Biotech just updated today to change the way germline genes are inherited. Now the metabolic range is set at -5 to +5 rather than being random. Additionally genes that are carried by both parents are attempted to be passed now to offspring with greatly increased chance. Roughly the way this works is the game generates up to 50 different combinations of genes that are preset in both parents to create an offspring that inherits all of the genes both parents have, and balanced with genes that one of the parents have. After 50 attempts if there's no viable way to balance all of the genes within -5 to +5 metabolism, a compromise offspring is generated instead.
So happy about the dlc cross integration and the ability to get more player made xenotypes in a playthrough. Still wish I could customize faction xenotypes though.
Just started messing with the DLCs after a friend gave me her PC when she upgraded to her new one and Im having so much fun with the new experience Im having after having played on consol. Definitely got my sub since you take the extra length to explain in detail. Thank you :D
Great guide, thank you. Also loving the first wendigo, i missed the first series but enjoyed the second, cool how that referenced the first and this is like a prequel
Holy Hell. If I didn't know better I could believe this was a parody video poking fun at overly-complex game systems... Thank you for the massive data dump - I'm not sure how best to get to grips with it all, and honestly I'm not sure whether maybe this means Rimworld is moving beyond my complexity tolerance and I just can't cope with playing with it any more!
seems like the only worth option is implanting purchased positive genes to your colonists. And then maybe if you need something specific like a miners or researchers and you don't like the molerat or gene you imprisoned just get his genes to make colonist's similar to them
@@Rhadamant I know, I bought some simple genes on my first run like "happy" or "non-violent" that would be great quick additions to a colonist/prisoner. Not worth it to invest more than that. You go through the effort to make the facilities, get the genes and all that all to get something that has pros and cons. At the same time you can get a kid which quickly become dedicated haulers and a great boost to happiness for 2 adult colonists. They then grow to become a very customized great colonist that fills the needs you currently have
I created my own species of creepy, flesh-eating goblins and was baffled to find that there seems to be no way to recruit more colonists of that type. They never spawn as hostiles, allies or random encounters, so my colony will never grow. I couldn't even force them to spawn using the developer commands. Have I missed something obvious, or this a huge problem that has been overlooked?
There's an update coming soon that's currently being tested in the unstable branch that introduces your custom made xenotypes as potential people in your playthrough
Ya, all I heard was 'use dev mode to remove problematic genes'. Kinda wish I hadn't installed biotech for my current playthrough. It just seems to add a bunch of complexity without a lot of payoff.
@@Rhadamant Sorry, I watched your vid after realizing I'd have to accommodate a bunch of pawns I'd captured with the dependency trait. It's starting to feel like you're not supposed to do all the dlc's at once- I find I can't really make any progress in one while the other 3 keep tryna shoulder their way in. The vid was exactly as you advertised, it was well done, and it deserves the belated thumb up. Have a good one, and thanks for the reply.
I have a waster that has some other xenogenes and I didn’t know I had to use psycite yearly. Do I have to refine it or can I just take it right after harvesting and have it work the same way
Why would you make me think about the xenogene implanter being unsafe for viewing? I already made my sanguophage implant his genes into his daughter. 😭. Lol. Thanks for posting. I didn't know archite genes couldn't be extracted.
The game describes the gene implanter as such "Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ" So .. my depiction is completely spot on. Here's a comic it reminds me of: i.redd.it/erk145id8x931.jpg
Biotech just updated today to change the way germline genes are inherited. Now the metabolic range is set at -5 to +5 rather than being random. Additionally genes that are carried by both parents are attempted to be passed now to offspring with greatly increased chance. Roughly the way this works is the game generates up to 50 different combinations of genes that are preset in both parents to create an offspring that inherits all of the genes both parents have, and balanced with genes that one of the parents have. After 50 attempts if there's no viable way to balance all of the genes within -5 to +5 metabolism, a compromise offspring is generated instead.
I wish we could customize xenotypes for factions and the world prior to starting a game in vanilla.
That would be pretty cool!
Isnt there a option to encourage youre xenotypes into the game?
@@WickhardtvonBarnheim Not yet, that's on the unstable branch, but even then Wendigos isn't a xenotype yet so it wouldn't help.
So happy about the dlc cross integration and the ability to get more player made xenotypes in a playthrough. Still wish I could customize faction xenotypes though.
They gotta mod for this now
Just started messing with the DLCs after a friend gave me her PC when she upgraded to her new one and Im having so much fun with the new experience Im having after having played on consol. Definitely got my sub since you take the extra length to explain in detail. Thank you :D
Why thank you sir!
That friend must be really stacked
Awesome tutorial Rhadamant. I was wondering quite a few things and this was very informative and helpful!
Glad it was helpful!
Very helpful guide! I particularly like the vivid examples, such as the comparison of xenogenes with bionic parts. Well done Rhad!
You're welcome Cam!
Excellent and to-the-point guide! Thanks for this
Glad it was helpful!
Great guide, thank you.
Also loving the first wendigo, i missed the first series but enjoyed the second, cool how that referenced the first and this is like a prequel
The current Wendigos is actually the third of its series! =P
My comment wasn’t very clear lol,
Im aware, i watched all of glitch, mallet, raptor, chereddar, which was the 2nd series :)
Finally, I have been eagerly awaiting a guide from you regarding this topic. Thank you. Keep the Wendigos coming 😂
Most welcome!!
Awesome guide! Very helpful and clear. Great work Rhad!
Glad it was helpful!
An excellent tutorial video as always!
Thank you! Cheers!
Omg… you communicate this so well… easy sub.
Thank you !
Thanks for the great guide and awesome video!
Glad it was helpful!
Very good video, thanks mate
Glad it helped
This was so helpful thank you
Glad it was helpful!
This cleared a lot of things up for me, thanks!
Welcome!
Holy Hell. If I didn't know better I could believe this was a parody video poking fun at overly-complex game systems...
Thank you for the massive data dump - I'm not sure how best to get to grips with it all, and honestly I'm not sure whether maybe this means Rimworld is moving beyond my complexity tolerance and I just can't cope with playing with it any more!
Yup, RimWorld has always been complex and Biotech kicks it up further
i knew all of this but its a nice rundown
Aye thanks sorry it wasn't helpful
very useful, thank you
Glad it was helpful!
Thank god, the video is great, have a good day broo😘😘😘
Thanks, you too!
Great guide! Thank you.
Glad it was helpful!
Really good video :)
Thanks!
Thanks!
No problem!
So if none of the premade races has the gene I want, I can't get it at all in that playthrough?
You can buy it off of traders, but you can't get it germline
Thankyou :)
You're welcome 😊
seems like the only worth option is implanting purchased positive genes to your colonists. And then maybe if you need something specific like a miners or researchers and you don't like the molerat or gene you imprisoned just get his genes to make colonist's similar to them
At -5 Metabolism you're required to balance positive genes with negative ones
@@Rhadamant I know, I bought some simple genes on my first run like "happy" or "non-violent" that would be great quick additions to a colonist/prisoner. Not worth it to invest more than that.
You go through the effort to make the facilities, get the genes and all that all to get something that has pros and cons.
At the same time you can get a kid which quickly become dedicated haulers and a great boost to happiness for 2 adult colonists. They then grow to become a very customized great colonist that fills the needs you currently have
I created my own species of creepy, flesh-eating goblins and was baffled to find that there seems to be no way to recruit more colonists of that type. They never spawn as hostiles, allies or random encounters, so my colony will never grow. I couldn't even force them to spawn using the developer commands. Have I missed something obvious, or this a huge problem that has been overlooked?
There's an update coming soon that's currently being tested in the unstable branch that introduces your custom made xenotypes as potential people in your playthrough
@@Rhadamant That's great! Any idea when the update will go live?
@@saturn580 Nope
What about having children or cloning?
Ya, all I heard was 'use dev mode to remove problematic genes'.
Kinda wish I hadn't installed biotech for my current playthrough. It just seems to add a bunch of complexity without a lot of payoff.
I mean sure if you want to
@@Rhadamant Sorry, I watched your vid after realizing I'd have to accommodate a bunch of pawns I'd captured with the dependency trait. It's starting to feel like you're not supposed to do all the dlc's at once- I find I can't really make any progress in one while the other 3 keep tryna shoulder their way in.
The vid was exactly as you advertised, it was well done, and it deserves the belated thumb up. Have a good one, and thanks for the reply.
@@speedingoffence Hey no problem!
I have a waster that has some other xenogenes and I didn’t know I had to use psycite yearly. Do I have to refine it or can I just take it right after harvesting and have it work the same way
Psychite Tea will work
@@Rhadamant does that need research and a drug lab or does it just need a crafting spot
@@Gunnergamingyt2 It needs research, but its an easy one, and a kitchen stove
@@Rhadamant ok. Also is there a way to check genes of a pawn after the game starts?
@@Gunnergamingyt2 Click on the pawn, go to the bio tab and then click on their xenotype, next to the pawn's age.
Why would you make me think about the xenogene implanter being unsafe for viewing? I already made my sanguophage implant his genes into his daughter. 😭. Lol.
Thanks for posting. I didn't know archite genes couldn't be extracted.
The game describes the gene implanter as such
"Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ"
So .. my depiction is completely spot on.
Here's a comic it reminds me of: i.redd.it/erk145id8x931.jpg
Is trait treated differently from genes? Or is it the same system?
Depends on the trait/genes. Beauty is treated differently, for instance, while run speed is not.
so where is vampire guide and other parts of this dlc guide?
Too low demand for the work and effort
This also works as a genetics class 😂
Oh ... oh god .. no
I got some mods for Rimworld to destroy factions....But when I try to use the xenotype editor,It's just blank...there is nothing to choose there,help
I've never used your mods so I can't help with that
this shit is complicated
Yup
We can finally be racist
More like speciest?
extremely well done, thank you sir!
Thank you kindly!
Awesome guide, thank you!
My pleasure
Great video, so helpful!
Glad it was helpful!
Thank you, great guide!
Glad it was helpful!