RimWorld

RimWorld

jesusjr Aug 17, 2024 @ 12:19pm
Making one of kind race
I wanna make all powerful character but my concern is making sure that they are only one of their kind. I don't want any others to randomly spawn. Is their a way to do this? Maybe its because of mods but every so often when I do make custom races they will spawn which would ruin what I am going for in next play through.
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Showing 1-6 of 6 comments
Vintorez Aug 17, 2024 @ 12:48pm 
I don't think custom xenotypes spawn in the world naturally without mods but I haven't tested to be sure. If they do, then once you start the game you can then just enable dev mode to add genes to your colonists.
Last edited by Vintorez; Aug 17, 2024 @ 12:48pm
MadArtillery Aug 17, 2024 @ 12:59pm 
Originally posted by Vintorez:
I don't think custom xenotypes spawn in the world naturally without mods but I haven't tested to be sure. If they do, then once you start the game you can then just enable dev mode to add genes to your colonists.
They do spawn naturally just a low chance.

Do be careful if you gene mod with dev mode. You can end up with phantom metabolism points and the metabolism and genes can get messed up after a reload to before the changes for some reason.
Last edited by MadArtillery; Aug 17, 2024 @ 1:04pm
Steelfleece Aug 17, 2024 @ 4:57pm 
Xenotype Spawn Control is a mod, but not updated to 1.5 yet.
CloudSeeker Aug 18, 2024 @ 1:18am 
You can use Character Editor to simply add genes to a baseline pawn. That way you 100% guarantee that no one else can spawn with those genes in that combination. You just don't get a icon for the xenotype.
SievertChaser Aug 20, 2024 @ 12:54am 
AFAIK 'unnatural' xenotypes only spawn if they're the favored xenotype of an ideology, no?
Ghevd Aug 20, 2024 @ 4:17am 
Some mods have baked in options that help. I use WVC xenotype and genes mod amoungst others. They have some nice overpowered genes in their mod and option that npcs don't gain the same benefits.

On a run now I made a race of gene stealing body snatchers. They reproduce by putting their genes into a corpse. They can steal a random gene from a downed pawn and if it's good add it to their endogenes if they choose. They're pretty brittle and easily lose limbs but have phenomenal regeneration and grow them limbs back in a few hours.

Their main OP gene is called Never Dead. They cannot die unless their body is completely destroyed.

It's pretty sweet when a pawn gets their head blown off but continues to fight. Then they grow a new head. The mod itself, by default, has such genes only effect players pawns so when I was raided by my same xenotype they didn't have the same benefit and were easily disposed of.

Word of warning, Op runs get kinda boring fast though. My poor mechanator got downed and kidnapped. Didn't have the money for the ransom and the window to pay it was too short. If I had a couple days to do a trade run I would have bought him back.

Not long after the ransom demand his mechs changed factions so I know he is at least alive. I destroyed 2 of the enemy settlements that stole him but no luck in rescuing him yet. So it's still possible to lose pawns even when OP.
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Date Posted: Aug 17, 2024 @ 12:19pm
Posts: 6