative; bottom: 4px;"> macOS version</span> === | + | ===<span id="temp1" style="position: relative; bottom: 4px;"> 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) | ||
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{{Biotech navbox}} | {{Biotech navbox}} | ||
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