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Tab Xenotypes

Dexter Lowe edited this page Apr 5, 2026 · 2 revisions

Tab: Xenotypes

The Xenotypes tab controls which genetic variants of humans appear in this faction and what genes they carry. This tab requires the Biotech DLC.

Without Biotech, this tab does not appear.

Xenotypes tab


What Are Xenotypes?

In RimWorld with Biotech, humans can belong to different xenotypes - genetic variants like Neanderthals, Highmates, Yttakin, and others. Each xenotype has a set of genes that gives them unique traits.

Normally, factions have their own distribution of xenotypes set by the game. This tab lets you override that.


Required Genes (Advanced)

Force specific genes onto every pawn of this type, regardless of their xenotype.

Each gene entry can specify:

  • Gene: Which gene to add.
  • Xenogene: If ticked Xenogene, otherwise endogene.
  • Force Active: If there are conflicting genes should this one win, deactivating the others.
  • Chance to apply: How likely is it this gene spawns.

Force Specific Xenotypes

A toggle that, when on, restricts this pawn type to only the xenotypes you've configured in the Xenotype Spawn Rates section. Note that if you don't set this it'll use the setting from the faction level. You may prefer to use something like the Xenotype Spawn Control mod for finer grained control.

  • On: Only your listed xenotypes can appear.
  • Off: Stick to defaults or other overrides.

When it's on you'll see a list of xenotypes with sliders controlling how often each one appears.

Adding a Xenotype

  1. Click Add new... at the bottom of the list.
  2. A picker shows all xenotypes available in your game (including from mods).
  3. Click a xenotype to add it with a default weight.
  4. Adjust the slider to set how common it should be.

Note that only full xenotypes are listed NOT custom xenotypes. Custom xenotypes are handled a bit differently, because this is setting the Def behind the scenes it's restricted same as Rimworld itself and can't handle custom xenotypes. If you want a custom Xenotype use something like the Xenotype exporter tool to export the Custom Xenotype into a form Total Control can use.

Removing a Xenotype

Click the Delete button next to a xenotype entry to remove it from the list.


Faction-Level Xenotype Editing

Xenotype settings also exist at the Faction Edit level (not just per-pawn-kind). In the Faction Editor, above the pawn kind list, there's a section for overriding the faction's overall xenotype spawn rates.

This faction-level setting applies to the faction as a whole, while the per-pawn-kind settings in this tab apply only to that specific pawn type. Note that sometimes pawns are generated being asked to use the faction level settings but pawnkind level generally wins.


Tips

  • All-Yttakin faction: Set Yttakin weight to high (e.g., 100) and Baseliner to low (e.g., 0).
  • Custom gene combinations: Use Required Genes to add specific genes to all pawns of a type, creating a genetically distinct pawn type even within a faction that has other xenotypes.
  • Biotech-compatible modded factions: If you've added a modded faction and want them to always spawn as a specific xenotype from another mod, add that xenotype to the spawn rate list.
  • Removing xenotype diversity: Set only Baseliner in the list if you want a faction to always consist of plain humans.

See Pawn Kind Edits for how the override system works in general.

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