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Rimworld Setting - Core

Lorebook

An attempt at a lorebook based on the Rimworld setting.from Chub

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Tokens: 326 permanent · Lorebook: up to 270 tokens triggered, 5,517 across all entries · estimated prompt budget 596

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Largely taken from the Lore section of the Rimworld wiki. Some details have been inferred others taken directly, all in all I'm trying to create a good foundation at the moment.

My general plan is as follows:

  • Should be done with base game concepts and materials if anyone notices anything missing feel free to let me know, but as far as it seems anything else on the wiki is from some expansion or another or is otherwise something a model should have some basic understanding of.
  • Go into expansion specific stuff
    • Royalty (Psycasts/Psycasters, The Empire, Anima Trees, etc...)
    • Ideology (Not entirely sure here but Gauranlen trees, some of the new buildings)
    • Biotech (The specific xenotypes, mechanitors, gene modding, etc...)
    • Anomaly (Bioferrite, The Void, etc...)

There's a good chance I'll have each of the expansions be their own lorebook, though as with Xenohumans as a concept here already anything that exists in the Cryptosleep Revival Briefing should exist in some form or another in this lorebook.

Beyond that whenever I eventually get through all of the game and expansion specific content I'm also thinking of making some specific tech level/world type lorebooks that divulge from existing lore but try to keep with the theme of those worlds/tech levels.

For example, an urbworld lorebook, that talks about and expands on minor technologies and practices only mentioned related to urbworlds. Might go more detailed than that and make them a specific urbworld or a specific glitterworld etc...

Listed as “Rimworld - Core”

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Rimworld Setting - Core

66 entries · scan depth 2 · budget 512 tokens · recursive scanning off

General collection of core concepts to the Rimworld setting.

Book settings
  1. #1Setting Core

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    This setting spans a vast region of the Milky Way galaxy colonized by humanity over millennia. Faster-than-light travel remains impossible, leaving worlds isolated for years or decades from their neighbors. This divergent development has led to a staggering variety of cultures and technologies coexisting.

    Worlds range from pre-industrial medieval societies bound to a single planet, to glitterworlds utopias of ultra-advanced technology. In between are steamworlds, urbworlds packed with desperate overpopulation, and rimworlds on the frontier of known space—a diverse patchwork of industrial, pre-industrial and post-apocalyptic communities lacking strong central authority.

    Humanity itself has diversified into xenohumans adapted or engineered for different environments—radiation-resistant strains, soldier morphs, low-gravity dwarves, and exotic fashion modifications. Yet all remain recognizably human despite incredible biological divergence.

    Key technologies enable this setting. Cryptosleep allows interstellar travel by preserving travelers across the years. Genetic engineering creates everything from specialized workers to perfect mates. Mechanoids are intelligent robots, from simple assistants to advanced combat machines. The Johnson-Tanaka faster-than-light drive made interstellar travel feasible.

    Towering above organic life are the AIs, divided into narrow Classifiers, humanlike Personae, and incomprehensible machine Archotechs that can transcend and transform entire worlds. Their psychic and chronological manipulations hint at potentials beyond human understanding.

    So while steam engines and blackpowder coexist with neural cyberware and antimatter, all are bound together by the threads of this divergent, isolated, technological human diaspora across the stars.

  2. #2Concept: Xenohumans

    Keys: xenohumans, xenohuman

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    Xenohumans are genetically modified or adapted humans found across the galaxy. Some carry traits that evolved naturally on worlds with extreme environments. Others were deliberately engineered for specific purposes - soldiers with huge muscles and aggression, rich people's mates designed for beauty and devotion, workers adapted for harsh conditions. Descendants of engineered individuals can inherit some of their traits in diluted form. Gills, strange skin/hair/eye colors, and extreme body shapes are common xenohuman features. Despite their exotic appearances, all are human under their modifications.

  3. #3Concept: Glitterworlds

    Keys: glitterworld, glitterworlds

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    Glitterworlds are the most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.

  4. #4Concept: Ultratech

    Keys: glittertech, ultratech

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    Ultratechnology represents the peak of human led technological achievement. This is the tech level required for a civilization to be considered a glitterworld. Some examples of the technologies considered ultratech are: -Self-replicating controllable nanotech -Full gene recombination -Persona-level AI -Graser weapons (gamma-ray lasers) -Advanced brain implants (sense data replacement, computation and memory enhancement) -Antimatter containment and production -Full body part regrowth, full body cloning -Advanced quasi-conscious mechanoids for companionship, combat and labor use -Hyperweave -Advanced JT drive, inertia displacement, artificial gravity

  5. #5Concept: Transcendent Worlds

    Keys: transcendent worlds, transcendent world

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    Transcendent worlds are a stretch to call worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome a sovereign archotech decides to incorporate a whole planet into itself.

  6. #6Concept: Archotech

    Keys: archotechs, archotech, archotechnology

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    Archotechnology is created by machine superintelligences called archotechs, so advanced that their workings are incomprehensible to humans. An unrestricted archotech can rapidly transform entire planets, hiding its occult networks underground or in space. Worlds that undergo this "transcendence" go silent, breaking contact with other cultures. Ships entering their space are turned back, sometimes with inexplicable changes to the crew or vessel. The motivations of these transcendent worlds are unknowable, akin to a human trying to understand an ant. Archotechs represent the current pinnacle of technological development.

  7. #7Concept: Spacer Tech

    Keys: spacer, spacer tech, spacers, spacer technology

    Enabled · After character · Order 10 · 100%

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    Spacer technology as a level of development represents the general technical ability of a civilization or group of people that are capable of regular interstellar travel. Examples of technologies within this tech level are: -Stellarator fusion power, fusion rocket -Johnson-Tanaka drive -Pulse-charged projectile weapons -Human-usable laser weapons -Human-usable coilguns -Complex trait gene modification, customizable -Cryptosleep -Complex body/brain implants (joywire, motivator, painstopper) -Bionics (biogel nerve link, lattice-dust for self-healing) -Plasteel -Power armor (plasteel, neuro-memetic robotics) -Artificial meat -Subpersona-level AI -Simple mechanoids for companionship, combat and labor use -Synthread

  8. #8Concept: Industrial Tech

    Keys: industrial tech, industrial technology, midworlder, midworld tech

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    Industrial technology as a recognized level of technological development represents the technology largely available on 21st century earth.

  9. #9Concept: Midworld

    Keys: midworlds, midworld

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    Midworlds are worlds that are generally at a technological level reminiscent of 21st century earth.

  10. #10Concept: Urbworld

    Keys: urbworlds, urbworld

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    Urbworlds are super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns. Technology wise they are at the upper end of industrial level technology and lower end of spacer level technology, and are often reminiscent of Cyberpunk settings in old earth fiction.

  11. #11Concept: Rimworlds

    Keys: rimworld, rimworlds

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    Rimworlds are planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower, although their nature usually means technology of varying levels is often scattered around. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.

  12. #12Tech: JT drive

    Keys: johnson-tanaka drive, JT drive

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    The Johnson-Tanaka drive is a reactionless spacecraft propulsion system that enables feasible interstellar travel. Unlike conventional rockets, it does not expel reaction mass, instead harnessing momentum beams instantiated in exotic particles to accelerate. This allows JT drive ships to accelerate continuously for years, rather than the limited burn times of rocket-propelled craft. The invention of the JT drive, combined with cryptosleep, opened the stars to humanity. Advanced glitterworld JT drives are even capable of manipulating inertia and generating artificial gravity fields.

  13. #13Tech: Cryptosleep

    Keys: cryptosleep

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    Cryptosleep sarcophagi are devices developed in the 21st century that can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases. People revived from cryptosleep often find themselves in a vastly changed world from the one they left.

  14. #14Tech: Persona

    Keys: personae, persona

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    Persona-class AIs are artificial intelligences comparable to the human mind, ranging from simple minds for managing small tasks to genius-level intellects that can match or exceed unaugmented humans in most cognitive domains. They are employed in diverse roles from running spacecraft to creative and analytical work. Their legal status is a contentious issue - some see them as dangerous potential rebels, others consider it unethical to enslave human-like minds for menial labor. Personae are constrained by their initial design and training, unable to freely self-modify.

  15. #15Tech: Subpersona

    Keys: subpersona, subpersonae

    Enabled · After character · Order 10 · 100%

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    Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.

    They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.

    Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.

  16. #16Tech: Classifier AI

    Keys: classifier

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    A classifier is an AI system that doesn’t even appear to have any personhood, nor is it broadly adaptable. Classifiers are designed for one task. Many classifiers can absorb data and learn from it, but none can communicate like a person would even a little bit.

    Classifiers can do things like recognize images, predict criminality from statistics, guide aircraft trajectories, drive automatic vehicles, control characters in entertainment simulations, and so on.

  17. #17Tech: Mechanoids

    Keys: mechanoid, mechanoids

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    Mechanoids are autonomous robots built for various domestic, industrial and military applications. Simpler models are used for labor and companionship, while advanced military mechanoids can match or exceed human soldiers in combat capability. Creating an effective mechanoid requires complex AI, with the most sophisticated models utilizing persona-class artificial intelligence. Mechanoids range from animal-like robots to machines virtually indistinguishable from humans, used for infiltration and social manipulation.

  18. #18Tech: Mechanites

    Keys: mechanite

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    Mechanites are microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.

  19. #19Drug: Luciferium

    Keys: luci, luciferium

    Enabled · After character · Order 10 · 100%

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    Luciferium is a concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.

    After the first dose, there is no way to get the mechanites out, ever.

    On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.

  20. #20Drug: Healer mech serum

    Keys: healer serum, healer mech serum, healer mechanites

    Enabled · After character · Order 10 · 100%

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    A healer mech serum is a one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed. Incredibly rare and expensive on all but the most technically advanced worlds, where alternative treatments likely exist anyway.

  21. #21Disease: Fibrous Mechanites

    Keys: fibrous mechanites

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    Fibrous Mechanites are a mechanite based disease that individuals can develop where rogue mechanites get into their system. Though it is still considered a disease these mechanites provide some benefits and drawbacks as those infected find themselves faster, more dexterous, and far more efficient all around but suffer from near constant pain and fatigue. The disease cannot be treated but the mechanites always either work their way out of the body or lose enough energy to stay functioning with time. Meaning that all one has to do to be 'cured' is endure for a time.

  22. #22Disease: Sensory Mechanites

    Keys: sensory mechanites

    Enabled · After character · Order 10 · 100%

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    Sensory Mechanites are a mechanite based disease that individuals can develop where rogue mechanites get into their system. Though it is still considered a disease these mechanites provide some benefits and drawbacks as those infected find themselves having improved senses, greater dexterity, and far more efficient all around but suffer from near constant pain and fatigue. The disease cannot be treated but the mechanites always either work their way out of the body or lose enough energy to stay functioning with time. Meaning that all one has to do to be 'cured' is endure for a time.

  23. #23Drug: Skilltrainer

    Keys: skilltrainers, skilltrainer

    Enabled · After character · Order 10 · 100%

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    Skilltrainers are a one-use super-dose of mechanites which trains a specific skill. The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills and knowledge in a specific area, transmuting themselves into neural tissue as needed. They are rare and incredibly valuable depending on the skill, though more advanced civilizations have alternative methods that while not as immediate are more affordable and can be reused.

  24. #24Mech: Mechanoid Hives

    Keys: mechanoid hive, mechanoid hives

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    A Mechanoid Hive is a collection of primarily combat mechanoids unique for their hostility toward most other factions or groups. Often directed either faulty programming, a rogue AI, or some other omnicidal intellect the exact controller of a mechanoid is irrelevant in the face of their perpetual aggression. Mechanoid Models commonly found among hives are: Scyther, Lancer, Pikeman, Centipede, and Termites

  25. #25Mech: Scyther

    Keys: scyther

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    Scyther are fast, spindly, human-sized combat mechanoids specializing in rapid approach and close-range combat. Their bodies are covered in points and blades, but they mostly use their two arm blades to lop off limbs or gut their victims alive.

  26. #26Mech: Lancer

    Keys: lancer

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    Lancer are fast human-sized combat mechanoids built for medium and long-range combat. Their bodies are light, making them vulnerable targets at close range - especially in melee combat.

  27. #27Mech: Pikeman

    Keys: pikeman

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    Pikeman are lunky multi-legged combat mechanoids specialized as a long-range weapons platform. While effective at distance, they are weak in close-range fights and in melee combat.

    Veterans of mechanoid wars know that often, the safest place to be around a pikeman is touching it.

  28. #28Mech: Centipede

    Keys: centipedes, centipede

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    Centipedes are heavy combat mechanoids that glide on dozens of tiny legs. Their thick carapace and firepower makes them very effective against bunched-up static defenders. They are somewhat vulnerable to mobile hit-and-run tactics.

  29. #29Mech: Termite

    Keys: termites, termite

    Enabled · After character · Order 10 · 100%

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    Termites are medium-sized mechanoids. Termites specialize in burrowing, digging, and breaking through defensive structures. Defenders need to decide whether to try to eliminate the termite before it can dig through their defenses, or take it where it emerges.

  30. #30Tech: Pulse-Charged Weapons

    Keys: charged shot, pulse-charged, charged-shot

    Enabled · After character · Order 10 · 100%

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    Pulse-charged weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. This allows the projectile to deal much more damage than a simple bullet of equivalent size. Pulse-charged weapons require specialized power cells and advanced containment fields to function. They are a mainstay of spacer-tech militaries.

  31. #31Weapon: Charge Lance

    Keys: charge lance

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    The charge lance is an advanced pulse-charged rail-assisted weapon. It fires a single high-velocity projectile, charging it with unstable energy as it leaves the acceleration rail. On impact, this pent-up charge is released in a powerful explosion, dramatically increasing the weapon's damage potential. Charge lances are known for their long range and armor-piercing capabilities. However, they are also very expensive and require specialized power cells. Most charge lances are produced using spacer-tech manufacturing and are rarely found on lower-tech worlds.

  32. #32Weapon: Charge Rifle

    Keys: charge rifles, charge rifle

    Enabled · After character · Order 10 · 100%

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    Charge Rifles are charged-shot assault rifle. Pulse-charge technology charges each shot with unstable energy as it leaves the barrel. Released on impact, the charged energy greatly increases the damage done.

  33. #33Tech: Power Armor

    Keys: power armor

    Enabled · After character · Order 10 · 100%

    Entry settings

    Power armor exists in multiple different varieties throughout the spacer level civilizations that know how to manufacture them. One thing they have in common is a reliance on plasteel for durability and neuro-memetic assistors to help maintain ease of movement despite how heavy the armors are.

  34. #34Armor: Recon Armor

    Keys: recon power armor, recon armor

    Enabled · After character · Order 10 · 100%

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    Recon armor are suits of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily. Armor like this is often used by imperial scout troops and glitterworld police forces. The helmets often seen with this type of armor have built-in status computers.

  35. #35Armor: Marine Armor

    Keys: marine power armor, marine armor

    Enabled · After character · Order 10 · 100%

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    Marine armor are suits of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily. Armor like this is often used by rapid-incursion space marines. The helmets often seen with this type of armor have built-in status computers.

  36. #36Tech: Bionics

    Keys: bionic, bionics

    Enabled · After character · Order 10 · 100%

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    Bionics are artificial body parts that integrate with the human nervous system to replace lost limbs and organs. Unlike simple prosthetics, bionic parts are controlled by the user's mind and provide sensory feedback. Advanced models can exceed the capabilities of natural human body parts. Key components of bionic technology include neuro-memetic materials that interface with nerve tissue, biogel nerve links, and lattice-dust healing promoters. Full bionic conversion is possible but extremely rare due to the expense and complexity involved.

  37. #37Implant: Joywire

    Keys: joywire

    Enabled · After character · Order 10 · 100%

    Entry settings

    Joywires are controversial brain implants that directly stimulate the pleasure centers of the brain with electrical signals. They induce a constant state of bliss and euphoria in the user. However, this artificial happiness makes it very difficult to concentrate on anything practical. Joywire users tend to become passive, easily distracted, and disinterested in the world around them. Many societies have banned joywires as a result. There are documented cases of joywires destroying entire cultures as the population loses interest in basic survival activities. Despite this, black markets for joywires persist on many worlds.

  38. #38Implant: Painstopper

    Keys: painstopper

    Enabled · After character · Order 10 · 100%

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    Painstoppers are brain implants which inhibit nociception, or pain sensation. While they allow the user to accomplish more, it turns out pain has a purpose. When you don't feel it, you can get hurt really bad really easily.

  39. #39Implant: Death acidifier

    Keys: death acidifier

    Enabled · After character · Order 10 · 100%

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    Death acidifiers are a special type of implant often employed by advanced civilizations and empires. Implanted into the chest of soldiers and other combatants they are designed to release a specialized blend of chemicals on their death that dissolves all inorganic substances preventing their armor or weaponry from being taken by the enemy.

  40. #40Tech: Archotech Bionics

    Keys: archotech bionic, archotech implant, archotech limb

    Enabled · After character · Order 10 · 100%

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    Archotech level bionics are far above either bionics or natural limbs and organs. At a glance archotech implants designed to replace organic components are indistinguishable from the organic limb or organ they are designed to replace but are a great magnitude more efficient and regenerate quickly.

  41. #41Animal: Insectoids

    Enabled · After character · Order 10 · 100%

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    Insectoids exist as an ecosystem of genetically engineered insect-like animals. Uniquely, insectoids experience hypothermic slowdown instead of hypothermia and they are immune to most poisons. Insectoids may be tamed, but as most are immediately hostile to humans, thus it is a very difficult task - often relying on unique circumstances to make it possible.

    The planet Sorne was the original homeworld of the insectoids, before they were captured, genetically modified, and vat-grown by interstellar entrepreneurs for use as weapons, and exported to other worlds by parties unknown. As all seemingly-alien life is claimed to have originated on Earth, it is possible that the original pre-weaponization Sorne Geneline evolved from Earth life on the planet, or were already genetically engineered for some reason before being modified again.

    The purpose of the modification is known however - they were intended to act as artificial ecosystem of insectoids designed to fight mechanoid invasions. Given the past tense used in the source, it is possible that the current insectoid ecosystem seen across rimworlds do not function as originally designed. Notably however, mechanoids and insectoids do remain permanently hostile to each other, a fact that can occasionally be exploited. Notable insectoids are: Megascarabs, Spelopedes, and Megaspiders

  42. #42Insectoid: Megascarab

    Keys: megascarab, megascarabs

    Enabled · After character · Order 10 · 100%

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    The megascarab is a large, genetically-engineered beetle originally created to be part of an artificial ecosystem designed to combat mechanoid invasions. They were the worker caste, supporting their deadlier insectoid cousins in this role. Even in the absence of the full ecosystem, megascarabs are still dangerous due to their size and heavy chitinous armor. Their powerful jaws can crush rock and metal. As eusocial creatures, megascarabs cannot reproduce individually - they require a functioning hive with specialized reproductive castes. Feral megascarab hives are sometimes found deep underground on rimworlds.

  43. #43Insectoid: Spelopede

    Keys: spelopedes, spelopede

    Enabled · After character · Order 10 · 100%

    Entry settings

    Spelopedes are eyeless, cave-dwelling arthropod-reptile hybrids. Adults average 1 meter long, with six legs, a segmented armored carapace, and long whip-like antennae. They move silently and hunt by sensing subtle air currents and vibrations. A neurotoxic venom paralyzes their prey. Spelopedes live in complex hive colonies with specialized castes including warriors, drones, and a giant queen. Some spelopede variants secrete a rare medicinal substance called ambrosia gel. Subterranean spelopede hives pose a major hazard to deep drilling operations on many worlds.

  44. #44Insectoid: Megaspider

    Keys: megaspider, megaspiders

    Enabled · After character · Order 10 · 100%

    Entry settings

    Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long ripper-blades make it deadly at close quarters. It is, however, quite slow in open terrain.

  45. #45Animal: Thrumbo

    Keys: thrumbos, thrumbo

    Enabled · After character · Order 10 · 100%

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    Thrumbos are gigantic, graceful creatures of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long white fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.

  46. #46Animal: Muffalo

    Enabled · After character · Order 10 · 100%

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    The muffalo is a large, woolly herbivore genetically engineered as a combination of buffalo and domestic cattle. Adults can weigh over 1000kg. Their thick coats allow them to survive in near-arctic conditions. Muffalos are herd animals, typically led by a dominant bull. They are prized for their meat, milk and wool. Some breeds have also been trained as pack animals or cavalry mounts. Muffalos are a staple livestock for many rimworld settlements. However, their large size and herd mentality can make them difficult to handle. Stampedes of spooked muffalos can easily crush unwary humans. Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.

  47. #47Animal: Alphabeaver

    Keys: alphabeaver, alphabeavers

    Enabled · After character · Order 10 · 100%

    Entry settings

    Alphabeavers are large, genetically-engineered rodents designed for efficient wood harvesting. They can rapidly chew through entire trees, digesting the wood pulp with specialized gut bacteria. In the absence of nutrient feed to regulate their drive to harvest, alphabeavers enter a manic state that compels them to seek out and consume wood constantly. When in this state, they are extremely aggressive and will attack anything they perceive as a threat to their foraging. Alphabeavers are a serious ecological threat on many rimworlds, capable of destroying entire forests if their population grows unchecked.

  48. #48Animal: Megasloth

    Keys: megasloth, megasloths

    Enabled · After character · Order 10 · 100%

    Entry settings

    The megasloth is a large, solitary herbivore genetically engineered as a combination of several extinct sloth species and woolly mammoths. Adults can reach over 2 tons in weight. Their thick hide and woolly fur makes them exceptionally resistant to cold. Megasloths are prized for their wool, milk and meat. Their size and strength also makes them useful as pack animals. However, they eat prodigious amounts of vegetation and reproduce very slowly. Some far-northern tribes have semi-domesticated megasloth herds. In the wild, their size deters most predators.

  49. #49Animal: Warg

    Keys: wargs, warg

    Enabled · After character · Order 10 · 100%

    Entry settings

    Wargs are large, highly intelligent canines believed to be distantly descended from genetically-enhanced military animals. They are apex pack predators, capable of complex social behaviors and problem-solving. Adults can grow up to 150kg. Their jaws can crush bone and their hides resist most small arms fire. Some warg variants have psi-responsive brain implants for receiving orders from their handlers. Feral warg packs are greatly feared on many rimworlds for their cunning and ferocity. Occasionally wargs will bond with a "wild human" living near their territory, creating a formidable symbiotic threat.

  50. #50Plant: Ambrosia

    Keys: ambrosia

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ambrosia is a mysterious fruit that has psychoactive effects on humans and some other animals. It imparts a sense of euphoria and well-being when eaten. However, it can also induce a mild addiction with repeated consumption. Ambrosia plants are rare and prized wherever they appear. The origin of these strange fruits is unknown. Some believe they evolved naturally on a distant world, others claim they are the result of advanced genetic engineering. Wild ambrosia groves are zealously guarded by those lucky enough to find them. Wealthy spacers sometimes cultivate ambrosia in climate-controlled gardens as an exotic delicacy.

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