[Negative Genes] ---> Adds Metabolic Points ---> Reduces Food Consumption [Positive Genes] ---> Costs Metabolic Points ---> Increases Food Consumption The Efficiency Scale
The simplest and most flexible method for creating a custom xenotype is through the colonist selection screen before starting a new game. When you reach the colonist selection menu, look at the top right corner of any colonist’s information panel. It will display their current xenotype, and selecting that option will allow you to change them to any existing xenotype or create your own entirely.
To create a new xenotype, you must be in the or the starting colonist selection screen .
The Ultimate Guide to Creating Custom Xenotypes in RimWorld With the release of the , RimWorld evolved from a story generator about baseline humans into a sprawling sci-fi epic filled with genetically engineered supersoldiers, immortal vampires, and fuzzy subterranean laborers. While the game provides several "standard" xenotypes like Pigskins and Impids, the real magic lies in the Xenotype Creator . rimworld create xenotype
Low Pain (works through injuries), Robust Digestion , Naked Speed , Very Unattractive , Violent Disabled (custom: cannot do violence). They haul, clean, and farm. Their rebellion story writes itself when a baseliner colonist befriends one.
In the vast, story-driven universe of RimWorld, few systems offer as much creative freedom and strategic depth as the xenotype creation feature introduced with the Biotech DLC. The ability to design your own subspecies of humanity—tailoring strengths, weaknesses, and even cosmetic appearances—transforms colony management from simple survival into a deeply personalized genetic saga. This comprehensive guide will walk you through everything you need to know about creating custom xenotypes in RimWorld, from the basics of gene editing to advanced strategies for building the ultimate colonists.
Creating a custom xenotype in RimWorld requires a deep understanding of the game's mechanics and a dash of creativity. The process begins with selecting a base xenotype, which serves as a template for the new species. Players can then modify various aspects of the xenotype, including: [Negative Genes] ---> Adds Metabolic Points ---> Reduces
Use negative genes like Poor Metabolism or Slow Learner on pawns that don't need those skills (e.g., a dedicated cleaner/hauler).
The mod introduces over 200 new genes and several new xenotypes. Some of these additions have minor gameplay impacts, while others are substantial, and nearly all new genes can be discovered in genepacks. This level of expansion transforms xenotype creation from a system of dozens of options into a canvas of hundreds.
The introduces the ability to genetically modify colonists through a system called Xenogermination . Players can design custom "Xenotypes" (collections of genes) and implant them into colonists using a Gene Assembler . This allows for the specialization of colonists for specific roles (e.g., melee combat, farming, research) or the creation of a unique faction identity. To create a new xenotype, you must be
For the truly ambitious, RimWorld supports creating custom xenotype mods without programming knowledge. The process involves understanding the XML format the game uses for definitions. By creating appropriate folders and def files, you can add your own xenotype to the game, and even create a custom faction for that xenotype to appear in. Mods created this way can introduce custom naming schemes for pawns and settlements, complete with unique cosmetic genes.
I can provide an exact gene-by-gene blueprint for your specific goal. Share public link
Explain how to these genes during a regular game.
: When choosing your starting colonists, click the "Xenotype" button next to a character. Select "Create Custom" to open the gene editor. Mid-Game (Gene Splicing)
Add downsides (e.g., Slow Learner , Sensitive Skin ) but raise metabolic efficiency.