Stop Starving Your Colony: The Real Truth About RimWorld Biotech Metabolism

Metabolic Efficiency Calculator

-5 0 +5
Hunger Rate: 100%
Daily Nutrition Needed: 1.6
Meals Per Day (approx): 2

Add Stomach Implant:

Final Hunger Values:

Adjusted Hunger Rate: 100%
Adjusted Meals Per Day: 2

Impact Visualization

Baseline
With Implant
Your
Pawn

Hunger Rate Scale:

+5 efficiency (50% hunger - half meals)
0 efficiency (100% hunger - normal)
-5 efficiency (225% hunger - double+ meals)

What is Metabolic Efficiency?

In RimWorld's Biotech expansion, metabolic efficiency is a gene-derived stat that directly affects how much food your pawns need to eat. Every gene has a metabolic efficiency impact (positive or negative) which sums up to the pawn's total efficiency stat.

Positive Efficiency

High values (+1 to +5) mean the pawn needs less food. A pawn with +5 efficiency only needs half as much food (50% hunger rate).

Negative Efficiency

Low values (-1 to -5) mean the pawn needs more food. A pawn with -5 efficiency needs 225% food (more than double normal intake).

Important: Metabolic efficiency -5 is the lowest possible in vanilla RimWorld. The gene assembler won't let you create a xenogerm with lower than -5 efficiency.

RimWorld Biotech metabolic efficiency gene interface showing hunger rate calculations

Gene interface displaying metabolic efficiency values and their impact on hunger rates

Efficiency Reference Table

Efficiency Hunger Rate Nutrition/Day Game Impact
+5 50% 0.8 One meal per day
+3 70% 1.12 30% less food needed
+1 90% 1.44 Slightly less hungry
0 100% 1.6 Baseline human (2 meals/day)
-1 125% 2.0 Need 25% more food
-3 175% 2.8 Need 75% more food
-5 225% 3.6 Need 125% more food (4+ meals/day)

Default Xenotype Efficiency

RimWorld's base xenotypes each have a default metabolic efficiency level:

Xenotype Efficiency Hunger Rate Notes
Neanderthal +2 80% 20% less food needed
Hussar +2 80% Engineered soldier, efficient
Genie +1 90% Slightly less food
Dirtmole +1 90% Slightly less food
Baseliner (Human) 0 100% Normal human metabolism
Highmate 0 100% Average appetite
Impid 0 100% Genes balanced out
Sanguophage 0 100% Has Archite Metabolism (+6)
Pigskin -1 125% 25% more food needed
Yttakin -1 125% 25% more food needed

Note: No default xenotype has metabolic efficiency -5. Xenotypes with -5 are almost always custom-created or result from gene inheritance.

RimWorld xenotype selection screen showing different metabolic efficiency values

Xenotype selection interface displaying various metabolic efficiency ratings for different races

Gene Effects on Metabolic Efficiency

Beneficial Genes (Lower Efficiency)

These genes give advantages but increase hunger (negative efficiency):

  • -2 Strong Melee Damage (+50% melee damage)
  • -2 Strong Shooting (improved accuracy)
  • -2 Fast Runner (increased movement speed)
  • -2 Fire Spew (Impid fire-breathing ability)
  • -1/-2 Tough Skin (damage resistance)
  • -1 Kind Instinct (always kind, no abrasive)
  • 0 Archite genes (Perfect Immunity, No Pain, etc.)

Detrimental Genes (Raise Efficiency)

These genes give disadvantages but decrease hunger (positive efficiency):

  • +6 Archite Metabolism (special gene in Sanguophages)
  • +4 Kill-Thirst (needs to kill or gets mood debuff)
  • +3 Violence Disabled (cannot fight at all)
  • +2 Never Sleep (no sleep need but -15% consciousness)
  • +2 Slow Runner (reduced movement speed)
  • +1 Poor/Awful skill genes (e.g., Poor Cooking)
  • +1 Ugly (reduced social impact)

Designing Balanced Xenotypes

When creating xenotypes, you need to balance beneficial and detrimental genes to achieve your desired metabolic efficiency. The gene assembler won't let you finalize a xenogerm below -5 efficiency.

For combat-focused pawns, consider adding "irrelevant" negative traits (like Poor Artistic or Poor Cooking) to offset combat genes if your soldier doesn't need those skills.

RimWorld gene assembler interface showing metabolic efficiency balancing

Gene assembler showing how beneficial and detrimental genes balance metabolic efficiency

Strategies for Managing -5 Metabolic Efficiency

1. Boost Food Production

If someone eats 2.25× normal, you need to produce 2.25× food to keep pace:

  • Increase crop farming: Dedicate an extra field just for this pawn. If you farm 10 rice plants per normal colonist, farm ~22 for a -5 pawn.
  • Focus on hunting and ranching: Supplement with extra meat from hunting or slaughtering animals.
  • Trade for food: Keep silver reserves to buy food from traders when they visit.
  • Build emergency food reserves: Always have pemmican or survival meals tucked away.
  • Use a Nutrient Paste Dispenser: It converts 0.3 nutrition of raw food into a 0.9 nutrition meal – tripling efficiency of your ingredients.

Tip: Plan your colony's food around your hungriest pawn. If you have one -5 pawn and 4 normal pawns, treat it like you have 6-7 pawns total when calculating food needs.

RimWorld colony food production setup for high metabolism pawns

Colony food production layout optimized for supporting high-metabolism colonists

Frequently Asked Questions

What does "Metabolic efficiency -5" mean?

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It means the pawn's genes impose the maximum hunger increase. Their hunger rate is 225% of normal. They will need to eat more than twice as often as a baseline pawn. It's basically the game's way of saying this pawn has a ton of positive gene traits, and the trade-off is they are a food guzzler.

How can I reduce a pawn's hunger need?

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  • Install a better stomach (Reprocessor or Nuclear stomach) – reducing hunger by 25% or 75%
  • Add genes that increase metabolic efficiency (weakness genes to offset strong ones)
  • Find and implant the rare Archite Metabolism gene (+6 efficiency)
  • Use Nutrient Paste machine to get more mileage out of the food they do eat

Do bionic stomachs stack with metabolic efficiency?

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Yes – the hunger multiplier is cumulative. A -5 pawn (225% hunger) with a nuclear stomach (×0.25) would have ~56% final hunger rate (225% × 0.25). This makes them eat less than a baseline human despite their terrible metabolic efficiency! The nuclear stomach is an excellent counter to -5 efficiency.

Is -5 efficiency a bug?

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No, it's not a bug – it's intended game design. At Biotech launch there was a bug where this stat didn't actually do anything, but that was fixed. The -5 limit exists to prevent players from creating completely overpowered pawns without drawbacks. If you see -5 efficiency, it's because your pawn has many powerful genes without enough balancing negative genes.

Can I get a pawn to not need food at all?

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In unmodded RimWorld, no. The minimum hunger rate is 50% (metabolic efficiency +5). Sanguophages still need food despite their blood drinking. The closest you can get is a pawn with +5 efficiency and a nuclear stomach, reducing hunger to about 12.5% of normal (one meal every 4 days). Some mods introduce traits or xenotypes that don't need to eat at all.

RimWorld Biotech Metabolic Efficiency Calculator & Guide

Created for RimWorld players by a fellow colonist