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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%.
 
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%.
 
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}}
 
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:
 
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 Endogene.png|32px]] Endogenes
 
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes
 
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes
 
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes
 
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes
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{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 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. When 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.\n\nWhen 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 casting pawn.
 
:* Using this ability while genes are regrowing kills the casting 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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| {{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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| {{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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----
 
----
 
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
 
* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
* Aging ×0 at age 18.5.
+
* Aging ×0 at age 18.
 
| '''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, 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.
+
* 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.
 
** Does not regenerate limbs or organs, except for the torso.
 
** 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.
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| {{Bad|7}}
 
| {{Bad|7}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
  
 
|- id="Archite metabolism"
 
|- id="Archite metabolism"
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| {{Bad|6}}
 
| {{Bad|6}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| -
 
 
|}
 
|}
 
</div>
 
</div>
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== Special abilities ==
 
== 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 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
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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 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.
+
:* Spits [[firefoam]] ??? .{{Check Tag|Detail Needed|Filth? Coverage? etc.}}
 
:* Target: Pawn or Location
 
:* Target: Pawn or Location
 
:* Warmup Time: {{Ticks|60}}
 
:* Warmup Time: {{Ticks|60}}
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:* Charges: 2
 
:* Charges: 2
 
:* AI Can Use: True
 
:* AI Can Use: True
| {{--|3}}
+
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
 
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| [[File:Yttakin.png|32px|link=Yttakin]]
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|- id="Acid spray"
 
|- id="Acid spray"
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
 
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]]
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.''  
+
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them over time.''  
 
----
 
----
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
 
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray
:''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.''
+
:''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.''  
 
:* 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
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== Hemogen ==
 
== Hemogen ==
 
{{Stub|section=1|reason=Hemogen craving effects}}
 
{{Stub|section=1|reason=Hemogen craving effects}}
 
 
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{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 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="Hemogenic"
+
|- id="Bloodfeeder"
! Hemogenic<br>[[File:Gene_Hemogenic.png|64px]]
+
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.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.''  
+
| ''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.''  
 
----
 
----
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.
+
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed
** Increases by {{+|20}} per [[hemogen pack]] or 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.''
* 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.
+
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's.  
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]
+
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]
+
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]
+
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
| {{+|1}}
+
:* 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]].
| {{Bad|1}}
+
:** 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]].
| [[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.
+
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}
 +
** 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.
 +
** 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.
  
| {{+|6}}
+
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
 
|- id="Coagulate"
 
|- id="Coagulate"
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:* 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="Bloodfeeder"
+
|- id="Piercing spine"
! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]]
+
! Piercing Spine<br>[[File:Gene_PiercingSpine.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 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: [[File:PiercingSpine.png|16px]] 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 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
 +
:* Target: Single target in [[LoS]]
 +
:* Range: 3.9 tiles
 +
:* 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}}
 +
 
 +
|- id="Hemogenic"
 +
! Hemogenic<br>[[File:Gene_Hemogenic.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.''  
 
----
 
----
* 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.
+
*Recieve ''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, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). 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.{{Check Tag|Detail}}
+
**Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]
:** Bloodfeeder must have a non-0% [[Eating]] capacity.
+
**Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]
:* Target: Single human target. Target must not having Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].
+
| {{+|1}}
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
+
| {{Bad|1}}
*{{+|2}} [[mood]] when near a [[blood torch]].
+
 
 +
|- id="Hemogen drain"
 +
! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]]
 +
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''
 
----
 
----
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}
+
*{{--|8}} Hemogen per day.
** 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.
 
** 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}}
+
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
  
 
|- id="Longjump legs"
 
|- id="Longjump legs"
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:* 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="Piercing spine"
 
! Piercing spine<br>[[File:Gene_PiercingSpine.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.''
 
----
 
* Adds ability: [[File:PiercingSpine.png|16px]] 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 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.
 
:* Target: Single target in [[LoS]]
 
:* Range: 3.9 tiles
 
:* 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"
 
|- id="Deathrest"
 
! Deathrest<br>[[File:Gene_Deathrest.png|64px]]
 
! 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.''
+
| ''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.  
 
*Creates a need for [[deathrest]] roughly every 30 days.  
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
+
**Deathrest is initated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
 
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.
 
**See the [[deathrest|deathrest article]] for more details.
 
**See the [[deathrest|deathrest article]] for more details.
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| {{+|6}}
 
| {{+|6}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| Hemogenic
 
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
 
|}
 
|}
 
</div>
 
</div>
Line 345: Line 309:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 419: Line 383:
 
| ''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.''  
 
----
 
----
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.
+
*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).
 
*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.
Line 436: Line 400:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 497: Line 461:
 
:*Bonded pawns receive gain ×50% [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and +10% [[psychic sensitivity]] when on same map.
 
:*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.
 
:*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.
+
:*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}}  
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 512: Line 476:
 
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 565: Line 529:
 
</li></div>
 
</li></div>
  
== Mood ==
+
==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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 622: Line 586:
 
</li></div>
 
</li></div>
  
== Temperature ==
+
==Temperature==
  
 
<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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 704: Line 668:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 800: Line 764:
 
| ''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 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.  
 
----
 
----
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}
+
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}{{Check Tag|Heat/vaporize?|Like above does this affect heat and vaporize damage?}}
:<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small>
 
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 811: Line 774:
 
| ''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 have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.  
 
----
 
----
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered "near fire" and the following happens:
+
* {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire
** {{--|10}} ''Afraid of fire'' [[mood]]let
+
* 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire
** 0.1 day mtb chance of "Fire terror" mental break that cause "panic-fleeing fire" mental state, ends when not "near fire" for {{Ticks|500}}
 
 
* Suppresses [[Pyromaniac]] trait
 
* Suppresses [[Pyromaniac]] trait
:<small>Note that blind pawns are still affected by pyrophobia, and will still flee</small>
 
 
| {{+|4}}
 
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 825: Line 786:
 
</li></div>
 
</li></div>
  
== Violence ==
+
==Violence==
  
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
 
Click to <div class="mw-collapsible">
 
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<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 842: Line 803:
 
| 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.
 
| 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:
+
*Effects:
 
** Will never do social fights
 
** Will never do social fights
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)
+
** Mental breaks are never violent
 
** Will never prison break
 
** Will never prison break
** [[Arrest]]ing never fails, and will never berserk on arrest.
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 856: Line 816:
 
| 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 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:
+
*Effects:
 
** Social fight chance factor ×200%
 
** 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?}}
+
** Chance mental break is violent ×200%
 
** Prison break interval factor ×60%
 
** Prison break interval factor ×60%
 
| {{+|2}}
 
| {{+|2}}
Line 869: Line 829:
 
| 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.
 
| 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:
+
*Effects:
 
** Social fight chance factor ×300%
 
** 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?}}
+
** Mental breaks are always violent
 
** Prison break interval factor ×40%
 
** Prison break interval factor ×40%
 
| {{+|3}}
 
| {{+|3}}
Line 883: Line 843:
 
----
 
----
 
* Melee damage factor ×50%
 
* Melee damage factor ×50%
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 894: Line 854:
 
----
 
----
 
* Melee damage factor ×150%
 
* Melee damage factor ×150%
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.
+
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} and [[Knee spike]]s{{RoyaltyIcon}}.
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 914: Line 874:
 
|- id="Kind instinct"
 
|- id="Kind instinct"
 
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
 
! Kind instinct<br>[[File:Gene_KindInstinct.png|64px]]
| 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.
+
| 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.
 
----
 
----
 
* Forced [[trait]]: [[Kind]]
 
* Forced [[trait]]: [[Kind]]
* Suppresses [[Abrasive]] and [[Psychopath]] traits
 
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 927: Line 886:
 
| 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 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.
+
*Causes need: Kill satiety
 
| {{+|4}}
 
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 938: Line 897:
 
</li></div>
 
</li></div>
  
== Sleep ==
+
==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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 955: Line 914:
 
| Carriers of this gene get tired much faster than others.
 
| Carriers of this gene get tired much faster than others.
 
----
 
----
* [[Sleep Fall Rate]]: {{Bad|×180%}}
+
* Sleep fall rate ×180%
 
| {{+|4}}
 
| {{+|4}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 965: Line 924:
 
| Carriers of this gene get tired somewhat faster than others.
 
| Carriers of this gene get tired somewhat faster than others.
 
----
 
----
* [[Sleep Fall Rate]]: {{Bad|×140%}}
+
* Sleep fall rate ×140%
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 975: Line 934:
 
| Carriers of this gene get tired less quickly than others.
 
| Carriers of this gene get tired less quickly than others.
 
----
 
----
* [[Sleep Fall Rate]]: {{Good|×40%}}
+
* Sleep fall rate ×40%
 
| {{--|4}}
 
| {{--|4}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 986: Line 945:
 
----
 
----
 
* Effects:
 
* Effects:
** Disables [[need]]: [[Sleep]]
+
** 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%
 
* Market value of [[genepack]]s containing this gene: ×125%
 
| {{--|6}}
 
| {{--|6}}
Line 998: Line 956:
 
</li></div>
 
</li></div>
  
== Pain ==
+
==Pain==
  
 
<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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,026: Line 984:
 
----
 
----
 
* Incoming damage multiplier ×75%
 
* Incoming damage multiplier ×75%
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with both the [[Delicate|Delicate]] and [[Tough]] traits.
 
 
| {{--|2}}
 
| {{--|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 1,056: Line 1,013:
 
</li></div>
 
</li></div>
  
== Reproduction ==
+
==Reproduction==
  
 
<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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,118: Line 1,075:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,173: Line 1,130:
 
</li></div>
 
</li></div>
  
== Cosmetic ==
+
==Cosmetic==
 
<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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,355: Line 1,312:
 
|- id="Human voice"
 
|- id="Human voice"
 
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
 
! Human voice<br>[[File:Gene_VoiceHuman.png|64px]]
| ''Carriers of this gene have regular human vocal chords{{sic}}.''<br>[[File:Speech_Male_R&D_v4_28.wav]]
+
| ''Carriers of this gene have regular human vocal chords{{sic}}.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
Line 1,363: Line 1,320:
 
|- id="Pig voice"
 
|- id="Pig voice"
 
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
 
! Pig voice<br>[[File:Gene_VoicePig.png|64px]]
| ''Carriers have a squealing voice like that of a pig.''<br>[[File:Pawn_Pigskin_Call_02e.wav ]]
+
| ''Carriers have a squealing voice like that of a pig.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
Line 1,371: Line 1,328:
 
|- id="Roar voice"
 
|- id="Roar voice"
 
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
 
! Roar voice<br>[[File:Gene_VoiceRoar.png|64px]]
| ''Carriers have an animal-like roaring voice.''<br>[[File:Roar_Voice_Call_B02.wav]]
+
| ''Carriers have an animal-like roaring voice.''
 
| '''0'''
 
| '''0'''
 
| '''0'''
 
| '''0'''
Line 1,395: Line 1,352:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,440: Line 1,397:
  
 
=== Hair ===
 
=== Hair ===
 +
{{Image wanted|section=yes|reason=Please upload images of hair-color genes.}}
 
These genes are defined in Core, not Biotech.
 
These genes are defined in Core, not Biotech.
  
Line 1,447: Line 1,405:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,457: Line 1,415:
  
 
|- id="Snow-white hair"
 
|- id="Snow-white hair"
! Snow-white hair<br>[[File:Hair_SnowWhite.png|64px]]
+
! Snow-white hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,469: Line 1,427:
  
 
|- id="Gray hair"
 
|- id="Gray hair"
! Gray hair<br>[[File:Hair_Grey.png|64px]]
+
! Gray hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,480: Line 1,438:
  
 
|- id="Blonde hair"
 
|- id="Blonde hair"
! Blonde hair<br>[[File:Hair_Blonde.png|64px]]
+
! Blonde hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,492: Line 1,450:
  
 
|- id="Sandy-blonde hair"
 
|- id="Sandy-blonde hair"
! Sandy-blonde hair<br>[[File:Hair_SandyBlonde.png|64px]]
+
! Sandy-blonde hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,504: Line 1,462:
  
 
|- id="Orange hair"
 
|- id="Orange hair"
! Orange hair<br>[[File:Hair_Orange.png|64px]]
+
! Orange hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,515: Line 1,473:
  
 
|- id="Reddish-brown hair"
 
|- id="Reddish-brown hair"
! Reddish-brown hair<br>[[File:Hair_ReddishBrown.png|64px]]
+
! Reddish-brown hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,526: Line 1,484:
  
 
|- id="Brown hair"
 
|- id="Brown hair"
! Brown hair<br>[[File:Hair_Brown.png|64px]]
+
! Brown hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,537: Line 1,495:
  
 
|- id="Dark-brown hair"
 
|- id="Dark-brown hair"
! Dark-brown hair<br>[[File:Hair_DarkBrown.png|64px]]
+
! Dark-brown hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,548: Line 1,506:
  
 
|- id="Dark-reddish hair"
 
|- id="Dark-reddish hair"
! Dark-reddish hair<br>[[File:Hair_DarkReddish.png|64px]]
+
! Dark-reddish hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,559: Line 1,517:
  
 
|- id="Mid-black hair"
 
|- id="Mid-black hair"
! Mid-black hair<br>[[File:Hair_MidBlack.png|64px]]
+
! Mid-black hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,570: Line 1,528:
  
 
|- id="Dark-black hair"
 
|- id="Dark-black hair"
! Dark-black hair<br>[[File:Hair_DarkBlack.png|64px]]
+
! Dark-black hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,581: Line 1,539:
  
 
|- id="Ink-black hair"
 
|- id="Ink-black hair"
! Ink-black hair<br>[[File:Hair_InkBlack.png|64px]]
+
! Ink-black hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,593: Line 1,551:
  
 
|- id="Blue hair"
 
|- id="Blue hair"
! Blue hair<br>[[File:Hair_Blue.png|64px]]
+
! Blue hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,604: Line 1,562:
  
 
|- id="Teal hair"
 
|- id="Teal hair"
! Teal hair<br>[[File:Hair_Teal.png|64px]]
+
! Teal hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,615: Line 1,573:
  
 
|- id="Green hair"
 
|- id="Green hair"
! Green hair<br>[[File:Hair_Green.png|64px]]
+
! Green hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,626: Line 1,584:
  
 
|- id="Pink hair"
 
|- id="Pink hair"
! Pink hair<br>[[File:Hair_Pink.png|64px]]
+
! Pink hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,637: Line 1,595:
  
 
|- id="Purple hair"
 
|- id="Purple hair"
! Purple hair<br>[[File:Hair_Purple.png|64px]]
+
! Purple hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,648: Line 1,606:
  
 
|- id="Red hair"
 
|- id="Red hair"
! Red hair<br>[[File:Hair_Red.png|64px]]
+
! Red hair<br>
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
----
Line 1,663: Line 1,621:
  
 
=== Melanin ===
 
=== Melanin ===
 +
{{Image wanted|section=yes|reason=Please upload images of melanin genes.}}
  
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 natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as an endogene unless they already have a skin-color endogene (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.
 
These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.
Line 1,671: Line 1,630:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,680: Line 1,639:
  
 
|- id="Skin_Melanin1"
 
|- id="Skin_Melanin1"
! Skin_Melanin1<br>[[File:Skin_Melanin1.png|64px]]
+
! Skin_Melanin1<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,691: Line 1,650:
  
 
|- id="Skin_Melanin2"
 
|- id="Skin_Melanin2"
! Skin_Melanin2<br>[[File:Skin_Melanin2.png|64px]]
+
! Skin_Melanin2<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,702: Line 1,661:
  
 
|- id="Skin_Melanin3"
 
|- id="Skin_Melanin3"
! Skin_Melanin3<br>[[File:Skin_Melanin3.png|64px]]
+
! Skin_Melanin3<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,713: Line 1,672:
  
 
|- id="Skin_Melanin4"
 
|- id="Skin_Melanin4"
! Skin_Melanin4<br>[[File:Skin_Melanin4.png|64px]]
+
! Skin_Melanin4<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,724: Line 1,683:
  
 
|- id="Skin_Melanin5"
 
|- id="Skin_Melanin5"
! Skin_Melanin5<br>[[File:Skin_Melanin5.png|64px]]
+
! Skin_Melanin5<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,735: Line 1,694:
  
 
|- id="Skin_Melanin6"
 
|- id="Skin_Melanin6"
! Skin_Melanin6<br>[[File:Skin_Melanin6.png|64px]]
+
! Skin_Melanin6<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,746: Line 1,705:
  
 
|- id="Skin_Melanin7"
 
|- id="Skin_Melanin7"
! Skin_Melanin7<br>[[File:Skin_Melanin7.png|64px]]
+
! Skin_Melanin7<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,757: Line 1,716:
  
 
|- id="Skin_Melanin8"
 
|- id="Skin_Melanin8"
! Skin_Melanin8<br>[[File:Skin_Melanin8.png|64px]]
+
! Skin_Melanin8<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,768: Line 1,727:
  
 
|- id="Skin_Melanin9"
 
|- id="Skin_Melanin9"
! Skin_Melanin9<br>[[File:Skin_Melanin9.png|64px]]
+
! Skin_Melanin9<br>
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''
 
----
 
----
Line 1,791: Line 1,750:
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
  
{| {{STDT| sortable c_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,930: Line 1,889:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 1,942: Line 1,901:
 
| ''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 have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.''  
 
----
 
----
* 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}}
+
* Immune to [[food poisoning]].  
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 1,952: Line 1,911:
 
| ''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.''  
 
| ''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 food|Raw]] nutrition multiplier {{Good|×180%}}
+
* [[Raw food|Raw]] nutrition multiplier {{Good|×180%}} Note: Aplies to Milk, but not Insect jelly
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.
 
 
* Removes mood: Ate raw food: -7
 
* Removes mood: Ate raw food: -7
 
* Note: Does ''not'' prevent [[food poisoning]].
 
* Note: Does ''not'' prevent [[food poisoning]].
Line 1,996: Line 1,954:
 
| ''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 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.''  
 
----
 
----
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].
+
* Work speed is unaffected by darkness.
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description
+
** Movement speed is also unaffected by darkness (not mentioned by the in-game description).
* Removes [[mood]]: Darkness: {{--|5}}
+
* Removes mood: Darkness: -5
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
Line 2,142: Line 2,100:
 
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''  
 
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.''  
 
----
 
----
* [[Manipulation]]: {{+|5%}}
+
* Manipulation: {{+|5%}}
 
* Adds an aesthetic only tail to the pawn's sprite
 
* Adds an aesthetic only tail to the pawn's sprite
 
* Note: Does '''not''' add a targetable or damageable [[body part]]
 
* Note: Does '''not''' add a targetable or damageable [[body part]]
Line 2,156: Line 2,114:
  
 
== Aptitudes ==
 
== Aptitudes ==
 +
{{Recode|section=1|reason=Add [[User:Cimanyd]]'s xenotype column and icons }}
 
<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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 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]]
 
! Skill<!--for the sake of sorting, and they do exclude each other too-->
 
  
 
|- id="Awful animals"
 
|- id="Awful animals"
Line 2,175: Line 2,132:
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Waster.png|32px|link=Wasters]]
 
| Animals
 
  
 
|- id="Awful artistic"
 
|- id="Awful artistic"
Line 2,186: Line 2,141:
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
 
| Artistic
 
  
 
|- id="Awful construction"
 
|- id="Awful construction"
Line 2,197: Line 2,150:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Construction
 
  
 
|- id="Awful cooking"
 
|- id="Awful cooking"
Line 2,208: Line 2,159:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Cooking
 
  
 
|- id="Awful crafting"
 
|- id="Awful crafting"
Line 2,219: Line 2,168:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Crafting
 
  
 
|- id="Awful medical"
 
|- id="Awful medical"
Line 2,230: Line 2,177:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Medical
 
  
 
|- id="Awful melee"
 
|- id="Awful melee"
Line 2,241: Line 2,186:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Melee
 
  
 
|- id="Awful mining"
 
|- id="Awful mining"
Line 2,252: Line 2,195:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| [[File:Yttakin.png|32px|link=Yttakin]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| Mining
 
  
 
|- id="Awful intellectual"
 
|- id="Awful intellectual"
Line 2,263: Line 2,204:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Intellectual
 
  
 
|- id="Awful plants"
 
|- id="Awful plants"
Line 2,274: Line 2,213:
 
| {{+|2}}
 
| {{+|2}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]<br>[[File:Highmate.png|32px|link=Highmates]]
 
| Plants
 
  
 
|- id="Awful shooting"
 
|- id="Awful shooting"
Line 2,285: Line 2,222:
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| -
 
| Shooting
 
  
 
|- id="Awful social"
 
|- id="Awful social"
Line 2,296: Line 2,231:
 
| {{+|2}}
 
| {{+|2}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Hussar.png|32px|link=Hussars]]
 
| Social
 
  
  
Line 2,308: Line 2,241:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 
| Animals
 
  
 
|- id="Poor artistic"
 
|- id="Poor artistic"
Line 2,318: Line 2,249:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Waster.png|32px|link=Wasters]]
 
| Artistic
 
  
 
|- id="Poor construction"
 
|- id="Poor construction"
Line 2,328: Line 2,257:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Construction
 
  
 
|- id="Poor cooking"
 
|- id="Poor cooking"
Line 2,338: Line 2,265:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| [[File:PigskinXenotype.png|32px|link=Pigskins]]<br>[[File:Waster.png|32px|link=Wasters]]
 
| Cooking
 
  
 
|- id="Poor crafting"
 
|- id="Poor crafting"
Line 2,348: Line 2,273:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Crafting
 
  
 
|- id="Poor medical"
 
|- id="Poor medical"
Line 2,358: Line 2,281:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Medical
 
  
 
|- id="Poor melee"
 
|- id="Poor melee"
Line 2,368: Line 2,289:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Melee
 
  
 
|- id="Poor mining"
 
|- id="Poor mining"
Line 2,378: Line 2,297:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| -
 
| Mining
 
  
 
|- id="Poor intellectual"
 
|- id="Poor intellectual"
Line 2,388: Line 2,305:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Intellectual
 
  
 
|- id="Poor plants"
 
|- id="Poor plants"
Line 2,398: Line 2,313:
 
| {{+|1}}
 
| {{+|1}}
 
|{{Bad|1}}
 
|{{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]<br>[[File:Impid.png|32px|link=Impids]]
 
| Plants
 
  
 
|- id="Poor shooting"
 
|- id="Poor shooting"
Line 2,408: Line 2,321:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Shooting
 
  
 
|- id="Poor social"
 
|- id="Poor social"
Line 2,418: Line 2,329:
 
| {{+|1}}
 
| {{+|1}}
 
| {{Bad|1}}
 
| {{Bad|1}}
| [[File:Neanderthal.png|32px|link=Neanderthals]]
 
| Social
 
  
 
|- id="Strong animals"
 
|- id="Strong animals"
Line 2,428: Line 2,337:
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| -
 
| Animals
 
  
 
|- id="Strong artistic"
 
|- id="Strong artistic"
Line 2,438: Line 2,345:
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| -
 
| Artistic
 
  
 
|- id="Strong construction"
 
|- id="Strong construction"
Line 2,448: Line 2,353:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Construction
 
  
 
|- id="Strong cooking"
 
|- id="Strong cooking"
Line 2,458: Line 2,361:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Cooking
 
  
 
|- id="Strong crafting"
 
|- id="Strong crafting"
Line 2,468: Line 2,369:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Crafting
 
  
 
|- id="Strong medical"
 
|- id="Strong medical"
Line 2,478: Line 2,377:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Medical
 
  
 
|- id="Strong melee"
 
|- id="Strong melee"
Line 2,488: Line 2,385:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Melee
 
  
 
|- id="Strong mining"
 
|- id="Strong mining"
Line 2,498: Line 2,393:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Mining
 
  
 
|- id="Strong intellectual"
 
|- id="Strong intellectual"
Line 2,508: Line 2,401:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Intellectual
 
  
 
|- id="Strong plants"
 
|- id="Strong plants"
Line 2,518: Line 2,409:
 
| {{--|1}}
 
| {{--|1}}
 
|{{Bad|2}}
 
|{{Bad|2}}
| -
 
| Plants
 
  
 
|- id="Strong shooting"
 
|- id="Strong shooting"
Line 2,528: Line 2,417:
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| -
 
| Shooting
 
  
 
|- id="Strong social"
 
|- id="Strong social"
Line 2,538: Line 2,425:
 
| {{--|1}}
 
| {{--|1}}
 
| {{Bad|2}}
 
| {{Bad|2}}
| [[File:Sanguophage.png|32px|link=Sanguophages]]
 
| Social
 
  
  
Line 2,548: Line 2,433:
 
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[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]]
 
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
| {{Bad|1}}
| [[File:Yttakin.png|32px|link=Yttakin]]
 
| Animals{{ref label|Passion|A}}
 
  
 
|- id="Great artistic"
 
|- id="Great artistic"
Line 2,559: Line 2,442:
 
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Artistic]]
 
* Adds one additional [[passion]] for [[Artistic]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
| {{Bad|1}}
| -
 
| Artistic{{ref label|Passion|A}}
 
  
 
|- id="Great construction"
 
|- id="Great construction"
Line 2,570: Line 2,451:
 
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Construction]]
 
* Adds one additional [[passion]] for [[Construction]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| -
 
| Construction{{ref label|Passion|A}}
 
  
 
|- id="Great cooking"
 
|- id="Great cooking"
Line 2,581: Line 2,460:
 
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Cooking]]
 
* Adds one additional [[passion]] for [[Cooking]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| -
 
| Cooking{{ref label|Passion|A}}
 
  
 
|- id="Great crafting"
 
|- id="Great crafting"
Line 2,592: Line 2,469:
 
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Crafting]]
 
* Adds one additional [[passion]] for [[Crafting]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]
 
| Crafting{{ref label|Passion|A}}
 
  
 
|- id="Great medical"
 
|- id="Great medical"
Line 2,603: Line 2,478:
 
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Medical]]
 
* Adds one additional [[passion]] for [[Medical]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| -
 
| Medical{{ref label|Passion|A}}
 
  
 
|- id="Great melee"
 
|- id="Great melee"
Line 2,614: Line 2,487:
 
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Melee]]
 
* Adds one additional [[passion]] for [[Melee]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
 
| Melee{{ref label|Passion|A}}
 
  
 
|- id="Great mining"
 
|- id="Great mining"
Line 2,625: Line 2,496:
 
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Mining]]
 
* Adds one additional [[passion]] for [[Mining]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| [[File:Dirtmole.png|32px|link=Dirtmoles]]
 
| Mining{{ref label|Passion|A}}
 
  
 
|- id="Great intellectual"
 
|- id="Great intellectual"
Line 2,636: Line 2,505:
 
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Intellectual]]
 
* Adds one additional [[passion]] for [[Intellectual]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| [[File:Genie.png|32px|link=Genies]]
 
| Intellectual{{ref label|Passion|A}}
 
  
 
|- id="Great plants"
 
|- id="Great plants"
Line 2,647: Line 2,514:
 
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[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]]
 
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
|{{Bad|1}}
| -
 
| Plants{{ref label|Passion|A}}
 
  
 
|- id="Great shooting"
 
|- id="Great shooting"
Line 2,658: Line 2,523:
 
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Adds one additional [[passion]] for [[Shooting]]
 
* Adds one additional [[passion]] for [[Shooting]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
| {{Bad|1}}
| [[File:Hussar.png|32px|link=Hussars]]
 
| Shooting{{ref label|Passion|A}}
 
  
 
|- id="Great social"
 
|- id="Great social"
Line 2,669: Line 2,532:
 
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* [[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]]
 
* Adds one additional [[passion]] for [[Skills#Social|Social]]
| {{--|3}}
+
| {{+|2}}
| {{Bad|2}}
+
| {{Bad|1}}
| [[File:Highmate.png|32px|link=Highmates]]
 
| Social{{ref label|Passion|A}}
 
 
|}
 
|}
 
</div>
 
</div>
 
</div>
 
</div>
 
</li></div>
 
</li></div>
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
 
  
 
== Drugs ==
 
== Drugs ==
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}
 
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}}
 
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
 
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].
  
Line 2,687: Line 2,545:
 
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_17 text-valign:top}}
+
{| {{STDT| sortable c_07 text-valign:top}}
 
! Name
 
! Name
 
! Description
 
! Description
Line 2,744: Line 2,602:
 
----
 
----
 
* Alcohol addiction factor: x0%
 
* Alcohol addiction factor: x0%
* Tolerance build-up for all drugs: -100%  
+
* Alcohol tolerance build-up: -100%  
 
| {{--|3}}
 
| {{--|3}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 2,753: Line 2,611:
 
----
 
----
 
* Smokeleaf addiction factor: x0%
 
* Smokeleaf addiction factor: x0%
* Tolerance build-up for all drugs: -100%  
+
* Smokeleaf tolerance build-up: -100%  
 
| {{--|3}}
 
| {{--|3}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 2,761: Line 2,619:
 
| ''Carriers of this gene never get addicted to Psychite.''
 
| ''Carriers of this gene never get addicted to Psychite.''
 
----
 
----
* Psychite addiction factor: x0%  
+
* Psychite addiction factor: x0%
* Tolerance build-up for ''all'' drugs: ×0%
+
* Psychite tolerance build-up: -100%  
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
 
| {{--|5}}
 
| {{--|5}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 2,772: Line 2,630:
 
----
 
----
 
* Go-juice addiction factor: x0%
 
* Go-juice addiction factor: x0%
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
 
| {{--|5}}
 
| {{--|5}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 2,781: Line 2,639:
 
----
 
----
 
* Wake-up addiction factor: x0%
 
* Wake-up addiction factor: x0%
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from ''all'' drugs eliminated.
+
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}
 
 
 
| {{--|5}}
 
| {{--|5}}
 
| {{Bad|2}}
 
| {{Bad|2}}
Line 2,790: Line 2,647:
 
| ''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 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. -->
+
? <!--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.
 
* 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?}}
+
* Chemical dependency severity increases by 0.2 per day without [[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 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 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-->
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* Grants immunity to the chance of instant major overdose upon consuming beer. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 
* Alcohol addiction factor: x0%
 
* 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.
 
* 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}}
 
| {{+|3}}
Line 2,807: Line 2,663:
 
| ''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 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. -->
+
? <!--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.
 
* 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?}}
+
* Chemical dependency severity increases by 0.2 per day without 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 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 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-->
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
 +
* 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.
 
* Smokeleaf addiction factor: x0%
 
* Smokeleaf 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.
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.
+
| {{+|3}}
* 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.
+
| {{Bad|1}}
| {{+|3}}
+
| -
| {{Bad|1}}
+
|- id="Psychite dependency"
| -
+
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
|- id="Psychite dependency"
+
| ''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.''
! 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. -->
----
+
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
<!--Still needs more obviously, but adding now so its not forgotten. -->
+
* Chemical dependency severity increases by 0.2 per day without [[psychite tea]], [[flake]], or [[yayo]]. {{Check Tag|Mood?|How do the mood penalties work? Increase per day? Increase per new severity step?}}
* 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-->
 +
* Grants immunity to the chance of instant major overdose upon consuming the drugs in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 +
* Psychite 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}}
 +
| {{Bad|1}}
 +
| [[File:Waster.png|32px|link=Wasters]]
 +
|- 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. -->
 +
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 +
* Chemical dependency severity increases by 0.2 per day without [[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-->
 +
* Grants immunity to the chance of instant major overdose upon consuming go-juice. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 +
* Go-juice 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}}
 +
| {{Bad|1}}
 +
| | [[File:Hussar.png|32px|link=Hussars]]
 +
|- 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. -->
 +
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 +
* Chemical dependency severity increases by 0.2 per day without [[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 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 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-->
 
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting-->
* Psychite addiction factor: x0%
+
* Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs.
* 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}}
 
| [[File:Waster.png|32px|link=Wasters]]
 
|- 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}}
 
| | [[File:Hussar.png|32px|link=Hussars]]
 
|- 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 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.
 
* 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}}
Line 2,934: Line 2,787:
  
 
== Notes ==
 
== 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.
+
* 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 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/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect.
 
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.
 
* [[Version/1.4.3534|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 2,956: Line 2,802:
 
** '''<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.
+
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts.
** 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
 
 
 
 
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[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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