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'''Genetics''' are a system introduced in the [[Biotech DLC]], which can add new capabilities to your pawns.
 
'''Genetics''' are a system introduced in the [[Biotech DLC]], which can add new capabilities to your pawns.
  
== Genes ==
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==Genes==
 
{{Main|Genes}}
 
{{Main|Genes}}
 
Genes are the core feature of the genetics sytem. There are a wide variety of genes, each offering changes, minor or major, positive or negative. Each type of gene has 2 stats:
 
Genes are the core feature of the genetics sytem. There are a wide variety of genes, each offering changes, minor or major, positive or negative. Each type of gene has 2 stats:
* [[File:Metabolism.png|20px|Metabolism]] '''Metabolic Efficiency''' - determines how much food they will need to eat. Otherwise negative genes will increase efficiency (lowering hunger), while otherwise positive genes decrease efficiency (thus, increasing hunger). There is a hard limit of -5 Metabolic Efficiency (x225% hunger). It has no effect past +5 (50% hunger).
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*[[File:Metabolism.png|20px|Metabolism]] '''Metabolic Efficiency''' - determines how much food they will need to eat. Negative genes increase efficency (lowering hunger), while positive genes decrease efficency (thus, increasing hunger). There is a hard limit of -5 Metabolic Efficiency (x225% hunger). It has no effect past +5 (50% hunger).
* [[File:Complexity.png|20px|Complexity]] '''Complexity''' - determines how hard it is to create an implantable [[xenogerm]] of that gene. A xenogerm with more and more complex genes will require more [[gene processor]]s and will take longer at a [[gene assembler]] to create.
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*[[File:Complexity.png|20px|Complexity]] '''Complexity''' - determines how hard it is to create an implantable [[xenogerm]] of that gene. A xenogerm with more and more complex genes will require more [[gene processor]]s and will take longer at a [[gene assembler]] to create.
  
 
Certain genes are [[File:GeneBackground ArchiteGene.png|20px]] '''Archite genes'''. These genes provide extremely powerful effects, and require [[archite capsule]]s to install into your colonists. They cannot be extracted with a [[gene extractor]].
 
Certain genes are [[File:GeneBackground ArchiteGene.png|20px]] '''Archite genes'''. These genes provide extremely powerful effects, and require [[archite capsule]]s to install into your colonists. They cannot be extracted with a [[gene extractor]].
 
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===Heritability===
=== Heritability ===
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There are 2 ''forms'' of genes that a pawn can exhibit. For any specific gene, a pawn will exhibit either the endogene or xenogene version:
There are 2 ''forms'' of genes that a pawn can exhibit. For any specific gene, a pawn will exhibit either the germline or xenogene version:
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*[[File:GeneBackground Endogene.png|32px]] '''Endogenes''' are genes heritable through birth. They cannot be modified in any way. However, if an endogene and xenogene would conflict, the xenogene takes priority.
* [[File:GeneBackground Endogene.png|32px]] '''Germline genes''' (also called '''Endogenes''' in the code) are genes heritable through birth. They cannot be modified in any way. However, if a germline gene and xenogene would conflict, the xenogene takes priority.
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*[[File:GeneBackground_Xenogene.png|32px]] '''Xenogenes''' are genes modified during life, and cannot be inherited through birth. A [[xenogerm]] can be used to add xenogenes to any pawn. Specifically, a xenogerm will '''overwrite all xenogenes''' and replace them with its own.
* [[File:GeneBackground Xenogene.png|32px]] '''Xenogenes''' are genes modified during life, and cannot be inherited through birth. A [[xenogerm]] can be used to add xenogenes to any pawn. Specifically, a xenogerm will '''overwrite all xenogenes''' and replace them with its own. Xenogenes also count as artificial enhancements for [[body modder]]s and [[body purist]]s, as well as [[transhumanist]] and [[flesh purity]] ideoligions.{{IdeologyIcon}}
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There is no other functional difference between endogenes and xenogenes, and both can be extracted (unless they are Archite genes). Certain [[xenotype]]s that have naturally adapted to their environment, like [[impids]] and [[yttakin]], use endogenes. Other xenotypes that have been designed, like [[genies]] and [[highmates]], use xenogenes.  
There is no other functional difference between germline genes and xenogenes, and both can be extracted (unless they are Archite genes). Certain [[xenotype]]s that have naturally adapted to their environment, like [[impids]] and [[yttakin]], use germline genes. Other xenotypes that have been designed, like [[genies]] and [[highmates]], use xenogenes.  
 
  
 
Genes can be stored in item form as [[genepack]]s. Genepacks themselves must be stored in a powered [[gene bank]], or they will slowly [[deteriorate]].
 
Genes can be stored in item form as [[genepack]]s. Genepacks themselves must be stored in a powered [[gene bank]], or they will slowly [[deteriorate]].
  
== Overview ==
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==Overview==
=== How to edit genes ===
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===How to edit genes===
 
There are 3 steps to gene modding within your colony:
 
There are 3 steps to gene modding within your colony:
# Research [[Research#Xenogenetics|Xenogenetics]]. This project is available as soon as you research [[Research#Electricity|Electricity]].
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#Research [[Research#Xenogenetics|Xenogenetics]]. This project is available as soon as you research [[Research#Electricity|Electricity]].
# Gather desirable [[genepack]]s, either from a [[gene extractor]] or through trade. Store them in a [[gene bank]].
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#Gather desirable [[genepack]]s, either from a [[gene extractor]] or through trade. Store them in a [[gene bank]].
# Use a [[gene assembler]] to create a [[xenogerm]]. This xenogerm can be implanted into your colonists to give them genes.
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#Use a [[gene assembler]] to create a [[xenogerm]]. This xenogerm can be implanted into your colonists to give them genes.
 
Further research is required to create [[gene processor|more complex]] xenogerms and use the [[Genes#Archite|Archite]] genes.
 
Further research is required to create [[gene processor|more complex]] xenogerms and use the [[Genes#Archite|Archite]] genes.
  
=== Xenotypes ===
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===Xenotypes===
 
{{Main|Xenotypes}}
 
{{Main|Xenotypes}}
 
The game's 11 default [[xenotype]]s will appear throughout the game, and in various factions. Each xenotype comes with their own set of genes to take advantage of, without having to go through the whole gene modding process. In order to use the gene extractor, you'll need pawns of different types to extract from.
 
The game's 11 default [[xenotype]]s will appear throughout the game, and in various factions. Each xenotype comes with their own set of genes to take advantage of, without having to go through the whole gene modding process. In order to use the gene extractor, you'll need pawns of different types to extract from.
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You can also have your starting colonists be of a custom, player-defined xenotype. You can freely and fully customize your own xenotype. If you started the game with a player xenotype, or if an [[ideoligion]]{{IdeologyIcon}} references a xenotype, then they'll very rarely appear throughout the world.
 
You can also have your starting colonists be of a custom, player-defined xenotype. You can freely and fully customize your own xenotype. If you started the game with a player xenotype, or if an [[ideoligion]]{{IdeologyIcon}} references a xenotype, then they'll very rarely appear throughout the world.
  
== Obtaining genepacks ==
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==Obtaining genepacks==
 
[[Genepack]]s can be obtained by using a gene extractor, through [[trade]], or as a [[quest]] reward. In any case, you'll need a [[gene bank]] to store gene packs, or they will deteriorate soon enough. Genepacks are not consumed; so long as they aren't destroyed, you can use their genes forever.
 
[[Genepack]]s can be obtained by using a gene extractor, through [[trade]], or as a [[quest]] reward. In any case, you'll need a [[gene bank]] to store gene packs, or they will deteriorate soon enough. Genepacks are not consumed; so long as they aren't destroyed, you can use their genes forever.
  
* {{Icon Small|Gene extractor|32}} '''Gene extractor'''
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*{{Icon small|Gene extractor|32}} '''Gene extractor'''
The [[gene extractor]] will extract a random genepack from a pawn, whether they are a colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}}. Each extraction has a 70% chance of extracting 1 gene, 20% chance of extracting 2 genes, and 10% chance of extracting 3 or 4. In any case, all genes will be stored in a single pack; you cannot separate the genes inside. Which genes you get are entirely random, but 0 Complexity genes (cosmetic genes like [[Genes#Pig ears|Pig Ears]]) are 33% as likely to be obtained.
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The [[gene extractor]] will extract a random genepack from a pawn, whenever they are a colonist, [[prisoner]], or [[slave]]{{IdeologyIcon}}. Each extraction has a 70% extracting 1 gene, 20% of extracting 2 genes, and 10% of extracting 3 or 4. In any case, all genes will be stored in a single pack; you cannot separate the genes inside. Which genes you get are entirely random, but 0 Complexity genes (cosmetic genes like [[Genes#Pig ears|Pig Ears]]) are 33% as likely to be obtained.
  
 
Extracting a genepack causes the ''Genes Regrowing'' condition for 12 - 20 days. This prevents future extraction, unless you want to kill the pawn. In addition, gene extraction causes ''Gene Shock'' for 2 days, with mild symptoms ({{++|5%}} [[pain]], {{--|5%}} [[Consciousness]], {{--|15%}} [[blood filtration]]).
 
Extracting a genepack causes the ''Genes Regrowing'' condition for 12 - 20 days. This prevents future extraction, unless you want to kill the pawn. In addition, gene extraction causes ''Gene Shock'' for 2 days, with mild symptoms ({{++|5%}} [[pain]], {{--|5%}} [[Consciousness]], {{--|15%}} [[blood filtration]]).
  
The extractor can extract both xenogenes and germline genes. However, it cannot extract any of the [[Genes#Archite|Archite]] genes.
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The extractor can extract both xenogenes and endogenes. However, it cannot extract any of the [[Genes#Archite|Archite]] genes.
  
* {{Icon Small|Genepack|24}} '''Trade / Quests'''
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*{{Icon small|Genepack|24}} '''Trade / Quests'''
 
Genespacks can be sold by [[Traders#By inventory|exotic goods traders]] or [[faction base]]s, of the outlander tech level or higher. They can also be offered as a quest reward.  
 
Genespacks can be sold by [[Traders#By inventory|exotic goods traders]] or [[faction base]]s, of the outlander tech level or higher. They can also be offered as a quest reward.  
  
These are the only way to get [[Genes#Archite|Archite]] genepacks. Archite genes will always come with at least 1 other gene; you cannot get an isolated archite gene normally.
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These are the only way to get [[Genes#Archite|Archite]] genepacks. Archite genes will always come with at least 1 other gene; you cannot get can isolated archite gene normally.
  
== Assembling a xenogerm ==
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==Assembling a xenogerm==
 
Xenogerms can be created with the help of gene assemblers, and if needed, gene processors.
 
Xenogerms can be created with the help of gene assemblers, and if needed, gene processors.
  
* {{Icon Small|Gene assembler|32}} '''Gene assembly'''
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*{{icon small|Gene assembler|32}} '''Gene assembly'''
[[Gene assembler]]s create xenogerms, using any gene found in nearby [[gene bank]]s. Once you have created a desired set of genes, then hit Start Combining. Assembling a xenogerm does not consume the genepacks.
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[[Gene assembler]]s create genes, using any gene found in nearby [[gene bank]]s. Once you have created a desired set of genes, then hit Start Combining. Assembling a xenogerm does not consume the genepacks.
  
By default, xenogerms cost no material to create. They only take colonist time. Pawns with higher [[Research Speed]] - namely those with high Intetellectual skill - will create xenogerms faster. [[Genes#Archite|Archite]] genes will require [[archite capsule]]s per xenogerm.
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By default, xenogerms cost no material to create. They only take colonist time. Pawns with higher [[Research Speed]] - namely those with high Intetellectual skill - will create xenogerms faster. [[Genes#Archite|Archite]] genes will require [[archite capsule]]s per xenogerm.
  
 
In order to create genes with a Complexity over 6, you will need a [[gene processor]]. Each processor costs {{Required Resources|gene processor}} and increases the complexity limit by +2. In order to build gene processors, you'll need the [[Research#Gene processor|Gene Processor]] research.
 
In order to create genes with a Complexity over 6, you will need a [[gene processor]]. Each processor costs {{Required Resources|gene processor}} and increases the complexity limit by +2. In order to build gene processors, you'll need the [[Research#Gene processor|Gene Processor]] research.
  
* {{Icon Small|Xenogerm|24}} '''Installing a xenogerm'''
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*{{icon small|Xenogerm|24}} '''Installing a xenogerm'''
Once a xenogerm has been created, all you need to do is install it. This can be done by selecting the xenogerm and using the Order Implantation gizmo. You can also order implantation by selecting it as an operation. Implanting a xenogerm costs {{Icon Small|herbal medicine}} 4 [[herbal medicine]] or better, and causes a xenogerm coma for 1-3 days. The exact time of the coma depends on the quality of the [[surgery]] (see [[Xenogerm#Breakdown of Xenogermination Time|Breakdown of Xenogermination Time]] for details).
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Once a xenogerm has been created, all you need to do is install it. This can be done by selecting the xenogerm and using the Order Implantation gizmo. You can also order implantation by selecting it as an operation. Implanting a xenogerm costs {{icon small|herbal medicine}} 4 [[herbal medicine]] or better, and causes a xenogerm coma for 1-3 days. The exact time of the coma depends on the quality of the [[surgery]] (see [[Xenogerm#Breakdown of Xenogermination Time|Breakdown of Xenogermination Time]] for details).
  
== Analysis ==
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==Analysis==
=== Gene modding ===
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===Gene modding===
 
For being an advanced technology on Earth and in other fictional media, gene modding in RimWorld is quite inexpensive:
 
For being an advanced technology on Earth and in other fictional media, gene modding in RimWorld is quite inexpensive:
* {{Required Resources|Gene extractor}} for a [[gene extractor]]
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*{{Required Resources|Gene extractor}} for a [[gene extractor]]
* {{Required Resources|Gene assembler}} for a [[gene assembler]]
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*{{Required Resources|Gene assembler}} for a [[gene assembler]]
* {{Required Resources|Gene bank}} per [[gene bank]], which stores 4 [[genepack]]s per bank
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*{{Required Resources|Gene bank}} per [[gene bank]]
* {{Icon Small|herbal medicine}} 4 [[herbal medicine]] per xenogerm implantation, and nothing to create one
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*{{icon small|herbal medicine}} 4 [[herbal medicine]] per xenogerm implantation, and nothing to create one
You don't need to build the assembler until you actually have genes you want to implant. Therefore, the total cost to ''start'' the gene process is only {{Icon Small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} }}}} [[steel]] and {{Icon Small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} }}}} [[component]]s, a very affordable cost.
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You don't need to build the assembler until you actually have genes you want to implant. Therefore, the total cost to ''start'' the gene process is only {{icon small|steel||{{#expr: {{Q|gene bank|Resource 1 Amount}} + {{Q|gene extractor|Resource 1 Amount}} }}}} [[steel]] and {{icon small|component||{{#expr: {{Q|gene bank|Resource 2 Amount}} + {{Q|gene extractor|Resource 2 Amount}} }}}} [[component]]s, a very affordable cost.
  
However, getting your desired genes is another story. Extractors take a long time, especially if you want a ''specific'' gene. Each extraction takes 12-20 days per person, for entirely random genes; there's no protection against duplicates, for instance. If you want to experiment with gene modding, it's best to start early. Plan ahead, capturing many prisoners of a desired xenotypes, even if you don't want to recruit them. Give any gene-donors the [[peg leg#Analysis|leg treatment]] to make sure they don't rebel. You can also use gene-donors for their [[hemogen pack|blood]] and a [[lung]], if so desired (removing a [[kidney]] makes them vulnerable to disease). Traders and quests offer genepacks purely through the whims of RNG.
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However, getting your desired genes is another story. Extractors take a long time, especially if you want a ''specific'' gene. Each extraction takes 12-20 days per person, for entirely random genes; there's no protection against duplicates, for instance. If you want to experiment with gene modding, it's best to start early. Plan ahead, capturing many prisoners of a desired xenotypes, even if you don't want to recruit them. Give any gene-donors the [[peg leg#Analysis|leg treatment]] to make sure they don't rebel. You can also take [[blood|hemogen pack]] and a [[lung]], if so desired (removing a [[kidney]] makes them vulnerable to disease). Traders and quests offer genepacks purely through the whims of RNG.
  
[[Power]] costs are minimal. Each gene bank consumes {{Q|Gene bank|Power Consumption}} W of power. Both the extractor and assembler can be turned off when they aren't needed, and in any case, have a total power draw of only {{#expr: -{{Q|Gene assembler|Power Consumption}} - {{Q|Gene extractor|Power Consumption}} }} W.
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[[Power]] costs are minimal. Each gene bank consumes {{Q|Gene bank|Power Consumption}} W of power. Both the extractor and asembler can be turned off when they aren't needed, and in any case, require only {{#expr: {{Q|Gene assembler|Power Consumption}} {{Q|Gene extractor|Power Consumption}} }} W for both buildings.
  
'''The benefit'''<br/>
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'''The Benefit'''<br>
 
In return, genes can be ''well'' worth it. For example:
 
In return, genes can be ''well'' worth it. For example:
* [[File:Neanderthal.png|20px|link=Neanderthals]] [[Neanderthals]] - [[File:Gene Tough.png|24px|link=Genes#Robust]] [[Genes#Robust|Robust]] is {{Good|x75%}} damage from all sources, stacking with the [[tough]] trait. This equates to {{Good|x133%}} more health in just about every combat situation. Enough to prevent a [[short bow]] from instantly killing your pawns through a headshot.
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*[[File:Neanderthal.png|20px|link=Neanderthals]] [[Neanderthals]] - [[File:Gene_Tough.png|24px|link=Genes#Robust]] [[Genes#Robust|Robust]] is {{Good|x75%}} damage from all sources, stacking with the [[tough]] trait. This equates to {{Good|x133%}} more health in just about every combat situation. Enough to prevent a [[short bow]] from instantly killing your pawns through a headshot.
* [[File:Genie.png|20px|link=Genies]] [[Genies]] - [[File:Gene GreatCrafting.png|24px|link=Genes#Great Crafting]] [[Genes#Skill|Great Creating]] means +8 Crafting skill. You still learn and lose the skill at the normal rate, just that you have an additional +8 skill. Level 20 Crafting is both easy to reach and ''keep'' - with a "natural" level 20 pawn, their skill XP will decay quickly. This applies to every Strong/Great <skill> gene out there.
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*[[File:Genie.png|20px|link=Genies]] [[Genies]] - [[File:Gene GreatCrafting.png|24px|link=Genes#Great Crafting]] [[Genes#Skill|Great Creating]] means +8 Crafting skill. You still learn and lose the skill at the normal rate, just that you have an additional +8 skill. Level 20 Crafting is both easy to reach and ''keep'' - with a "natural" level 20 pawn, their skill XP will decay quickly. This applies to every Strong/Great <skill> gene out there.
* [[File:Waster.png|20px|link=Wasters]] [[Wasters]] - [[File:ChemicalDependency Psychite.png|24px|link=Genes#Drugs]] [[Genes#Drugs|Psychite dependency]] means that your pawns can take [[flake]] or [[yayo]], instantly gaining {{+|35}} [[mood]] any time, without addiction or any possible overdoses. Metabolic efficiency ''increases'' by {{+|4}}, reducing hunger to {{Good|x60%}} or allowing you to install other genes. (You can still get kidney damage if tolerance is too high).
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*[[File:Waster.png|20px|link=Wasters]] [[Wasters]] - [[File:ChemicalDependency_Psychite.png|24px|link=Genes#Drugs]] [[Genes#Drugs|Psychite dependency]] means that your pawns can take [[flake]] or [[yayo]], instantly gaining {{+|35}} [[mood]] any time, without addiction or random overdoses. Metabolic efficiency ''increases'' by {{+|4}}, reducing hunger to {{Good|x60%}} or allowing you to install other genes. (You can still get minor overdoses when taking 2 or more [[hard drugs]] in a row, or kidney damage if tolerance is too high).
  
 
:All "dependency" means is that you need 12 flake/psychite tea ''per year''. Even with the reduced plant yield from [[difficulty|Losing is Fun]], only '''10''' [[psychoid plant]]s are enough to sustain a dependent pawn for an entire year.
 
:All "dependency" means is that you need 12 flake/psychite tea ''per year''. Even with the reduced plant yield from [[difficulty|Losing is Fun]], only '''10''' [[psychoid plant]]s are enough to sustain a dependent pawn for an entire year.
* [[File:Sanguophage.png|20px|link=Sanguophages]] [[Sanguophages]] - While you can't just extract their Archite genes, sanguophages come with a large variety of good and bad genes. From [[Genes#Low sleep|Low Sleep]] to [[Genes#Fast runner|Fast runner]] to Robust to any of the [[Genes#Hemogen|Hemogenic]] genes, you can get a lot. Capture all the sanguophages in the sanguophage gathering [[quest]], and get a chance at a large variety of genes - and 2 [[lung]]s, 2 [[kidney]]s, a [[heart]], and a [[liver]] per prisoner. Note that sanguophages often have the ''Genes Regrowing'' hediff from the start, unless you select "Xenogerm implantation" as a reward.
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*[[File:Sanguophage.png|20px|link=Sanguophages]] [[Sanguophages]] - While you can't just extract their Archite genes, sanguophages come with a large variety of good and bad genes. From [[Genes#Low sleep|Low Sleep]] to [[Genes#Fast runner|Fast runner]] to Robust to any of the [[Genes#Hemogen|Hemogenic]] genes, you can get a lot. Capture all the sanguophages in the sanguophage gathering [[quest]], and get a chance at a large variety of genes - and 2 [[lung]]s, 2 [[kidney]]s, a [[heart]], and a [[liver]] per prisoner.
 
Of course, these are not the only great genes out there. Virtually every xenotype has at least 1 gene worth extracting.  
 
Of course, these are not the only great genes out there. Virtually every xenotype has at least 1 gene worth extracting.  
  
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== Version history ==  
 
== Version history ==  
 
* [[Biotech DLC]] Release - Added.
 
* [[Biotech DLC]] Release - Added.
* [[Version/1.4.3527|1.4.3527]] - Fix: Genetic metabolism doesn't actually effect hunger rate.
 
* [[Version/1.4.3529|1.4.3529]] - Fix: Some randomly chosen genes not overridden properly.
 
* [[Version/1.4.3555|1.4.3555]] - Xenogenes count as artificial enhancements for body modders/prosthophobes.{{Sic}}
 
* [[Version/1.4.3557|1.4.3557]] - Fix: Inactive genes affecting needs.
 
 
[[Category:Game mechanics]]
 

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