RimWorld

RimWorld

Playing xenophobic colony viable?
I wanted to roleplay as an aggressive and xenophobic colony where the ideology centers around self-worship of the xenotype, so adding pawns that are not part of the xenotype would be completely out of the question.
I created a xenotype specifically for that, and unfortunately it seems like this kind of colony is not very viable to play unless the xenotype matches one of the existing factions, because so far I haven't got any opportunity of adding new colonists with my xenotype (beside making children of course, which is a very long and costy process...). Is this really the state of the game, or maybe theres some way I can find more pawns with my xenotype in the world?
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Showing 1-4 of 4 comments
Bathory Dec 9, 2022 @ 11:36am 
They can arrive in drop pods or via quest rewards, etc. But no, custom xenotypes are not part of other factions.

There's a few mods however. Alpha Genes and Xenotype Spawn Control.
Limdood Dec 9, 2022 @ 11:58am 
Try the mod "Xenotype Spawn Control"

Go into the mod options for it and you can fiddle with the percentages of xenotypes that make up various factions or ideologies. You can also add in custom xenotypes that you previously created (and saved) as part of that.

That means you can change every faction to have, say, 5% of the custom xenotype you want, which would mean 1 in 20 raiders or visitors would be that custom race. Or make all of the "ancients" faction into that xenotype so that every ancient cryptosleep casket (and, for some reason, pilgrims?) will be a matching xenotype.

I like it personally better than alpha genes because it doesn't add anything into the game that you don't want there. No NEW genes, no new prebuilt xenotypes, no default changes to the default factions. It takes a bit to set up (you'll want to really plan ahead and make all of the custom xenotypes you think you might want in the game...including "NPC" style races to flesh out the world....and you'll want to set up and save all those xenotypes ahead of time (start a game, make and save the new races, then back out of the game and go to mod options to set up factions) and then fiddle with faction percentages) but It'll do exactly what you want.




Without that mod, it looks like the chance to get a "custom" xenotype from a wanderer/drop pod/random follower is only about 2.5%
Chip Dec 9, 2022 @ 1:01pm 
Yep, the guy above is right. That is the right mod for you. You can also combine "Senotype spawn control" with the mod "Cherry picker" to delete xenotypes that you dislike, even if they are from the base game.
Last edited by Chip; Dec 9, 2022 @ 1:01pm
boytype Dec 9, 2022 @ 1:33pm 
A kid can go from like conceived to 3 years old (self-caring) in a single year in Rimworld. 2ish more in-game year and they are basically older then 13, which means they are a fully functional adult pawn.

A female colonist who is under 30 can also have like 2 or 3 babies a year.

In my experience, it does not take much time or resources to breed new colonists.

You just might want to start as tribal, so you have more breeding pairs to start. You can fix the research speed with the ideology.

So after 2 or 3 year with 2 couples set to Try For Baby, you can have like 5 or 6 new adult colonists with 3 to 6 more kids almost grown. After 5ish years you should have a massive colony with only your xenotype and 15+ adults and somewhere near 12 or 15 children who are half grown.

Growth vats make it take even less time.
Last edited by boytype; Dec 9, 2022 @ 1:57pm
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Date Posted: Dec 9, 2022 @ 11:29am
Posts: 4