Biotech (DLC) - RimWorld Wiki (2024)

"For our children; We'll do what we must."

This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.

Biotech is a DLC for RimWorld that focuses on children and reproduction, expanding on mechanoids, and xenohumans/genetic modification. It was released on October 21 2022. Upon release, it has managed to become one of the highest grossing DLCs on Steam.

Contents

  • 1 Features
  • 2 Children and reproduction
  • 3 The mechanitor
  • 4 Gene modding
  • 5 Gallery

Features[edit]

  • Control mechanoids, including many new mechanoid types, by making your colonist into a mechanitor
  • Raise babies and children. Reproduce and create families - by both natural and artificial means
  • Genetically-modify children and adults, and interact with new gene-modded factions

Children and reproduction[edit]

With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods.

Babies bring joy, but also challenges. Colonists’ hearts will melt when the baby coos and giggles in their arms. But it takes effort to keep a baby happy and healthy and loved - create a safe haven for them in a cozy pastel nursery where there is always warm milk, a comfortable crib, overflowing toy chests and kind caregivers.

They grow up fast (especially if you use a growth vat) - soon your child will be walking, talking, and getting into trouble. They’ll soak up knowledge in the classroom and tag along with adults to watch them work. Kids find many ways to entertain themselves with art, exploring nature, playing with technology, and more. Teach them lessons and they’ll learn how to survive, cook, make friends, create art, build, craft, hunt, and fight. Watch as they grow up and make mistakes, lose loved ones, and survive hardships.

A rich childhood makes a capable adult. Every few years, you choose which traits and passions a child will develop. The better-raised a child is, with smarter education and more attention, the more choices you’ll have, and the better their chances are to become a happy and talented adult. Some colonies will sacrifice everything to give a child the best upbringing, while others will use growth vats to pump out cheap workers and soldiers. The choice is up to you.

The mechanitor[edit]

Build and control mechanoids by making your colonist into a mechanitor - a person with a special brain implant that lets them psychically command semi-living machines.

Create mechanoids by growing them inside high-tech gestator tanks. Command the original centipede, lancer, and scyther, plus a wide variety of new combat and labor mechanoids. Grow your swarm from a few small workers and fighters to a fearsome squadron of massive ultratech war machines and industrial behemoths.

Mechanoid laborers can manufacture goods, rescue and tend to your colonists, build and repair structures, sow and harvest crops, haul stuff, and more. They never get sick. They don’t freeze in the snow or get poisoned in toxic fallout. They don’t suffer mental breaks from long hours in dark mineshafts or filthy garbage yards.

Combat mechanoids are very diverse in form and function. Some are cheap swarmers that overwhelm the enemy with numbers. Others project shields over their allies, or roast enemies with beam weapons, or charge up for massive concrete-melting hellsphere attacks. Mechanoids wield melee claws and blades, sniper weapons, even flamethrowers. Depending on which mechanoids you command, your tactical options will vary dramatically.

Mechanoid infrastructure has a special price: Pollution. Gestating or charging colony mechanoids creates toxic wastepacks as a harmful by-product. Left unfrozen, these toxic wastepacks deteriorate and leak pollutants into the environment, creating pollution. Pollution makes living things sick. It poisons your colonists and pets. It blocks the sunlight with smog and irritates your colonists’ lungs. It triggers hibernating insects to emerge on the planet’s surface. Some areas of the planet are so polluted that only twisted, toxin-adapted variants of plants and animals can survive there. Pollution is a challenge that you can handle in a variety of ways - storage by freezing, disposal through transport pods (creating pollution on the World Map which neighboring factions dislike), use of Polux trees, or high-tech destruction through wastepack atomizers.

Advance your mechanitor’s capabilities by acquiring ancient mechanoid technology. This means calling dangerous new super-mechanoids to attack, in order to defeat them and steal technology from their smoking corpses. There are three types of hyper-deadly commander mechs to fight, each with its own weapons and combat style. Be sure you’re ready before you call these machine beasts to attack. Learn enough, and some day, you may command them as your own.

Gene modding[edit]

You can genetically-modify people to create xenohumans - humans with exotic traits. Genetic modifications range from subtle personality traits and eye color to hulking furry bodies, glands for fire-breathing, rapid regeneration, and even immortality.

The world contains a new set of xenohuman types and factions, including unstoppable super soldiers, fur-covered animal-controlling arctic settlers, toxin-immune human bioweapons, fire-breathing horned desert imp-people, psychic-bonding concubines, and more. The darkest of them drink blood, live in shadows, and live forever.

You can make your own xenotypes from scratch, and build infrastructure in your colony to enhance your people. Curate a collection of exotic genes by purchasing them from traders, accepting them as quest rewards, or extracting them from your menagerie of xenohuman prisoners. You can harvest the genes from anyone and implant those genes into your colonists and prisoners. You can also recombine genes to make bizarre and advantageous mixes of traits for implantation. Experiment with gene extraction and recombination to build your colony of xenohumans!

Gallery[edit]

  • Classroom

  • Impids

  • Pigskins

  • Genelab

  • Mechanoid factory

  • Diabolus

  • Mechanoids working

  • Mechs approach

  • Sanguophage base

  • Apocriton revives

  • Insects

  • Final battle

Families
Relationships (ReproductionChildren)
Life stages (BabiesChildrenAdults)
Furniture (CribBaby sleeping spotGrowth vatToy boxBaby decorationSchool deskBlackboard)
Mechanoids
Laborers (AgrihandCleansweeperConstructoidFabricorLifterParamedicTunneler)
Combatants (CenturionLegionaryMilitorScorcherTesseron)
Commanders (ApocritonDiabolusWar queenWar urchin)
Mechanitors
Control (MechlinkBand nodeMech boostersMech signallersControl packAirwire headset)
Mechanoid creation (Basic subcoreStandard subcoreHigh subcoreSubcore encoderSubcore softscannerSubcore ripscannerMech gestator)
Maintenance (Mech recharger)
Genetics
Xenohumans (DirtmolesGeniesHighmatesHussarsImpidsNeanderthalsPigskinsSanguophagesWastersYttakin)
Genes GermlineXenogeneMetabolic efficiency
Genetic Modification GenepackGene extractorGene bankGene assemblerGene processorXenogermArchite capsules
Deathrest (Deathrest acceleratorDeathrest capacity serumDeathrest casketGlucosoid pumpHemogen amplifierHemopumpPsychofluid pump)
Pollution
Nature (ToxalopeToxipotato plantWaste ratGray pine treePebble cactusRat palm treeWitchwood treeStasis cocoon)
Mitigation (WastepacksAtomizersPollution pumpsPolux trees)
Adaptation Face maskGas maskTox grenadesTox packTox shellToxic needle gunToxbomb launcherDetoxifier kidneyDetoxifier lung
Nonchalance Toxifier generator

Biotech (DLC) - RimWorld Wiki (2024)

FAQs

Is the RimWorld DLC Biotech worth it? ›

Yes, Biotech is worth it. Yes, the DLC and game do sometimes go on sale, but it is usually not a very large discount. Originally posted by boytype: Yes, Biotech is worth it.

What does Biotech DLC add? ›

This article relates to content added by Biotech (DLC).

Please note that it will not be present without the DLC enabled. Biotech is a DLC for RimWorld that focuses on children and reproduction, expanding on mechanoids, and xenohumans/genetic modification. It was released on October 21 2022.

How to start Biotech RimWorld? ›

Right click RimWorld in steam go to properties and go to the DLC section please make sure install is ticked. If it is ticked then untick it, launch RimWorld then close RimWorld after letting it load and tick it again. In my personal opinion, Biotech is the best dlc yet and very much worth the features.

What is the age speed in RimWorld biotech? ›

Children
Biological AgeTime in vatNo Vat
Base Vat400% Aging
Age 0 to 39 days45 days
Age 3 to 1330 days152.4 days
Age 13 to 1815 days106.6 days
5 more rows
Jan 9, 2024

What is the better RimWorld DLC? ›

Which the the best DLC and why? If you're experienced, I'd argue for Ideology. You're probably already running your colony in a certain way, Ideology lets you codify that and be rewarded/punished for it. Biotech is fantastic and drastically changes the game, but maybe that's not what you want.

Does age matter in RimWorld? ›

Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.

How many gene processors can you have RimWorld? ›

The maximum complexity is raised by 2 for each gene processor that is currently connected and active. Up to 100 processors can be connected, for a hard maximum of 206 complexity.

What does biotech add to RimWorld? ›

Biotech introduces the mechanitor role. By implanting a mechanitor implant into a colonist, they are given the ability to psychically control bionic machines. Similar to the EVA units from Evangelion, your mechanoids are a strange combination of flesh and machine.

What does Royalty DLC add to RimWorld? ›

Royalty: New faction, lots of new weapons and armor, new Psycast system, Royalty and Rank system that allows you to get promoted through honor, new quests. New bionics and implants. New Ascend to the Stars ending.

Can you remove xenogerms? ›

The only way to remove a xenogerm is to kill the pawn with a Gene extractor and resurrect them. ability is available (and tentacle limbs are not undesirable), there is little reason not to use it to instantly wake an important pawn.

Can you clone in Rimworld biotech? ›

I've used the Biotech Cloning for a bit. It's not an exact clone of your original pawn. That mod copies the endo/xenogenes of the pawn, and adds a "clone" gene and the "sterile" gene to your pawn, or a random gene mutation.

What is the best thing to start with in Rimworld? ›

Firefight, Patient, Bed Rest, and Basic, should be set to priority 1 on everyone. Doctor, Warden, Cook, Construct, and Grow should be set to priority 1 on the colonist with the highest skill and disabled for everyone else. Any passions or interests should be set to priority 2, then 4 for every other work.

Does RimWorld get harder over time? ›

Roughly, the Adaption Factor means Rimworld tries to make the game harder if it thinks the player is doing well, and easier if it thinks the player is doing poorly. Time passed since the deaths of colonists, and time passed since the downing of colonists are the major aspects that Adaption Factor considers.

Does RimWorld get progressively harder? ›

Getting the balance right is a big part of Rimworld. Depends on the story teller you chose. If you choose phoebe or cassandra, your game will gradually get more and more difficult. But even then almost always the raids or events will be at the level you're at.

How many hours is a RimWorld year? ›

Real time
In-Game TimeReal Time
1 Hour60 Min~42s
1 Day24 Hours16m 40s
1 Quadrum15 Days4h 10m
1 Year4 Quadrums16h 40m
1 more row
Apr 6, 2024

What is the best source of income RimWorld? ›

Corn is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug. However, it cannot be processed any further, meaning it is reliant entirely on the grow cycle.

Can you clone in RimWorld biotech? ›

I've used the Biotech Cloning for a bit. It's not an exact clone of your original pawn. That mod copies the endo/xenogenes of the pawn, and adds a "clone" gene and the "sterile" gene to your pawn, or a random gene mutation.

References

Top Articles
Latest Posts
Article information

Author: Reed Wilderman

Last Updated:

Views: 5348

Rating: 4.1 / 5 (52 voted)

Reviews: 83% of readers found this page helpful

Author information

Name: Reed Wilderman

Birthday: 1992-06-14

Address: 998 Estell Village, Lake Oscarberg, SD 48713-6877

Phone: +21813267449721

Job: Technology Engineer

Hobby: Swimming, Do it yourself, Beekeeping, Lapidary, Cosplaying, Hiking, Graffiti

Introduction: My name is Reed Wilderman, I am a faithful, bright, lucky, adventurous, lively, rich, vast person who loves writing and wants to share my knowledge and understanding with you.