Editing Genes
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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%. | ||
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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]] | + | * [[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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Click to <div class="mw-collapsible"> | Click to <div class="mw-collapsible"> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | {| {{STDT| sortable | + | {| {{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]] | ||
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|- 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. | + | :''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}} | ||
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|- id="Perfect immunity" | |- id="Perfect immunity" | ||
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| {{Bad|3}} | | {{Bad|3}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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|- id="Non-senescent" | |- id="Non-senescent" | ||
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| {{Bad|3}} | | {{Bad|3}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | | [[File: | + | |
− | | | + | |- 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 | + | * Aging ×0 at age 18. |
| '''0''' | | '''0''' | ||
| {{Bad|3}} | | {{Bad|3}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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|- 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 | + | * 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}} | ||
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|- id="Archite metabolism" | |- id="Archite metabolism" | ||
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| {{Bad|6}} | | {{Bad|6}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
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|} | |} | ||
</div> | </div> | ||
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== Special abilities == | == Special abilities == | ||
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Click to <div class="mw-collapsible"> | Click to <div class="mw-collapsible"> | ||
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− | {| {{STDT| sortable | + | {| {{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 | + | :* 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 | ||
− | | {{--| | + | | {{--|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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<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 | + | {| {{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]] | ||
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− | |- id=" | + | |- id="Bloodfeeder" |
− | ! | + | ! Bloodfeeder<br>[[File:Gene_Bloodfeeder.png|64px]] |
− | | ''Carriers of this gene have | + | | ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' |
---- | ---- | ||
− | * | + | * Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed |
− | * | + | :''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.'' |
− | * | + | :* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. |
− | + | :** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]). | |
− | ** | + | :** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}} |
− | + | :** Bloodfeeder must have a non-0% [[Eating]] capacity. | |
− | + | :* Target: Single non-[[#Hemogenic|Hemogenic]]{{Check Tag|Verify|Description says hemogenic, xml says canTargetBloodfeeders. which is it?}} human target. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]]. | |
− | + | :** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss. | |
− | + | *{{+|2}} [[mood]] when near a [[blood torch]]. | |
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---- | ---- | ||
− | *{{- | + | *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. | ||
− | | {{ | + | | {{--|1}} |
| {{Bad|1}} | | {{Bad|1}} | ||
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|- 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 |
:* AI Can Use: ? | :* AI Can Use: ? | ||
| {{--|1}} | | {{--|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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− | |- id=" | + | |- id="Piercing spine" |
− | ! | + | ! Piercing Spine<br>[[File:Gene_PiercingSpine.png|64px]] |
− | | ''Carriers of this gene have | + | | ''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.'' | ||
---- | ---- | ||
− | * | + | *Creates a [[Hemogen]] need, which decreases by {{--|2}} per day. |
− | + | **Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed. | |
− | : | + | *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. |
− | + | **Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]] | |
− | + | **Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]] | |
− | + | **Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]] | |
− | + | | {{+|1}} | |
− | + | | {{Bad|1}} | |
− | + | ||
+ | |- id="Hemogen drain" | ||
+ | ! Hemogen drain<br>[[File:Gene_HemogenDrain.png|64px]] | ||
+ | | ''Carriers lose an additional 8 hemogen per day from biological entropy.'' | ||
---- | ---- | ||
− | * | + | *{{--|8}} Hemogen per day. |
− | |||
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− | | {{ | + | | {{+|6}} |
| {{Bad|1}} | | {{Bad|1}} | ||
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|- 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 |
:* AI Can Use: False | :* AI Can Use: False | ||
| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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|- 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 | + | **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}} | ||
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|} | |} | ||
</div> | </div> | ||
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− | {| {{STDT| sortable | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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| ''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% | + | *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. | ||
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− | {| {{STDT| sortable | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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:*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 | + | :*When one bonded pawn dies, the other will immediately enter an extreme mental break.{{Check Tag|Verify}} |
| {{--|1}} | | {{--|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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Click to <div class="mw-collapsible"> | Click to <div class="mw-collapsible"> | ||
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− | {| {{STDT| sortable | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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</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 | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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</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 | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | {| {{STDT| sortable | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
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| ''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?}} |
− | |||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| ''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. | ||
---- | ---- | ||
− | + | * {{--|10}} ''Afraid of fire'' [[mood]]let when within 20.9{{Check Tag|?}} tiles of fire | |
− | + | * 0.1 day mtb chance of "Fleeing fire" mental break, presumably{{Check Tag|?}} also when within 20.9 tiles of fire | |
− | |||
* Suppresses [[Pyromaniac]] trait | * Suppresses [[Pyromaniac]] trait | ||
− | |||
| {{+|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"> | Click to <div class="mw-collapsible"> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
− | {| {{STDT| sortable | + | {| {{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 | + | ** Mental breaks are never violent |
** Will never prison break | ** Will never prison break | ||
− | |||
| {{--|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% | + | ** 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 | + | ** 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}} | + | ** 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}} | + | ** 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 | + | | 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]] | ||
− | |||
| {{--|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 | + | *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 | + | {| {{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 ×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 ×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 ×40% |
| {{--|4}} | | {{--|4}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
Line 986: | Line 945: | ||
---- | ---- | ||
* Effects: | * Effects: | ||
− | ** Disables | + | ** Disables need: Sleep |
− | |||
* 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 | + | {| {{STDT| sortable c_07 text-valign:top}} |
! Name | ! Name | ||
! Description | ! Description | ||
Line 1,026: | Line 984: | ||
---- | ---- | ||
* Incoming damage multiplier ×75% | * Incoming damage multiplier ×75% | ||
− | |||
| {{--|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 | + | {| {{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 | + | {| {{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 | + | {| {{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}}.'' | + | | ''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.'' | + | | ''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.'' | + | | ''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 | + | {| {{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 | + | {| {{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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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 | + | 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 | + | {| {{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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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> | + | ! 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 | + | {| {{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 | + | {| {{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]]. | + | * 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 |
− | |||
* 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.'' | ||
---- | ---- | ||
− | * | + | * Work speed is unaffected by darkness. |
− | * | + | ** Movement speed is also unaffected by darkness (not mentioned by the in-game description). |
− | * Removes | + | * 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%}} |
* 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 | + | {| {{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]] | ||
− | |||
− | |||
|- id="Awful animals" | |- id="Awful animals" | ||
Line 2,175: | Line 2,132: | ||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Awful artistic" | |- id="Awful artistic" | ||
Line 2,186: | Line 2,141: | ||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Awful construction" | |- id="Awful construction" | ||
Line 2,197: | Line 2,150: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful cooking" | |- id="Awful cooking" | ||
Line 2,208: | Line 2,159: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful crafting" | |- id="Awful crafting" | ||
Line 2,219: | Line 2,168: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful medical" | |- id="Awful medical" | ||
Line 2,230: | Line 2,177: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful melee" | |- id="Awful melee" | ||
Line 2,241: | Line 2,186: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful mining" | |- id="Awful mining" | ||
Line 2,252: | Line 2,195: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful intellectual" | |- id="Awful intellectual" | ||
Line 2,263: | Line 2,204: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful plants" | |- id="Awful plants" | ||
Line 2,274: | Line 2,213: | ||
| {{+|2}} | | {{+|2}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Awful shooting" | |- id="Awful shooting" | ||
Line 2,285: | Line 2,222: | ||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Awful social" | |- id="Awful social" | ||
Line 2,296: | Line 2,231: | ||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
Line 2,308: | Line 2,241: | ||
| {{+|1}} | | {{+|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Poor artistic" | |- id="Poor artistic" | ||
Line 2,318: | Line 2,249: | ||
| {{+|1}} | | {{+|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Poor construction" | |- id="Poor construction" | ||
Line 2,328: | Line 2,257: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor cooking" | |- id="Poor cooking" | ||
Line 2,338: | Line 2,265: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor crafting" | |- id="Poor crafting" | ||
Line 2,348: | Line 2,273: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor medical" | |- id="Poor medical" | ||
Line 2,358: | Line 2,281: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor melee" | |- id="Poor melee" | ||
Line 2,368: | Line 2,289: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor mining" | |- id="Poor mining" | ||
Line 2,378: | Line 2,297: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor intellectual" | |- id="Poor intellectual" | ||
Line 2,388: | Line 2,305: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor plants" | |- id="Poor plants" | ||
Line 2,398: | Line 2,313: | ||
| {{+|1}} | | {{+|1}} | ||
|{{Bad|1}} | |{{Bad|1}} | ||
− | |||
− | |||
|- id="Poor shooting" | |- id="Poor shooting" | ||
Line 2,408: | Line 2,321: | ||
| {{+|1}} | | {{+|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Poor social" | |- id="Poor social" | ||
Line 2,418: | Line 2,329: | ||
| {{+|1}} | | {{+|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | |||
− | |||
|- id="Strong animals" | |- id="Strong animals" | ||
Line 2,428: | Line 2,337: | ||
| {{--|1}} | | {{--|1}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | |||
− | |||
|- id="Strong artistic" | |- id="Strong artistic" | ||
Line 2,438: | Line 2,345: | ||
| {{--|1}} | | {{--|1}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | |||
− | |||
|- id="Strong construction" | |- id="Strong construction" | ||
Line 2,448: | Line 2,353: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong cooking" | |- id="Strong cooking" | ||
Line 2,458: | Line 2,361: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong crafting" | |- id="Strong crafting" | ||
Line 2,468: | Line 2,369: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong medical" | |- id="Strong medical" | ||
Line 2,478: | Line 2,377: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong melee" | |- id="Strong melee" | ||
Line 2,488: | Line 2,385: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong mining" | |- id="Strong mining" | ||
Line 2,498: | Line 2,393: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong intellectual" | |- id="Strong intellectual" | ||
Line 2,508: | Line 2,401: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong plants" | |- id="Strong plants" | ||
Line 2,518: | Line 2,409: | ||
| {{--|1}} | | {{--|1}} | ||
|{{Bad|2}} | |{{Bad|2}} | ||
− | |||
− | |||
|- id="Strong shooting" | |- id="Strong shooting" | ||
Line 2,528: | Line 2,417: | ||
| {{--|1}} | | {{--|1}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | |||
− | |||
|- id="Strong social" | |- id="Strong social" | ||
Line 2,538: | Line 2,425: | ||
| {{--|1}} | | {{--|1}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | |||
− | |||
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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | | {{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | | {{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | |{{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | | {{Bad|1}} |
− | |||
− | |||
|- 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]] | ||
− | | {{ | + | | {{+|2}} |
− | | {{Bad| | + | | {{Bad|1}} |
− | |||
− | |||
|} | |} | ||
</div> | </div> | ||
</div> | </div> | ||
</li></div> | </li></div> | ||
− | |||
== Drugs == | == Drugs == | ||
− | |||
− | |||
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 | + | {| {{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% | ||
− | * | + | * 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% | ||
− | * | + | * 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% |
− | * | + | * Psychite tolerance build-up: -100% |
− | * | + | * 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% | ||
− | * | + | * 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% | ||
− | * | + | * 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 | + | * 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% | ||
− | |||
− | |||
* 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 | + | * 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 | + | | {{+|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}} |
− | | {{+| | + | | - |
− | | {{Bad|1}} | + | |- id="Psychite dependency" |
− | | | + | ! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]] |
− | |- id=" | + | | ''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.'' |
− | ! | + | ---- |
− | | ''Carriers of this gene need to ingest | + | ? <!--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. | + | ** '''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--> | ||
− | * | + | * Grants immunity to the chance of instant major overdose upon consuming wake-up. It does not prevent cumulative overdose from consuming multiple doses/drugs. |
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* Wake-up addiction factor: x0% | * Wake-up addiction factor: x0% | ||
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* 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}} | ||
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== Notes == | == Notes == | ||
− | * Certain genes will not be properly negated by other genes. For example, a drug dependency | + | * 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. | ||
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* [[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. | ||
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** '''<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}}. | ||
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** [[#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}}}}. | ||
− | + | * [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. | |
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− | * [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. | ||
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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |