|This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled.|
This building can store genepacks and make them usable to create new xenogerms, when placed near a gene assembler. Large gene libraries require many gene banks.
When powered, gene banks prevent genepacks from deteriorating and will slowly repair deterioration.
- 2 × 1
- pass through only
- Cover Effectiveness
- Terrain Affordance
- -40 W
Gene banks can store genepacks without them deteriorating, and allow their contained genes to be used by a gene assembler. Each gene bank can hold up to four genepacks, for a theoretical maximum of 16 genes per bank. Up to 100 gene banks can be connected to a single gene assembler.
Gene banks always require 40 watts of power, regardless of the number of genepacks they contain. As long as a genebank is powered, any contained genepacks will not deteriorate, but will instead be repaired over time at a rate of 1 HP/day. If the gene bank loses power or is turned off, the contained genepacks will deteriorate normally. An empty gene bank can be safely powered down without ill effect.
Gene banks cannot break down, meaning they will not require any additional components to maintain. They take up just as much space as a shelf, but store two fewer items.
The contents of a single gene bank can be viewed by selecting it, then opening the "Contents" tab on the inspection pane. In addition to viewing the contained genepacks, the contents pane allows you to control which genepacks are allowed to be stored. By default, the option "Allow all genepacks" is enabled, which means that any loose genepacks will be hauled to it. By disabling this option, genepacks will have to be selected manually by the player before they can be stored.
Allowing all genepacks
The default option for gene banks. Any loose genepacks that do not have an assignment will be hauled to the most convenient gene bank that allows all genepacks.
Manually assigning genepacks
Genepacks can only be stored in this gene bank if the player has explicitly requested them. Viewing the contents page will show a list all genepacks not currently in a gene bank. These genepacks can be assigned to the gene bank by selecting them from the list, after which a colonist will need to haul the genepack.
Setting this mode will not eject any genepacks currently stored in the gene bank.
Gene banks serve as a bottleneck for your gene-modifying operations, since you cannot store or use genepacks without an appropriate number of gene banks. However, gene banks are also relatively cheap, compared to other mid-game constructions. Once you have established a decent flow of steel and components, either through trade or by deep drill extraction, you can easily expand your gene storage as your gene-extraction operation goes on.
The main concern with gene banks is the area needed for an extensive gene library. Ensuring all of your genes are accessible by your gene assembler involves building a large room with many rows of gene banks, meaning that a large portion of your compound could be dedicated to equipment with no use outside of gene recombination. Additionally, filling your laboratory with gene banks will leave less room for gene processors, resulting in a large variety of usable genes, but not enough maximum complexity to use them.
The space requirements can be mitigated by seeking out genepacks with multiple complimentary genes. For example, the elongated fingers and great crafting skill genes have good synergy, since they both help speed up the crafting process.
- Biotech DLC Release - Added
- 1.4.3555 - Players can sell genepacks currently inside gene banks. The bank must be within the beacon's radius for trading with ships.