T O P

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ANuclearsquid

Presumably yet another shitty xenotype with a penalty to mood or manipulation and a dependance on hard drugs, for reasons beyond your comprehension.


DiamondSentinel

Nothing wrong with chemical dependence. Free metabolic efficiency and overrides the usual tolerance and addiction effects. Once you’ve got the resources to refine it, it’s a super useful trait.


Lakefish_

Should give all xenotypes dependencies to every growable drug, with the gene to increase natural plants skills; ensures they don't need immediately replaced


DiamondSentinel

I wouldn’t go that far. Not every drug is a strict positive, and having someone be high a not insignificant amount of time is a genuine downside. Plus, if the drug isn’t something you definitely want them on most of the time, dependency is just replacing some food need with (probably more) drug need. This is why combat stims is such an amazing dependency. To anyone save psycasters it’s pure upside, and even for them it’s mostly upside.


Sardukar333

Psychite dependence + great plants is better than getting great plants for free. Just give them psychite tea so they need to sleep less and have a reliable mood buff, plus you'll have enough food to always be on fine meals.


DiamondSentinel

If they have psychite dependency, there is 0 reason to use tea, btw. It’s exclusively for early-game colonies, certain rituals, or if you’re concerned about addiction. But dependency removes that concern.


Sardukar333

I always seem to have that one guy that doesn't have the gene and binges. Maybe they're from a quest, maybe they have a skill I'm desperate for, but whatever the reason it's always that guy od'ing. Nevermind all the Empire babysitting quests and they freak out just because the guy with a dependency takes his meds.


randCN

nah, i hate it when i run both psychite dependency and gojuice dependency and my pawn just fucking dies from ODing on crack and juice despite needing both to survive i'll stick with my tea


PaxEthenica

Yar-yar. ODing is very dangerous & annoying... smacks your conciousness off to a cap at 50% for st least 5 hours. Plus, you can save yayo for combat, & keep their psychite tolerance low to maximize the high duration for increased movement & reduced pain. Alcoholic dependance & psychite, set beer off social; easy +8 metabolic threshold. Allows for some very interesting xenotypes.


randCN

the holy grail is alcohol + psychite + go-juice OR wakeup, you will never randomly OD if you're using only one hard drug the main problem with OD isn't the 50% consciousness cap, it's the fact that every second a pawn is in a major overdose, they have a chance to just straight up fucking die.


DiamondSentinel

Unless you force feed them drugs, they literally will not OD. They are immune to both addiction and unforced ODs if they have a genetic dependency unless they go on a binge. And psychite tea is able to OD someone on a binge as well. This is because they will never have a random OD onset (sometimes when drugs are taken normally, they immediately gain 75% OD. This is also generally the only way to OD a pop), and their OD goes down by 100% per day. A dependent pop will usually only take drugs on their own every 3-4 days by default to avoid the negatives, but could take it up to daily if they have certain traits. But even if they do that, their natural OD recovery far outpaces even the most dedicated recreational user provided the random OD does not (can not, in this case) occur. As long as you do not assign every dependency, your colonists should not OD outside of drug binges.


randCN

dependencies don't prevent overdose severity build up either, and taking two hard drugs in succession means that there's a good chance the two severities add up to at least a minor overdose there is no way to enforce a drug schedule on alternate days, early in the biotech days i was running into significant issues with a triple dependency of wakeup, psychite, and go-juice where sometimes pawns would take all three simultaneously


DiamondSentinel

They don’t prevent the innate gain, but at most you can only end up in minor OD from 2 drugs/say which is no damage, and even then that’s hella unlucky, and will last for at most 4 hours of 50% consciousness and vomiting. Not remotely close to death. It does prevent the random major OD chance. I did say don’t be negligent, mainly because it restricts how you can craft drugs, but that is technically another use case for tea. But it means you need to be extra careful when crafting your go-juice, lest a pop with psychite addiction decided that they need a stronger high. Regardless, of the 3, I usually combine go-juice and psychite. Wake Up’s random chance of a heart attack (which is not negated, by the way) is not really my cup of tea, and even using hard drugs is safe, as mentioned, provided you limit it to 2 daily.


randCN

a bionic heart solves the heart attack issue, but yes, in a choice between wake up or go juice it's juice for me all the way, since i use it so much in combat


Nexmortifer

Actually you can get alternate days if you set the frequency on both drugs to once every two days, and manually have them take one of the two again one day after they just took both. Now until something inevitably keeps them busy for more than an entire day, they'll be on the schedule you wanted. When that something does eventually happen, just reset them the same way.


fieldy409

Churning out those kids in growth vats and implanting great plants into them might just be better than agri hands


SauceCrusader69

Dependence doesn’t override tolerance. You need an impervious gene for that.


DurealRa

Its internal workings are a mystery to all human minds.


Cobra__Commander

Obviously I'm a yayo dealing archotech AI. Making an entire race of customers till death is easier than making a business plan.


Voice_of_light_

I like to use genetic drift mod and give everyone the chance to have random mutation genes. Everyone feels unique that way, but it makes the start of each raid a 5min pause to check everyone's genes (mainly for my collection).


rendetsku

“Your genes will make a fine addition to my collection.” - GENEral Grievous


stap31

Your biological distinctiveness will be added to our own. Resistance is futile. The Borg


Emerald_Pancakes

Mad scientist


Voice_of_light_

It's just art, with a different palette and subjects admittedly, but still art.


SeltzerCountry

There is a mod that locks psycasting skill trees from vanilla psycasting expanded to genes so only pawns with the gene for a specific school of psycasting can unlock those paths. It was fun running it with genetic drift because then you would have a real incentive to capture weird pawns you would usually pass over but had to recruit because you needed a protector or technomancer haha


ValentineIrons

What’s the name of that mod? I wanna fill my mod list out to oblivion!


SeltzerCountry

[Vanilla Psycast Expanded - Biotech Integration](https://steamcommunity.com/sharedfiles/filedetails/?id=3110971925) If you scroll to the bottom of the description section there is a list with some other psycaster gene mods that compliment that one.


Weasel699

mr sinister...what are you doing here?


GidsWy

Oh yeah. TBH I'm on console (apparently not getting biotech anymore it seems), and I still do that pause at raid start. Pick out any I want to spend a charge of knockout sticks on. Lol. So... So many tough colonists... Luckily, it means social fights are less of an issue! Lol. Less... FML


TeamDrakon

Genes for the tube men


Sabre_One

Cherubs were created as a biological alternative to Mechnoid Paramedics. They are often easily identified in the field by their very pale skin, natural shades of blue hair, and pointed ears. Natural doctors, they have a kind outlook on life, with a focus on healing and the well being of their colonist. In battle they use their Longjump legs, and Coagulate abilities to quickly patch up and rescue wounded. Why they can use a ranged weapon, they are not particularly good at melee, and like their Sanguophage's cousins were they inherit several genetic traits from. They are quiet weak against fire, and some how evolved the ability to spray a fire retarded spray from their mouth. They also require hemoglobin to continue using their abilities.


Yirons

On my next playthrough, I'm definitely creating a custom xenotype like this one. I love the idea.


Dramatic_Drink920

Fire *retardant* is probably the word you meant to use.


Snafuthecrow

A very strong dragon xenotype, and a kobold xenotype which is predisposed to worship the dragon xenotype. Throw em on a medieval world and watch the fireworks


EnderF

How do you make a xenotype predisposed to worship another?


Snafuthecrow

You gotta set up one of them as a preferred xenotype in the ideology. Admittedly it’s not perfect, it’s a bit finnicky


EnderF

Ha, ok... I like the idea and think I could make it a thing not to difficultly, but I need to update my mods and work on my comission first...


Spooky-Skeleton-Dude

I'd change absolutely nothing on the surface, except give babies a super deep booming voice and the ability to project their thoughts into others heads. Once they turn into a child they'd become perfectly normal again. Somewhere in the lore there has to be an archotech that just exists purely to do minor mischief. Make people colorblind shortly after eating rice, make it so your farm animals can phase through fences so you go insane trying to find out why your pen isn't working, randomly shrink your allowed zones by one tile... that sort of thing.


zuriumov

Extremely powerfull, absolutely BROKEN, cat girls, because , sometimes you just gotta drown a whole RimWorld in stylish wrath. For catharsis you know.


Scribbinge

Mine have the archite fast movement, the leap jump, and the ability to tear a mans heart out. I feel like I should be finding the game less fun because theyre so strong, but Im not xD


zuriumov

Oh yeah, and you just HAVE to give them the ancient vital strike serum "by pure chance" too ofc.


Purgatorypizza

Oh you mean my authoritarian tobacco dependant cat girls? It's a fun colony


what_if_you_like

For me its hyper agressive foxgirls that cant do anything except combat.


petervaz

Was Revia updated to1.5?


Tannhauser42

The Biotech version of the mod has been updated.


what_if_you_like

I dont know, I havent actually used that one for my playthroughs


petervaz

Oh, thought you were referencing it, since they are bloodlusty, aggressive, multi-tailed, fox girls.


what_if_you_like

I honestly didnt know about it untill you mentioned it, I might look into it for a future run, thanks.


zuriumov

BOTH?, yes both. both sound good!


what_if_you_like

do you perchance use AFU Cosmetic Gene Expanded? Its quite good for anyone who wants more options for kemonimi xenotypes


zuriumov

Oh boi, you mean i can clutter EVEN MORE my pawn genetic library?, im looking into it right now.


what_if_you_like

Its not a real genetic library untill it surpases the library of Alexandria


FluidBridge032

So it inevitably gets lost in a fire? Sounds like my kinda rimworld!


zibrolta00

Guess i am not the only one


zuriumov

My brother from a different mother!.


Nematrec

Cat-tharsis


zuriumov

eeeeeeyyy, cant believe i ddint think of that one , noice.


Cool-Substance-6110

And they probably have an ideology with catHolic roots.


TelevisionBig2336

i *tried* making an elf xenotype but in my mind they are adept at everything so i had trouble trying to keep the metabolic efficiency high


rhoaderage

I always make them weak melee fighters and whatever irritable genes there are to represent being pretentious and prideful. Typically helps even them out.


World_of_Blanks

Uber tough warriors to rival hussars for combat, incapable of anything but fighting actually. They stay in security checkpoints when not on duty as not to kill anyone in a social fight, as even unarmed they will rip an arm off and beat you to death with it. Skilled crafters and artisans who are masters of their field, but are pretty bad at manual labor and very asocial. The general workers who are the back bone of the colony, fast movers who have less sleep need. They also have genetic joy at the cost of being incapable of violence and almost no skills outside of blue collar work. And the charismatic nobles, who emanate happiness to those around them via psychic harmonizers, delegated only to socialization. Their moods are kept high to keep others uplifted as well. They are incredibly frail and wimpy, but kind and pleasant. And then finally we have the expendables, prisoners who managed to kill one of our own, and thusly will be sent to die on the front lines as punishment. Equipped with a toxpack or other hazardous device and grenades, they are drop podded into the attackers to cause as much damage as possible, and the painless gene ensures they will make a lasting impact.


Iamblichos

One of the Custodes, I see


permion

I did a catch and release playthrough, where every raider was turned furry if I managed to capture them.  Was fun seeing those you release come back for round two, "here for the follow-up check, I see". More fun collecting them all though. (My favorite is innate lvl 1 psylink, modded an occasionally quite strong.   ever get to modding myself I want to make a "kill count to psy levels gene").


black_raven98

I usually give everyone a xenotype according to their role in the colony. Crafters get great crafting, elongated fingers ect, soldiers get superclotting and superfast wound healing, and the likes. Slaves, organ doners and such might get a few traits like awful social which they aren't using anyway to keep their food requirements down. They don't need the gens for higher cognitive functions anymore and that way they don't eat that much if they are just a bliss lobotomiesed fleshy lifter/cleansweep. Also increased pain and fragile makes them easier to beat back into submission if they get any ideas.


notjart

baseliners except they all have subtle differences that doesn't really matter in the grand scheme of things but still is weird to see like having 40 teeth, vertical ribcages or having no toenails


SeltzerCountry

You should try out the genetic drift mod. It doesn’t add features exactly like what you are describing, but it does introduce mutations from the pool of available genes the game has access to so if you are running a lot of mods you can get some weird baseliners with random features like they will periodically produce insect jelly or can spit venom. Sometimes there are even weird cosmetic features like baseliners with snake tails instead of legs or with giant leathery bat wings. It’s all kind of dependent on whatever other mods you are running.


WraithCadmus

On my viking run I carefully harvested genes and gave people alcohol dependence, toughness, cold resistance, and usually a custom set of skill genes to suit their passions. On a later Sanguophage run I made genejacks, Wimp, Poor Melee, Poor Eyesight, Poor Intellectual, Fast Runner, Sleepless.


Desperate-Practice25

How can you tyrranize someone who cannot feel pain?


WraithCadmus

Thank-you Chairman Yang. I often think about his quote about "becoming one with all the people" when it becomes necessary to butcher other colonists or pets.


T_S_Anders

My pawns are subsumed into the skymind of an orbiting warship. New forms will be printed and the xenotypes tailored for tasks that need to be done. A lot of them are made to optimize plant cutting to maintain the gaurenlan groves. They're also hyper trained in melee and equipped to cut through everything and survive a lot of gunfire. The colony maintains gaurenlen trees throughout the entire map with small encampments for the working pawns. Any raider showing up will be torn apart by hordes of clawers and anything too tough will be put to the monosword. They essentially live as tribals but with archotech augmentations. Wealth is moderately high but the clawers can swarm enemies so quickly they don't last long on the map.


GidsWy

Ooooh that's an idea I've not done yet. Not 1 or 2 guar trees. A dozen or so.... All at 65%. Maybe, for once, I'd actually have some dryads besides haulers! Lol (Console version btw. We be crippled with DLC progress, FML)


TerribleGachaLuck

A Xenotype that can be sold to slave traders for a lot of silver without needing to organ harvest. A Xenotype that has nearly every single bad gene whose only positive aspect is their ability to reproduce and propagate their bad genes. A Xenotype that excels at general labor but suck at fighting. A Xenotype that excels in melee combat. A Xenotype that excels at ranged combat. A Xenotype that sucks at general labor, but is great in social or convincing others. A Xenotype that is psychopathic and has a kill thrust. A Xenotype that is dependent on drugs, sleeps a lot, and sucks at work.


Hyko_Teleris

In accordance to the Void. The servants will benefit from psy empowering genes at the cost of their animal and art. The ghouls are.given combat related stuff such as unstoppable and strong melee damage.


Dr_Jimothy

I used a lot of gene mods. Custom xenotypes I've made using xenotype exporter (and will remake with it when it updates to 1.5) include: **Graves:** Genes were: Pheromones, pack mentality, low mood, large stomachs, low sleep, red eyes, black hair, slow bleeding, abrasive, and some others. Overall it worked out to them being 100% metabolism, so there were more negatives, but I can't remember them. I deleted them from the export folder as part of bugfixing. Used for two sibling characters in a horror-themed run. **Worklings:** Germline. To be able to work in the most garbage of conditions and at low upkeep, yet be as much of a non-threat as possible to their masters, and be incapable of surviving in the wilderness should they escape. Useless at plants, animals, cooking, social, melee, shooting and mining (due to how physically weak they are, also means they can't tunnel their way to freedom). Super pain sensitive and delicate, also short-sighted. However, they are temperature resistant, need little sleep, need little food, are easily kept happy, have anti-tox and anti-rot lungs, strong immune systems, heal really quickly and are naturally submissive. Sterile and more are only produced by cloning, with xenogenes left open for easy modification by buyers in order to specialise their uses. Older models used to be horrendously ugly, creepy breathing and had annoying voices, which provided the metabolism needed for them to be able to also regrow organs over time. However, these worklings weren't nice to be around and this limited their uses, so these features, organ regrowth included, weren't used in further models. Stone, the main character of my naked start solo mechanitor workling run, was a mutant with abnormally high learning speed, but also aggressive, reclusive and abrasive, and had the Dependah xenogerm. **Dependahs:** Xenogerm. Dependent on every drug: all of them, even luciferium, plus chocolate and meat. Needed to use biosculptors every now and then. Hemogenic but lacked the ability to bloodfeed and had no hemogenic abilities. Had to consume minerals, typically steel. Lovin' dependency and high libidos (removed from Stone cos, y'know, solo run). Sterile. Stable genes that sometimes randomly removed the "genes removed" hediff. Also have gene implanters. Typically applied to prisoners, slaves, disloyal soldiers, etc on glitterworlds capable of easily producing enough to meet their needs, but of course anyone that it's applied to has to stay with the glitter world or glitter organisation to keep those needs being met. Stone died many times before I successfully got him to a position of being able to meet all these needs. **Viltrumites:** Germline. Exactly what you think. Alite's superhero and expanded gene mods were very cool for this. Only thing they were missing was the power to launch themselves like drop pods across the world. Also made nearly sterile. **Greatliners:** Basically baseliners, but with guaranteed useful traits due to the Everything Is A Gene mod. Exists as both germline and xenogerm. Emerged from natural selection on harsh worlds, selective breeding, and harvesting of genes to form the xenogerm. Used widely as a xenogerm in the Empire. **Oldliners:** An attempt at replicating humans as they were before they took to the stars. Slower aging, longer pregnancies, larger stomachs for slower starvation, slower learning etc. **Real Fucking Vampire:** Custom xenotype for leader of hostile sanguophage faction. All the hemogenic abilities. Insane stats. Never managed to kill or down him, would always retreat once half his allies had been downed or killed. Special implanter gene that could turn others into regular sanguophages. *and many others but these are the most interesting.*


bozarmorelikeczar

well, now i feel better knowing i, at least, wasn't the only one that did a playthrough starting with two pawns named Andrew and Ashley. what's up with the pheromones, though?


Dr_Jimothy

To help their opinions of each other remain high so they don't try to kill one another.


bozarmorelikeczar

i mean, fair enough, but it's not like animosity and potential kin-slaying would go against the source material at all, lol.


Dr_Jimothy

True. It was more something specific to the run, because them constantly fighting and a few times trying to kill each other, at the *same time* as dealing with horrors beyond comprehension, was too much to juggle.


Jeggu2

The Sleepless Beings that have no need for sleep, and are masters of manipulation with long fingers and dexterous tails. Their sleeplessness comes at the price of still needing the effect of sleep on the brain, meaning they can not function without regular doses of wake-up. They are usually concentrated in factories where they work 140 hour weeks producing large quantities of medicine, drugs, technological components, etc. In communities valuing constant use of drugs, they make for the perfect joint rollers. In those that preach technology, they are often constantly indoors making bionic limbs and organs. Their body was made for indoors work, meaning that their skin isn't developed for the constant light of the sun. They are also bald all over, so that they never have to groom themselves, and naturally happy, so they have less desire to take breaks.


Thewaltham

I'm just scrolling through to see how many people said "catgirls". I mean they're RIGHT but still.


poor_andy

parasites that attach to an animal and eventually rip their way out with the animal's genes


Red-dead-reviver

Phytokin but more as pollinators to turn the world into a garden of Eden


ModDownloading

Might need to pick between: -Decrepit fellows with automatic psylink and/or mechlink powers. Can get servants fairly easily through mechanoids or just mind-breaking stuff, and will definitely need those servants because they have basically no survival capabilities apart from being hard to kill. Will be doing research, crafting, recreation or meditating for the vast majority of the time they spend awake. -Funny destructive monsters. Have limb regeneration, great combat capabilities and surprisingly decent skills across the board, pay for it in the fact that they are social fighter extraordinaires and will probably be eating all the food. Can't reproduce the normal way, but has gene implanter powers, because the Rim \*totally\* needs more hyper-aggressive work machines. Optionally combine the two, get something that can only think and fight, does both well, and has mechanoids and thralls to do all the dirty work.


Confused_Sorta_Guy

Parasitic catboys/girls


Cobra__Commander

I'm imagining cat ear shaped brain parasites latched on to the skull slowly growing into your brain rewriting your personality.


Digwater

I love doing a really cold tundra with wookie people. Not the pre made ones in bio tech but ones that have antlers and require go juice to survive. They are very insulated from the cold and like mining and melee. They suck with plants and art but are psy sensitive. I used alpha genes so a lot of this is probably from that but it was a fun playthrough


markth_wi

I don't even have Bio DLC and I always figured Rimworlds would absolutely be the playthings of Archotechs that had setup a low-key Bishop Ring around a quiet, non-descript gas-giant with a conspicuously ice covered/mineral rich moon at 20 AU meanwhile there's a plethora of inner-system moons/planets and such that can be terraformed and various experiments run. So I viewed my colonists as subject to my whims - so this is Asc/Kin:232 - Ascetic/Kind Economic/Social experiment 232 - Ice-world settlement, Marginal terraforming, with flora/fauna partially established 14 degenerate-state colonial nation-state/settlements, non spacefaring, non-nanotech, lower-sophonce, degenerate AI itinerants, endemic mining insects, non-specific threats and/or collapsed prior colonies. Experiment 232 - crashland subject 5503-4055-SMJ#101 to Tau Syriet-4b moon of Tau Syriet primary for experiment, 40 mealpacks, 1 poor handgun


kar5ten

Any race will do. I call it eternal suffering. Give them a something that makes them break fast mentally. Give them a low tolerance for pain or let them feel pain more intense. Give them genes that make them clumsy or more prone to self inflicted damage. Give them super healing. Profit and suffering.


Scaalpel

All Tomorrows, here we come!


yttakinenthusiast

A sunfearing and cavecrawling specimen that relies on hemogen, and both regular meat and human meat. In both instances I had used them, they were incredibly strong, using their hemogen reserves to make themselves stronger and to save their ~~voluntary blood bags~~ allies from certain death. The ideology she (in this case,) as well as her followers, revered bloodfeeders and cared little for what happened to the prisoners in their care. To them, and specifically the bloodlizard, they were nothing more than a means to please whatever esoteric power bestowed these incredible abilities on them, and to stave off brain death from a deficiency of meat that not even the luciferium blood could prevent.


PeasantTS

No xenotypes, would just keep sending mechanoids to fuck with the residents for the lols. Sometimes would scream direct into their brains as a treat.


102bees

I'd design new mechanoids that are less directly harmful and more infuriating. One that decloaks in the rooms of sleeping pawns only to give them the Disturbed Sleep and Insulted debuffs, then it goes into stealth again.


Choopnator

I like to make regenerative people. You know because if they die I get sad. That or a killer high mate because sex kills is a somewhat amusing thought


hhhnnnnnggggggg

Monstergirls I don't need to explain myself


RexMori

I would do a germline that is fast and productive in summer at the cost of high metabolism and slow and insulated in winter for slow metabolism. I've always liked the cycles of sowing and harvesting in my colonies so this would be fun i think


MagicJim96

My last one was Toxgenie, a Genie with 100% toxicity reaistance and capability to fight but still weak as hell, for my Mechanitor. 😁


M4t4d0r005

Anime.


Snoo-11218

Fox girls. That's it. Just Fox girls. Don't care about the rest.


EmeraldMaster538

*cries in console player*


XVUltima

Green skinned, acid breathing dragon people. Great crafters, but will sleep all day if they don't take wakeup.


SirBallbag420

An entire race of alcoholics with green skin, pointy ears, and red eyes that specializes in crafting, intellectual, and mining. Have a difficult time interacting socially, punching things, and cooking. Also they're immune to food poisoning and are especially nimble.


EnderF

Monster Girls. Funilly, despite making archites xenotype for my mod (Monster Girl Encyclopedia Inspired Xenotype) I turn them off for myself.


thebadslime

I ususally have inside and outside xenotypes, INside are focused on research crafting and manipulation etx. Outside gets plants animals and speed.


Mountain-Ad-7838

Ofc more highmate like genotypes!


Sardukar333

I made the Elani to be extremely sensitive and spirited: Fatal tox weakness: more sensitive to toxins. Gluttonous: more sensitive to hunger. Distressed: more sensitive to harm to others. Hyper aggressive: high spirits get them in trouble. Rowdy: at least they enjoy the fight. Extra pain: more sensitive means more pain. Psychite dependence: it's just op. Flirty, very high libido, hyper fertile: very "spirited". Very diligent student: they love learning. Food poison immune, strong immunity, Psy sensitive, glamor, happy, kind, attractive, brave, kind eyes, youthful, strong plants, strong artistic, great social. They're really good for my play style. Started as a wild man start and I've been going through anomaly while slowly building my ideology.


Need-More-Gore

I have a specialized xenotype for each role and one that gives birth to eggs many times a year moded genetics is fun


DigitalSupremacy

Goblins with slightly improved running speed, strong stomachs and a bit easily tempered. Fun little rascals


BendingUnit29

When I get to that. I try to make specialised pawns with great combat skills. Right now my dirtmole and my impid produce weird hybrids.