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If you want, set the "left behind" colonist to your starting xenotype, preferably of the opposite sex. This slightly increases the chance that you'll find another colonist with said xenotype, for the purposes of [[reproduction]]. Either way, player-created xenotypes are not very common to find.
 
If you want, set the "left behind" colonist to your starting xenotype, preferably of the opposite sex. This slightly increases the chance that you'll find another colonist with said xenotype, for the purposes of [[reproduction]]. Either way, player-created xenotypes are not very common to find.
  
If you can take the time to destroy the [[ancient exostrider midsection]], then your colonist can become a [[mechanitor]]. It's likely that only a single [[militor]] is guarding the mechlink, meaning that [[kiting]] tactics can be used with weapons greater than 12 range (or you can just make a few spike traps). You can either get a [[lifter]] or [[constructoid]] as soon as you install the mechlink. While you won't be able to recharge the mech for a while, both options can help your starting colonist out.
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If you can take the time to destroy the [[ancient exostrider midsection]], then your colonist can become a [[mechanitor]]. It's likely that only a single [[militor]] is guarding the mechlink, meaning that [[kiting]] tactics can be used with greater than 12 range (or just make spike traps). You can either get a [[lifter]] or [[constructoid]] as soon as you install the mechlink. While you won't be able to recharge the mech for a while, both options can help your starting colonist out.
  
 
== See also ==
 
== See also ==

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