Is buying the Biotech DLC in Rimworld worth it?

A blog post about whether buying the Biotech DLC in Rimworld (also known as my favorite game of all time) is worth it or not.

Is buying the Biotech DLC in Rimworld worth it?

Is the Biotech DLC worth it?

Yes, 100% worth it. I suggest you buy the base game (If you have not already) and the Biotech DLC together when they are both in sale.

Why? Because base game Rimworld feels somewhat "incomplete" without the Biotech DLC.

Short list on what you get in Biotech DLC:

  • The ability to create children naturally or with the use of science
  • Gene modification for adult and children colonists (pawns)
  • Various types of xenohumans (playable humanoid beings)
  • Sanguophages (basically vampires)
  • Friendly and Hostile Mechanoids (basically high-tech robots)


What’s inside the Biotech DLC?

Children and Gene Inheritance

There is already romance in the base game, but with the Biotech DLC you can have your colonists (also known as pawns) have children of their own!

And you can do this either through the natural way, Surrogacy (A female pawn and Fertilized Ovum) or with the use of a Growth Vat and a Fertilized Ovum.

How does gene inheritance work?

The child inherits germline genes from both parents in random. The child will not inherit any genetic traits from the surrogate parent.

Children born from parents that are of different xenotypes may be considered as either a hybrid or baseliner.

From what I can tell, the name of the xenotypes "hybrid" and "baseliner" have no significant impact on the game (unless you have the Ideology DLC).

The only heritable genes are Germline Genes. Xenogenes are not heritable.

Childhood Gameplay

Once a baby pawn turns 3 years old, he will start his learning phase, which will last until he is 13 years old.

There are three ways that a child can learn skills.

  • Doing tasks (except hauling and cleaning)
  • Watching tasks being performed
  • Being taught by another pawn (School desk and Blackboards)
It is also important to note that each growth phase (3, 7, 10, and 13 years old) allows the child pawn to do more tasks as he ages.

Gene Editing and Gene Implantation

If you so wish, you can mess with genetics. With this DLC, you can modify children and adult colonists (pawns) as long as you have the necessary technology and equipment (Gene extractor and Gene assembler).

Unless you are using mods, the Sanguophages are the only ones who has the ability to implant their own xenogenes (non-heritable genetic traits) onto another pawn.

Xenohumans

The DLC features several unique xenohumans (Humanoid Beings) that have genetic traits and abilities that are unique to them.

List of xenotypes in the DLC:

  • Baseliners: Just a normal Human.
  • Dirtmoles: Great miners, but sensitive to light and have poor eyesight.
  • Genies: They carry no inheritable traits; they are humans that are genetically modified to be great engineers (greater crafting and intellect), but their social skills are way below average (usually).
  • Hussars: Carries no inheritable traits; they are essentially super soldiers that can tolerate heat and cold well, don’t feel pain as much, does not slow down when hit, and more. The only downside is that they are Go-juice dependent (which is a performance-enhancing drug).
  • Neanderthals: Tanky humans, but slow, awful marksmanship, and not so smart (usually).
  • Pigskins: As the name suggests, they are humanoids with pig-like features; they have a robust and strong stomach and a superior immune system than average. They can basically eat anything without worrying about food poisoning. Downside? They are nearsighted and have slightly worse manipulation due to their trotter hands.
  • Impids: Fire breathing humanoids with horns. Can’t stand the cold but has fire resistance. Awful at planting.
  • Wasters: They are humanoids that are able to survive and strive in polluted areas. They get a movement buff when exposed to pollution and is immune to its bad effects. But they do have to ingest some form of psychite, otherwise they go into a coma and die. They can also ingest the wake-up drug (basically the equivalent of coffee or energy drinks irl) without the risk of addiction.
  • Yttakin: They are Fur-skinned humanoids (think of Chewbacca from Star Wars). They can handle cold environments well and have the ability to make a wild animal aid them in battle for a limited period of time.
  • Highmates: Carries no inheritable traits; they are incapable of violence, awful at planting and mining, but have higher social skills than average. They also provide buffs and mood buffs to himself/herself and the person he/she is in relationship with, but grants a mood debuff when they are not in the same map together.
  • Sanguophages: Essentially vampires. They can be of any type of xenohuman, but they tend to be baseliners when choosing your colonist in a new world. Their vampire traits and abilities are not inheritable via reproduction, they can however implant their genes to another pawn once every 2 in-game years without dying.

You can also make your own xenohuman. Any amount genes can be chosen, as long as the metabolic efficiency is not below -5.

When making your own xenohuman, be sure to check the [Genes are heritable] box if you want the traits to be heritable.


Mechanoids

This DLC introduces friendly mechanoids that you can create yourself with the help of a brain implant called the "mechlink".

These mechanoids can either be use for quality of life purposes like the agrihand (grows and harvest crops), constructoid (builds construction), Lifter (hauls items) or for military purposes.

Examples of combat-purposed mechanoids

  • Militor (uses mini-shotgun)
  • Lancer (uses charge lance)
  • Pikeman (uses needle gun)
  • Scorcher (uses mini-flameblaster)
  • and much more

The amount and quality of a mechanoid is limited to your maximum bandwidth (You start out with 6+). You can increase your bandwidth by equipping special equipment for mechaniators.

Examples of Equipment for Mechaniators:

  • Array Headset (+6 bandwidth)
  • Bandwitdh Pack (+9 bandwidth)
  • Mechlord Suit (+12 bandwidth)
  • Mechlord Helmet (+12 bandwidth)
  • And much more
☠️
Mechs need a mech recharger to recharge and will excrete wastepacks. Wastepacks are toxic to living pawns and the environment. The best way to get rid of them is with the use of transport pods (sent them to somewhere cold if possible).

For more information about friendly and hostile mechanoids, visit the following websites below:

Mechanitor - RimWorld Wiki
Mechanoids - RimWorld Wiki

FINAL WORDS

Base game Rimworld feels incomplete without the Biotech DLC. I suggest you buy the Biotech DLC along with the base game if you have not already bought the base game.


Last modified: April 20, 2024

Copyright ©2024 by Marshall Vulta