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This guide is only a basic guide on how to do '''Genetics'''. Genetics is rather still in development, meaning that the wiki page can be outdated or have wrong information at any time. That being stated, Genetics is rather easy, fun and powerful if you know what you are doing...
'''Xenogenetics''' is the in-universe name for this discipline; the wiki article is [[Guide_to_Genetics|Guide to Genetics]].


== Harvesting Genes From Animal to Mutants ==
This guide is a comprehensive introduction to '''xenogenetics''' (xenofauna genetics, cloning, mutations, and the genetic sequencer). The system is still in development, so the wiki may be outdated from time to time. That said, xenogenetics is straightforward, fun, and powerful once you know the basics. This guide includes the Vesalius-Andra analyzer workflow, '''Gene Irradiation (Genetic Sequencer)''', cloning vats, injectors and purgers, and the old DNA modifier lab.
Genetics is heavily limited at the beginning, this is due to your vital equipment not being upgraded, so it is recommended to get Pico Manipulators for all your machinery to save you DNA, meat and time!


The first thing you will likely notice in the lab is the Gibber, like the Chef's one it is meant for Monkeys, Spiders and other critters native to maintenance, and outside faunas from birds to even a render if you are lucky, too! You will likely want to hack it by using a multitool on it about 7 times before you are able to grind up those poor, hopefully, dead bodies.
== The Two Systems: DNA2 and DNA3 ==
Sojourn-Iskhod utilizes two distinct genetic backends that coexist within the lab. Understanding which machine handles which system is key:
* '''DNA2 (The Block System):''' The legacy system. It uses Structural Enzyme (SE) blocks (indices 1–26) and the DNA Modifier console. It is primarily used for human mutations (Hulk, X-Ray, etc.) and cosmetic Identity (UI).
* '''DNA3 (The Mutation-Pool):''' The modern system. This uses mutation datums in a specialized genetics holder. It powers the Vesalius-Andra machines, xenofauna, cloning, and advanced mutation recipes.


The thing next to the Gibber is a Meat Spike, by grappling anything you can put the corpses up there and harvest meat from it, which is really useful so that, with the Gibber, should give you a fair amount of resources for a good start.
== Harvesting Genes From Animals to Mutants ==
Genetics is heavily limited at the beginning, due to your vital equipment not being upgraded. It is recommended to upgrade your machinery (e.g. better manipulators, scanning modules, and matter bins) to save DNA, meat and time.


Monkeys and Humans limbs can be butchered for a small amount of meat, simply put legs or arms onto a table and use a knife on it to acquire one more slab of meat needed to finish your project, or get a head start on the next clone!
The centrepiece for turning flesh into genetic data is the '''Xenofauna Genetics Pulper'''. It accepts raw meat (up to five slabs at a time) or one whole non-human creature. Turn the pulper on to process; it destroys the contents and produces '''Mutagenic Sample Plates''' carrying the genetic data. Whole creatures yield more plates than meat alone (their meat value plus a bonus), so putting a full body in when you can is efficient.


Once you have meat at hand you have to use the Xenofauna Genetics Pulper, located in the top right of the main genetics lab. When meat is added, turn on the Pulper to convert that slab of meat into DNA samples, upgrading this is vital to saving meat samples! DNA samples are the key to your genetics work so make sure not to scrap every flesh into a smoothie.
You may also have a '''Gibber''' and a '''Meat Spike''' in or near the lab. The meat spike lets you grapple corpses and harvest meat from them. Monkey and human limbs can be butchered for a small amount of meat: put legs or arms on a table and use a knife to get an extra slab.


Gathering Animal Protein is a huge part of making a clone, at the start of the shift without upgrades a cow can cost around 600u of the liquid, so it is important to not want to waste too much at the start of the shift. That's where the Soteria Advanced Grinder comes into play, this marvel of science allows anything to the south tile of it to be eaten up automatically, saving you clicks! It can hold a lot of reagents and does not auto-dispense them into bottles unless you tell it to. Lastly, the Soteria Advanced Grinder has the added feature that, when click-dragging a B.I.D.O.N. canister to the machine on its **West tile** will connect them up, and allow you to directly transfer the stored liquid to the canister saving you loads of time filling them by hand or bucket!
'''Sample plates''' are the key to genetics work. Do not grind every bit of flesh in the Advanced Grinder if you still need genetic samples—use the pulper for that.
A few tricks to get loads of Animal Protein are -
# Cutting up meat slabs into slices, this well taking an extra step will result in a few more units of Animal Protein.
# There is a Cow mutation that lets you milk them for Animal Protein, basically giving you an endless but slow amount.
# Medical might have a few spare bottles around due to needing roach meat themselves, it might be best to check the chemical fridge or ask around!


== The Soteria Genetic Analyzer ==
Gathering '''protein''' (often called animal protein) is a huge part of cloning. The '''Vesalius-Andra Advanced Grinder''' helps a lot: anything on the '''south''' tile of the machine is automatically pulled in and ground. Click-dragging a '''B.I.D.O.N. canister''' onto the grinder from its '''west''' tile anchors and links it to transfer liquid directly.


This imposing analyzer can be understood easily after a few minutes of tinkering!
== Part 1: The DNA3 Mutation-Pool System ==
Adding in the DNA sample will show you plenty of mutations, by looking closely you can notice that they are all called "???" at first, this is due to the machine not having them analyzed. You may only be able to do 2 at a time, but with upgrades it allows for more. Analyzing a block or DNA sample will tell you what mutation it has, by hitting "Analyze" then marking the block you want with the "Mark" button will turn its color from Yellow into Green. For those that are color blind, it turns a checkmark into an "X" as well and states "Unmarked" otherwise.


Hitting "Sync with RnD" will give RnD's main console points depending on how many DNA you have scanned and what they were, this is handy for RND at the start of the shift or when they need those last few points for new researches, making your lab a likely priority for upgrades!
The '''Vesalius-Andra Genetic Analyzer''' is the workhorse of the department. Load '''sample plates''' into it (capacity depends on upgrades). Each plate shows a set of mutation blocks. To analyze: choose "Analyze" for a plate, then '''Mark''' the blocks you want to identify. Confirm "Analyze" to consume that sample plate and reveal the marked mutations—'''analyzing destroys the plate'''.


Getting past the first few unknown blocks is easy but getting to the more advanced and rare nodes may be harder without mutating them. To mutate a block, click the "Combine" or "Key" icon button and merge two or more other mutations to the top list going left to right. In case of a miss-click, you can click the "Remove" button to prevent that copy from being combined. Doing this should give you a new mutation when done correctly with a good match. Though they may need to be analyzed to reveal what the mutations are.
'''Sync with RnD''' uploads your discovered mutations to the main R&D console and awards research points. To discover rarer mutations, use '''Combine'''. Add two or more mutations to the list and confirm. The '''Merge''' function merges two entire sample plates into one, combining all their mutations onto a single plate.


Aside from "Combining", you might notice the function "Merge". This will merge two DNA samples into one, rather useful for making super clones of a mutation cocktail. Same mutation stacks onto one another for "Copies."
=== DNA3 Mutation Tables ===


After messing around merging and combining these genes, its "Instability" will rise and fall, fluctuating due to how many mutations are present. Each mutation adds its own amount of Instability. Do **NOT** let things get to 100%!
Mutations contribute to '''Total Instability'''. If instability reaches 100% and above, serious effects (including clone damage and transformation into a "wasonce") occur. Only one mutation per '''Exclusive Type''' can be active at once. Default instability is '''10''' unless noted. Negative values reduce total instability.


== DNA Sampling and Wheeling are Done, Now What? ==
==== 1.1 Complete List of DNA3 Mutations ====


To the left side of the lab, you can see three Soteria Xenofauna Cloning Vats, these large tubular machines are where you add those lovely spliced samples, as well as to the Advanced Grinder and a B.I.D.O.N. canister to the West. The canister must have Animal Protein to clone animals, otherwise, it will stall out. Make sure that you don't run out of protein or your experiment can end up with a half-cloned flesh pile of wasted materials, time, and work. The Cloning Vat can clone just about any animal as long as they are organic, so long as you can get a viable slab of meat out of it to get that DNA sample. Leaving a Cloning Vat untended can lead to the animal breaking out if fully cloned, making a horrible mess to deal with. It is best to not stray too far from your work, luckily, a fully cloned animal will bang on the glass a few times giving sound and chat cues!
{| class="wikitable"
! # !! Name !! Description !! Exclusive !! Instability
|-
| 1 || (Genetic Copy) || Clone data for a creature; used for cloning. || — || 0
|-
| 2 || Bald || Hairline recedes severely. || — || 10
|-
| 3 || Cow Skin || Leathery, cow-like skin; reduced brute damage. || Skin || 20
|-
| 4 || Simpleton || Lowers COG, MEC, BIO stats. || — || 10
|-
| 5 || Gigantism || Much larger size. || — || 10
|-
| 6 || Dwarfism || Much smaller, more fragile. || — || 10
|-
| 7 || Unstable Genome || Random instability. || — || 10–70
|-
| 8 || Moo || Intermittent mooing. || — || 10
|-
| 9 || Epilepsy || Seizures. || — || 10
|-
| 10 || Coughing || Intermittent coughing. || — || 10
|-
| 11 || Clumsiness || More likely to drop/fumble. || — || 10
|-
| 12 || Tourettes || Verbal tics. || — || 10
|-
| 13 || Nervousness || Constant second-guessing. || — || 10
|-
| 14 || Blindness || Film over pupils; can't see. || — || 10
|-
| 15 || Deafness || Growths block sound. || — || 10
|-
| 16 || Nearsightedness || Worse vision. || — || 10
|-
| 17 || Unbalanced || No sense of balance. || — || 10
|-
| 18 || EMP Blast || Gland for strong EM discharges. || — || 30
|-
| 19 || Roach Blood || Green blood; blattedin heals. || — || 10
|-
| 20 || Strange Roach || Unstable roach DNA for cloning. || — || 10
|-
| 21 || Chocolate Milk || Cows/goats produce chocolate milk. || — || 10
|-
| 22 || Protein Milk || Cows/goats produce protein. || — || 10
|-
| 23 || Robust Milk || More milk from cows/goats. || — || 10
|-
| 24 || Painless || No pain sensation. || — || 10
|-
| 25 || Roach Friend || Roach pheromones; roaches non-hostile. || Faction || 30
|-
| 26 || Spider Friend || Spider pheromones. || Faction || 30
|-
| 27 || Sproachder Friend || Roach + spider pheromones. || Faction || 60
|-
| 28 || Poison Breath || Spew blattedin gas (no self-immunity). || Mouth || 30
|-
| 29 || Cloaking || Light bends; harder to hit at range. || Skin || 30
|-
| 30 || Greater Cloaking || Near-invisible; turrets/cameras struggle. || Skin || 60
|-
| 31 || Fleshy Sac || Sac for organs during incubation. || — || 10
|-
| 32 || Greater Fleshy Sac || Larger sac for many organs. || — || 10
|-
| 33–47 || Organ Sacs || Produce specific organs when cloned in a sac. || — || 10
|-
| 48 || Hyperion Strain || Odd effect on growing flesh. || — || 10
|-
| 49 || Thick Fur || Thick, warm fur. || Skin || 20
|-
| 50 || Barotrauma || Rapid pressure adjustment. || — || 20
|-
| 51 || Honk || Annoying honking. || — || 10
|-
| 52 || Bottomless || Can eat much more. || — || 10
|-
| 53 || Toxin Resistance || Process some poisons easier. || — || 20
|-
| 54 || Echolocation || See with ears. || Eyes || 40
|-
| 55 || Screaming || Periodic screaming. || — || 10
|-
| 56 || Cat Eyes || Better dark vision; more flash damage. || Eyes || 30
|-
| 58 || Rad Protection || Immune to radiation ills. || — || 40
|-
| 59 || Punch || Stronger unarmed. || — || 10
|-
| 60-64 || Blood Levels || Increasing blood capacity (Bank to Temple). || None || 10-40
|-
| 65 || Vampire || Complexion loss; stabilizes genes. || — || -10
|-
| 66 || DNA Mending || Reduces instability. || — || -10
|-
| 69 || Seasoned Mind || Resistance to mental breakdowns. || None || 5
|-
| 70 || Pain Tolerance || Less locking up from pain. || — || 25
|-
| 71 || Bomb Resist || Foam-like skin; explosive resistance. || Skin || 30
|-
| 72 || Termite Friend || Electric signal; termites/wurms sense. || Faction || 50
|-
| 73 || Wurm Cry || Blood-chilling shriek; ground shakes. || Mouth || 40
|-
| 74 || Spark Breath || Small flame from mouth (light cigs). || Mouth || 5
|-
| 75 || Flame Retardant || Skin produces flame-smothering fluid. || Skin || 10
|-
| 76 || Phasing || Phase through solid objects slowly. || — || 20
|-
| 77 || No Prints || No fingerprints. || — || 5
|-
| 78 || No Breathe || No need for oxygen. || — || 5
|-
| 79 || H.U.L.K. || Heavy Uncontrolled Lifting & Kinetics. || — || 80
|-
| 81 || Miner Sight || Mine more ore; close burrows. || — || 25
|}


If you want to clone something with the mutations active, you need to head back to Soteria Genetic Analyzer and make sure that the mutations you want are active in your clone, this is shown by the nodes being colored bright green, the inactive mutations will flash bright red. For those that are color blind, there are written descriptions underneath. Be sure to always check what is and is not active before cloning.
==== 1.2 Mutations by Category ====
{| class="wikitable"
! Category !! Mutations
|-
| '''Skin''' || Cow Skin, Thick Fur, Cloaking, Greater Cloaking, Explosive Protection, Flame Retardant
|-
| '''Eyes''' || Cat Eyes, Echolocation
|-
| '''Mouth''' || Poison Breath, Spark Breath, Wurm Cry
|-
| '''Faction''' || Roach Friend, Spider Friend, Sproachder Friend, Termite Friend
|-
| '''Stability''' || DNA Mending, Vampire, Unstable Genome, Seasoned Mind
|-
| '''Utility''' || Miner Sight, EMP Blast, Object Phasing, No Prints, No Breathe
|}


'''Be. Sure. To. Always. Check. BEFORE. Cloning.'''
==== 1.3 Mutations by Instability Tier ====
{| class="wikitable"
! Instability !! Mutations
|-
| '''Negative (-10)''' || Vampire, DNA Mending (Healing/Robusting)
|-
| '''0 to 5''' || Copy Mob, Seasoned Mind, Spark Breath, No Prints, No Breathe
|-
| '''10 to 25''' || Blood Bank/River, Bald, Cow Skin, Barotrauma, Toxin Resist, Miner Sight, Phasing, Thick Fur
|-
| '''30 to 40''' || Cloaking, EMP, Poison Breath, Roach/Spider Friend, Bomb Resist, Blood Temple/Sea, Rad Protection, Echolocation, Wurm Cry
|-
| '''50+''' || Termite Friend, Greater Cloaking, Sproachder Friend, H.U.L.K. (80)
|}


When cloning something that is hostile and dangerous, make sure to have Trauma Teams or armed guards at the ready in case of an attempted breakout, and remember '''ALWAYS FOLLOW [[Standard_Operating_Procedure#Genetics_Research|SoP]]'''.
==== 1.4 DNA3 Combination Recipes ====
Use the '''Combine''' function in the Analyzer to discover these results.


== Mutations in You ==
{| class="wikitable"
! Result Mutation !! Requirement 1 !! Requirement 2 !! Requirement 3
|-
| '''Greater Cloaking''' || Cloaking || Cloaking || —
|-
| '''Echolocation''' || Blindness || Deafness || —
|-
| '''H.U.L.K.''' || Gigantism || Punch || Painless
|-
| '''Vampire''' || Blood Bank || Roach Blood || —
|-
| '''Sproachder Friend''' || Roach Friend || Spider Friend || —
|-
| '''Greater Fleshy Sac''' || Fleshy Sac || Fleshy Sac || —
|-
| '''DNA Mending''' || Unstable Genome || Simpleton || —
|-
| '''Bomb Resist''' || Thick Fur || Rad Protection || —
|}


The first thing you should do before having anyone consent to having mutation is to document everything you are doing and testing. If you are testing on yourself, then make sure to note this down. Once that is done, if you are lucky there will be some uranium around the RnD lab in order to print Blue-Ink Mutagenic Purgers, these are vital to clearing mutations and undoing mistakes, so always have at least one or two around for safety.
== Gene Irradiation (Genetic Sequencer) ==


Cows, birds, and even monkeys are fun to toy with, but now you might test on humans, for Science of course! Well, it is rather simple to get a Mutagenic Injector, load the sample into it and inject yourself. This will inject 9 different mutations at once, and some might not be active. No need to worry as you have Blue-Ink Mutagenic Purgers, this resets all your mutations removing them all in one go, you did print one out, '''right'''?
The analyzer provides '''Gene Irradiation'''. This turns a '''single''' known mutation into a new variant. It replaces that one mutation on the plate with the irradiation result.


== Bureaucracy ==
'''On the Analyzer:''' Each mutation block has an '''Irradiate''' button. Click it to replace that mutation with a sequenced variant.
To some the most fun, to others a painful paperwork system that has no real reward other than covering you from the iron hammer that is Marshal looking to shut down your fun experiment.
Be sure to always have your papers, finding and collection of data scanned copied and filed away otherwise you may be visited by a large group of really trigger happy Blackshield and angry Marshals just looking for any reason to start a shootout or an arrest!


== Tips and Tricks ==
'''Handheld option:''' The '''Vesalius-Andra Debug Scanner''' can scan a subject, use '''Irradiate Gene''', and then '''Print Sample Plate'''. This is key for unlocking advanced breeds (spider/roach variants, phasing from cloaking, etc.).
# [[Standard_Operating_Procedure#Genetics_Research|Follow your sop]]
# [[Standard_Operating_Procedure#Genetics_Research|'''Follow Your Sop''']]
# [[Standard_Operating_Procedure#Genetics_Research|'''Follow. Your. Sop''']]
# Always make sure to get consent and propper paperwork as outlined in [[Standard_Operating_Procedure#Genetics_Research|Sop]]
# If you are running low on animals, Lonestar cargo can import basic ones.
# Many foes the Prospectors face have great mutations and valuable data inside them! Make sure to secure deals with them to get those harder and rare faunas out in the fields! 
# [[Standard_Operating_Procedure#Genetics_Research|'''Follow! Your! Sop!''']]


== But what is the room to the right side of the lab? ==
== Part 2: DNA2 — The Old Modifier Lab ==


That's the old DNA genetics lab, which still works too even with this completely better and new system added to Sojourn!
To the right of the lab is the DNA2 equipment. This uses the fixed Structural Enzymes (SE) block system. Activation is determined by whether the block’s value is in the “on” range (usually 45% or higher). **DNA2 block numbers are randomized each round.** === DNA2 Gene Tables ===


To use that one, here's a bare bone basic guide -
==== 2.1 Complete List of DNA2 Genes ====
Slam in a monkey, and save to buffer.


U.I is how they look, controlling hair colour, eye colour hair and other things like horns and wings.
{| class="wikitable"
! Gene Name !! Type !! Effect !! Activation
|-
| Monkified || Special || Monkey transform (Block 27) || —
|-
| No Breathing || Power || Survive without air || 45%
|-
| Remote Viewing || Power || View far away areas || 45%
|-
| Regenerate || Power || Heal over time || 45%
|-
| Super Speed || Power || Increased movement speed || 45%
|-
| Telepathy || Power || Send messages to minds || 45%
|-
| Morph || Power || Change appearance || 45%
|-
| Cold Resistance || Power || Immunity to freezing || 30%
|-
| No Prints || Power || Leave no fingerprints || 45%
|-
| Shock Immunity || Power || Immunity to electricity || 45%
|-
| Midget || Power || Become very small || 45%
|-
| Hulk || Power || Massive strength/damage || 45%
|-
| X-Ray Vision || Power || See through walls || 45%
|-
| Telekinesis || Power || Move objects with mind || 15%
|-
| Hallucinate || Disability || Visual/auditory hallucinations || Block "On"
|-
| Epilepsy || Disability || Random seizures || Block "On"
|-
| Coughing || Disability || Constant noise/stunning || Block "On"
|-
| Clumsiness || Disability || Dropping items/fumbling || Block "On"
|-
| Tourettes || Disability || Random yelling || Block "On"
|-
| Nervousness || Disability || Random twitching/stuttering || Block "On"
|-
| Blindness || Disability || Total vision loss || Block "On"
|-
| Deafness || Disability || Total hearing loss || Block "On"
|-
| Nearsightedness || Disability || Blurred vision || Block "On"
|}


Rejuvenators are used with a beaker that can be added to the DNA modifier, this allows you to inject your subject with whatever contents were in the said beaker, typing anti-mutation or anti-radiation based chemicals.
==== 2.2 Difficulty/Assignment Chart ====
Only these blocks are assigned a random index 1-26 at round start. Block 27 is always Monkey.
{| class="wikitable"
! Difficulty !! Assigned Block Names
|-
| '''Default''' || BLIND, DEAF, CLUMSY, FAKE
|-
| '''Hard''' || HULK
|-
| '''Harder''' || TELE, FIRE, XRAY, REMOTETALK
|-
| '''Special''' || MONKEY (Block 27)
|}


Go to its S.E.
== Part 3: Genetics Injectors ==


Mutate the 3 left most number or letter to a D or greater (E and F are greater)
There are two injector systems: one for DNA2 (block-based) and one for DNA3 (mutation-pool).


Print out a single needle of it to test, inject it into someone or yourself. Theirs a small cooldown and you will have to save to an S.E buffer every time you want to test out a new 3 digit code.
=== 3.1 DNA Injectors (DNA2) ===
Used to inject a single structural enzyme block into a human.
* **Acquisition:** Found in "Box of DNA injectors" or created at the DNA modifier console using a buffer.
* **Function:** Attacks a human target to apply the block value. They deliver a minor radiation dose and have a 5% chance to trigger a random side effect.


See if it gives you powers, repeat as you go though!
=== 3.2 Mutagenic Injectors (DNA3) ===
Used to inject '''all mutations''' from a sample plate into a living mob.
* **Loading:** Load a sample plate into the injector.
* **Function:** Delivers the genetics to a living target. Synthetics and certain species are immune or will take damage instead of mutating.
* **Consumption:** The sample plate is consumed upon injection, though the injector itself is reusable.


Some clear as day mutations are -
== Bureaucracy and Safety ==
 
Always scan, copy, and file your findings. Iskhod Rangers and Blackshield may investigate unauthorized human trials. Ensure you have proper paperwork and consent documented.
TK, X-ray, Blindness, Stuttering, Hulk! Many more.
* **Purgers:** The '''Vesalius-Andra Mutagenic Purger''' clears all DNA3 mutations and resets instability. Always keep one on hand!
 
The test subject doesn't need to be alive to mutate them, so no need to worry about the dead monkey inside the pod!
 
Be careful though, as each needle is radioactive and will slowly kill you or your test subject, it's a silent killer so work with medical to give you anti-radiation chemicals.
 
Much more inadept guides can be found in other wikis or learned in-game.


{{Gameplay guides}}
{{Gameplay guides}}
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 16:32, 4 March 2026

Xenogenetics is the in-universe name for this discipline; the wiki article is Guide to Genetics.

This guide is a comprehensive introduction to xenogenetics (xenofauna genetics, cloning, mutations, and the genetic sequencer). The system is still in development, so the wiki may be outdated from time to time. That said, xenogenetics is straightforward, fun, and powerful once you know the basics. This guide includes the Vesalius-Andra analyzer workflow, Gene Irradiation (Genetic Sequencer), cloning vats, injectors and purgers, and the old DNA modifier lab.

The Two Systems: DNA2 and DNA3

Sojourn-Iskhod utilizes two distinct genetic backends that coexist within the lab. Understanding which machine handles which system is key:

  • DNA2 (The Block System): The legacy system. It uses Structural Enzyme (SE) blocks (indices 1–26) and the DNA Modifier console. It is primarily used for human mutations (Hulk, X-Ray, etc.) and cosmetic Identity (UI).
  • DNA3 (The Mutation-Pool): The modern system. This uses mutation datums in a specialized genetics holder. It powers the Vesalius-Andra machines, xenofauna, cloning, and advanced mutation recipes.

Harvesting Genes From Animals to Mutants

Genetics is heavily limited at the beginning, due to your vital equipment not being upgraded. It is recommended to upgrade your machinery (e.g. better manipulators, scanning modules, and matter bins) to save DNA, meat and time.

The centrepiece for turning flesh into genetic data is the Xenofauna Genetics Pulper. It accepts raw meat (up to five slabs at a time) or one whole non-human creature. Turn the pulper on to process; it destroys the contents and produces Mutagenic Sample Plates carrying the genetic data. Whole creatures yield more plates than meat alone (their meat value plus a bonus), so putting a full body in when you can is efficient.

You may also have a Gibber and a Meat Spike in or near the lab. The meat spike lets you grapple corpses and harvest meat from them. Monkey and human limbs can be butchered for a small amount of meat: put legs or arms on a table and use a knife to get an extra slab.

Sample plates are the key to genetics work. Do not grind every bit of flesh in the Advanced Grinder if you still need genetic samples—use the pulper for that.

Gathering protein (often called animal protein) is a huge part of cloning. The Vesalius-Andra Advanced Grinder helps a lot: anything on the south tile of the machine is automatically pulled in and ground. Click-dragging a B.I.D.O.N. canister onto the grinder from its west tile anchors and links it to transfer liquid directly.

Part 1: The DNA3 Mutation-Pool System

The Vesalius-Andra Genetic Analyzer is the workhorse of the department. Load sample plates into it (capacity depends on upgrades). Each plate shows a set of mutation blocks. To analyze: choose "Analyze" for a plate, then Mark the blocks you want to identify. Confirm "Analyze" to consume that sample plate and reveal the marked mutations—analyzing destroys the plate.

Sync with RnD uploads your discovered mutations to the main R&D console and awards research points. To discover rarer mutations, use Combine. Add two or more mutations to the list and confirm. The Merge function merges two entire sample plates into one, combining all their mutations onto a single plate.

DNA3 Mutation Tables

Mutations contribute to Total Instability. If instability reaches 100% and above, serious effects (including clone damage and transformation into a "wasonce") occur. Only one mutation per Exclusive Type can be active at once. Default instability is 10 unless noted. Negative values reduce total instability.

1.1 Complete List of DNA3 Mutations

# Name Description Exclusive Instability
1 (Genetic Copy) Clone data for a creature; used for cloning. 0
2 Bald Hairline recedes severely. 10
3 Cow Skin Leathery, cow-like skin; reduced brute damage. Skin 20
4 Simpleton Lowers COG, MEC, BIO stats. 10
5 Gigantism Much larger size. 10
6 Dwarfism Much smaller, more fragile. 10
7 Unstable Genome Random instability. 10–70
8 Moo Intermittent mooing. 10
9 Epilepsy Seizures. 10
10 Coughing Intermittent coughing. 10
11 Clumsiness More likely to drop/fumble. 10
12 Tourettes Verbal tics. 10
13 Nervousness Constant second-guessing. 10
14 Blindness Film over pupils; can't see. 10
15 Deafness Growths block sound. 10
16 Nearsightedness Worse vision. 10
17 Unbalanced No sense of balance. 10
18 EMP Blast Gland for strong EM discharges. 30
19 Roach Blood Green blood; blattedin heals. 10
20 Strange Roach Unstable roach DNA for cloning. 10
21 Chocolate Milk Cows/goats produce chocolate milk. 10
22 Protein Milk Cows/goats produce protein. 10
23 Robust Milk More milk from cows/goats. 10
24 Painless No pain sensation. 10
25 Roach Friend Roach pheromones; roaches non-hostile. Faction 30
26 Spider Friend Spider pheromones. Faction 30
27 Sproachder Friend Roach + spider pheromones. Faction 60
28 Poison Breath Spew blattedin gas (no self-immunity). Mouth 30
29 Cloaking Light bends; harder to hit at range. Skin 30
30 Greater Cloaking Near-invisible; turrets/cameras struggle. Skin 60
31 Fleshy Sac Sac for organs during incubation. 10
32 Greater Fleshy Sac Larger sac for many organs. 10
33–47 Organ Sacs Produce specific organs when cloned in a sac. 10
48 Hyperion Strain Odd effect on growing flesh. 10
49 Thick Fur Thick, warm fur. Skin 20
50 Barotrauma Rapid pressure adjustment. 20
51 Honk Annoying honking. 10
52 Bottomless Can eat much more. 10
53 Toxin Resistance Process some poisons easier. 20
54 Echolocation See with ears. Eyes 40
55 Screaming Periodic screaming. 10
56 Cat Eyes Better dark vision; more flash damage. Eyes 30
58 Rad Protection Immune to radiation ills. 40
59 Punch Stronger unarmed. 10
60-64 Blood Levels Increasing blood capacity (Bank to Temple). None 10-40
65 Vampire Complexion loss; stabilizes genes. -10
66 DNA Mending Reduces instability. -10
69 Seasoned Mind Resistance to mental breakdowns. None 5
70 Pain Tolerance Less locking up from pain. 25
71 Bomb Resist Foam-like skin; explosive resistance. Skin 30
72 Termite Friend Electric signal; termites/wurms sense. Faction 50
73 Wurm Cry Blood-chilling shriek; ground shakes. Mouth 40
74 Spark Breath Small flame from mouth (light cigs). Mouth 5
75 Flame Retardant Skin produces flame-smothering fluid. Skin 10
76 Phasing Phase through solid objects slowly. 20
77 No Prints No fingerprints. 5
78 No Breathe No need for oxygen. 5
79 H.U.L.K. Heavy Uncontrolled Lifting & Kinetics. 80
81 Miner Sight Mine more ore; close burrows. 25

1.2 Mutations by Category

Category Mutations
Skin Cow Skin, Thick Fur, Cloaking, Greater Cloaking, Explosive Protection, Flame Retardant
Eyes Cat Eyes, Echolocation
Mouth Poison Breath, Spark Breath, Wurm Cry
Faction Roach Friend, Spider Friend, Sproachder Friend, Termite Friend
Stability DNA Mending, Vampire, Unstable Genome, Seasoned Mind
Utility Miner Sight, EMP Blast, Object Phasing, No Prints, No Breathe

1.3 Mutations by Instability Tier

Instability Mutations
Negative (-10) Vampire, DNA Mending (Healing/Robusting)
0 to 5 Copy Mob, Seasoned Mind, Spark Breath, No Prints, No Breathe
10 to 25 Blood Bank/River, Bald, Cow Skin, Barotrauma, Toxin Resist, Miner Sight, Phasing, Thick Fur
30 to 40 Cloaking, EMP, Poison Breath, Roach/Spider Friend, Bomb Resist, Blood Temple/Sea, Rad Protection, Echolocation, Wurm Cry
50+ Termite Friend, Greater Cloaking, Sproachder Friend, H.U.L.K. (80)

1.4 DNA3 Combination Recipes

Use the Combine function in the Analyzer to discover these results.

Result Mutation Requirement 1 Requirement 2 Requirement 3
Greater Cloaking Cloaking Cloaking
Echolocation Blindness Deafness
H.U.L.K. Gigantism Punch Painless
Vampire Blood Bank Roach Blood
Sproachder Friend Roach Friend Spider Friend
Greater Fleshy Sac Fleshy Sac Fleshy Sac
DNA Mending Unstable Genome Simpleton
Bomb Resist Thick Fur Rad Protection

Gene Irradiation (Genetic Sequencer)

The analyzer provides Gene Irradiation. This turns a single known mutation into a new variant. It replaces that one mutation on the plate with the irradiation result.

On the Analyzer: Each mutation block has an Irradiate button. Click it to replace that mutation with a sequenced variant.

Handheld option: The Vesalius-Andra Debug Scanner can scan a subject, use Irradiate Gene, and then Print Sample Plate. This is key for unlocking advanced breeds (spider/roach variants, phasing from cloaking, etc.).

Part 2: DNA2 — The Old Modifier Lab

To the right of the lab is the DNA2 equipment. This uses the fixed Structural Enzymes (SE) block system. Activation is determined by whether the block’s value is in the “on” range (usually 45% or higher). **DNA2 block numbers are randomized each round.** === DNA2 Gene Tables ===

2.1 Complete List of DNA2 Genes

Gene Name Type Effect Activation
Monkified Special Monkey transform (Block 27)
No Breathing Power Survive without air 45%
Remote Viewing Power View far away areas 45%
Regenerate Power Heal over time 45%
Super Speed Power Increased movement speed 45%
Telepathy Power Send messages to minds 45%
Morph Power Change appearance 45%
Cold Resistance Power Immunity to freezing 30%
No Prints Power Leave no fingerprints 45%
Shock Immunity Power Immunity to electricity 45%
Midget Power Become very small 45%
Hulk Power Massive strength/damage 45%
X-Ray Vision Power See through walls 45%
Telekinesis Power Move objects with mind 15%
Hallucinate Disability Visual/auditory hallucinations Block "On"
Epilepsy Disability Random seizures Block "On"
Coughing Disability Constant noise/stunning Block "On"
Clumsiness Disability Dropping items/fumbling Block "On"
Tourettes Disability Random yelling Block "On"
Nervousness Disability Random twitching/stuttering Block "On"
Blindness Disability Total vision loss Block "On"
Deafness Disability Total hearing loss Block "On"
Nearsightedness Disability Blurred vision Block "On"

2.2 Difficulty/Assignment Chart

Only these blocks are assigned a random index 1-26 at round start. Block 27 is always Monkey.

Difficulty Assigned Block Names
Default BLIND, DEAF, CLUMSY, FAKE
Hard HULK
Harder TELE, FIRE, XRAY, REMOTETALK
Special MONKEY (Block 27)

Part 3: Genetics Injectors

There are two injector systems: one for DNA2 (block-based) and one for DNA3 (mutation-pool).

3.1 DNA Injectors (DNA2)

Used to inject a single structural enzyme block into a human.

  • **Acquisition:** Found in "Box of DNA injectors" or created at the DNA modifier console using a buffer.
  • **Function:** Attacks a human target to apply the block value. They deliver a minor radiation dose and have a 5% chance to trigger a random side effect.

3.2 Mutagenic Injectors (DNA3)

Used to inject all mutations from a sample plate into a living mob.

  • **Loading:** Load a sample plate into the injector.
  • **Function:** Delivers the genetics to a living target. Synthetics and certain species are immune or will take damage instead of mutating.
  • **Consumption:** The sample plate is consumed upon injection, though the injector itself is reusable.

Bureaucracy and Safety

Always scan, copy, and file your findings. Iskhod Rangers and Blackshield may investigate unauthorized human trials. Ensure you have proper paperwork and consent documented.

  • **Purgers:** The Vesalius-Andra Mutagenic Purger clears all DNA3 mutations and resets instability. Always keep one on hand!