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  • rimworld create xenotype

Rimworld Create Xenotype Jun 2026

<?xml version="1.0" encoding="utf-8"?> <ModMetaData> <name>My Xenotype Mod</name> <!-- The name in your mod list --> <author>Your Name</author> <supportedVersions>1.5</supportedVersions> <!-- The game version --> <description>Adds a custom xenotype, like Dwarves, to the world.</description> <modDependencies> <li> <packageId>ludeon.rimworld.biotech</packageId> <displayName>Biotech</displayName> <steamAppId>1392840</steamAppId> </li> </modDependencies> </ModMetaData>

This is the most critical part of xenotype design. Your decision here will determine whether your custom species is a dying breed or a thriving race that conquers the RimWorld.

The character creator is great for starting colonists, but it’s a different story for the rest of the planet. as part of existing factions. They will only appear as random world pawns, like refugees or in drop pods.

Don’t worry if you didn't get it perfect at the start. Once you build a Gene Assembler rimworld create xenotype

However, the most compelling aspect of xenotype creation is the imposition of ideology onto biology. In the base game, players manage the moods and beliefs of their pawns through constructed ideologies. With genetic engineering, those beliefs become hard-coded into DNA. A player can create a "Sanguine Noble"—a being with enhanced beauty and persuasion but a biological dependency on human blood. This does not just change the stats; it creates a narrative tension. The colony must now function around the needs of its aristocracy, perhaps enslaving prisoners not just for labor, but for sustenance. The xenotype becomes a manifestation of the player’s own morality—or lack thereof. Are we creating a utopia of efficient workers, or a caste system of biological overlords?

To expand your gene library during gameplay, build a . Populating a colony with diverse custom genes allows you to harvest them, combine them into custom xenogerms at a Gene Assembler , and forcibly upgrade your existing baseline colonists into your engineered master race.

Before opening the editor, you must understand how RimWorld categorizes genetic traits. Genes dictate everything from your pawn's appearance to their dietary needs and combat effectiveness. Germline vs. Xenogenes as part of existing factions

<?xml version="1.0" encoding="utf-8"?> <Defs> <XenotypeDef> <defName>My_Custom_Xenotype</defName> <!-- The internal ID --> <label>Dwarves</label> <!-- The name you'll see in-game --> <description>A hardy, subterranean folk known for their crafting and strong stomachs.</description> <geneticVariance>Low</geneticVariance> <!-- How much children can vary --> <xenotypeCategory>Endogene</xenotypeCategory> <!-- Or Xenogene --> <iconDef>Desert</iconDef> <!-- The icon that appears next to their name --> <genes> <li>StrongMelee</li> <!-- A positive gene --> <li>GreatMining</li> <li>RobustDigestion</li> <li>PoorShooting</li> <!-- A negative gene for balance --> <li>SlowRunner</li> <li>Beard_Majestic</li> <!-- Cosmetic genes --> </genes> </XenotypeDef> </Defs>

Robust, Superfast Wound Healing, Strong Melee, Great Shooting.

By default, custom xenotypes only apply to your starting characters. If you want to encounter your custom creation roaming the world as raiders, traders, or empire citizens, you need to use mods. Once you build a Gene Assembler However, the

Want a melee powerhouse? Look under the combat and physical tabs.

Choose one thing your xenotype must excel at. Do not try to make them good at farming, shooting, and crafting all at once. Specialization yields the best results. Step 2: Select "Free" Negative Genes

How do i make a colonist with a unique xenotype? : r/RimWorld

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