This adds two xenotypes, being endogene and xenogene versions of eachother respectively.
Their genes give them the fast learner, sanguine, iron-willed, industrious and nimble traits.
All while not affecting their metabolism.
For this to be possible without archites, the genes have incredible complexity, making them rare, expensive, and require lots of processors to turn into xenogerms.
Essentially, they're very mentally gifted baseliners.
Germline Mindliner
Mindliners are, functionally speaking, exceptionally mentally gifted baseliners.
Germline mindliner populations are usually the products of harsh natural selection, eugenics or both, especially on rotting, depressing, factory-filled, late stage "you will own nothing and be ""happy""" worlds where only the most productive and mentally resilient can both survive and stay sane.
Xeno Mindliner
Mindliners are, functionally speaking, exceptionally mentally gifted baseliners.
Making xeno mindliner xenogerms requires large, expensive, advanced genetics labs. Typically given to those about to live in great discomfort, with a need for productivity.
FAQ
These guys are OP!
Kinda, yeah.
But based on testing they're not, like, crazy OP. Again, these are basically just extra-gifted baseliners.
As-is, they're pretty rare, and making your own mindliner xenogerms is a huge pain.
Why nimble?
The idea is essentially that these guys are super locked in and focused all the time, with better mental processing speed etc. If you've seen the movie "Limitless", you've seen something akin to how I imagine these guys.
It makes sense someone with such a brain would be good at dodging hits and noticing traps.
Also needed a 5th make this match the Greatliner Xenotype. I considered using the Great Memory trait instead but that trait isn't actually all that useful in my experience.
Future Plans?
Making mindliners appear in factions. I think they'd do well among industrials and spacers, working long hours in factories and coming home to an "efficient" (tiny and miserable) bedroom.
You can already do this yourself using Total Control, though.
Already made 2 other xenotypes inspired by this one, being Highliners and Zenliners in the collection above.
I want this change or that change!
Feel free to suggest it!
If I decide not to implement your idea, or you don't want to wait, look up and use the "xenotype exporter" mod - it's a wonderful mod indeed! On top of letting you alter existing xenotypes, it lets you make new ones!
Requirements:
Either Jimothy's Genes or Jimothy's Complexity Trait Genes is needed for genes to appear. Otherwise these are just baseliners with a layer of "trust me bro they've got that grindset."
Compatibility
This is a simple xml mod, should be compatible with everything.
Thankyou to:
Members of Rimworld discord's modding section, for explaining things to me.
Alite for making their gene mods.
The birthday cake I ate a while ago. It was yummy.
If you think I'm super cool and stuff:
https://www.youtube.com/@jimothyworldbuilding3664
Note that this channel is *NOT* Rimworld related. It's a worldbuilding channel. That said, you might notice some Rimworld-esque stuff in the worldbuilding, such as organ harvesting, war crimes, morbid hilarity and widespread cannibalism.
1.6.0 (16/07/2020): Updated to 1.3. Honestly, we added so many textures (including almost a full retexture of Royalty) I'm not going to bother. 1.5.0 (11/10/2020): Added faction icons in HQ. 1.4.0 (04/09/2020): Added various new textures: Snowmen, Flatscreen TV, Unfinished appare
last update: v1.6.3 build on 2025-07-21 for RimWorld v1.6.4523 Editor for humanlike pawns on map and for crashlanding (colonists, enemies, dead pawns) MOD FEATURES • editor for pawns on map and for crashlanding • editable: body, head, hair, skin color, apparel color, gender, name
1.2.0 (17/05/2020): Fixed label length issue. 1.1.1 (29/02/2020): Beards now work perfectly fine! Thanks for your patience. We have all been there, with a colony of a hundred pawns where everyone looks somewhat the same. Starting colonists with no character to their looks. This m
1.2 (29/08/2020): Fixed laggy hologram code. This mod now requires our framework. 1.1.1 (14/08/2020): Fixed the issue with pottery display radius for meditation, Added decorative plant pots. This module is a part of Vanilla Furniture Expanded which can be downloaded below. Vanill
1.2.1 (25/02/2020): Formal wear now counts as royal apparel. 1.2.0 (19/02/2020): This mod is now 1.1 compatible. After a hundred hours playing RimWorld you notice that every pawn wears somewhat the same things. The base game apparel is not really as interesting, unique and variou