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:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|3}}
+
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
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|- id="Acid spray"
 
|- id="Acid spray"
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.''  
+
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.''  
 
----
 
----
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
Line 328: Line 328:
 
----
 
----
 
*Creates a need for [[deathrest]] roughly every 30 days.  
 
*Creates a need for [[deathrest]] roughly every 30 days.  
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
+
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
 
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 
**See the [[deathrest|deathrest article]] for more details.
 
**See the [[deathrest|deathrest article]] for more details.
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----
 
----
 
* Melee damage factor ×50%
 
* Melee damage factor ×50%
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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----
 
----
 
* Melee damage factor ×150%
 
* Melee damage factor ×150%
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
| Animals{{ref label|Passion|A}}
+
| Animals
  
 
|- id="Great artistic"
 
|- id="Great artistic"
Line 2,563: Line 2,563:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Artistic{{ref label|Passion|A}}
+
| Artistic
  
 
|- id="Great construction"
 
|- id="Great construction"
Line 2,574: Line 2,574:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Construction{{ref label|Passion|A}}
+
| Construction
  
 
|- id="Great cooking"
 
|- id="Great cooking"
Line 2,585: Line 2,585:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Cooking{{ref label|Passion|A}}
+
| Cooking
  
 
|- id="Great crafting"
 
|- id="Great crafting"
Line 2,596: Line 2,596:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| [[File:Genie.png|32px|link=Genies]]
| Crafting{{ref label|Passion|A}}
+
| Crafting
  
 
|- id="Great medical"
 
|- id="Great medical"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Medical{{ref label|Passion|A}}
+
| Medical
  
 
|- id="Great melee"
 
|- id="Great melee"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| [[File:Hussar.png|32px|link=Hussars]]
| Melee{{ref label|Passion|A}}
+
| Melee
  
 
|- id="Great mining"
 
|- id="Great mining"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
| Mining{{ref label|Passion|A}}
+
| Mining
  
 
|- id="Great intellectual"
 
|- id="Great intellectual"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Genie.png|32px|link=Genies]]
 
| [[File:Genie.png|32px|link=Genies]]
| Intellectual{{ref label|Passion|A}}
+
| Intellectual
  
 
|- id="Great plants"
 
|- id="Great plants"
Line 2,651: Line 2,651:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| -
 
| -
| Plants{{ref label|Passion|A}}
+
| Plants
  
 
|- id="Great shooting"
 
|- id="Great shooting"
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| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Hussar.png|32px|link=Hussars]]
 
| [[File:Hussar.png|32px|link=Hussars]]
| Shooting{{ref label|Passion|A}}
+
| Shooting
  
 
|- id="Great social"
 
|- id="Great social"
Line 2,673: Line 2,673:
 
| {{Bad|2}}
 
| {{Bad|2}}
 
| [[File:Highmate.png|32px|link=Highmates]]
 
| [[File:Highmate.png|32px|link=Highmates]]
| Social{{ref label|Passion|A}}
+
| Social
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
 
</li></div>
 
</li></div>
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
 
  
 
== Drugs ==
 
== Drugs ==
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
 
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}}
 
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
  
Line 2,934: Line 2,932:
  
 
== Notes ==
 
== Notes ==
 +
* Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft){{Check Tag|Clarify|I cannot understand what this is trying to say. I can't even say if its wrong/been fixed because I'm not sure what "Genes that are restricted for specific xeno humans" even means}}
 
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.
 
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.
  
Line 2,941: Line 2,940:
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.
 
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
 
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
 
 
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.
 
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor.
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* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility.  
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility.  
 
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.
 
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.
* [[Version/1.5.4062|1.5.4062]] -
 
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
 
** Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.")
 
** Added more acid filth texture options for acid spray so it never looks tiled.
 
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
 
** Updated fire spew LOS highlighting.
 
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
 
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
 
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
 
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
 
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
 
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
 
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
 
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
 
** Fix: Pawns still carry a weapon after getting incapable of violence gene.
 
** Fix: Pawns incapable of violence still can use combat gene abilities
 
  
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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