Difference between revisions of "Genes"

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{{Biotech}}
 
{{Biotech}}
{{Stub}}
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{{Recode|reason=Finish adding xenotype icons to genes.}}
'''Genes''' are a system for adding capabilties to [[human]] pawns.  
+
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}
 +
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]].
  
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
+
Metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol, controls the rate at which pawns get [[Saturation|hungry]]. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
  
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).
+
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.
 +
 
 +
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).{{Check Tag|Detail needed|Specific math}}
 +
 
 +
The type of gene is shown both by its position in the gene tab of the pawn and its background:
 +
* [[File:GeneBackground Endogene.png|32px]] Germline Genes
 +
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes
 +
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes
  
 
== Archite ==
 
== Archite ==
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<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
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! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Archite capsule required.png|20px|Archite capsules]]
 
! [[File:Archite capsule required.png|20px|Archite capsules]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
 +
 +
|- id="Scarless"
 +
! Scarless<br>[[File:Gene_TotalHealing.png|64px]]
 +
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 +
----
 +
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].
 +
| '''0'''
 +
| {{Bad|4}}
 +
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
  
 
|- id="Gene implanter"
 
|- id="Gene implanter"
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----
 
----
 
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes
 
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process.\n\nWhen implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
+
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
 
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.  
 
:* Using this ability while genes are regrowing kills the pawn.
 
:* Using this ability while genes are regrowing kills the pawn.
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| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
  
 
|- id="Perfect immunity"
 
|- id="Perfect immunity"
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----
 
----
 
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
 
*Immune to [[Flu]], [[Malaria]], [[Sleeping sickness]], [[Plague]], [[Infection]], and [[Lung rot]]. These are all the [[disease]]s that are fatal and that adult colonists can acquire.
 +
**Does ''not'' affect pre-existing conditions. Only prevents new illnesses.
 
| '''0'''
 
| '''0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Immunity
  
 
|- id="Non-senescent"
 
|- id="Non-senescent"
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----
 
----
 
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
 
*Total immunity to [[carcinoma]], [[heart attack]], and chronic conditions ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss|Hearing Loss]]).
 +
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]]{{RoyaltyIcon}}, [[toxic buildup]])
 +
**Does ''not'' affect pre-existing conditions.
 +
 
| ''' 0'''
 
| ''' 0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
|- id="Scarless"
+
| -
! Scarless<br>[[File:Gene_TotalHealing.png|64px]]
 
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''
 
----
 
* Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]].
 
| '''0'''
 
| {{Bad|4}}
 
| {{Bad|1}}
 
  
 
|- id="Ageless"
 
|- id="Ageless"
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| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''
 
----
 
----
* Aging ×? at age 13
+
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
* Aging ×0 at age 18
+
* Aging ×0 at age 18.5.
 
| '''0'''
 
| '''0'''
 
| {{Bad|3}}
 
| {{Bad|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
  
 
|- id="Deathless"
 
|- id="Deathless"
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| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''
 
----
 
----
* If a pawn would've died, but the brain (or head/neck) is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
+
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
** Does not regenerate limbs or organs, except for the torso{{Check Tag|And?|Possible with other body parts}}.
+
** Does not regenerate limbs or organs, except for the torso.
 
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.
 
** Pawns with the Deathrest gene too instead enter [[deathrest]], and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place.
 +
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.
 +
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)
 
| '''0'''
 
| '''0'''
 
| {{Bad|7}}
 
| {{Bad|7}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
  
 
|- id="Archite metabolism"
 
|- id="Archite metabolism"
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----
 
----
 
* Increases metabolic efficiency. No other effect.
 
* Increases metabolic efficiency. No other effect.
 +
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)
 
| {{+|6}}
 
| {{+|6}}
 
| {{Bad|6}}
 
| {{Bad|6}}
 
| {{Bad|2}}
 
| {{Bad|2}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
 
|}
 
|}
 
</div>
 
</div>
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</li></div>
 
</li></div>
  
== Ability ==
+
== Special abilities ==
 +
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}
 
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{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
! Exclude
 
  
 
|- id="Fire spew"
 
|- id="Fire spew"
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:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks|300000}}
+
:* Cooldown: {{Ticks/gametime|300000}}
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: True. Note: AI will still target fire-immune targets.
 
:* AI Can Use: True. Note: AI will still target fire-immune targets.
 +
* Market value of [[genepack]]s containing this gene: ×150%
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Impid.png|32px|link=Impids]]
| -
 
 
 
  
 
|- id="Foam spray"
 
|- id="Foam spray"
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* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray
 
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray
 
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.''  
 
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.''  
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}
+
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks|30000}}{{Check Tag|Per Charge?|Once cool down finishes, do you get all 3 charges or just one charge back?}}
+
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.
 
:* Charges: 3
 
:* Charges: 3
 
:* AI Can Use: False.
 
:* AI Can Use: False.
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| -
| ?
 
  
 
|- id="Animal warcall"
 
|- id="Animal warcall"
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:* Range: 49.9 tiles
 
:* Range: 49.9 tiles
 
:* Warmup Time: {{Ticks|120}}
 
:* Warmup Time: {{Ticks|120}}
:* Cooldown: {{Ticks|900000}} per charge.
+
:* Cooldown: {{Ticks/gametime|900000}} per charge.
 
:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|2}}
+
| {{--|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Yttakin.png|32px|link=Yttakin]]
| ?
 
  
 
|- 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 over time.''  
+
| ''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.''  
 
----
 
----
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.''  
+
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''
 
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.
 
:* Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Cooldown: {{Ticks|30000}}
+
:* Cooldown: {{Ticks/gametime|30000}}
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: True.
 
:* AI Can Use: True.
 +
* Market value of [[genepack]]s containing this gene: ×150%
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| -
| ?
 
 
|}
 
|}
 
</div>
 
</div>
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== Hemogen ==
 
== Hemogen ==
 +
{{Stub|section=1|reason=Hemogen craving effects}}
  
 
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{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 +
! Prereq.
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
  
|- id="Bloodfeeder"
+
|- id="Hemogenic"
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
+
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''  
+
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.''  
 
----
 
----
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
+
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
+
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
+
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. <br>Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
+
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.
+
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]
:* Target: Single human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
+
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
+
| {{+|1}}
*{{+|2}} [[mood]] when near a [[blood torch]].
 
----
 
*Interaction with ''Bloodfeeders'' [[precept]].{{IdeologyIcon}}  
 
** Bloodfeeders: Revered. Other believers have a higher [[opinion]] towards bloodfeeders, increased mood when bloodfeeders are in the colony, negates moodlet for being fed on.
 
** Bloodfeeders: Reviled. Other believers have a lower [[opinion]] towards bloodfeeders, decreased mood when bloodfeeders are in the colony.
 
 
 
| {{--|1}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| -
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
 +
|- id="Hemogen drain"
 +
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
 +
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
 +
----
 +
*{{--|8}} [[Hemogen]] per day.
 +
 +
| {{+|6}}
 +
| {{Bad|1}}
 +
| Hemogenic
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
  
 
|- id="Coagulate"
 
|- id="Coagulate"
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* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate
 
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
 
:''Use special glands in the wrists to quickly tend someone's wounds.''  
:* ? {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
+
:* Tends wounds. {{Check Tag|Detail|CompProperties_AbilityCoagulate}}
 
:* Target: Single target in [[LoS]]
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
:* Hemogen Cost: 20
+
:* [[Hemogen]] Cost: 20
 
:* AI Can Use: ?
 
:* AI Can Use: ?
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| Hemogenic
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
  
|- id="Piercing spine"
+
|- id="Bloodfeeder"
! Piercing Spine<br>[[File:Gene_PiercingSpine.png|64px]]
+
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''  
+
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.''
 +
----
 +
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
 +
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''
 +
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
 +
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
 +
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
 +
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
 +
:* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
 +
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
 +
*{{+|2}} [[mood]] when near a [[blood torch]].
 
----
 
----
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine
+
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.''
+
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
+
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
:* Target: Single target in [[LoS]]
+
 
:* Range: 3.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Cooldown Time: {{Ticks|60}}
 
:* Hemogen Cost: 20
 
:* AI Can Use: True
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| Hemogenic
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
  
|- id="Hemogenic"
+
|- id="Longjump legs"
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
+
! Longjump legs<br>[[File:Gene_LongJumpLegs.png|64px]]
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.''
 
----
 
*Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
 
**Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.
 
**Recieve {{--|20}} [[mood]] penalty if Hemogen hits 0.
 
| {{+|1}}
 
| {{Bad|1}}
 
 
 
|- id="Hemogen drain"
 
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
 
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
 
----
 
*{{--|8}} Hemogen per day.
 
 
 
| {{+|6}}
 
| {{Bad|1}}
 
 
 
|- id="Longjump legs"
 
! Longjump legs<br>[[File:Gene_LongJumpLegs.png|64px]]
 
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
 
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.''  
 
----
 
----
Line 270: Line 297:
 
:* Range: 19.9 tiles
 
:* Range: 19.9 tiles
 
:* Warmup Time: {{Ticks|30}}
 
:* Warmup Time: {{Ticks|30}}
:* Hemogen Cost: 5
+
:* [[Hemogen]] Cost: 5
 
:* AI Can Use: False
 
:* AI Can Use: False
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| Hemogenic
| ?
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
  
|- id="Deathrest"
+
|- id="Piercing spine"
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
+
! Piercing spine<br>[[File:Gene_PiercingSpine.png|64px]]
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''  
+
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.''  
 
----
 
----
*Creates a need for [[deathrest]] roughly every 30 days.  
+
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine
**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.
+
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.''
**If need hits 0, maximum [[Consciousness]] set to 50% and [[Psychic Sensitivity]] {{--|100}}%.
+
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
**See the [[deathrest|deathrest article]] for more details.
+
:* Target: Single target in [[LoS]]
 
+
:* Range: 3.9 tiles
| {{+|6}}
+
:* Warmup Time: {{Ticks|30}}
 +
:* Cooldown Time: {{Ticks|60}}
 +
:* [[Hemogen]] Cost: 20
 +
:* AI Can Use: True
 +
* Market value of [[genepack]]s containing this gene: ×150%
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| Hemogenic
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
 
 +
|- id="Deathrest"
 +
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
 +
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''
 +
----
 +
*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.
 +
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 +
**See the [[deathrest|deathrest article]] for more details.
 +
 
 +
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| Hemogenic
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
|}
 
|}
 
</div>
 
</div>
Line 293: Line 341:
 
</li></div>
 
</li></div>
  
== Healing ==
+
== Health ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
  
|- id="Slow wound healing"
+
|- id="Weak immunity"
! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]]
+
! Weak immunity<br>[[File:Gene_WeakImmunity.png|64px]]
| ''Carriers of this gene heal from wounds half as fast as normal.''  
+
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.''  
 
----
 
----
*Injury healing factor:  {{Bad|×50%}}
+
* [[Immunity Gain Speed]] {{Bad|x90%}}
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| Immunity
  
|- id="Fast wound healing"
+
|- id="Strong immunity"
! Fast wound healing<br>[[File:Gene_WoundHealingRateFast.png|64px]]
+
! Strong immunity<br>[[File:Gene_StrongImmunity.png|64px]]
| ''Carriers of this gene heal from wounds twice as fast as normal.''  
+
| ''Carriers of this gene gain immunity to diseases faster than normal.''  
 
----
 
----
*Injury healing factor: {{Good|×200%}}
+
* [[Immunity Gain Speed]] {{Good|x110%}}
| {{--|2}}
+
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| Immunity
  
|- id="Superfast wound healing"
+
|- id="Super immunity"
! Superfast wound healing<br>[[File:Gene_WoundHealingRateSuperfast.png|64px]]
+
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
|'' Carriers of this gene heal from wounds four times as fast as normal.''  
+
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.''  
 
----
 
----
*Injury healing factor: {{Good|×400%}}
+
* [[Immunity Gain Speed]] {{Good|x150%}}
| {{--|3}}
+
* Market value of [[genepack]]s containing this gene: ×125%
| {{Bad|1}}
+
| {{--|2}}
 +
| {{Bad|2}}
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| Immunity
  
|- id="Weak immunity"
+
|- id="Slow wound healing"
! Weak immunity<br>[[File:Gene_WeakImmunity.png|64px]]
+
! Slow wound healing<br>[[File:Gene_WoundHealingRateSlow.png|64px]]
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.''  
+
| ''Carriers of this gene heal from wounds half as fast as normal.''  
 
----
 
----
* [[Immunity Gain Speed]] Factor: {{Bad|0.9}}
+
*Injury healing factor {{Bad|×50%}}
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Impid.png|32px|link=Impids]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 +
| WoundHealingRate
  
|- id="Strong immunity"
+
|- id="Fast wound healing"
! Strong immunity<br>[[File:Gene_StrongImmunity.png|64px]]
+
! Fast wound healing<br>[[File:Gene_WoundHealingRateFast.png|64px]]
| ''Carriers of this gene gain immunity to diseases faster than normal.''  
+
| ''Carriers of this gene heal from wounds twice as fast as normal.''  
 
----
 
----
* [[Immunity Gain Speed]] Factor: {{Good|1.1}}
+
*Injury healing factor {{Good|×200%}}
| {{--|1}}
+
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 +
| WoundHealingRate
  
|- id="Super immunity"
+
|- id="Superfast wound healing"
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
+
! Superfast wound healing<br>[[File:Gene_WoundHealingRateSuperfast.png|64px]]
| ''Carriers of this gene gain immunity to diseases more considerably faster than normal.''  
+
|''Carriers of this gene heal from wounds four times as fast as normal.''  
 
----
 
----
* [[Immunity Gain Speed]] Factor: {{Good|1.5}}
+
*Injury healing factor {{Good|×400%}}
| {{--|2}}
+
* Market value of [[genepack]]s containing this gene: ×125%
| {{Bad|2}}
+
| {{--|3}}
 +
| {{Bad|1}}
 +
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| WoundHealingRate
  
 
|- id="Superclotting"
 
|- id="Superclotting"
Line 356: Line 420:
 
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.''  
 
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.''  
 
----
 
----
*Bleeding wounds are automatically tended at ??? quality {{Check Tag|Details|Seems to be roughly equal to tending with industrial medicine and a 0 skill doctor, with tends ranging from 2-70%, I suspect 70% is a cap but doubt 2% is a minimum, probably has a range of 0-70, needs more testing}} within mere seconds {{Check Tag|Details|Exact time unknown, but wounds have been confirmed to heal in as little as 8 seconds}}.
+
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being slightly more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial medicine, in a clean hospital).
+
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).
 
*Does not affect non-bleeding wounds.
 
*Does not affect non-bleeding wounds.
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| -
 +
| -
 
|}
 
|}
 
</div>
 
</div>
Line 366: Line 432:
 
</li></div>
 
</li></div>
  
== Psychic ==
+
== Psychics ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
 
|- id="Psychic bonding"
 
! Psychic bonding<br>[[File:Gene_PsychicBonding.png|64px]]
 
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.''
 
----
 
*Romance attempts always succeed
 
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]
 
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''
 
**Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.
 
**Bonded pawns receive {{--|10}} [[mood]] and +5% [[psychic sensitivity]] when not on same map.
 
**When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}}
 
 
| {{--|1}}
 
| {{Bad|1}}
 
| ?
 
| ?
 
  
 
|- id="Psychically deaf"
 
|- id="Psychically deaf"
Line 402: Line 452:
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Hussar.png|32px|link=Hussars]]
 
| PsychicAbility
 
| PsychicAbility
  
Line 412: Line 462:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| PsychicAbility
 
| PsychicAbility
  
Line 419: Line 469:
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
| ''Carriers of this gene are more psychically-sensitive than average.''  
 
----
 
----
* +20% [[Psychic Sensitivity]]
+
* [[Psychic Sensitivity]] +20%
* {{+|10%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
+
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
 
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Highmate.png|32px|link=Highmates]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 
| PsychicAbility
 
| PsychicAbility
  
Line 431: Line 481:
 
| ''Carriers of this gene are much more psychically-sensitive than most.''  
 
| ''Carriers of this gene are much more psychically-sensitive than most.''  
 
----
 
----
* +40% [[Psychic Sensitivity]]
+
* [[Psychic Sensitivity]] +40%
* {{+|20%}} Meditation Focus Gain {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
+
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}
 
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.  
 
| {{--|5}}
 
| {{--|5}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| ?
+
| -
 
| PsychicAbility
 
| PsychicAbility
 +
 +
|- id="Psychic bonding"
 +
! Psychic bonding<br>[[File:Gene_PsychicBonding.png|64px]]
 +
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.''
 +
----
 +
*Romance attempts always succeed
 +
*Gains psychic bond with first attempted [[Social#Romance|romance]] or [[lovin']]
 +
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''
 +
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.
 +
:*Bonded pawns receive {{--|10}} [[mood]], +5% [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map.
 +
:*When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.{{Check Tag|Confirm duration}} Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| [[File:Highmate.png|32px|link=Highmates]]
 +
| -
 
|}
 
|}
 
</div>
 
</div>
Line 443: Line 508:
 
</li></div>
 
</li></div>
  
== Beauty ==
+
==Movement==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
|- id="Very unattractive"
+
 
! Very unattractive<br>[[File:Gene_StaggeringlyUgly.png|64px]]
+
|- id="Slow runner"
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.''  
+
! Slow runner<br>[[File:Gene_SlowMovespeed.png|64px]]
 +
| ''Carriers of this gene move more slowly than normal.''  
 
----
 
----
* [[Beauty (Pawn)]]: {{--|2}}
+
* [[Move Speed]]: {{--|0.2}} {{CS}}
* [[Market Value]]: {{bad|-700}}
+
| {{+|3}}
| {{+|2}}
+
| {{Bad|1}}
|{{Bad|1}}
+
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
| -
+
| MoveSpeed
| Beauty
 
  
|- id="Unattractive"
+
|- id="Fast runner"
! Unattractive<br>[[File:Gene_Ugly.png|64px]]
+
! Fast runner<br>[[File:Gene_QuickMovespeed.png|64px]]
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''  
+
| ''Carriers of this gene move more quickly than normal.''  
 
----
 
----
* [[Beauty (Pawn)]]: {{--|1}}
+
* [[Move Speed]]: {{+|0.2}} {{CS}}
* [[Market Value]]: {{bad|-350}}
+
| {{--|3}}
| {{+|1}}
+
| {{Bad|1}}
|{{Bad|1}}
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
| -
+
| MoveSpeed
| Beauty
 
  
|- id="Attractive"
+
|- id="Very fast runner"
! Attractive<br>[[File:Gene_Pretty.png|64px]]
+
! Very fast runner<br>[[File:Gene_VeryQuickMovespeed.png|64px]]
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''  
+
| ''Carriers of this gene move much more quickly than normal.''  
 
----
 
----
* [[Beauty (Pawn)]]: {{+|1}}
+
* [[Move Speed]]: {{+|0.4}} {{CS}}
* [[Market Value]]: {{+|350}}
+
| {{--|5}}
| {{--|1}}
+
| {{Bad|1}}
|{{Bad|1}}
+
| [[File:Impid.png|32px|link=Impids]]
| -
+
| MoveSpeed
| Beauty
 
  
|- id="Very attractive"
+
|- id="Naked speed"
! Very attractive<br>[[File:Gene_Beautiful.png|64px]]
+
! Naked speed<br>[[File:Gene_NakedSpeed.png|64px]]
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.''  
+
| ''Carriers of this gene move slower while clothed, and faster while naked.''  
 
----
 
----
* [[Beauty (Pawn)]]: {{+|2}}
+
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)
* [[Market Value]]: {{+|700}}
+
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)
| {{--|2}}
+
| {{+|2}}
|{{Bad|1}}
+
| {{Bad|1}}
 +
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| -
 
| -
| Beauty
 
 
|}
 
|}
 
</div>
 
</div>
Line 503: Line 566:
 
</li></div>
 
</li></div>
  
== Miscellaneous ==
+
== Mood ==
 +
 
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
  
|- id="Furskin"
+
|- id="Very unhappy"
! Furskin<br>[[File:Gene_Furskin.png|64px]]
+
! Very unhappy<br>[[File:Gene_Depressive.png|64px]]
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.''  
+
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.''  
 
----
 
----
* Effects:
+
* Permanent {{--|10}} ''Genetic depression'' [[mood]]
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
+
| {{+|5}}
** [[Family_planning#Romance_Controls|Non-furskin romance chance]] ×20%
+
|{{Bad|1}}
* Mood:
 
** Removes: Naked: -6
 
** Removes: Uncovered (body part): -4
 
| {{--|1}}
 
| {{Bad|1}}
 
 
| -
 
| -
| HairStyle<br>Fur<br>BeardStyle<br>
+
| Mood
|- id="Furry tail"
+
 
! Furry tail<br>[[File:Gene_TailFurry.png|64px]]
+
|- id="Unhappy"
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.''  
+
! Unhappy<br>[[File:Gene_Pessimist.png|64px]]
 +
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.''  
 
----
 
----
* Effects:
+
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]
** [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
+
| {{+|3}}
| {{--|1}}
+
|{{Bad|1}}
| {{Bad|1}}
+
| [[File:Impid.png|32px|link=Impids]]
| -
+
| Mood
| Tail
 
  
|- id="Smooth tail"
+
|- id="Happy"
! Smooth tail<br>[[File:Gene_TailSmooth.png|64px]]
+
! Happy<br>[[File:Gene_Optimist.png|64px]]
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''  
+
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.''  
 
----
 
----
* [[Manipulation]]: {{+|5%}}
+
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]
 
| {{--|1}}
 
| {{--|1}}
| {{Bad|1}}
+
| {{Bad|2}}
 
| -
 
| -
| Tail
+
| Mood
  
|- id="Human hands"
+
|- id="Very happy"
! Human hands<br>[[File:Gene_HandsHuman.png|64px]]
+
! Very happy<br>[[File:Gene_Sanguine.png|64px]]
| ''Carriers of this gene have regular human hands.''  
+
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.''  
 
----
 
----
| '''0'''
+
* Permanent {{+|10}} ''Genetic joy'' [[mood]]
| '''0'''
+
| {{--|2}}
| -
+
| {{Bad|3}}
| Hand
+
| [[File:Highmate.png|32px|link=Highmates]]
 +
| Mood
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Trotter hands"
+
== Temperature ==
! Trotter hands<br>[[File:Gene_HandsTrotter.png|64px]]
 
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.''
 
----
 
* [[Manipulation]]: {{Bad|×85%}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| -
 
| Hand
 
  
|- id="Elongated fingers"
+
<div><li style="display: inline-table;">
! Elongated fingers<br>[[File:Gene_ElongatedFingers.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.''  
+
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
 +
 
 +
|- id="Cold weakness"
 +
! Cold weakness<br>[[File:Gene_MinTemperatureSmallIncrease.png|64px]]
 +
| ''Carriers of this gene are slightly less comfortable in cold temperatures.''  
 
----
 
----
* [[Manipulation]]: {{Good|×110%}}
+
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}
| {{--|1}}
+
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Impid.png|32px|link=Impids]]
| Hand
+
| MinTemperature
  
|- id="Nearsighted"
+
|- id="Cold tolerant"
! Nearsighted<br>[[File:Gene_Nearsighted.png|64px]]
+
! Cold tolerant<br>[[File:Gene_MinTemperatureSmallDecrease.png|64px]]
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.''  
+
| ''Carriers of this gene are slightly more comfortable in cold temperatures.''  
 
----
 
----
* Effects:
+
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
** Accuracy factor (long) ×25%
+
| {{--|1}}
** Accuracy factor (medium) ×50%
+
| {{Bad|1}}
| {{+|2}}
+
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| MinTemperature
 +
 
 +
|- id="Cold super-tolerant"
 +
! Cold super-tolerant<br>[[File:Gene_MinTemperatureLargeDecrease.png|64px]]
 +
| ''Carriers of this gene are much more comfortable in cold temperatures.''
 +
----
 +
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}
 +
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| -
 
| -
| -
+
| MinTemperature
  
|- id="Strong stomach"
+
|- id="Heat weakness"
! Strong stomach<br>[[File:Gene_StrongStomach.png|64px]]
+
! Heat weakness<br>[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
+
| ''Carriers of this gene are slightly less comfortable in warm temperatures.''  
 
----
 
----
* Immune to [[food poisoning]].
+
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}
| {{--|1}}
+
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
|
+
| [[File:Highmate.png|32px|link=Highmates]]
|
+
| MaxTemperature
  
|- id="Dark vision"
+
|- id="Heat tolerant"
! Dark vision<br>[[File:Gene_Darkvision.png|64px]]
+
! Heat tolerant<br>[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
+
| ''Carriers of this gene are slightly more comfortable in warm temperatures.''  
 
----
 
----
* Effects:
+
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}
** Work speed is unaffected by darkness.
 
** Movement speed is unaffected by darkness (not mentioned by the in-game description).
 
* Mood:
 
** Removes: Darkness: -5
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]
| -
+
| MaxTemperature
  
|- id="Inbred"
+
|- id="Heat super-tolerant"
! Inbred<br>[[File:Gene_Inbred.png|64px]]
+
! Heat super-tolerant<br>[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.''  
+
| ''Carriers of this gene are much more comfortable in warm temperatures.''  
 
----
 
----
* Forced [[trait]]: [[Slow learner]]
+
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}
* Fertility: {{Bad|×50%}}
 
* [[Immunity gain speed:]] {{Bad|×85%}}
 
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Impid.png|32px|link=Impids]]
| -
+
| MaxTemperature
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Robust digestion"
+
== Resistance and sensitivity ==
! Robust digestion<br>[[File:Gene_RobustDigestion.png|64px]]
 
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.''
 
----
 
* Raw nutrition multiplier ×180%
 
* Removes [[mood]]: Ate raw food: -7
 
* Does ''not'' prevent [[food poisoning]].
 
| {{--|2}}
 
| {{Bad|2}}
 
| -
 
| -
 
  
|- id="Mild cell instability"
+
<div><li style="display: inline-table;">
! Mild cell instability<br>[[File:Gene_MildCellInstability.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.''
+
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
 +
 
 +
|- id="Tox resistance"
 +
! Tox resistance<br>[[File:Gene_PartialToxicityResistance.png|64px]]
 +
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.  
 
----
 
----
* Effects:
+
* [[Toxic Resistance]]: {{+|50%}}
** Lifespan factor ×80%
+
| {{--|2}}
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50
 
** Cancer rate factor ×300%
 
** Immunity gain speed ×96%
 
| {{+|2}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| -
 
| -
| -
+
| ToxResistance
  
|- id="Major cell instability"
+
|- id="Tox immunity"
! Major cell instability<br>[[File:Gene_MajorCellInstability.png|64px]]
+
! Tox immunity<br>[[File:Gene_TotalToxicityResistance.png|64px]]
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.''
+
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.  
 
----
 
----
* Effects:
+
* [[Toxic Resistance]]: {{+|100%}}
** Lifespan factor ×60%
+
* [[Tox gas]] immunity
*** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50
+
* Removes mood: Toxic fallout: -5
** Cancer rate factor ×500%
+
* Removes mood: Acidic smog: -5
** Immunity gain speed ×92%
+
| {{--|4}}
| {{+|4}}
+
| {{Bad|2}}
| {{Bad|1}}
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
| -
+
| ToxResistance
| -
 
  
|- id="Pollution stimulus"
+
|- id="Partial antitoxic lungs"
! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
+
! Partial antitoxic lungs<br>[[File:Gene_PartialPollutionResistance.png|64px]]
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
+
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.  
 
----
 
----
*Effects:
+
* [[Toxic Environment Resistance]]: {{+|50%}}
** Gain stat bonuses when exposed to pollution. See [[Pollution stimulus]] for full details.
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
|
+
| [[File:Hussar.png|32px|link=Hussars]]
|
+
| ToxicEnvironmentResistance
 +
 
 +
|- id="Total antitoxic lungs"
 +
! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
 +
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
 +
----
 +
* [[Toxic Environment Resistance]]: {{+|100%}}
 +
* [[Tox gas]] immunity
 +
* Removes mood: Toxic fallout: -5
 +
* Removes mood: Acidic smog: -5
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| ToxicEnvironmentResistance
  
|- id="Unstoppable"
+
|- id="Mild UV sensitivity"
! Unstoppable<br>[[File:Gene_Unstoppable.png|64px]]
+
! Mild UV sensitivity<br>[[File:Gene_MildUVSensitivity.png|64px]]
| ''Carriers of this gene are not slowed down when taking damage.''
+
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
----
 
----
*Effects:
+
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):
** Stagger time multiplier ×0%
+
** [[Move Speed]] {{Bad|×90%}}
| {{--|2}}
+
** Mood: ''Sunlight Sensitivity'': {{--|6}}
 +
* Does not cause [[pain]], despite the description.
 +
| {{+|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
| -
+
| UVSensitivity
  
|- id="Slow study"
+
|- id="Intense UV sensitivity"
! Slow study<br>[[File:Gene_SlowLearning.png|64px]]
+
! Intense UV sensitivity<br>[[File:Gene_IntenseUVSensitivity.png|64px]]
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.''  
+
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.''
 +
----
 +
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):
 +
** [[Move Speed]] {{Bad|×80%}}
 +
** Mood: ''Sunlight Sensitivity'': {{--|12}}
 +
* Does not cause [[pain]].
 +
| {{+|4}}
 +
| {{Bad|2}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 +
| UVSensitivity
 +
 
 +
|- id="Fire resistant"
 +
! Fire resistant<br>[[File:Gene_FireResistant.png|64px]]
 +
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
 +
----
 +
* [[Flammability]] {{Good|x10%}}
 +
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}
 +
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| FireDamage
 +
 
 +
|- id="Tinderskin"
 +
! Tinderskin<br>[[File:Gene_FireWeakness.png|64px]]
 +
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
 
----
 
----
* [[Global Learning Factor]]: {{Bad|×50%}}
+
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Sanguophage.png|32px|link=Sanguophages]]
| ?
+
| FireDamage
  
|- id="Quick study"
+
|- id="Pyrophobia"
! Quick study<br>[[File:Gene_FastLearning.png|64px]]
+
! Pyrophobia<br>[[File:Gene_FireTerror.png|64px]]
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.''
+
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
 
----
 
----
* [[Global Learning Factor]]: {{+|50%}}
+
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire
| {{--|3}}
+
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
| {{Bad|2}}
+
* Suppresses [[Pyromaniac]] trait
 +
:<small>Note that blind pawns are not immune to pyrophobia, and will still flee</small>
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
| -
| ?
 
 
|}
 
|}
 
</div>
 
</div>
Line 713: Line 824:
 
</li></div>
 
</li></div>
  
==Movement==
+
== Violence ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
  
|- id="Slow runner"
+
|- id="Dead calm"
! Slow runner<br>[[File:Gene_SlowMovespeed.png|64px]]
+
! Dead calm<br>[[File:Gene_DeadCalm.png|64px]]
| ''Carriers of this gene move more slowly than normal.''
+
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
 
----
 
----
* [[Move Speed]]: {{--|0.2}} {{CS}}
+
* Effects:
| {{+|3}}
+
** Will never do social fights
 +
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)
 +
** Will never prison break
 +
** [[Arrest]]ing never fails, and will never berserk on arrest.
 +
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Genie.png|32px|link=Genies]]
| MoveSpeed
+
| Aggression
  
|- id="Fast runner"
+
|- id="Aggressive"
! Fast runner<br>[[File:Gene_QuickMovespeed.png|64px]]
+
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
| ''Carriers of this gene move more quickly than normal.''
+
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
----
* [[Move Speed]]: {{+|0.2}} {{CS}}
+
* Effects:
| {{--|3}}
+
** Social fight chance factor ×200%
 +
** Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}
 +
** Prison break interval factor ×60%
 +
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Waster.png|32px|link=Wasters]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
| MoveSpeed
+
| Aggression<br>Aggressive
  
|- id="Very fast runner"
+
|- id="Hyper-aggressive"
! Very fast runner<br>[[File:Gene_VeryQuickMovespeed.png|64px]]
+
! Hyper-aggressive<br>[[File:Gene_HyperAggressive.png|64px]]
| ''Carriers of this gene move much more quickly than normal.''
+
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
 
----
 
----
* [[Move Speed]]: {{+|0.4}} {{CS}}
+
* Effects:
| {{--|5}}
+
** Social fight chance factor ×300%
 +
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}
 +
** Prison break interval factor ×40%
 +
| {{+|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Hussar.png|32px|link=Hussars]]
| MoveSpeed
+
| Aggression<br>Aggressive
  
|- id="Naked speed"
+
|- id="Weak melee damage"
! Naked speed<br>[[File:Gene_NakedSpeed.png|64px]]
+
! Weak melee damage<br>[[File:Gene_WeakMeleeDamage.png|64px]]
| ''Carriers of this gene move slower while clothed, and faster while naked.''
+
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
 
----
 
----
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)
+
* Melee damage factor ×50%
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)
+
** 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}} and [[Knee spike]]s{{RoyaltyIcon}}.
| {{+|2}}
+
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Impid.png|32px|link=Impids]]
| ?
+
| MeleeDamage
|}
 
</div>
 
</div>
 
</li></div>
 
  
==Mood==
+
|- id="Strong melee damage"
 +
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
 +
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
 +
----
 +
* 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}} and [[Knee spike]]s{{RoyaltyIcon}}.
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| MeleeDamage
  
<div><li style="display: inline-table;">
+
|- id="Violence disabled"
Click to <div class="mw-collapsible">
+
! Violence disabled<br>[[File:Gene_ViolenceDisabled.png|64px]]
<div class="mw-collapsible-content">
+
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
{| {{STDT| sortable c_07 }}
+
----
! Name
+
*Disables work:
! Description
+
** Hunt
! [[File:Metabolism.png|20px|Metabolism]]
+
** Violent
! [[File:Complexity.png|20px|Complexity]]
+
| {{+|3}}
! Prereq.
+
| {{Bad|1}}
! Exclude
+
| [[File:Highmate.png|32px|link=Highmates]]
 +
| MeleeDamage<br>ShootingAccuracy<br>Aggressive<br>KillThirst
  
|- id="Very unhappy"
+
|- id="Kind instinct"
! Very unhappy<br>[[File:Gene_Depressive.png|64px]]
+
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.''
+
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.
 
----
 
----
* Permanent {{--|10}} ''Genetic depression'' [[mood]]
+
* Forced [[trait]]: [[Kind]]
| {{+|5}}
+
* Suppresses [[Abrasive]] and [[Psychopath]] traits
|{{Bad|1}}
+
| {{--|1}}
 +
| {{Bad|1}}
 +
| [[File:Highmate.png|32px|link=Highmates]]
 
| -
 
| -
| Mood
 
  
|- id="Unhappy"
+
|- id="Kill thirst"
! Unhappy<br>[[File:Gene_Pessimist.png|64px]]
+
! Kill thirst<br>[[File:Gene_Killthirst.png|64px]]
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.''
+
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
----
+
----  
* Permanent {{--|5}} ''Genetic pessimism'' [[mood]]
+
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.
| {{+|3}}
+
| {{+|4}}
|{{Bad|1}}
+
| {{Bad|1}}
| -
 
| Mood
 
 
 
|- id="Happy"
 
! Happy<br>[[File:Gene_Optimist.png|64px]]
 
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.''
 
----
 
* Permanent {{+|5}} ''Genetic optimism'' [[mood]]
 
| {{--|1}}
 
| {{Bad|2}}
 
 
| -
 
| -
| Mood
+
| KillThirst
  
|- id="Very happy"
 
! Very happy<br>[[File:Gene_Sanguine.png|64px]]
 
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.''
 
----
 
* Permanent {{+|10}} ''Genetic joy'' [[mood]]
 
| {{--|2}}
 
| {{Bad|3}}
 
| -
 
| Mood
 
 
|}
 
|}
 
</div>
 
</div>
Line 828: Line 937:
 
</li></div>
 
</li></div>
  
==Temperature==
+
== Sleep ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
  
|- id="Cold weakness"
+
|- id="Very Sleepy"
! Cold weakness<br>[[File:Gene_MinTemperatureSmallIncrease.png|64px]]
+
! Very Sleepy<br>[[File:Gene_VerySleepy.png|64px]]
| ''Carriers of this gene are slightly less comfortable in cold temperatures.''
+
| Carriers of this gene get tired much faster than others.
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}
+
* [[Sleep Fall Rate]]: {{Bad|×180%}}
| {{+|1}}
+
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| -
 
| -
| MinTemperature
+
| Sleep
  
|- id="Cold tolerant"
+
|- id="Sleepy"
! Cold tolerant<br>[[File:Gene_MinTemperatureSmallDecrease.png|64px]]
+
! Sleepy<br>[[File:Gene_Sleepy.png|64px]]
| ''Carriers of this gene are slightly more comfortable in cold temperatures.''
+
| Carriers of this gene get tired somewhat faster than others.
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
+
* [[Sleep Fall Rate]]: {{Bad|×140%}}
| {{--|1}}
+
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
+
| [[File:Yttakin.png|32px|link=Yttakin]]
| MinTemperature
+
| Sleep
  
|- id="Cold super-tolerant"
+
|- id="Low sleep"
! Cold super-tolerant<br>[[File:Gene_MinTemperatureLargeDecrease.png|64px]]
+
! Low sleep<br>[[File:Gene_QuickSleeper.png|64px]]
| ''Carriers of this gene are much more comfortable in cold temperatures.''
+
| Carriers of this gene get tired less quickly than others.
 
----
 
----
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}
+
* [[Sleep Fall Rate]]: {{Good|×40%}}
| {{--|2}}
+
| {{--|4}}
| {{Bad|1}}
+
| {{Bad|2}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Sleep
 +
 
 +
|- id="Never sleep"
 +
! Never sleep<br>[[File:Gene_Neversleep.png|64px]]
 +
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
 +
----
 +
* Effects:
 +
** Disables [[need]]: [[Sleep]]
 +
** If all pawns in [[caravan]] have this gene, they don't need to stop at night.
 +
* Market value of [[genepack]]s containing this gene: ×125%
 +
| {{--|6}}
 +
| {{Bad|3}}
 
| -
 
| -
| MinTemperature
+
| Sleep
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Heat weakness"
+
== Pain ==
! Heat weakness<br>[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]
 
| ''Carriers of this gene are slightly less comfortable in warm temperatures.''
 
----
 
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| -
 
| MaxTemperature
 
 
 
|- id="Heat tolerant"
 
! Heat tolerant<br>[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]
 
| ''Carriers of this gene are slightly more comfortable in warm temperatures.''
 
----
 
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| -
 
| MaxTemperature
 
 
 
|- id="Heat super-tolerant"
 
! Heat super-tolerant<br>[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]
 
| ''Carriers of this gene are much more comfortable in warm temperatures.''
 
----
 
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| -
 
| MaxTemperature
 
|}
 
</div>
 
</div>
 
</li></div>
 
 
 
== Resistance and sensitivity ==
 
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
! Prereq.
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 
! Exclude
 
! Exclude
  
|- id="Partial antitoxic lungs"
+
|- id="Delicate"
! Partial antitoxic lungs<br>[[File:Gene_PartialPollutionResistance.png|64px]]
+
! Delicate<br>[[File:Gene_Delicate.png|64px]]
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.  
+
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
 
----
 
----
* [[Toxic Environment Resistance]]: {{+|50%}}
+
* Forced [[trait]]: [[Delicate]]
| {{--|1}}
+
| {{+|3}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Highmate.png|32px|link=Highmates]]
| ?
+
| Toughness
  
|- id="Total antitoxic lungs"
+
|- id="Robust"
! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
+
! Robust<br>[[File:Gene_Tough.png|64px]]
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.  
+
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
 
----
 
----
*Effects:
+
* Incoming damage multiplier ×75%
* [[Toxic Environment Resistance]]: {{+|100%}}
+
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits.
**Tox gas immunity
 
*Mood:
 
**Removes: Toxic fallout: -5
 
**Removes: Acidic smog: -5
 
| {{--|3}}
 
| {{Bad|2}}
 
| ?
 
| ?
 
 
 
|- id="Fire resistant"
 
! Fire resistant<br>[[File:Gene_FireResistant.png|64px]]
 
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
 
----
 
* [[Flammability]] Factor: {{Good|0.1}}
 
* [[Damage Type#Flame|Flame]] Damage Factor: {{Good|25%}}
 
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
| FireDamage
+
| Toughness
  
|- id="Tinderskin"
+
|- id="Extra pain"
! Tinderskin<br>[[File:Gene_FireWeakness.png|64px]]
+
! Extra pain<br>[[File:Gene_ExtraPain.png|64px]]
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.  
+
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
 
----
 
----
* [[Damage Type#Flame|Flame]] Damage Factor: 400%{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
+
* Forced [[trait]]: [[Wimp]]
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Genie.png|32px|link=Genies]]
| FireDamage
+
| Pain
  
|- id="Pyrophobia"
+
|- id="Reduced pain"
! Pyrophobia<br>[[File:Gene_FireTerror.png|64px]]
+
! Reduced pain<br>[[File:Gene_PainReduced.png|64px]]
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
+
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
 
----
 
----
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire
+
* Pain ×50%
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
+
| {{--|1}}
* Suppresses [[Pyromaniac]] trait
 
| {{+|4}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
| ?
+
| Pain
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Tox resistance"
+
== Reproduction ==
! Tox resistance<br>[[File:Gene_PartialToxicityResistance.png|64px]]
 
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.
 
----
 
* [[Toxic Resistance]]: {{+|50%}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| ?
 
| ?
 
  
|- id="Tox immunity"
+
<div><li style="display: inline-table;">
! Tox immunity<br>[[File:Gene_TotalToxicityResistance.png|64px]]
+
Click to <div class="mw-collapsible">
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.  
+
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
 +
 
 +
|- id="Low libido"
 +
! Low libido<br>[[File:Gene_LowLibido.png|64px]]
 +
| Carriers of this gene are less likely to engage in lovin' with their partner.
 
----
 
----
*Effects:
+
* {{MTB}} [[Lovin']] Factor: {{Bad|2}}
** [[Toxic Resistance]]: {{+|100%}}
+
| '''0'''
**Tox gas immunity
+
| {{Bad|1}}
 +
| -
 +
| Libido
  
*Mood:
+
|- id="High libido"
**Removes: Toxic fallout: -5
+
! High libido<br>[[File:Gene_HighLibido.png|64px]]
**Removes: Acidic smog: -5
+
| Carriers of this gene are more likely to engage in lovin' with their partner.
| {{--|4}}
 
| {{Bad|2}}
 
| ?
 
| ?
 
 
 
|- id="Mild UV sensitivity"
 
! Mild UV sensitivity<br>[[File:Gene_MildUVSensitivity.png|64px]]
 
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.  
 
 
----
 
----
* {{Bad|×90%}} [[Move Speed]] while in sunlight.
+
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}}  
* {{--|6}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.
+
| '''0'''
| {{+|3}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
| ?
+
| [[File:Highmate.png|32px|link=Highmates]]
| UVSensitivity
+
| Libido
  
|- id="Intense UV sensitivity"
+
|- id="Sterile"
! Intense UV sensitivity<br>[[File:Gene_IntenseUVSensitivity.png|64px]]
+
! Sterile<br>[[File:Gene_Sterile.png|64px]]
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.''
+
| Carriers of this gene cannot reproduce by natural means.
 +
----
 +
* Fertility ×0%
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
| -
 +
| Fertility
 +
 
 +
|- id="Fertile"
 +
! Fertile<br>[[File:Gene_Fertile.png|64px]]
 +
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
 
----
 
----
* {{Bad|×80%}} [[Move Speed]] while in sunlight.
+
* Fertility ×200%
* {{--|12}} ''Sunlight Sensitivity'' [[mood]]let when in {{Hover title|Non-sunlamp|natural}} sunlight.
+
| '''0'''
| {{+|4}}
+
| {{Bad|1}}
| {{Bad|2}}
+
| -
| ?
+
| Fertility
| UVSensitivity
 
 
|}
 
|}
 
</div>
 
</div>
Line 1,029: Line 1,112:
 
</li></div>
 
</li></div>
  
==Violence==
+
== Beauty ==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
|- id="Kind instinct"
+
! Exclude
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
+
|- id="Very unattractive"
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judges people by their appearance.
+
! Very unattractive<br>[[File:Gene_StaggeringlyUgly.png|64px]]
 +
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.''
 
----
 
----
* Forced [[trait]]: [[Kind]]
+
* [[Beauty (Pawn)]]: {{--|2}}
| {{--|1}}
+
* [[Market Value]]: {{bad|-700}}
| {{Bad|1}}
+
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Beauty
  
|- id="Violence disabled"
+
|- id="Unattractive"
! Violence disabled<br>[[File:Gene_ViolenceDisabled.png|64px]]
+
! Unattractive<br>[[File:Gene_Ugly.png|64px]]
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
+
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''
 
----
 
----
*Disables work:
+
* [[Beauty (Pawn)]]: {{--|1}}
** Hunt
+
* [[Market Value]]: {{bad|-350}}
** Violent
+
| {{+|1}}
| {{+|3}}
+
|{{Bad|1}}
| {{Bad|1}}
+
| [[File:Waster.png|32px|link=Wasters]]
 +
| Beauty
  
|- id="Kill thirst"
+
|- id="Attractive"
! Kill thirst<br>[[File:Gene_Killthirst.png|64px]]
+
! Attractive<br>[[File:Gene_Pretty.png|64px]]
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
+
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.''
----
 
*Causes need: Kill satiety
 
| {{+|4}}
 
| {{Bad|1}}
 
 
 
|- id="Dead calm"
 
! Dead calm<br>[[File:Gene_DeadCalm.png|64px]]
 
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
 
 
----
 
----
*Effects:
+
* [[Beauty (Pawn)]]: {{+|1}}
** Will never do social fights
+
* [[Market Value]]: {{+|350}}
** Mental breaks are never violent
 
** Will never prison break
 
 
| {{--|1}}
 
| {{--|1}}
| {{Bad|1}}
+
|{{Bad|1}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Beauty
  
|- id="Aggressive"
+
|- id="Very attractive"
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
+
! Very attractive<br>[[File:Gene_Beautiful.png|64px]]
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
+
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.''
 
----
 
----
*Effects:
+
* [[Beauty (Pawn)]]: {{+|2}}
** Social fight chance factor ×200%
+
* [[Market Value]]: {{+|700}}
** Chance mental break is violent ×200%
+
| {{--|2}}
** Prison break interval factor ×60%
+
|{{Bad|1}}
| {{+|2}}
+
| [[File:Highmate.png|32px|link=Highmates]]
| {{Bad|1}}
+
| Beauty
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Hyper-aggressive"
+
== Cosmetic ==
! Hyper-aggressive<br>[[File:Gene_HyperAggressive.png|64px]]
+
<div><li style="display: inline-table;">
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
+
Click to <div class="mw-collapsible">
----
+
<div class="mw-collapsible-content">
*Effects:
+
{| {{STDT| sortable c_17 text-valign:top}}
** Social fight chance factor ×300%
+
! Name
** Mental breaks are always violent
+
! Description
** Prison break interval factor ×40%
+
! [[File:Metabolism.png|20px|Metabolism]]
| {{+|3}}
+
! [[File:Complexity.png|20px|Complexity]]
| {{Bad|1}}
+
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
  
|- id="Weak melee damage"
+
|- id="Red eyes"
! Weak melee damage<br>[[File:Gene_WeakMeleeDamage.png|64px]]
+
! Red eyes<br>[[File:Gene_RedEyes.png|64px]]
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
+
| ''Carriers of this gene have deeply red-pigmented eyes.''
----
+
| '''0'''
* Melee damage factor ×50%
+
| '''0'''
| {{+|1}}
+
| [[File:Hussar.png|32px|link=Hussars]]
| {{Bad|1}}
+
| EyeColor
  
|- id="Strong melee damage"
+
|- id="Gray eyes"
! Strong melee damage<br>[[File:Gene_StrongMeleeDamage.png|64px]]
+
! Gray eyes<br>[[File:Gene_GrayEyes.png|64px]]
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
+
| ''Carriers of this gene have pale white-gray eyes.''
----
+
| '''0'''
* Melee damage factor ×150%
+
| '''0'''
| {{--|2}}
+
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
| {{Bad|1}}
+
| EyeColor
|}
 
</div>
 
</div>
 
</li></div>
 
  
==Sleep==
+
|- id="No hair"
 +
! No hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 +
| ''Carriers of this gene grow no hair on the head.''
 +
| '''0'''
 +
| '''0'''
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 +
| HairStyle
  
<div><li style="display: inline-table;">
+
|- id="Short-haired"
Click to <div class="mw-collapsible">
+
! Short-haired<br>[[File:Gene_HairStyleShortOnly.png|64px]]
<div class="mw-collapsible-content">
+
| ''Carriers of this gene can only grow short hair.''
{| {{STDT| sortable c_07 }}
+
| '''0'''
! Name
+
| '''0'''
! Description
+
| [[File:Hussar.png|32px|link=Hussars]]
! [[File:Metabolism.png|20px|Metabolism]]
+
| HairStyle
! [[File:Complexity.png|20px|Complexity]]
 
  
|- id="Very Sleepy"
+
|- id="Long-haired"
! Very Sleepy<br>[[File:Gene_VerySleepy.png|64px]]
+
! Long-haired<br>[[File:Gene_HairStyleLongOnly.png|64px]]
| Carriers of this gene get tired much faster than others.
+
| ''Carriers of this gene grow hair on the head very quickly.''
----
+
| '''0'''
* Sleep fall rate ×180%
+
| '''0'''
| {{+|4}}
+
| [[File:Highmate.png|32px|link=Highmates]]
| {{Bad|1}}
+
| HairStyle
  
|- id="Sleepy"
+
|- id="Only bushy beards"
! Sleepy<br>[[File:Gene_Sleepy.png|64px]]
+
! Only bushy beards<br>[[File:Gene_BeardStyleBushyOnly.png|64px]]
| Carriers of this gene get tired somewhat faster than others.
+
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''
----
+
| '''0'''
* Sleep fall rate ×140%
+
| '''0'''
| {{+|2}}
+
| -
| {{Bad|1}}
+
| BeardStyle
 +
 
 +
|- id="Beardless"
 +
! Beardless<br>[[File:Gene_BeardStyleNone.png|64px]]
 +
| ''Carriers of this gene grow no facial hair.''
 +
| '''0'''
 +
| '''0'''
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 +
| BeardStyle
  
|- id="Low sleep"
+
|- id="Unisex beards"
! Low sleep<br>[[File:Gene_QuickSleeper.png|64px]]
+
! Unisex beards<br>[[File:Gene_UnisexBeards.png|64px]]
| Carriers of this gene get tired less quickly than others.
+
| ''Carriers of this gene always have thick facial hair, even women.''
----
+
| '''0'''
* Sleep fall rate ×40%
+
| '''0'''
| {{--|4}}
+
| [[File:Yttakin.png|32px|link=Yttakin]]
| {{Bad|2}}
+
| BeardStyle
  
|- id="Never sleep"
+
|- id="Human ears"
! Never sleep<br>[[File:Gene_Neversleep.png|64px]]
+
! Human ears<br>[[File:Gene_EarHuman.png|64px]]
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
+
| ''Carriers of this gene have regular human ears.''
----
+
| '''0'''
* Effects:
+
| '''0'''
** Disables need: Sleep
+
| -
| {{--|6}}
+
| Ears
| {{Bad|3}}
 
|}
 
</div>
 
</div>
 
</li></div>
 
  
==Pain==
+
|- id="Pointed ears"
 +
! Pointed ears<br>[[File:Gene_EarPointed.png|64px]]
 +
| ''Carriers of this gene have pointed ears.''
 +
| '''0'''
 +
| '''0'''
 +
| -
 +
| Ears
  
<div><li style="display: inline-table;">
+
|- id="Cat ears"
Click to <div class="mw-collapsible">
+
! Cat ears<br>[[File:Gene_EarCat.png|64px]]
<div class="mw-collapsible-content">
+
| ''Carriers of this gene have cat-like ears.''
{| {{STDT| sortable c_07 }}
+
| '''0'''
! Name
+
| '''0'''
! Description
+
| -
! [[File:Metabolism.png|20px|Metabolism]]
+
| Ears
! [[File:Complexity.png|20px|Complexity]]
 
  
|- id="Delicate"
+
|- id="Floppy ears"
! Delicate<br>[[File:Gene_Delicate.png|64px]]
+
! Floppy ears<br>[[File:Gene_EarFloppy.png|64px]]
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
+
| ''Carriers of this gene grow long, floppy hound-like ears.''
----
+
| '''0'''
* Forced [[trait]]: [[Delicate]]
+
| '''0'''
| {{+|3}}
+
| -
| {{Bad|1}}
+
| Ears
  
|- id="Robust"
+
|- id="Pig ears"
! Robust<br>[[File:Gene_Tough.png|64px]]
+
! Pig ears<br>[[File:Gene_EarPig.png|64px]]
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
+
| ''Carriers of this gene will grow pointed pig-like ears.''
----
+
| '''0'''
* Incoming damage multiplier ×75%
+
| '''0'''
| {{--|2}}
+
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
| {{Bad|1}}
+
| Ears
  
|- id="Reduced pain"
+
|- id="Human nose"
! Reduced pain<br>[[File:Gene_PainReduced.png|64px]]
+
! Human nose<br>[[File:Gene_NoseHuman.png|64px]]
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
+
| ''Carriers of this gene have regular human noses.''
----
+
| '''0'''
* Pain ×50%
+
| '''0'''
| {{--|1}}
+
| -
| {{Bad|1}}
+
| Nose
  
|- id="Extra pain"
+
|- id="Human jaw"
! Extra pain<br>[[File:Gene_ExtraPain.png|64px]]
+
! Human jaw<br>[[File:Gene_JawBaseline.png|64px]]
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
+
| ''Carriers of this gene have regularly-shaped jaws.''
----
 
* Forced [[trait]]: [[Wimp]]
 
| {{+|2}}
 
| {{Bad|1}}
 
|}
 
</div>
 
</div>
 
</li></div>
 
 
 
==Cosmetic==
 
{{Stub|section=1|reason=Missing natural colors and hairs}}
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_07 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
 
 
|- id="No hair"
 
! No hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 
| Carriers of this gene grow no hair on the head.
 
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| -
 +
| Jaw
  
|- id="Short-haired"
+
|- id="Heavy jaw"
! Short-haired<br>[[File:Gene_HairStyleShortOnly.png|64px]]
+
! Heavy jaw<br>[[File:Gene_JawHeavy.png|64px]]
| Carriers of this gene can only grow short hair.
+
| ''Carriers of this gene have large jaws.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| Jaw
  
|- id="Long-haired"
+
|- id="Gaunt head"
! Long-haired<br>[[File:Gene_HairStyleLongOnly.png|64px]]
+
! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
| Carriers of this gene grow hair on the head very quickly.
+
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| Jaw
  
|- id="Greyless hair"
+
|- id="Heavy brow"
! Greyless hair<br>[[File:Gene_GreylessHair.png|64px]]
+
! Heavy brow<br>[[File:Gene_HeavyBrow.png|64px]]
| Carriers of this gene keep their natural hair color as they age.
+
| ''Carriers of this gene have a prominent brow.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| -
  
|- id="Only bushy beards"
+
|- id="Center-horn"
! Only bushy beards<br>[[File:Gene_BeardStyleBushyOnly.png|64px]]
+
! Center-horn<br>[[File:Gene_HeadboneCenterhorn.png|64px]]
| Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.
+
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| -
 +
| Headbone
  
|- id="Beardless"
+
|- id="Mini-horns"
! Beardless<br>[[File:Gene_BeardStyleNone.png|64px]]
+
! Mini-horns<br>[[File:Gene_HeadboneMinihorns.png|64px]]
| Carriers of this gene grow no facial hair.
+
| ''Carriers of this gene grow two small horns protruding from the forehead.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| Headbone
  
|- id="Unisex beards"
+
|- id="Human headbone"
! Unisex beards<br>[[File:Gene_UnisexBeards.png|64px]]
+
! Human headbone<br>[[File:Gene_HeadboneHuman.png|64px]]
| Carriers of this gene always have thick facial hair, even women.
+
| ''Carriers of this gene have regular human skulls.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| -
 +
| Headbone
  
|- id="Ink black skin"
+
|- id="Human voice"
! Ink black skin<br>[[File:FanGene_SkinColor_Black.png|64px]]
+
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
| Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.
+
| ''Carriers of this gene have regular human vocal chords{{sic}}.''<br>[[File:Speech_Male_R&D_v4_28.wav]]
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| -
 +
| Voice
  
|- id="Slate gray skin"
+
|- id="Pig voice"
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
+
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
| Carriers of this gene produce a pigment that turns their skin slate gray.
+
| ''Carriers have a squealing voice like that of a pig.''<br>[[File:Pawn_Pigskin_Call_02e.wav ]]
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| Voice
  
|- id="Light gray skin"
+
|- id="Roar voice"
! Light gray skin<br>[[File:FanGene_SkinColor_Light_Gray.png|64px]]
+
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
| Carriers of this produce a light-gray pigment in their skin.
+
| ''Carriers have an animal-like roaring voice.''<br>[[File:Roar_Voice_Call_B02.wav]]
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Yttakin.png|32px|link=Yttakin]]
 +
| Voice
  
|- id="Sheer white skin"
+
|- id="Facial ridges"
! Sheer white skin<br>[[File:FanGene_SkinColor_White.png|64px]]
+
! Facial ridges<br>[[File:Gene_FacialRidges.png|64px]]
| Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.
+
| ''Carriers of this gene grow raised ridges of skin on their face.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| -
 +
| -
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Blue skin"
+
=== Body type ===
! Blue skin<br>[[File:FanGene_SkinColor_Blue.png|64px]]
+
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.
| Carriers of this gene produce a pigment that turns their skin a blue color.
 
| '''0'''
 
| '''0'''
 
  
|- id="Purple skin"
+
<div><li style="display: inline-table;">
! Purple skin<br>[[File:FanGene_SkinColor_Purple.png|64px]]
+
Click to <div class="mw-collapsible">
| Carriers of this gene produce a pigment that gives their skin a purple color.
+
<div class="mw-collapsible-content">
| '''0'''
+
{| {{STDT| sortable c_17 text-valign:top}}
| '''0'''
+
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
  
|- id="Pale red skin"
+
|- id="Standard body"
! Pale red skin<br>[[File:FanGene_SkinColor_Red_Pale.png|64px]]
+
! Standard body<br>[[File:Gene_BodyStandard.png|64px]]
| Carriers of this gene produce a pigment that turns their skin a moderate red color.
+
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:Highmate.png|32px|link=Highmates]]
 +
| BodyType
  
|- id="Deep red skin"
+
|- id="Thin body"
! Deep red skin<br>[[File:FanGene_SkinColor_Red_Deep.png|64px]]
+
! Thin body<br>[[File:Gene_BodyThin.png|64px]]
| Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.
+
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Highmate.png|32px|link=Highmates]]
 +
| BodyType
  
|- id="Pale yellow skin"
+
|- id="Fat body"
! Pale yellow skin<br>[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]
+
! Fat body<br>[[File:Gene_BodyFat.png|64px]]
| Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
+
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| BodyType
  
|- id="Deep yellow skin"
+
|- id="Hulk body"
! Deep yellow skin<br>[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]
+
! Hulk body<br>[[File:Gene_BodyHulk.png|64px]]
| Carriers of this gene produce a pigment that gives their skin a deep yellow color.
+
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Neanderthal.png|32px|link=Neanderthals]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]<br>[[File:Yttakin.png|32px|link=Yttakin]]
 +
| BodyType
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Orange skin"
+
=== Hair ===
! Orange skin<br>[[File:FanGene_SkinColor_Orange.png|64px]]
+
These genes are defined in Core, not Biotech.
| Carriers of this gene produce a pigment that gives their skin an orange color.
+
 
 +
All of them have a "random brightness factor" of 0.12 unless otherwise specified.
 +
 
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! Weight
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
 +
 
 +
|- id="Snow-white hair"
 +
! Snow-white hair<br>[[File:Hair_SnowWhite.png|64px]]
 +
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (250, 250, 250)
 +
* Random brightness factor: 0
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| [[File:Highmate.png|32px|link=Highmates]]
 +
| HairColor
  
|- id="Green skin"
+
|- id="Gray hair"
! Green skin<br>[[File:FanGene_SkinColor_Green.png|64px]]
+
! Gray hair<br>[[File:Hair_Grey.png|64px]]
| Carriers of this gene produce a pigment that gives their skin a green color.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (0.65, 0.65, 0.65)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.02
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| HairColor
  
|- id="Red eyes"
+
|- id="Blonde hair"
! Red eyes<br>[[File:Gene_RedEyes.png|64px]]
+
! Blonde hair<br>[[File:Hair_Blonde.png|64px]]
| Carriers of this gene have deeply red-pigmented eyes.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (237, 202, 156)
 +
* Selection weight factor with dark skin: 0
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1?
 +
| -
 +
| HairColor
  
|- id="Gray eyes"
+
|- id="Sandy-blonde hair"
! Gray eyes<br>[[File:Gene_GrayEyes.png|64px]]
+
! Sandy-blonde hair<br>[[File:Hair_SandyBlonde.png|64px]]
| Carriers of this gene have pale white-gray eyes.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (193, 146, 85)
 +
* Selection weight factor with dark skin: 0
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1?
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| HairColor
  
|- id="Heavy brow"
+
|- id="Orange hair"
! Heavy brow<br>[[File:Gene_HeavyBrow.png|64px]]
+
! Orange hair<br>[[File:Hair_Orange.png|64px]]
| Carriers of this gene have a prominent brow.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (189, 133, 49)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| HairColor
  
|- id="Facial ridges"
+
|- id="Reddish-brown hair"
! Facial ridges<br>[[File:Gene_FacialRidges.png|64px]]
+
! Reddish-brown hair<br>[[File:Hair_ReddishBrown.png|64px]]
| Carriers of this gene grow raised ridges of skin on their face.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (132, 83, 47)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1?
 +
| -
 +
| HairColor
  
|- id="Fat body"
+
|- id="Brown hair"
! Fat body<br>[[File:Gene_BodyFat.png|64px]]
+
! Brown hair<br>[[File:Hair_Brown.png|64px]]
| Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (90, 58, 32)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1?
 +
| -
 +
| HairColor
  
|- id="Thin body"
+
|- id="Dark-brown hair"
! Thin body<br>[[File:Gene_BodyThin.png|64px]]
+
! Dark-brown hair<br>[[File:Hair_DarkBrown.png|64px]]
| Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (56, 36, 18)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1.5
 +
| -
 +
| HairColor
  
|- id="Hulk body"
+
|- id="Dark-reddish hair"
! Hulk body<br>[[File:Gene_BodyHulk.png|64px]]
+
! Dark-reddish hair<br>[[File:Hair_DarkReddish.png|64px]]
| Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (0.25, 0.2, 0.15)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1.5
 +
| -
 +
| HairColor
  
|- id="Standard body"
+
|- id="Mid-black hair"
! Standard body<br>[[File:Gene_BodyStandard.png|64px]]
+
! Mid-black hair<br>[[File:Hair_MidBlack.png|64px]]
| Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (0.31, 0.28, 0.26)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1.5
 +
| -
 +
| HairColor
  
|- id="Human ears"
+
|- id="Dark-black hair"
! Human ears<br>[[File:Gene_EarHuman.png|64px]]
+
! Dark-black hair<br>[[File:Hair_DarkBlack.png|64px]]
| Carriers of this gene have regular human ears.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (0.2, 0.2, 0.2)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 1.5
 +
| -
 +
| HairColor
  
|- id="Pig ears"
+
|- id="Ink-black hair"
! Pig ears<br>[[File:Gene_EarPig.png|64px]]
+
! Ink-black hair<br>[[File:Hair_InkBlack.png|64px]]
| Carriers of this gene will grow pointed pig-like ears.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (25, 25, 25)
 +
* Random brightness factor: 0
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Floppy ears"
+
|- id="Blue hair"
! Floppy ears<br>[[File:Gene_EarFloppy.png|64px]]
+
! Blue hair<br>[[File:Hair_Blue.png|64px]]
| Carriers of this gene grow long, floppy hound-like ears.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (34, 63, 227)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Cat ears"
+
|- id="Teal hair"
! Cat ears<br>[[File:Gene_EarCat.png|64px]]
+
! Teal hair<br>[[File:Hair_Teal.png|64px]]
| Carriers of this gene have cat-like ears.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (52, 191, 182)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Pointed ears"
+
|- id="Green hair"
! Pointed ears<br>[[File:Gene_EarPointed.png|64px]]
+
! Green hair<br>[[File:Hair_Green.png|64px]]
| Carriers of this gene have pointed ears.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (72, 201, 40)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Human nose"
+
|- id="Pink hair"
! Human nose<br>[[File:Gene_NoseHuman.png|64px]]
+
! Pink hair<br>[[File:Hair_Pink.png|64px]]
| Carriers of this gene have regular human noses.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (191, 86, 149)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Pig nose"
+
|- id="Purple hair"
! Pig nose<br>[[File:Gene_NosePig.png|64px]]
+
! Purple hair<br>[[File:Hair_Purple.png|64px]]
| Carriers of this gene have pig-like snouts.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (227, 115, 255)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
  
|- id="Human jaw"
+
|- id="Red hair"
! Human jaw<br>[[File:Gene_JawBaseline.png|64px]]
+
! Red hair<br>[[File:Hair_Red.png|64px]]
| Carriers of this gene have regularly-shaped jaws.
+
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (191, 86, 86)
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.05
 +
| -
 +
| HairColor
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
  
|- id="Heavy jaw"
+
=== Melanin ===
! Heavy jaw<br>[[File:Gene_JawHeavy.png|64px]]
+
 
| Carriers of this gene have large jaws.
+
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).
 +
 
 +
These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.
 +
 
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! Weight
 +
! Exclude
 +
 
 +
|- id="Skin_Melanin1"
 +
! Skin_Melanin1<br>[[File:Skin_Melanin1.png|64px]]
 +
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (242, 237, 224)
 +
* Min melanin: 0
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.2
 +
| SkinColor
  
|- id="Gaunt head"
+
|- id="Skin_Melanin2"
! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
+
! Skin_Melanin2<br>[[File:Skin_Melanin2.png|64px]]
| Carriers of this gene have a pinched, gaunt appearance in their face and head.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (255, 239, 213)
 +
* Min melanin: 0.1
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.5
 +
| SkinColor
  
|- id="Human headbone"
+
|- id="Skin_Melanin3"
! Human headbone<br>[[File:Gene_HeadboneHuman.png|64px]]
+
! Skin_Melanin3<br>[[File:Skin_Melanin3.png|64px]]
| Carriers of this gene have regular human skulls.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (255, 239, 201)
 +
* Min melanin: 0.25
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.5
 +
| SkinColor
  
|- id="Mini-horns"
+
|- id="Skin_Melanin4"
! Mini-horns<br>[[File:Gene_HeadboneMinihorns.png|64px]]
+
! Skin_Melanin4<br>[[File:Skin_Melanin4.png|64px]]
| Carriers of this gene grow two small horns protruding from the forehead.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (255, 239, 189)
 +
* Min melanin: 0.45
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.5
 +
| SkinColor
  
|- id="Center-horn"
+
|- id="Skin_Melanin5"
! Center-horn<br>[[File:Gene_HeadboneCenterhorn.png|64px]]
+
! Skin_Melanin5<br>[[File:Skin_Melanin5.png|64px]]
| Carriers of this gene grow a single horn protruding from the center of the forehead.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (249, 219, 165)
 +
* Min melanin: 0.58
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0? 1?
 +
| SkinColor
  
|- id="Human voice"
+
|- id="Skin_Melanin6"
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
+
! Skin_Melanin6<br>[[File:Skin_Melanin6.png|64px]]
| Carriers of this gene have regular human vocal chords.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (242, 199, 140)
 +
* Min melanin: 0.63
 +
| '''0'''
 +
| '''0'''
 +
| 0? 1?
 +
| SkinColor
 +
 
 +
|- id="Skin_Melanin7"
 +
! Skin_Melanin7<br>[[File:Skin_Melanin7.png|64px]]
 +
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (228, 158, 90)
 +
* Min melanin: 0.75
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0? 1?
 +
| SkinColor
  
|- id="Pig voice"
+
|- id="Skin_Melanin8"
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
+
! Skin_Melanin8<br>[[File:Skin_Melanin8.png|64px]]
| Carriers have a squealing voice like that of a pig.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (130, 91, 48)
 +
* Min melanin: 0.83
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.5
 +
| SkinColor
  
|- id="Roar voice"
+
|- id="Skin_Melanin9"
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
+
! Skin_Melanin9<br>[[File:Skin_Melanin9.png|64px]]
| Carriers have an animal-like roaring voice.
+
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 +
----
 +
* Skin color base: (99, 70, 36)
 +
* Min melanin: 0.9
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 +
| 0.2
 +
| SkinColor
 
|}
 
|}
 
</div>
 
</div>
Line 1,487: Line 1,781:
 
</li></div>
 
</li></div>
  
== Aptitudes ==
+
=== Skin ===
{{Recode|section=1|reason=Split into individul skills}}
+
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.
There are one of each of these for each skill.
+
 
 +
All of these genes have a "random brightness factor" of 0.18 unless otherwise specified.
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_07 }}
+
 
 +
{| {{STDT| sortable c_17 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
  
|- id="Awful skill"
+
|- id="Green skin"
! Awful skill
+
! Green skin<br>[[File:FanGene_SkinColor_Green.png|64px]]
| The carrier's aptitude in skill is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from skill.
+
| ''Carriers of this gene produce a pigment that gives their skin a green color.''
| {{+|2}}
+
----
| {{Bad|1}}
+
* Skin color override: (169,182,108)
 +
| '''0'''
 +
| '''0'''
 +
| -
 +
| SkinColorOverride
  
|- id="Poor skill"
+
|- id="Deep yellow skin"
! Poor skill
+
! Deep yellow skin<br>[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]
| The carrier's aptitude in skill is reduced by 4. Aptitude acts like an offset on skill level.
+
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''
| {{+|1}}
+
----
| {{Bad|1}}
+
* Skin color override: (204, 199, 65)
 +
| '''0'''
 +
| '''0'''
 +
| -
 +
| SkinColorOverride
  
|- id="Strong skill"
+
|- id="Pale yellow skin"
! Strong skill
+
! Pale yellow skin<br>[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]
| The carrier's aptitude in skill is increased by 4. Aptitude acts like an offset on skill level.
+
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''
| {{--|1}}
+
----
| {{Bad|2}}
+
* Skin color override: (193, 165, 99)
 +
| '''0'''
 +
| '''0'''
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| SkinColorOverride
  
|- id="Great skill"
+
|- id="Orange skin"
! Great skill
+
! Orange skin<br>[[File:FanGene_SkinColor_Orange.png|64px]]
| The carrier's aptitude in skill is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to the skill.
+
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''
| {{--|3}}
+
----
| {{Bad|2}}
+
* Skin color override: (210, 114, 63)
|}
+
* Random brightness factor: 0
</div>
+
| '''0'''
</div>
+
| '''0'''
</li></div>
+
| [[File:Impid.png|32px|link=Impids]]
 +
| SkinColorOverride
  
== Drugs ==
+
|- id="Deep red skin"
There are one of each of these for each drug, except for [[luciferium]] and [[penoxycyline]].
+
! Deep red skin<br>[[File:FanGene_SkinColor_Red_Deep.png|64px]]
 +
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''
 +
----
 +
* Skin color override: (150, 62, 62)
 +
| '''0'''
 +
| '''0'''
 +
| [[File:Impid.png|32px|link=Impids]]
 +
| SkinColorOverride
  
<div><li style="display: inline-table;">
+
|- id="Pale red skin"
Click to <div class="mw-collapsible">
+
! Pale red skin<br>[[File:FanGene_SkinColor_Red_Pale.png|64px]]
<div class="mw-collapsible-content">
+
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''
{| {{STDT| sortable c_07 }}
+
----
! Name
+
* Skin color override: (222, 106, 106)
! Description
+
| '''0'''
! [[File:Metabolism.png|20px|Metabolism]]
+
| '''0'''
! [[File:Complexity.png|20px|Complexity]]
+
| -
 +
| SkinColorOverride
  
|- id="Alcohol resistant"
+
|- id="Purple skin"
! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]]
+
! Purple skin<br>[[File:FanGene_SkinColor_Purple.png|64px]]
| ''Carriers are only half as likely to become addicted to Alcohol.''
+
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''
 
----
 
----
* [[Beer|Alcohol]] addiction factor: ×50%
+
* Skin color override: (97, 87, 195)
* Alcohol tolerance gain: ×50%
+
| '''0'''
| {{--|1}}
+
| '''0'''
| {{Bad|1}}
+
| [[File:Highmate.png|32px|link=Highmates]]
 +
| SkinColorOverride
  
|- id="Smokeleaf resistant"
+
|- id="Blue skin"
! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]]
+
! Blue skin<br>[[File:FanGene_SkinColor_Blue.png|64px]]
| ''Carriers are only half as likely to become addicted to Smokeleaf.''
+
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''
 
----
 
----
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%
+
* Skin color override: (100, 165, 193)
* Smokeleaf tolerance gain: ×50%
+
| '''0'''
| {{--|1}}
+
| '''0'''
| {{Bad|1}}
+
| [[File:Highmate.png|32px|link=Highmates]]
 +
| SkinColorOverride
  
|- id="Psychite resistant"
+
|- id="Sheer white skin"
! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]]
+
! Sheer white skin<br>[[File:FanGene_SkinColor_White.png|64px]]
| ''Carriers are only half as likely to become addicted to Psychite.''
+
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''
 
----
 
----
* [[Psychite]] addiction factor: ×50%
+
* Skin color override: (250, 240, 240)
* Psychite tolerance gain: ×50%
+
* Random brightness factor: 0
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
+
| '''0'''
| {{--|2}}
+
| '''0'''
| {{Bad|1}}
+
| [[File:Highmate.png|32px|link=Highmates]]
 +
| SkinColorOverride
  
|- id="Go-juice resistant"
+
|- id="Light gray skin"
! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]]
+
! Light gray skin<br>[[File:FanGene_SkinColor_Light_Gray.png|64px]]
| ''Carriers are only half as likely to become addicted to Go-juice.''
+
| ''Carriers of this produce a light-gray pigment in their skin.''
 
----
 
----
* [[Go-juice]] addiction factor: ×50%
+
* Skin color override: (200, 200, 200)
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
+
| '''0'''
| {{--|2}}
+
| '''0'''
| {{Bad|1}}
+
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
+
| SkinColorOverride
|- id="Wake-up resistant"
+
 
! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]]
+
|- id="Slate gray skin"
| ''Carriers are only half as likely to become addicted to Wake-up.''
+
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
 +
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''
 
----
 
----
* [[Wake-up]] addiction factor: ×50%
+
* Skin color override: (90, 90, 90)
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
+
| '''0'''
| {{--|2}}
+
| '''0'''
| {{Bad|1}}
+
| [[File:Waster.png|32px|link=Wasters]]
 +
| SkinColorOverride
  
|- id="Alcohol impervious"
+
|- id="Ink black skin"
! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]]
+
! Ink black skin<br>[[File:FanGene_SkinColor_Black.png|64px]]
| ''Carriers of this gene never get addicted to Alcohol.''
+
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''
 
----
 
----
* Alcohol addiction factor: x0%
+
* Skin color override: (55, 55, 55)
* Alcohol tolerance build-up: -100%
+
* Random brightness factor: 0
| {{--|3}}
+
| '''0'''
| {{Bad|2}}
+
| '''0'''
 +
| -
 +
| SkinColorOverride
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
 +
 
 +
== Miscellaneous ==
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Exclude
  
|- id="Smokeleaf impervious"
+
|- id="Strong stomach"
! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]]
+
! Strong stomach<br>[[File:Gene_StrongStomach.png|64px]]
| ''Carriers of this gene never get addicted to Smokeleaf.''
+
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
 
----
 
----
* Smokeleaf addiction factor: x0%
+
* Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}}
* Smokeleaf tolerance build-up: -100%
+
| {{--|1}}
| {{--|3}}
+
| {{Bad|1}}
| {{Bad|2}}
+
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| -
  
|- id="Psychite impervious"
+
|- id="Robust digestion"
! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]]
+
! Robust digestion<br>[[File:Gene_RobustDigestion.png|64px]]
| ''Carriers of this gene never get addicted to Psychite.''
+
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.''  
----
+
----
* Psychite addiction factor: x0%
+
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}}
* Psychite tolerance build-up: -100%
+
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
+
* Removes mood: Ate raw food: -7
| {{--|5}}
+
* Note: Does ''not'' prevent [[food poisoning]].
 +
| {{--|2}}
 
| {{Bad|2}}
 
| {{Bad|2}}
 +
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| -
  
|- id="Go-juice impervious"
+
|- id="Slow study"
! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]]
+
! Slow study<br>[[File:Gene_SlowLearning.png|64px]]
| ''Carriers of this gene never get addicted to Go-juice.''
+
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.''  
 
----
 
----
* Go-juice addiction factor: x0%
+
* [[Global Learning Factor]] {{Bad|×50%}}
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
+
| {{+|2}}
| {{--|5}}
+
| {{Bad|1}}
| {{Bad|2}}
+
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| Learning
  
|- id="Wake-up impervious"
+
|- id="Quick study"
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
+
! Quick study<br>[[File:Gene_FastLearning.png|64px]]
| ''Carriers of this gene never get addicted to Wake-up.''
+
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.''  
 
----
 
----
* Wake-up addiction factor: x0%
+
* [[Global Learning Factor]] {{+|50%}}
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
+
| {{--|3}}
| {{--|5}}
+
| {{Bad|2}}
| {{Bad|2}}
+
| -
 +
| Learning
  
|- id="Alcohol dependency"
+
|- id="Nearsighted"
! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]]
+
! Nearsighted<br>[[File:Gene_Nearsighted.png|64px]]
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
+
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.''  
 
----
 
----
? <!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Accuracy factor (long) {{Bad|×25%}}
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
+
* Accuracy factor (medium) {{Bad|×50%}}
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
+
| {{+|2}}
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 
* Specific drug addiction factor: x0%
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|3}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| ShootingAccuracy
  
|- id="Smokeleaf dependency"
+
|- id="Dark vision"
! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]]
+
! Dark vision<br>[[File:Gene_Darkvision.png|64px]]
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
+
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.''  
 
----
 
----
? <!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
+
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
+
* Removes [[mood]]: Darkness: {{--|5}}
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
+
| {{--|1}}
* Specific drug addiction factor: x0%
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|3}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]<br>[[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| -
  
|- id="Psychite dependency"
+
|- id="Inbred"
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
+
! Inbred<br>[[File:Gene_Inbred.png|64px]]
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
+
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.''  
 
----
 
----
? <!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Forced trait: [[Slow learner]]
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
+
* [[Fertility]] {{Bad|×50%}}
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
+
* [[Immunity gain speed]] {{Bad|×85%}}
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
+
* Note: Despite being harmful, this gene also lowers metabolic efficiency.
* Specific drug addiction factor: x0%
+
| {{--|2}}
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| -
 +
| -
  
|- id="Go-juice dependency"
+
|- id="Mild cell instability"
! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]]
+
! Mild cell instability<br>[[File:Gene_MildCellInstability.png|64px]]
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
+
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.''  
 
----
 
----
? <!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Lifespan factor {{Bad|×80%}}
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
+
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
+
* [[Cancer]] rate factor {{Bad|×300%}}
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
+
* [[Immunity gain speed]] {{Bad|×96%}}
* Specific drug addiction factor: x0%
+
| {{+|2}}
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| -
 +
| CellInstability
  
|- id="Wake-up dependency"
+
|- id="Major cell instability"
! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]]
+
! Major cell instability<br>[[File:Gene_MajorCellInstability.png|64px]]
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
+
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.''  
 
----
 
----
? <!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Lifespan factor {{Bad|×60%}}
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
+
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
+
* [[Cancer]] rate factor {{Bad|×500%}}
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
+
* [[Immunity gain speed]] {{Bad|×92%}}
* Specific drug addiction factor: x0%
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
 
| {{+|4}}
 
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
|}
+
| -
</div>
+
| CellInstability
</div>
 
</li></div>
 
 
 
==Reproduction==
 
 
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_07 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
  
|- id="Sterile"
+
|- id="Grayless hair"
! Sterile<br>[[File:Gene_Sterile.png|64px]]
+
! Grayless hair<br>[[File:Gene_GreylessHair.png|64px]]
| Carriers of this gene cannot reproduce by natural means.
+
| ''Carriers of this gene keep their natural hair color as they age.''
 
----
 
----
* Fertility ×0%
+
* No age-related gray hair.
| {{+|1}}
+
| '''0'''
 
| {{Bad|1}}
 
| {{Bad|1}}
 +
| [[File:Highmate.png|32px|link=Highmates]]
 +
| -
  
|- id="Fertile"
+
|- id="Human hands"
! Fertile<br>[[File:Gene_Fertile.png|64px]]
+
! Human hands<br>[[File:Gene_HandsHuman.png|64px]]
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
+
| ''Carriers of this gene have regular human hands.''
----
+
----
* Fertility ×200%
+
| '''0'''
| '''0'''
+
| '''0'''
| {{Bad|1}}
+
| -
 
+
| Hands
|- id="Low libido"
+
 
! Low libido<br>[[File:Gene_LowLibido.png|64px]]
+
|- id="Trotter hands"
| Carriers of this gene are less likely to engage in lovin' with their partner.
+
! Trotter hands<br>[[File:Gene_HandsTrotter.png|64px]]
----
+
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.''
* {{MTB}} [[Lovin']] Factor: {{Bad|2}}  
+
----
| '''0'''
+
* [[Manipulation]] {{Bad|×85%}}
| {{Bad|1}}
+
| {{+|1}}
 
+
| {{Bad|1}}
|- id="High libido"
+
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
! High libido<br>[[File:Gene_HighLibido.png|64px]]
+
| Hands
| Carriers of this gene are more likely to engage in lovin' with their partner.
+
 
----
+
|- id="Elongated fingers"
* {{MTB}} [[Lovin']] Factor: {{Good|0.5}}  
+
! Elongated fingers<br>[[File:Gene_ElongatedFingers.png|64px]]
| '''0'''
+
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.''
| {{Bad|1}}
+
----
|}
+
* [[Manipulation]] {{Good|×110%}}
</div>
+
| {{--|1}}
</div>
+
| {{Bad|1}}
</li></div>
+
| [[File:Genie.png|32px|link=Genies]]
 
+
| Hands
== Removed genes ==
+
 
 +
|- id="Furskin"
 +
! Furskin<br>[[File:Gene_Furskin.png|64px]]
 +
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.''
 +
----
 +
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}
 +
* [[Social#Romance_Controls|Non-furskin romance chance]] ×20%
 +
* {{RimworldIcon}}Removes mood: Naked: -6
 +
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| [[File:Yttakin.png|32px|link=Yttakin]]
 +
| HairStyle<br>Fur<br>BeardStyle<br>
 +
 
 +
|- id="Pig nose"
 +
! Pig nose<br>[[File:Gene_NosePig.png|64px]]
 +
| ''Carriers of this gene have pig-like snouts.''
 +
----
 +
* [[Social#Romance_Controls|Non-pig nose romance chance]] ×20%
 +
| '''0'''
 +
| '''0'''
 +
| [[File:PigskinXenotype.png|32px|link=Pigskins]]
 +
| Nose
 +
 
 +
|- id="Pollution stimulus"
 +
! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
 +
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
 +
----
 +
* Gain stat bonuses when exposed to pollution.
 +
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| -
 +
 
 +
|- id="Unstoppable"
 +
! Unstoppable<br>[[File:Gene_Unstoppable.png|64px]]
 +
| ''Carriers of this gene are not slowed down when taking damage.''
 +
----
 +
* Stagger time multiplier {{Good|×0%}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
| [[File:Hussar.png|32px|link=Hussars]]
 +
| -
 +
 
 +
|- id="Furry tail"
 +
! Furry tail<br>[[File:Gene_TailFurry.png|64px]]
 +
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.''
 +
----
 +
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}
 +
* Adds an aesthetic only tail to the pawn's sprite
 +
* Note: Does '''not''' add a targetable or damageable [[body part]]
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| [[File:Yttakin.png|32px|link=Yttakin]]
 +
| Tail
 +
 
 +
|- id="Smooth tail"
 +
! Smooth tail<br>[[File:Gene_TailSmooth.png|64px]]
 +
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''
 +
----
 +
* [[Manipulation]]: {{+|5%}}
 +
* Adds an aesthetic only tail to the pawn's sprite
 +
* Note: Does '''not''' add a targetable or damageable [[body part]]
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
| -
 +
| Tail
 +
 
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
 +
 
 +
== Aptitudes ==
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! [[File:Baseliner.png|20px|link=Xenotypes]]
 +
! Skill<!--for the sake of sorting, and they do exclude each other too-->
 +
 
 +
|- id="Awful animals"
 +
! Awful Animals<br>[[File:Gene_AwfulAnimals.png|64px]]
 +
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.''
 +
----
 +
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Skills#Animals|Animals]]
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Waster.png|32px|link=Wasters]]
 +
| Animals
 +
 
 +
|- id="Awful artistic"
 +
! Awful Artistic<br>[[File:Gene_AwfulArtistic.png|64px]]
 +
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.''
 +
----
 +
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Artistic]]
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
| [[File:Hussar.png|32px|link=Hussars]]
 +
| Artistic
 +
 
 +
|- id="Awful construction"
 +
! Awful Construction<br>[[File:Gene_AwfulConstruction.png|64px]]
 +
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.''
 +
----
 +
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Construction]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Construction
 +
 
 +
|- id="Awful cooking"
 +
! Awful Cooking<br>[[File:Gene_AwfulCooking.png|64px]]
 +
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.''
 +
----
 +
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Cooking]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Cooking
 +
 
 +
|- id="Awful crafting"
 +
! Awful Crafting<br>[[File:Gene_AwfulCrafting.png|64px]]
 +
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.''
 +
----
 +
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Crafting]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Crafting
 +
 
 +
|- id="Awful medical"
 +
! Awful Medical<br>[[File:Gene_AwfulMedical.png|64px]]
 +
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.''
 +
----
 +
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Medical]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Medical
 +
 
 +
|- id="Awful melee"
 +
! Awful Melee<br>[[File:Gene_AwfulMelee.png|64px]]
 +
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.''
 +
----
 +
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Melee]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Melee
 +
 
 +
|- id="Awful mining"
 +
! Awful Mining<br>[[File:Gene_AwfulMining.png|64px]]
 +
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.''
 +
----
 +
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Mining]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| [[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Highmate.png|32px|link=Highmates]]
 +
| Mining
 +
 
 +
|- id="Awful intellectual"
 +
! Awful Intellectual<br>[[File:Gene_AwfulIntellectual.png|64px]]
 +
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.''
 +
----
 +
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Intellectual]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| -
 +
| Intellectual
 +
 
 +
|- id="Awful plants"
 +
! Awful Plants<br>[[File:Gene_AwfulPlants.png|64px]]
 +
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.''
 +
----
 +
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Skills#Plants|Plants]]
 +
| {{+|2}}
 +
|{{Bad|1}}
 +
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Highmate.png|32px|link=Highmates]]
 +
| Plants
 +
 
 +
|- id="Awful shooting"
 +
! Awful Shooting<br>[[File:Gene_AwfulShooting.png|64px]]
 +
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.''
 +
----
 +
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Shooting]]
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
| -
 +
| Shooting
 +
 
 +
|- id="Awful social"
 +
! Awful Social<br>[[File:Gene_AwfulSocial.png|64px]]
 +
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.''
 +
----
 +
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Skills#Social|Social]]
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Hussar.png|32px|link=Hussars]]
 +
| Social
 +
 
 +
 
 +
 
 +
|- id="Poor animals"
 +
! Poor Animals<br>[[File:Gene_PoorAnimals.png|64px]]
 +
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 +
| Animals
 +
 
 +
|- id="Poor artistic"
 +
! Poor Artistic<br>[[File:Gene_PoorArtistic.png|64px]]
 +
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
| Artistic
 +
 
 +
|- id="Poor construction"
 +
! Poor Construction<br>[[File:Gene_PoorConstruction.png|64px]]
 +
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| -
 +
| Construction
 +
 
 +
|- id="Poor cooking"
 +
! Poor Cooking<br>[[File:Gene_PoorCooking.png|64px]]
 +
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| [[File:PigskinXenotype.png|32px|link=Pigskins]]<br>[[File:Waster.png|32px|link=Wasters]]
 +
| Cooking
 +
 
 +
|- id="Poor crafting"
 +
! Poor Crafting<br>[[File:Gene_PoorCrafting.png|64px]]
 +
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| -
 +
| Crafting
 +
 
 +
|- id="Poor medical"
 +
! Poor Medical<br>[[File:Gene_PoorMedical.png|64px]]
 +
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| -
 +
| Medical
 +
 
 +
|- id="Poor melee"
 +
! Poor Melee<br>[[File:Gene_PoorMelee.png|64px]]
 +
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| -
 +
| Melee
 +
 
 +
|- id="Poor mining"
 +
! Poor Mining<br>[[File:Gene_PoorMining.png|64px]]
 +
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| -
 +
| Mining
 +
 
 +
|- id="Poor intellectual"
 +
! Poor Intellectual<br>[[File:Gene_PoorIntellectual.png|64px]]
 +
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| Intellectual
 +
 
 +
|- id="Poor plants"
 +
! Poor Plants<br>[[File:Gene_PoorPlants.png|64px]]
 +
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 +
| Plants
 +
 
 +
|- id="Poor shooting"
 +
! Poor Shooting<br>[[File:Gene_PoorShooting.png|64px]]
 +
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| Shooting
 +
 
 +
|- id="Poor social"
 +
! Poor Social<br>[[File:Gene_PoorSocial.png|64px]]
 +
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 +
| Social
 +
 
 +
|- id="Strong animals"
 +
! Strong Animals<br>[[File:Gene_StrongAnimals.png|64px]]
 +
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
| {{Bad|2}}
 +
| -
 +
| Animals
 +
 
 +
|- id="Strong artistic"
 +
! Strong Artistic<br>[[File:Gene_StrongArtistic.png|64px]]
 +
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
| {{Bad|2}}
 +
| -
 +
| Artistic
 +
 
 +
|- id="Strong construction"
 +
! Strong Construction<br>[[File:Gene_StrongConstruction.png|64px]]
 +
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Construction
 +
 
 +
|- id="Strong cooking"
 +
! Strong Cooking<br>[[File:Gene_StrongCooking.png|64px]]
 +
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Cooking
 +
 
 +
|- id="Strong crafting"
 +
! Strong Crafting<br>[[File:Gene_StrongCrafting.png|64px]]
 +
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Crafting
 +
 
 +
|- id="Strong medical"
 +
! Strong Medical<br>[[File:Gene_StrongMedical.png|64px]]
 +
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Medical
 +
 
 +
|- id="Strong melee"
 +
! Strong Melee<br>[[File:Gene_StrongMelee.png|64px]]
 +
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Melee
 +
 
 +
|- id="Strong mining"
 +
! Strong Mining<br>[[File:Gene_StrongMining.png|64px]]
 +
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Mining
 +
 
 +
|- id="Strong intellectual"
 +
! Strong Intellectual<br>[[File:Gene_StrongIntellectual.png|64px]]
 +
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Intellectual
 +
 
 +
|- id="Strong plants"
 +
! Strong Plants<br>[[File:Gene_StrongPlants.png|64px]]
 +
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
|{{Bad|2}}
 +
| -
 +
| Plants
 +
 
 +
|- id="Strong shooting"
 +
! Strong Shooting<br>[[File:Gene_StrongShooting.png|64px]]
 +
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
| {{Bad|2}}
 +
| -
 +
| Shooting
 +
 
 +
|- id="Strong social"
 +
! Strong Social<br>[[File:Gene_StrongSocial.png|64px]]
 +
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{--|1}}
 +
| {{Bad|2}}
 +
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 +
| Social
 +
 
 +
 
 +
|- id="Great animals"
 +
! Great Animals<br>[[File:Gene_GreatAnimals.png|64px]]
 +
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.''
 +
----
 +
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Yttakin.png|32px|link=Yttakin]]
 +
| Animals{{ref label|Passion|A}}
 +
 
 +
|- id="Great artistic"
 +
! Great Artistic<br>[[File:Gene_GreatArtistic.png|64px]]
 +
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.''
 +
----
 +
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Artistic]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| -
 +
| Artistic{{ref label|Passion|A}}
 +
 
 +
|- id="Great construction"
 +
! Great Construction<br>[[File:Gene_GreatConstruction.png|64px]]
 +
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.''
 +
----
 +
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Construction]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| -
 +
| Construction{{ref label|Passion|A}}
 +
 
 +
|- id="Great cooking"
 +
! Great Cooking<br>[[File:Gene_GreatCooking.png|64px]]
 +
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.''
 +
----
 +
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Cooking]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| -
 +
| Cooking{{ref label|Passion|A}}
 +
 
 +
|- id="Great crafting"
 +
! Great Crafting<br>[[File:Gene_GreatCrafting.png|64px]]
 +
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.''
 +
----
 +
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Crafting]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Genie.png|32px|link=Genies]]
 +
| Crafting{{ref label|Passion|A}}
 +
 
 +
|- id="Great medical"
 +
! Great Medical<br>[[File:Gene_GreatMedical.png|64px]]
 +
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.''
 +
----
 +
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Medical]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| -
 +
| Medical{{ref label|Passion|A}}
 +
 
 +
|- id="Great melee"
 +
! Great Melee<br>[[File:Gene_GreatMelee.png|64px]]
 +
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.''
 +
----
 +
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Melee]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Hussar.png|32px|link=Hussars]]
 +
| Melee{{ref label|Passion|A}}
 +
 
 +
|- id="Great mining"
 +
! Great Mining<br>[[File:Gene_GreatMining.png|64px]]
 +
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.''
 +
----
 +
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Mining]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 +
| Mining{{ref label|Passion|A}}
 +
 
 +
|- id="Great intellectual"
 +
! Great Intellectual<br>[[File:Gene_GreatIntellectual.png|64px]]
 +
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.''
 +
----
 +
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Intellectual]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Genie.png|32px|link=Genies]]
 +
| Intellectual{{ref label|Passion|A}}
 +
 
 +
|- id="Great plants"
 +
! Great Plants<br>[[File:Gene_GreatPlants.png|64px]]
 +
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.''
 +
----
 +
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| -
 +
| Plants{{ref label|Passion|A}}
 +
 
 +
|- id="Great shooting"
 +
! Great Shooting<br>[[File:Gene_GreatShooting.png|64px]]
 +
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.''
 +
----
 +
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Shooting]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Hussar.png|32px|link=Hussars]]
 +
| Shooting{{ref label|Passion|A}}
 +
 
 +
|- id="Great social"
 +
! Great Social<br>[[File:Gene_GreatSocial.png|64px]]
 +
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.''
 +
----
 +
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Adds one additional [[passion]] for [[Skills#Social|Social]]
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| [[File:Highmate.png|32px|link=Highmates]]
 +
| Social{{ref label|Passion|A}}
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
 +
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
 +
 
 +
== Drugs ==
 +
{{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]].
 +
 
 +
<div><li style="display: inline-table;">
 +
Click to <div class="mw-collapsible">
 +
<div class="mw-collapsible-content">
 +
{| {{STDT| sortable c_17 text-valign:top}}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
 
 +
|- id="Alcohol resistant"
 +
! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]]
 +
| ''Carriers are only half as likely to become addicted to Alcohol.''
 +
----
 +
* [[Beer|Alcohol]] addiction factor: ×50%
 +
* Alcohol tolerance gain: ×50%
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Smokeleaf resistant"
 +
! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]]
 +
| ''Carriers are only half as likely to become addicted to Smokeleaf.''
 +
----
 +
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%
 +
* Smokeleaf tolerance gain: ×50%
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Psychite resistant"
 +
! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]]
 +
| ''Carriers are only half as likely to become addicted to Psychite.''
 +
----
 +
* [[Psychite]] addiction factor: ×50%
 +
* Psychite tolerance gain: ×50%
 +
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Go-juice resistant"
 +
! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]]
 +
| ''Carriers are only half as likely to become addicted to Go-juice.''
 +
----
 +
* [[Go-juice]] addiction factor: ×50%
 +
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Wake-up resistant"
 +
! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]]
 +
| ''Carriers are only half as likely to become addicted to Wake-up.''
 +
----
 +
* [[Wake-up]] addiction factor: ×50%
 +
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
 +
| {{--|2}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Alcohol impervious"
 +
! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]]
 +
| ''Carriers of this gene never get addicted to Alcohol.''
 +
----
 +
* Alcohol addiction factor: x0%
 +
* Tolerance build-up for all drugs: -100%
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
 
 +
|- id="Smokeleaf impervious"
 +
! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]]
 +
| ''Carriers of this gene never get addicted to Smokeleaf.''
 +
----
 +
* Smokeleaf addiction factor: x0%
 +
* Tolerance build-up for all drugs: -100%
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
 
 +
|- id="Psychite impervious"
 +
! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]]
 +
| ''Carriers of this gene never get addicted to Psychite.''
 +
----
 +
* Psychite addiction factor: x0%
 +
* Tolerance build-up for ''all'' drugs: ×0%
 +
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 +
| {{--|5}}
 +
| {{Bad|2}}
 +
 
 +
|- id="Go-juice impervious"
 +
! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]]
 +
| ''Carriers of this gene never get addicted to Go-juice.''
 +
----
 +
* Go-juice addiction factor: x0%
 +
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 +
| {{--|5}}
 +
| {{Bad|2}}
 +
 
 +
|- id="Wake-up impervious"
 +
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
 +
| ''Carriers of this gene never get addicted to Wake-up.''
 +
----
 +
* Wake-up addiction factor: x0%
 +
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
 +
 
 +
| {{--|5}}
 +
| {{Bad|2}}
 +
 
 +
|- id="Alcohol dependency"
 +
! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]]
 +
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
----
 +
<!--Still needs more obviously, but adding now so its not forgotten. -->
 +
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 +
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 +
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 +
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 +
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Alcohol addiction factor: x0%
 +
 
 +
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|3}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Smokeleaf dependency"
 +
! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]]
 +
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
----
 +
<!--Still needs more obviously, but adding now so its not forgotten. -->
 +
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 +
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 +
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 +
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 +
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Smokeleaf addiction factor: x0%
 +
 
 +
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|3}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Psychite dependency"
 +
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
 +
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
----
 +
<!--Still needs more obviously, but adding now so its not forgotten. -->
 +
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 +
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 +
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 +
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Psychite addiction factor: x0%
 +
* Psychite overdose chance: ×0%{{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] is not prevented.
 +
 
 +
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Go-juice dependency"
 +
! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]]
 +
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
----
 +
? <!--Still needs more obviously, but adding now so its not forgotten. -->
 +
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 +
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},
 +
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 +
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Go-juice addiction factor: x0%
 +
* Go-juice overdose chance: ×0%. {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented.
 +
 
 +
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
 
 +
|- id="Wake-up dependency"
 +
! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]]
 +
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
---- <!--Still needs more obviously, but adding now so its not forgotten. -->
 +
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
 +
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.
 +
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)
 +
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Wake-up addiction factor: x0%
 +
* Wake-up overdose chance: ×0% {{Check Tag|Only this drug?}} Cumulative [[overdose|overdose severity]] from taking multiple drugs is not prevented.
 +
 
 +
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
 +
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
|}
 +
</div>
 +
</div>
 +
</li></div>
 +
 
 +
== Removed genes ==
 
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
 
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
  
Line 1,754: Line 2,879:
 
Click to <div class="mw-collapsible">
 
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<div class="mw-collapsible-content">
{| {{STDT| sortable c_03 }}
+
{| {{STDT| sortable c_03 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,776: Line 2,901:
 
:* Charges: 1
 
:* Charges: 1
 
:* AI Can Use: False
 
:* AI Can Use: False
 +
* Market value of [[genepack]]s containing this gene: ×150%
 
| '''0'''
 
| '''0'''
 
| {{Bad|4}}
 
| {{Bad|4}}
Line 1,806: 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 endogene, 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.
 
  
 
== Version history ==  
 
== Version history ==  
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
 +
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.
 +
* [[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/1.4.3531|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/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
 +
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.
 
* [[Version/1.4.3555|1.4.3555]] -
 
* [[Version/1.4.3555|1.4.3555]] -
 
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
 
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
Line 1,821: Line 2,953:
 
** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}.  
 
** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}.  
 
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}.  
 
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}.  
 +
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}
 
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.
 
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.
 
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.
 
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.
 +
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
 +
** Fix: Bloodfeed can be used on pawns in mental states.
 +
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.
 +
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.
 +
* [[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/1.5.4062|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]]

Revision as of 20:07, 29 April 2024

Genes are a system for adding capabilities to human pawns. They can be obtained from character creation or implanted via xenogerm.

Metabolic efficiency, denoted by the Metabolism symbol, controls the rate at which pawns get hungry. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.

Note that genes with over Metabolism 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.

Complexity, denoted by the Complexity symbol, affects how many gene processors you need to create a xenogerm from a set of genes. A gene assembler can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor. Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the research speed of whoever operates the gene assembler).[Detail needed]

The type of gene is shown both by its position in the gene tab of the pawn and its background:

  • GeneBackground Endogene.png Germline Genes
  • GeneBackground Xenogene.png Xenogenes
  • GeneBackground ArchiteGene.png Archite genes

Archite

  • Click to
    Name Description Metabolism Complexity Archite capsules Baseliner.png Exclude
    Scarless
    Gene TotalHealing.png
    Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.
    0 4 1 Sanguophage.png -
    Gene implanter
    Gene XenogermReimplanter.png
    Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die.
    • Adds ability: Gene XenogermReimplanter.png Implant Genes
    Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.
    • Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards.
    • Using this ability while genes are regrowing kills the pawn.
      • If using this ability is lethal, then the caster will lose all of their xenogenes upon death.
    0 3 1 Sanguophage.png -
    Perfect immunity
    Gene PerfectImmunity.png
    Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.
    0 3 1 Sanguophage.png Immunity
    Non-senescent
    Gene NonSenescent.png
    Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.
    0 3 1 Sanguophage.png -
    Ageless
    Gene Ageless.png
    Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.
    • Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
    • Aging ×0 at age 18.5.
    0 3 1 Sanguophage.png -
    Deathless
    Gene Deathless.png
    Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.
    • If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. This coma lasts until otherwise fatal conditions are removed, then 7 days after that.
      • Does not regenerate limbs or organs, except for the torso.
      • Pawns with the Deathrest gene too instead enter deathrest, and lose all Hemogen. After lethality is removed, the usual deathrest mechanics take place.
      • Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total skill XP in a random skill.
    • Market value of genepacks containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)
    0 7 1 Sanguophage.png -
    Archite metabolism
    Gene ArchiteMetabolism.png
    Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.
    • Increases metabolic efficiency. No other effect.
    • Market value of genepacks containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)
    +6 6 2 Sanguophage.png -
  • Special abilities

  • Click to
    Name Description Metabolism Complexity Baseliner.png
    Fire spew
    Gene Firespew.png
    Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
    • Adds ability: FireSpew.png Fire spew
    Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.
    • Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.[Detail Needed]
    • Target: Pawn or Location
    • Warmup Time: 60 ticks (1 sec)
    • Cooldown: 300,000 ticks (5 in-game days)
    • Charges: 1
    • AI Can Use: True. Note: AI will still target fire-immune targets.
    • Market value of genepacks containing this gene: ×150%
    −2 1 Impid.png
    Foam spray
    Gene FoamSpray.png
    Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.
    • Adds ability: Gene FoamSpray.png Foam spray
    Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.
    • Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves firefoam filth on the ground, extinguishing fires and preventing new ones from igniting.
    • Target: Pawn or Location
    • Warmup Time: 60 ticks (1 sec)
    • Cooldown: 30,000 ticks (12 in-game hours) for all 3 charges. Cooldown will not begin until all charges have been expended.
    • Charges: 3
    • AI Can Use: False.
    −2 1 -
    Animal warcall
    Gene AnimalWarcall.png
    Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.
    • Adds ability: AnimalWarcall.png Animal warcall
    With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.
    • Turns the target berserk against all factions hostile to the caster for 12 in-game hours/30,000 ticks (8.33 mins). -75 base goodwill when used on a friendly faction's animal.
    • Target: Any single animal or wildman. Does not require LoS [Detail]
    • Range: 49.9 tiles
    • Warmup Time: 120 ticks (2 secs)
    • Cooldown: 900,000 ticks (15 in-game days) per charge.
    • Charges: 2
    • AI Can Use: True
    −3 1 Yttakin.png
    Acid spray
    Gene AcidSpray.png
    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.
    • Adds ability: AcidSpray.png Acid spray
    Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.
    • Spits a fast-moving acid projectile in a 3x3 area around the target, up to 8 tiles away. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time.
    • Target: Pawn or Location
    • Warmup Time: 60 ticks (1 sec)
    • Cooldown: 30,000 ticks (12 in-game hours)
    • Charges: 1
    • AI Can Use: True.
    • Market value of genepacks containing this gene: ×150%
    −2 1 -
  • Hemogen

  • Click to
    Name Description Metabolism Complexity Prereq. Baseliner.png
    Hemogenic
    Gene Hemogenic.png
    Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.
    • Creates a Hemogen need, which decreases by −2 per day.
    • Receive Hemogen Craving ailment when Hemogen hits 0.
      Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.
    +1 1 - Sanguophage.png
    Hemogen drain
    Gene HemogenDrain.png
    Carriers lose an additional 8 hemogen per day from biological entropy.
    +6 1 Hemogenic Sanguophage.png
    Coagulate
    Gene Coagulate.png
    Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.
    • Adds ability: Gene Coagulate.png Coagulate
    Use special glands in the wrists to quickly tend someone's wounds.
    • Tends wounds. [Detail]
    • Target: Single target in LoS
    • Range: 3.9 tiles
    • Warmup Time: 60 ticks (1 sec)
    • Hemogen Cost: 20
    • AI Can Use: ?
    −1 1 Hemogenic Sanguophage.png
    Bloodfeeder
    Gene Bloodfeeder.png
    Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.
    • Adds ability: Gene Bloodfeeder.png Bloodfeed
    Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.
    • Feed on a pawn to gain up to +20 Hemogen, which scales with target body size, but not the user's.
      • Target will gain +45% blood loss and the −5 Fed on moodlet (5 days, doesn't stack, negated by masochist trait and Bloodfeeders precept.Content added by the Ideology DLC). Also gains a bloodfeeder mark on the neck (+1% pain).
      • If the target does not have enough blood, hemogen gain will be reduced accordingly.[Detail]
      • Bloodfeeder must have a non-0% Eating capacity.
    • Target: Single non-Hemogenic[Verify] human target. Must be downed or a colonist, slave,Content added by the Ideology DLC or prisoner not on a mental break.
      • A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.

    • Interaction with Bloodfeeders precept.Content added by the Ideology DLC
      • Bloodfeeders: Revered - Believers have a higher opinion towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the Leader,Content added by the Ideology DLC and mood penalty when they die.
      • Bloodfeeders: Reviled. - Believers have a lower opinion towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.
    −1 1 Hemogenic Sanguophage.png
    Longjump legs
    Gene LongJumpLegs.png
    Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
    • Adds ability: Longjump.png Longjump
    Jump to a distant location using super-strong hemogen-powered legs.
    • Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.
    • Target: Location in LoS
    • Range: 19.9 tiles
    • Warmup Time: 30 ticks (0.5 secs)
    • Hemogen Cost: 5
    • AI Can Use: False
    −2 1 Hemogenic Sanguophage.png
    Piercing spine
    Gene PiercingSpine.png
    Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.
    • Adds ability: PiercingSpine.png Piercing spine
    Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.
    • Launches an unerring spine at the target, dealing 30 RangedStab damage, with an AP of 100% and a stopping power of 1.
    • Target: Single target in LoS
    • Range: 3.9 tiles
    • Warmup Time: 30 ticks (0.5 secs)
    • Cooldown Time: 60 ticks (1 sec)
    • Hemogen Cost: 20
    • AI Can Use: True
    • Market value of genepacks containing this gene: ×150%
    −1 1 Hemogenic Sanguophage.png
    Deathrest
    Gene Deathrest.png
    Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.
    +6 1 Hemogenic Sanguophage.png
  • Health

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Weak immunity
    Gene WeakImmunity.png
    Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
    +2 1 Impid.png Immunity
    Strong immunity
    Gene StrongImmunity.png
    Carriers of this gene gain immunity to diseases faster than normal.
    −1 1 Neanderthal.png
    PigskinXenotype.png
    Immunity
    Super immunity
    Gene SuperStrongImmunity.png
    Carriers of this gene gain immunity to diseases considerably faster than normal.
    −2 2 Waster.png Immunity
    Slow wound healing
    Gene WoundHealingRateSlow.png
    Carriers of this gene heal from wounds half as fast as normal.
    • Injury healing factor ×50%
    +2 1 Impid.png
    Yttakin.png
    WoundHealingRate
    Fast wound healing
    Gene WoundHealingRateFast.png
    Carriers of this gene heal from wounds twice as fast as normal.
    • Injury healing factor ×200%
    −2 1 Dirtmole.png WoundHealingRate
    Superfast wound healing
    Gene WoundHealingRateSuperfast.png
    Carriers of this gene heal from wounds four times as fast as normal.
    • Injury healing factor ×400%
    • Market value of genepacks containing this gene: ×125%
    −3 1 Hussar.png
    Sanguophage.png
    WoundHealingRate
    Superclotting
    Gene Superclotting.png
    Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.
    • Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.
    • This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).
    • Does not affect non-bleeding wounds.
    −1 1 - -
  • Psychics

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Psychically deaf
    Gene PsychicallyDeaf.png
    Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.
    +2 1 Hussar.png PsychicAbility
    Psychically dull
    Gene PsychicallyDull.png
    Carriers of this gene are less psychically-sensitive than others.
    +1 1 Yttakin.png PsychicAbility
    Psy-sensitive
    Gene EnhancedPsychicAbility.png
    Carriers of this gene are more psychically-sensitive than average.
    • Psychic Sensitivity +20%
    • Meditation psyfocus gain +10% / day [Verify]
    • +0.1 Neural Heat Recovery per second base. Effectively 0.163 Heat/s recovery at Level 6 psylink.
    −2 1 Highmate.png
    Sanguophage.png
    PsychicAbility
    Super psy-sensitive
    Gene ExtremePsychicAbility.png
    Carriers of this gene are much more psychically-sensitive than most.
    • Psychic Sensitivity +40%
    • Meditation psyfocus gain +20% / day [Verify]
    • +0.2 Neural Heat Recovery per second base. Effectively 0.325 Heat/s recovery at Level 6 psylink.
    −5 2 - PsychicAbility
    Psychic bonding
    Gene PsychicBonding.png
    Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.
    • Romance attempts always succeed
    • Gains psychic bond with first attempted romance or lovin'
    • This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.
    • Bonded pawns receive gain ×50% pain multiplier, +15% consciousness, +12 mood and +10% psychic sensitivity when on same map.
    • Bonded pawns receive −10 mood, +5% psychic sensitivity, and −25% consciousness when not on same map.
    • When one bonded pawn dies, the other will receive a -30 mood penalty that linearly decays over the course of 21 days.[Confirm duration] Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.
    −1 1 Highmate.png -
  • Movement

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Slow runner
    Gene SlowMovespeed.png
    Carriers of this gene move more slowly than normal.
    +3 1 Dirtmole.png
    Neanderthal.png
    MoveSpeed
    Fast runner
    Gene QuickMovespeed.png
    Carriers of this gene move more quickly than normal.
    −3 1 Sanguophage.png MoveSpeed
    Very fast runner
    Gene VeryQuickMovespeed.png
    Carriers of this gene move much more quickly than normal.
    −5 1 Impid.png MoveSpeed
    Naked speed
    Gene NakedSpeed.png
    Carriers of this gene move slower while clothed, and faster while naked.
    +2 1 Yttakin.png -
  • Mood

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Very unhappy
    Gene Depressive.png
    Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.
    • Permanent −10 Genetic depression mood
    +5 1 - Mood
    Unhappy
    Gene Pessimist.png
    Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
    • Permanent −5 Genetic pessimism mood
    +3 1 Impid.png Mood
    Happy
    Gene Optimist.png
    Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.
    • Permanent +5 Genetic optimism mood
    −1 2 - Mood
    Very happy
    Gene Sanguine.png
    Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.
    • Permanent +10 Genetic joy mood
    −2 3 Highmate.png Mood
  • Temperature

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Cold weakness
    Gene MinTemperatureSmallIncrease.png
    Carriers of this gene are slightly less comfortable in cold temperatures.
    +1 1 Impid.png MinTemperature
    Cold tolerant
    Gene MinTemperatureSmallDecrease.png
    Carriers of this gene are slightly more comfortable in cold temperatures.
    −1 1 Hussar.png
    Neanderthal.png
    MinTemperature
    Cold super-tolerant
    Gene MinTemperatureLargeDecrease.png
    Carriers of this gene are much more comfortable in cold temperatures.
    −2 1 - MinTemperature
    Heat weakness
    Gene MaxTemperatureSmallDecrease.png
    Carriers of this gene are slightly less comfortable in warm temperatures.
    +1 1 Highmate.png MaxTemperature
    Heat tolerant
    Gene MaxTemperatureSmallIncrease.png
    Carriers of this gene are slightly more comfortable in warm temperatures.
    −1 1 Hussar.png
    Neanderthal.png
    MaxTemperature
    Heat super-tolerant
    Gene MaxTemperatureLargeIncrease.png
    Carriers of this gene are much more comfortable in warm temperatures.
    −2 1 Impid.png MaxTemperature
  • Resistance and sensitivity

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Tox resistance
    Gene PartialToxicityResistance.png
    Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others. Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.
    −2 1 - ToxResistance
    Tox immunity
    Gene TotalToxicityResistance.png
    Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.
    −4 2 Sanguophage.png ToxResistance
    Partial antitoxic lungs
    Gene PartialPollutionResistance.png
    Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.
    −1 1 Hussar.png ToxicEnvironmentResistance
    Total antitoxic lungs
    Gene TotalPollutionResistance.png
    Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
    −3 2 Waster.png ToxicEnvironmentResistance
    Mild UV sensitivity
    Gene MildUVSensitivity.png
    Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.
    • When in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more):
    • Does not cause pain, despite the description.
    +3 1 Sanguophage.png UVSensitivity
    Intense UV sensitivity
    Gene IntenseUVSensitivity.png
    Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.
    • When in sunlight (when on an unroofed tile while light levels from natural sunlight are 11% or more):
      • Move Speed ×80%
      • Mood: Sunlight Sensitivity: −12
    • Does not cause pain.
    +4 2 Dirtmole.png UVSensitivity
    Fire resistant
    Gene FireResistant.png
    Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
    Note that this does not affect Heat or Vaporize damage
    −2 1 Impid.png FireDamage
    Tinderskin
    Gene FireWeakness.png
    Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
    • Flame damage ×400%[Heat/vaporize?]
    +2 1 Sanguophage.png FireDamage
    Pyrophobia
    Gene FireTerror.png
    Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.
    • −10 Afraid of fire moodlet when within 20.9[?] tiles of fire
    • 0.1 day mtb chance of "Fleeing fire" mental break, presumably[?] also when within 20.9 tiles of fire
    • Suppresses Pyromaniac trait
    Note that blind pawns are not immune to pyrophobia, and will still flee
    +4 1 Sanguophage.png -
  • Violence

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Dead calm
    Gene DeadCalm.png
    Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
    • Effects:
      • Will never do social fights
      • Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)
      • Will never prison break
      • Arresting never fails, and will never berserk on arrest.
    −1 1 Genie.png Aggression
    Aggressive
    Gene Aggressive.png
    Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
    • Effects:
      • Social fight chance factor ×200%
      • Chance mental break is violent ×200% ((Tantrum, Berserk, Slaughterer, Murderous Rage)) [Wb minor breaks?]
      • Prison break interval factor ×60%
    +2 1 Neanderthal.png
    Waster.png
    Yttakin.png
    Sanguophage.png
    Aggression
    Aggressive
    Hyper-aggressive
    Gene HyperAggressive.png
    Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
    • Effects:
      • Social fight chance factor ×300%
      • Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.[All types?]
      • Prison break interval factor ×40%
    +3 1 Hussar.png Aggression
    Aggressive
    Weak melee damage
    Gene WeakMeleeDamage.png
    Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
    +1 1 Impid.png MeleeDamage
    Strong melee damage
    Gene StrongMeleeDamage.png
    Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
    −2 1 Dirtmole.png
    Neanderthal.png
    Yttakin.png
    Sanguophage.png
    MeleeDamage
    Violence disabled
    Gene ViolenceDisabled.png
    Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
    • Disables work:
      • Hunt
      • Violent
    +3 1 Highmate.png MeleeDamage
    ShootingAccuracy
    Aggressive
    KillThirst
    Kind instinct
    Gene KindInstinct.png
    Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.
    −1 1 Highmate.png -
    Kill thirst
    Gene Killthirst.png
    Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
    • Causes need: Kill satiety. Inflicts an increasing mood penalty during long periods between melee kills. See the Kill satiety page for details.
    +4 1 - KillThirst
  • Sleep

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Very Sleepy
    Gene VerySleepy.png
    Carriers of this gene get tired much faster than others.
    +4 1 - Sleep
    Sleepy
    Gene Sleepy.png
    Carriers of this gene get tired somewhat faster than others.
    +2 1 Yttakin.png Sleep
    Low sleep
    Gene QuickSleeper.png
    Carriers of this gene get tired less quickly than others.
    −4 2 Sanguophage.png Sleep
    Never sleep
    Gene Neversleep.png
    Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
    • Effects:
      • Disables need: Sleep
      • If all pawns in caravan have this gene, they don't need to stop at night.
    • Market value of genepacks containing this gene: ×125%
    −6 3 - Sleep
  • Pain

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Delicate
    Gene Delicate.png
    Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
    +3 1 Genie.png
    Highmate.png
    Toughness
    Robust
    Gene Tough.png
    Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
    • Incoming damage multiplier ×75%
      • Note that despite being incompatible with the Delicate gene, it stacks multiplicatively with both the Delicate and Tough traits.
    −2 1 Neanderthal.png
    Yttakin.png
    Sanguophage.png
    Toughness
    Extra pain
    Gene ExtraPain.png
    Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
    +2 1 Genie.png Pain
    Reduced pain
    Gene PainReduced.png
    Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
    • Pain ×50%
    −1 1 Hussar.png
    Neanderthal.png
    PigskinXenotype.png
    Pain
  • Reproduction

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Low libido
    Gene LowLibido.png
    Carriers of this gene are less likely to engage in lovin' with their partner.
    0 1 - Libido
    High libido
    Gene HighLibido.png
    Carriers of this gene are more likely to engage in lovin' with their partner.
    0 1 Highmate.png Libido
    Sterile
    Gene Sterile.png
    Carriers of this gene cannot reproduce by natural means.
    • Fertility ×0%
    +1 1 - Fertility
    Fertile
    Gene Fertile.png
    Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
    • Fertility ×200%
    0 1 - Fertility
  • Beauty

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Very unattractive
    Gene StaggeringlyUgly.png
    Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.
    +2 1 - Beauty
    Unattractive
    Gene Ugly.png
    Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.
    +1 1 Waster.png Beauty
    Attractive
    Gene Pretty.png
    Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.
    −1 1 Sanguophage.png Beauty
    Very attractive
    Gene Beautiful.png
    Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.
    −2 1 Highmate.png Beauty
  • Cosmetic

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Red eyes
    Gene RedEyes.png
    Carriers of this gene have deeply red-pigmented eyes. 0 0 Hussar.png EyeColor
    Gray eyes
    Gene GrayEyes.png
    Carriers of this gene have pale white-gray eyes. 0 0 Dirtmole.png EyeColor
    No hair
    Gene HairStyleBaldOnly.png
    Carriers of this gene grow no hair on the head. 0 0 Genie.png
    Yttakin.png
    HairStyle
    Short-haired
    Gene HairStyleShortOnly.png
    Carriers of this gene can only grow short hair. 0 0 Hussar.png HairStyle
    Long-haired
    Gene HairStyleLongOnly.png
    Carriers of this gene grow hair on the head very quickly. 0 0 Highmate.png HairStyle
    Only bushy beards
    Gene BeardStyleBushyOnly.png
    Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards. 0 0 - BeardStyle
    Beardless
    Gene BeardStyleNone.png
    Carriers of this gene grow no facial hair. 0 0 Genie.png
    Impid.png
    BeardStyle
    Unisex beards
    Gene UnisexBeards.png
    Carriers of this gene always have thick facial hair, even women. 0 0 Yttakin.png BeardStyle
    Human ears
    Gene EarHuman.png
    Carriers of this gene have regular human ears. 0 0 - Ears
    Pointed ears
    Gene EarPointed.png
    Carriers of this gene have pointed ears. 0 0 - Ears
    Cat ears
    Gene EarCat.png
    Carriers of this gene have cat-like ears. 0 0 - Ears
    Floppy ears
    Gene EarFloppy.png
    Carriers of this gene grow long, floppy hound-like ears. 0 0 - Ears
    Pig ears
    Gene EarPig.png
    Carriers of this gene will grow pointed pig-like ears. 0 0 PigskinXenotype.png Ears
    Human nose
    Gene NoseHuman.png
    Carriers of this gene have regular human noses. 0 0 - Nose
    Human jaw
    Gene JawBaseline.png
    Carriers of this gene have regularly-shaped jaws. 0 0 - Jaw
    Heavy jaw
    Gene JawHeavy.png
    Carriers of this gene have large jaws. 0 0 Neanderthal.png Jaw
    Gaunt head
    Gene GauntHead.png
    Carriers of this gene have a pinched, gaunt appearance in their face and head. 0 0 Waster.png Jaw
    Heavy brow
    Gene HeavyBrow.png
    Carriers of this gene have a prominent brow. 0 0 Neanderthal.png -
    Center-horn
    Gene HeadboneCenterhorn.png
    Carriers of this gene grow a single horn protruding from the center of the forehead. 0 0 - Headbone
    Mini-horns
    Gene HeadboneMinihorns.png
    Carriers of this gene grow two small horns protruding from the forehead. 0 0 Impid.png Headbone
    Human headbone
    Gene HeadboneHuman.png
    Carriers of this gene have regular human skulls. 0 0 - Headbone
    Human voice
    Gene VoiceHuman.png
    Carriers of this gene have regular human vocal chords[sic].
    0 0 - Voice
    Pig voice
    Gene VoicePig.png
    Carriers have a squealing voice like that of a pig.
    0 0 PigskinXenotype.png Voice
    Roar voice
    Gene VoiceRoar.png
    Carriers have an animal-like roaring voice.
    0 0 Yttakin.png Voice
    Facial ridges
    Gene FacialRidges.png
    Carriers of this gene grow raised ridges of skin on their face. 0 0 - -
  • Body type

    Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, Neanderthal.pngNeanderthals cannot be thin, because they have all three of the other genes.

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Standard body
    Gene BodyStandard.png
    Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 0 0 Hussar.png
    Neanderthal.png
    Highmate.png
    BodyType
    Thin body
    Gene BodyThin.png
    Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 0 0 Genie.png
    Highmate.png
    BodyType
    Fat body
    Gene BodyFat.png
    Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 0 0 Neanderthal.png
    PigskinXenotype.png
    BodyType
    Hulk body
    Gene BodyHulk.png
    Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 0 0 Hussar.png
    Neanderthal.png
    PigskinXenotype.png
    Yttakin.png
    BodyType
  • Hair

    These genes are defined in Core, not Biotech.

    All of them have a "random brightness factor" of 0.12 unless otherwise specified.

  • Click to
    Name Description Metabolism Complexity Weight Baseliner.png Exclude
    Snow-white hair
    Hair SnowWhite.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (250, 250, 250)
    • Random brightness factor: 0
    0 0 0.05 Highmate.png HairColor
    Gray hair
    Hair Grey.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (0.65, 0.65, 0.65)
    0 0 0.02 Waster.png HairColor
    Blonde hair
    Hair Blonde.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (237, 202, 156)
    • Selection weight factor with dark skin: 0
    0 0 1? - HairColor
    Sandy-blonde hair
    Hair SandyBlonde.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (193, 146, 85)
    • Selection weight factor with dark skin: 0
    0 0 1? Impid.png HairColor
    Orange hair
    Hair Orange.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (189, 133, 49)
    0 0 0.05 Impid.png HairColor
    Reddish-brown hair
    Hair ReddishBrown.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (132, 83, 47)
    0 0 1? - HairColor
    Brown hair
    Hair Brown.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (90, 58, 32)
    0 0 1? - HairColor
    Dark-brown hair
    Hair DarkBrown.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (56, 36, 18)
    0 0 1.5 - HairColor
    Dark-reddish hair
    Hair DarkReddish.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (0.25, 0.2, 0.15)
    0 0 1.5 - HairColor
    Mid-black hair
    Hair MidBlack.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (0.31, 0.28, 0.26)
    0 0 1.5 - HairColor
    Dark-black hair
    Hair DarkBlack.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (0.2, 0.2, 0.2)
    0 0 1.5 - HairColor
    Ink-black hair
    Hair InkBlack.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (25, 25, 25)
    • Random brightness factor: 0
    0 0 0.05 - HairColor
    Blue hair
    Hair Blue.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (34, 63, 227)
    0 0 0.05 - HairColor
    Teal hair
    Hair Teal.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (52, 191, 182)
    0 0 0.05 - HairColor
    Green hair
    Hair Green.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (72, 201, 40)
    0 0 0.05 - HairColor
    Pink hair
    Hair Pink.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (191, 86, 149)
    0 0 0.05 - HairColor
    Purple hair
    Hair Purple.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (227, 115, 255)
    0 0 0.05 - HairColor
    Red hair
    Hair Red.png
    Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
    • Hair color override: (191, 86, 86)
    0 0 0.05 - HairColor
  • Melanin

    These natural skin colors are not available in the xenotype editor and cannot be extracted. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. Dirtmole.pngDirtmoles have light gray skin instead of these).

    These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.

  • Click to
    Name Description Metabolism Complexity Weight Exclude
    Skin_Melanin1
    Skin Melanin1.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (242, 237, 224)
    • Min melanin: 0
    0 0 0.2 SkinColor
    Skin_Melanin2
    Skin Melanin2.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (255, 239, 213)
    • Min melanin: 0.1
    0 0 0.5 SkinColor
    Skin_Melanin3
    Skin Melanin3.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (255, 239, 201)
    • Min melanin: 0.25
    0 0 0.5 SkinColor
    Skin_Melanin4
    Skin Melanin4.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (255, 239, 189)
    • Min melanin: 0.45
    0 0 0.5 SkinColor
    Skin_Melanin5
    Skin Melanin5.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (249, 219, 165)
    • Min melanin: 0.58
    0 0 0? 1? SkinColor
    Skin_Melanin6
    Skin Melanin6.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (242, 199, 140)
    • Min melanin: 0.63
    0 0 0? 1? SkinColor
    Skin_Melanin7
    Skin Melanin7.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (228, 158, 90)
    • Min melanin: 0.75
    0 0 0? 1? SkinColor
    Skin_Melanin8
    Skin Melanin8.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (130, 91, 48)
    • Min melanin: 0.83
    0 0 0.5 SkinColor
    Skin_Melanin9
    Skin Melanin9.png
    Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
    • Skin color base: (99, 70, 36)
    • Min melanin: 0.9
    0 0 0.2 SkinColor
  • Skin

    These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. Impid.pngImpids have three), and one will be chosen.

    All of these genes have a "random brightness factor" of 0.18 unless otherwise specified.

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Green skin
    FanGene SkinColor Green.png
    Carriers of this gene produce a pigment that gives their skin a green color.
    • Skin color override: (169,182,108)
    0 0 - SkinColorOverride
    Deep yellow skin
    FanGene SkinColor Yellow Deep.png
    Carriers of this gene produce a pigment that gives their skin a deep yellow color.
    • Skin color override: (204, 199, 65)
    0 0 - SkinColorOverride
    Pale yellow skin
    FanGene SkinColor Yellow Pale.png
    Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
    • Skin color override: (193, 165, 99)
    0 0 Impid.png SkinColorOverride
    Orange skin
    FanGene SkinColor Orange.png
    Carriers of this gene produce a pigment that gives their skin an orange color.
    • Skin color override: (210, 114, 63)
    • Random brightness factor: 0
    0 0 Impid.png SkinColorOverride
    Deep red skin
    FanGene SkinColor Red Deep.png
    Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.
    • Skin color override: (150, 62, 62)
    0 0 Impid.png SkinColorOverride
    Pale red skin
    FanGene SkinColor Red Pale.png
    Carriers of this gene produce a pigment that turns their skin a moderate red color.
    • Skin color override: (222, 106, 106)
    0 0 - SkinColorOverride
    Purple skin
    FanGene SkinColor Purple.png
    Carriers of this gene produce a pigment that gives their skin a purple color.
    • Skin color override: (97, 87, 195)
    0 0 Highmate.png SkinColorOverride
    Blue skin
    FanGene SkinColor Blue.png
    Carriers of this gene produce a pigment that turns their skin a blue color.
    • Skin color override: (100, 165, 193)
    0 0 Highmate.png SkinColorOverride
    Sheer white skin
    FanGene SkinColor White.png
    Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.
    • Skin color override: (250, 240, 240)
    • Random brightness factor: 0
    0 0 Highmate.png SkinColorOverride
    Light gray skin
    FanGene SkinColor Light Gray.png
    Carriers of this produce a light-gray pigment in their skin.
    • Skin color override: (200, 200, 200)
    0 0 Dirtmole.png SkinColorOverride
    Slate gray skin
    FanGene SkinColor Gray.png
    Carriers of this gene produce a pigment that turns their skin slate gray.
    • Skin color override: (90, 90, 90)
    0 0 Waster.png SkinColorOverride
    Ink black skin
    FanGene SkinColor Black.png
    Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.
    • Skin color override: (55, 55, 55)
    • Random brightness factor: 0
    0 0 - SkinColorOverride
  • Miscellaneous

  • Click to
    Name Description Metabolism Complexity Baseliner.png Exclude
    Strong stomach
    Gene StrongStomach.png
    Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
    −1 1 PigskinXenotype.png -
    Robust digestion
    Gene RobustDigestion.png
    Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.
    • Raw nutrition multiplier ×180%
      • Note: Does not apply to insect jelly or fertilized eggs. Does apply to unfertilized eggs.
    • Removes mood: Ate raw food: -7
    • Note: Does not prevent food poisoning.
    −2 2 PigskinXenotype.png -
    Slow study
    Gene SlowLearning.png
    Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.
    +2 1 Neanderthal.png Learning
    Quick study
    Gene FastLearning.png
    Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.
    −3 2 - Learning
    Nearsighted
    Gene Nearsighted.png
    Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.
    • Accuracy factor (long) ×25%
    • Accuracy factor (medium) ×50%
    +2 1 Dirtmole.png
    PigskinXenotype.png
    ShootingAccuracy
    Dark vision
    Gene Darkvision.png
    Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.
    −1 1 Dirtmole.png
    Sanguophage.png
    -
    Inbred
    Gene Inbred.png
    This genetic condition affects a person's fertility, immunity, and mental capacity.
    −2 1 - -
    Mild cell instability
    Gene MildCellInstability.png
    Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.
    • Lifespan factor ×80%
      • Note this means age-related diseases come earlier, e.g. Frail can happen at 40 instead of 50
    • Cancer rate factor ×300%
    • Immunity gain speed ×96%
    +2 1 - CellInstability
    Major cell instability
    Gene MajorCellInstability.png
    Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.
    • Lifespan factor ×60%
      • Note this means age-related diseases come earlier, e.g. Frail can happen at 30 instead of 50
    • Cancer rate factor ×500%
    • Immunity gain speed ×92%
    +4 1 - CellInstability
    Grayless hair
    Gene GreylessHair.png
    Carriers of this gene keep their natural hair color as they age.
    • No age-related gray hair.
    0 1 Highmate.png -
    Human hands
    Gene HandsHuman.png
    Carriers of this gene have regular human hands.
    0 0 - Hands
    Trotter hands
    Gene HandsTrotter.png
    Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.
    +1 1 PigskinXenotype.png Hands
    Elongated fingers
    Gene ElongatedFingers.png
    Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
    −1 1 Genie.png Hands
    Furskin
    Gene Furskin.png
    Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.
    −1 1 Yttakin.png HairStyle
    Fur
    BeardStyle
    Pig nose
    Gene NosePig.png
    Carriers of this gene have pig-like snouts.
    0 0 PigskinXenotype.png Nose
    Pollution stimulus
    Gene PollutionRush.png
    Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.
    • Gain stat bonuses when exposed to pollution.
    −1 1 Waster.png -
    Unstoppable
    Gene Unstoppable.png
    Carriers of this gene are not slowed down when taking damage.
    • Stagger time multiplier ×0%
    −2 1 Hussar.png -
    Furry tail
    Gene TailFurry.png
    Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.
    −1 1 Yttakin.png Tail
    Smooth tail
    Gene TailSmooth.png
    Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.
    • Manipulation: +5%
    • Adds an aesthetic only tail to the pawn's sprite
    • Note: Does not add a targetable or damageable body part
    −1 1 - Tail
  • Aptitudes

  • Click to
    Name Description Metabolism Complexity Baseliner.png Skill
    Awful Animals
    Gene AwfulAnimals.png
    The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.
    • Animals: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Animals
    +2 1 Hussar.png
    Waster.png
    Animals
    Awful Artistic
    Gene AwfulArtistic.png
    The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.
    • Artistic: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Artistic
    +2 1 Hussar.png Artistic
    Awful Construction
    Gene AwfulConstruction.png
    The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.
    +2 1 - Construction
    Awful Cooking
    Gene AwfulCooking.png
    The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.
    • Cooking: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Cooking
    +2 1 - Cooking
    Awful Crafting
    Gene AwfulCrafting.png
    The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.
    • Crafting: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Crafting
    +2 1 - Crafting
    Awful Medical
    Gene AwfulMedical.png
    The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.
    • Medical: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Medical
    +2 1 - Medical
    Awful Melee
    Gene AwfulMelee.png
    The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.
    • Melee: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Melee
    +2 1 - Melee
    Awful Mining
    Gene AwfulMining.png
    The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.
    • Mining: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Mining
    +2 1 Yttakin.png
    Highmate.png
    Mining
    Awful Intellectual
    Gene AwfulIntellectual.png
    The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.
    +2 1 - Intellectual
    Awful Plants
    Gene AwfulPlants.png
    The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.
    • Plants: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Plants
    +2 1 Hussar.png
    Highmate.png
    Plants
    Awful Shooting
    Gene AwfulShooting.png
    The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.
    • Shooting: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Shooting
    +2 1 - Shooting
    Awful Social
    Gene AwfulSocial.png
    The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.
    • Social: −8. Note: Experience gain and decay applies as if this offset did not exist.
    • Removes all passions for Social
    +2 1 Genie.png
    Hussar.png
    Social


    Poor Animals
    Gene PoorAnimals.png
    The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
    • Animals: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Genie.png
    Impid.png
    Animals
    Poor Artistic
    Gene PoorArtistic.png
    The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.
    • Artistic: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Waster.png Artistic
    Poor Construction
    Gene PoorConstruction.png
    The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.
    • Construction: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 - Construction
    Poor Cooking
    Gene PoorCooking.png
    The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.
    • Cooking: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 PigskinXenotype.png
    Waster.png
    Cooking
    Poor Crafting
    Gene PoorCrafting.png
    The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.
    • Crafting: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 - Crafting
    Poor Medical
    Gene PoorMedical.png
    The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.
    • Medical: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 - Medical
    Poor Melee
    Gene PoorMelee.png
    The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.
    • Melee: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 - Melee
    Poor Mining
    Gene PoorMining.png
    The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.
    • Mining: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 - Mining
    Poor Intellectual
    Gene PoorIntellectual.png
    The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.
    • Intellectual: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Neanderthal.png Intellectual
    Poor Plants
    Gene PoorPlants.png
    The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
    • Plants: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Genie.png
    Impid.png
    Plants
    Poor Shooting
    Gene PoorShooting.png
    The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.
    • Shooting: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Neanderthal.png Shooting
    Poor Social
    Gene PoorSocial.png
    The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.
    • Social: −4. Note: Experience gain and decay applies as if this offset did not exist.
    +1 1 Neanderthal.png Social
    Strong Animals
    Gene StrongAnimals.png
    The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.
    • Animals: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Animals
    Strong Artistic
    Gene StrongArtistic.png
    The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.
    • Artistic: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Artistic
    Strong Construction
    Gene StrongConstruction.png
    The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.
    • Construction: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Construction
    Strong Cooking
    Gene StrongCooking.png
    The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.
    • Cooking: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Cooking
    Strong Crafting
    Gene StrongCrafting.png
    The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.
    • Crafting: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Crafting
    Strong Medical
    Gene StrongMedical.png
    The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.
    • Medical: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Medical
    Strong Melee
    Gene StrongMelee.png
    The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.
    • Melee: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 Sanguophage.png Melee
    Strong Mining
    Gene StrongMining.png
    The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.
    • Mining: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Mining
    Strong Intellectual
    Gene StrongIntellectual.png
    The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.
    • Intellectual: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 Sanguophage.png Intellectual
    Strong Plants
    Gene StrongPlants.png
    The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.
    • Plants: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Plants
    Strong Shooting
    Gene StrongShooting.png
    The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.
    • Shooting: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 - Shooting
    Strong Social
    Gene StrongSocial.png
    The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.
    • Social: +4. Note: Experience gain and decay applies as if this offset did not exist.
    −1 2 Sanguophage.png Social


    Great Animals
    Gene GreatAnimals.png
    The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.
    • Animals: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Animals
    −3 2 Yttakin.png Animals[A]
    Great Artistic
    Gene GreatArtistic.png
    The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.
    • Artistic: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Artistic
    −3 2 - Artistic[A]
    Great Construction
    Gene GreatConstruction.png
    The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.
    −3 2 - Construction[A]
    Great Cooking
    Gene GreatCooking.png
    The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.
    • Cooking: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Cooking
    −3 2 - Cooking[A]
    Great Crafting
    Gene GreatCrafting.png
    The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.
    • Crafting: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Crafting
    −3 2 Genie.png Crafting[A]
    Great Medical
    Gene GreatMedical.png
    The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.
    • Medical: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Medical
    −3 2 - Medical[A]
    Great Melee
    Gene GreatMelee.png
    The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.
    • Melee: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Melee
    −3 2 Hussar.png Melee[A]
    Great Mining
    Gene GreatMining.png
    The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.
    • Mining: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Mining
    −3 2 Dirtmole.png Mining[A]
    Great Intellectual
    Gene GreatIntellectual.png
    The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.
    −3 2 Genie.png Intellectual[A]
    Great Plants
    Gene GreatPlants.png
    The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.
    • Plants: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Plants
    −3 2 - Plants[A]
    Great Shooting
    Gene GreatShooting.png
    The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.
    • Shooting: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Shooting
    −3 2 Hussar.png Shooting[A]
    Great Social
    Gene GreatSocial.png
    The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.
    • Social: +8. Note: Experience gain and decay applies as if this offset did not exist.
    • Adds one additional passion for Social
    −3 2 Highmate.png Social[A]
  • ^A If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.

    Drugs

    There are one of each of these for each drug, except for ambrosia, luciferium and penoxycyline.

  • Click to
    Name Description Metabolism Complexity
    Alcohol resistant
    AddictionResistant Alcohol.png
    Carriers are only half as likely to become addicted to Alcohol.
    • Alcohol addiction factor: ×50%
    • Alcohol tolerance gain: ×50%
    −1 1
    Smokeleaf resistant
    AddictionResistant Smokeleaf.png
    Carriers are only half as likely to become addicted to Smokeleaf.
    • Smokeleaf addiction factor: ×50%
    • Smokeleaf tolerance gain: ×50%
    −1 1
    Psychite resistant
    AddictionResistant Psychite.png
    Carriers are only half as likely to become addicted to Psychite.
    • Psychite addiction factor: ×50%
    • Psychite tolerance gain: ×50%
    • Overdose chance: ×50% [Random or All]
    −2 1
    Go-juice resistant
    AddictionResistant Go Juice.png
    Carriers are only half as likely to become addicted to Go-juice.
    • Go-juice addiction factor: ×50%
    • Overdose chance: ×50% [Random or All]
    −2 1
    Wake-up resistant
    AddictionResistant Wake Up.png
    Carriers are only half as likely to become addicted to Wake-up.
    • Wake-up addiction factor: ×50%
    • Overdose chance: ×50% [Only this drug?] [Random or All?]
    −2 1
    Alcohol impervious
    AddictionImmune Alcohol.png
    Carriers of this gene never get addicted to Alcohol.
    • Alcohol addiction factor: x0%
    • Tolerance build-up for all drugs: -100%
    −3 2
    Smokeleaf impervious
    AddictionImmune Smokeleaf.png
    Carriers of this gene never get addicted to Smokeleaf.
    • Smokeleaf addiction factor: x0%
    • Tolerance build-up for all drugs: -100%
    −3 2
    Psychite impervious
    AddictionImmune Psychite.png
    Carriers of this gene never get addicted to Psychite.
    • Psychite addiction factor: x0%
    • Tolerance build-up for all drugs: ×0%
    • Cumulative overdose severity and random, per-dose overdose chance from all drugs eliminated.
    −5 2
    Go-juice impervious
    AddictionImmune Go Juice.png
    Carriers of this gene never get addicted to Go-juice.
    • Go-juice addiction factor: x0%
    • Cumulative overdose severity and random, per-dose overdose chance from all drugs eliminated.
    −5 2
    Wake-up impervious
    AddictionImmune Wake Up.png
    Carriers of this gene never get addicted to Wake-up.
    • Wake-up addiction factor: x0%
    • Cumulative overdose severity and random, per-dose overdose chance from all drugs eliminated.
    −5 2
    Alcohol dependency
    ChemicalDependency Alcohol.png
    Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
    • Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
    • Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking beer. [Mood?]
      • Severity 1 (5 days): Consciousness 70% max, Moving 80% max, Manipulation 50% max,
      • Severity 6 (30 days): Consciousness 10% max (Unconsciousness)
      • Severity 12 (60 days): Consciousness 0% max (Death)
    • Alcohol addiction factor: x0%
    • Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the −15 Used drug moodlet.
    • Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
    +3 1
    Smokeleaf dependency
    ChemicalDependency Smokeleaf.png
    Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
    • Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
    • Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a smokeleaf joint. [Mood?]
      • Severity 1 (5 days): Consciousness 70% max, Moving 80% max, Manipulation 50% max,
      • Severity 6 (30 days): Consciousness 10% max (Unconsciousness)
      • Severity 12 (60 days): Consciousness 0% max (Death)
    • Smokeleaf addiction factor: x0%
    • Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the −15 Used drug moodlet.
    • Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
    +3 1
    Psychite dependency
    ChemicalDependency Psychite.png
    Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
    • Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking psychite tea, flake, or yayo. [Mood?]
      • Severity 1 (5 days): Consciousness 70% max, Moving 80% max, Manipulation 50% max,
      • Severity 6 (30 days): Consciousness 10% max (Unconsciousness)
      • Severity 12 (60 days): Consciousness 0% max (Death)
    • Psychite addiction factor: x0%
    • Psychite overdose chance: ×0%[Only this drug?] Cumulative overdose severity is not prevented.
    • Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the −15 Used drug moodlet.
    • Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
    +4 1
    Go-juice dependency
    ChemicalDependency Go Juice.png
    Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.

    ?

    • Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking go-juice. [Mood?]
      • Severity 1 (5 days): Consciousness 70% max, Moving 80% max, Manipulation 50% max,
      • Severity 6 (30 days): Consciousness 10% max (Unconsciousness)
      • Severity 12 (60 days): Consciousness 0% max (Death)
    • Go-juice addiction factor: x0%
    • Go-juice overdose chance: ×0%. [Only this drug?] Cumulative overdose severity from taking multiple drugs is not prevented.
    • Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the −15 Used drug moodlet.
    • Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
    +4 1
    Wake-up dependency
    ChemicalDependency Wake Up.png
    Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
    • Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking wake-up. [Mood?]
      • Severity 1 (5 days): Consciousness 70% max, Moving 80% max, Manipulation 50% max.
      • Severity 6 (30 days): Consciousness 10% max (Unconsciousness)
      • Severity 12 (60 days): Consciousness 0% max (Death)
    • Wake-up addiction factor: x0%
    • Wake-up overdose chance: ×0% [Only this drug?] Cumulative overdose severity from taking multiple drugs is not prevented.
    • Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the −15 Used drug moodlet.
    • Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
    +4 1
  • Removed genes

    This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.

  • Click to
    Name Description Metabolism Complexity Archite capsules Removed Reason
    Resurrect
    Gene Resurrect.png
    Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
    • Requires Hemogenic
    • Adds ability: Resurrect gene ability.png Resurrect
    Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.
    • Resurrects the targeted corpse, similarly to Resurrector mech serum
    • Target: Any non-mechanoid corpse
    • Warmup Time: 2 ticks (0.03 secs)
    • Cooldown: 6,840,000 ticks (1.9 years) to 7,560,000 ticks (2.1 years)
    • Charges: 1
    • AI Can Use: False
    • Market value of genepacks containing this gene: ×150%
    0 4 1 Before Biotech DLC release Unknown.
    Skill apathy The carrier will have no passion in (skill). 2 1 - Before Biotech DLC release From an XML comment:

    "Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty"

    Drug addict-sensitive Carriers of this gene get addicted to (drug) very easily.
    • Specific drug addiction factor: x9999%
    2 1 - Before Biotech DLC Release From an XML comment:

    "Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty"

  • Notes

    • 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.

    Version history

    • Biotech DLC Release - Added.
    • 1.4.3524 - Children no longer get adult body types from genes.
    • 1.4.3525 - Fix: Suppressed genes contributing to romance chance still apply.
    • 1.4.3527 - Fix: Never sleep xenohumans still rest when caravanning alone.
    • 1.4.3531 - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From 3/?[Value?]/10 to 5/10/20. Fix: Some hemogenic abilities can be queued without enough hemogen.
    • 1.4.3534 - Fix: Melanin genes can be extracted by gene extractor.
    • 1.4.3541 - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
    • 1.4.3542 - Fix: Coagulate can still be queued if hemogen is below casting cost.
    • 1.4.3555 -
      • Psychic bond now gives +10% psychic sensitivity, or +5% if on different maps. Hediff description changed from This person has a psychic bond with another person based on the psychic bonding gene. to This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
      • Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:
      • <Drug> addict-resist genes renamed to <Drug> resistant, Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from −2 to −1.
      • <Drug> addict-immune genes renamed to <Drug> impervious. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from −5 to −3.
      • Smokeleaf and Alcohol dependency metabolism gain reduced from +4 to +3.
      • Fix: Remove reference to damage over time in acid spray ability description. [...] stick to targets and burn them over time. to [...] stick to targets and burn them.
      • Furskin and beardless genes are now mutually exclusive.
      • Buffed furry tail minimum comfy temperature offset from −5 °C (−9 °F) to −10 °C (−18 °F).
      • When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
      • Fix: Bloodfeed can be used on pawns in mental states.
    • 1.4.3557 - Slow study gene applies a ×50% factor to Global Learning Factor instead of a −50% offset.
    • 1.4.3563 - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.
    • 1.4.3613 - Fix: Reimplant ability not working with custom xenotypes.
    • 1.4.3641 - Fix: Inactive sterile gene affects fertility.
    • 1.4.3682 - Arresting dead calm pawns now never fails, to prevent them going berserk.
    • 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