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what are biotech genes like
i've been wanting biotech for a while kinda but still havent bought it, mostly wondering how random the genes get in a normal playthrough. like will pawns spawn in with totally random nonsensical genes (like all the starting colonists being furry vampires or something) or is it usually just normal stuff for most factions
Originally posted by CloudSeeker:
As people have said. You do not randomly start with a bunch of genes. You tend to start with a baseliner. A random human with a little more radiation resistance than a normal human today.

After that you have Xenotypes. Basically humans that have evolved and gained new abilities, or been changed by genetic engineering to get those abilities (Highmates). Unless it is Neanderthals. Those has just been resurrected, just like the Megasloth.

If you breed a impid with another impid. You produce a new impid. If you breed a baseliner with a impid, you create a hybrid human.

You can also extract genes and save them in gene databanks. With that you can manufacture your own xenotype. You can create space marines or the most efficent workers that never need to sleep and bearly eat.

Biotech is 100% a recommended for me.
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No gene randomization by default, premade xenotypes and genes sold by traders or harvested off already existing xenotypes. Faction have a set spread for their xenotype likelyhoods. Hybrid breeding is the only really semi random xenotypes. Can start with custom xenotypes that can breed true which is all my runs these days.
Last edited by MadArtillery; Mar 6 @ 1:26pm
Without mods you never encounter non-standard xeno-types unless you included one among your starting colonists (which can potentially spawn as reward NPCs/spacers).

You also never start with any xeno-types unless your scenario specifically adds some (i.e. the Vampire start) though you can add them or create custom ones during party formation if you want to.


pretty much all xenotypes you encounter will just be the regular ones with nothing special about their genes from their normal templates.


Anything weird is gonna be your fault.
The author of this thread has indicated that this post answers the original topic.
As people have said. You do not randomly start with a bunch of genes. You tend to start with a baseliner. A random human with a little more radiation resistance than a normal human today.

After that you have Xenotypes. Basically humans that have evolved and gained new abilities, or been changed by genetic engineering to get those abilities (Highmates). Unless it is Neanderthals. Those has just been resurrected, just like the Megasloth.

If you breed a impid with another impid. You produce a new impid. If you breed a baseliner with a impid, you create a hybrid human.

You can also extract genes and save them in gene databanks. With that you can manufacture your own xenotype. You can create space marines or the most efficent workers that never need to sleep and bearly eat.

Biotech is 100% a recommended for me.
I also recommend watching this video for more lore and information around each xenotype race.
https://youtu.be/QNbLWQbmEf0?si=w3zNrmLF_kuTGGAV
TPTI Mar 6 @ 1:33pm 
fantastic question
I was going to just do vanilla
but the DLC looks good
Interbreeding also depends on what xenotypes are involved. Baseliners (normal humans), Highmates (sex slaves), Hussars (soldiers), Genies (engineers), and Sanguophages (vampires) that breed together will produce.... a baseliner*. These are one shot genes (except vampirism).

The endogene xenotypes, however, can lead to some chaos. These are natural genes passed down generation to generation. Impids (fire demonkin) and Neanderthals are the most likely, resulting in hybrid babies. The Wasters (toxic people), Pigskins (pig people), and Yttakin (furry people) all have genes that make them less attractive to anyone else without those genes. They can still interbreed, but it's a lot less likely to occur naturally.

*Sanguophages are weird. Most are baseliner sanguophages, but sometimes you can find an impid, yttakin, neanderthal, pigskin, or waster sanguophage. They count as their base endogene line for breeding purposes.
Veylox Mar 6 @ 1:44pm 
Starting pawns are normal humans unless you change it with a custom start

Then pawns from other factions (and raids) can be of several preset races, and each race has a specific set of genes, every individual of that race has those exact genes.

You'll never actually meet a pawn with randomly chosen genes in biotech (a lot of the popular mods add factions whose individuals can mutate randomly or start with a completely random set of genes though)


Then once you research gene stuff, you can collect genes from all the different races and reassemble them as you see fit to make a perfect new, custom race, then inject it in whoever you want
Last edited by Veylox; Mar 6 @ 1:46pm
Biotech is my favorite.

I kind of actually want a mod that makes pawns sometimes randomly spawn with an odd gene here and there, but Xenotype World doesn't know where to draw the line, meaning that you'll find a human with android protocals, and have existing pawns effected even if they didn't have extra genes before you added the mod.
Ghevd Mar 7 @ 10:38am 
Biotech is a game changer in itself and when you toss mods on top you can pretty much make any race you can dream of.

Most bang for your buck out of all the dlc available. I couldn't imagine playing without it.
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Date Posted: Mar 6 @ 12:56pm
Posts: 9