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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 Genetics is rather still in development, meaning that the wiki page can be outdated or have wrong information at any time.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 basic 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 The system is still in development, so the wiki may be outdated from time to time.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.
== 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 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.
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. Add meat by placing it in the pulper, or grapple an animal (monkeys, spiders, birds, and other organic fauna) and put it inside—the pulper's biosafety will refuse humans. 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. Meat must have come from something with genetic data (e.g. butchered from a creature) for the pulper to produce useful plates.


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!
You may also have a '''Gibber''' and a '''Meat Spike''' in or near the lab. The gibber works like the kitchen one: suitable for monkeys, spiders and other critters. If it is access-locked, you can try hacking it with a multitool (several times) until it allows use. The meat spike lets you grapple corpses and harvest meat from them. Both give you meat that you can then feed into the Xenofauna Genetics Pulper to get sample plates.


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.
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. That helps finish a run or get a head start on the next clone.


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. At the start of the shift, without upgrades, cloning can cost a lot of protein (e.g. a cow-sized clone can be on the order of hundreds of units), so it is important not to waste it early. The '''Vesalius-Andra Advanced Grinder''' helps a lot: anything on the '''south''' tile of the machine is automatically pulled in and ground, saving you clicks. It holds a large amount of reagents and does not auto-dispense into bottles unless you tell it to. Click-dragging a '''B.I.D.O.N. canister''' onto the grinder from its '''west''' tile anchors and links the canister so you can transfer stored liquid (e.g. protein) directly into it, saving time compared to filling by hand or bucket.


This imposing analyzer can be understood easily after a few minutes of tinkering!
A few tricks to get more protein:
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.
# Cutting meat slabs into slices yields a bit more protein per slab.
# Some cow mutations let you milk them for protein, giving a slow but steady supply.
# Medical may have spare protein bottles (e.g. from roach meat); check the chemical fridge or ask.


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 ==


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.
This analyzer is the workhorse of the department. Load '''sample plates''' into it (capacity depends on upgrades; base is several plates).


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."
Each plate shows a set of mutation blocks. At first they appear as "???" because they are not yet analyzed. You can only analyze a limited number of blocks per run (default two; upgrades increase this). To analyze: choose "Analyze" for a plate, then '''Mark''' the blocks you want to identify. Marked blocks turn from yellow to green (or show a checkmark turning to "X" for colour-blind mode; unmarked stays as "Unmarked"). Confirm "Analyze" to consume that sample plate and reveal the marked mutations—'''analyzing destroys the plate''', so mark only what you need or can afford to lose.


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%!
'''Sync with RnD''' uploads your discovered mutations to the main R&D console and awards research points based on what you have scanned, which helps R&D early in the shift or when they need a few more points for new research. That can make your lab a priority for upgrades.


== DNA Sampling and Wheeling are Done, Now What? ==
To discover rarer or more advanced mutations you may need to '''Combine''' genes. Use the Combine (or Key) button and add two or more mutations from a plate into the combine list (left to right). Use "Remove" to take one back if you misclick. When you have at least two in the list, confirm to combine them; this can produce a new mutation (which may still show as "???" until you analyze it on another plate). The '''Merge''' function is different: it merges two entire sample plates into one, combining all their mutations onto a single plate (one plate is consumed). Useful for building "super" samples with many 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!
As you add and combine mutations, '''Instability''' rises and falls. Each mutation contributes its own amount. Do '''NOT''' let instability reach 100%—at 100% and above, serious effects (including clone damage and worse) can occur. Keep an eye on the displayed instability when building samples.


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.
== Gene Irradiation (Genetic Sequencer) ==


'''Be. Sure. To. Always. Check. BEFORE. Cloning.'''
The same analyzer provides '''Gene Irradiation''' (sometimes called the genetic sequencer). This turns a '''single''' known mutation into a new variant—e.g. roach DNA can be irradiated into different roach breeds, cloaking into phasing, and so on. It does not consume the whole sample plate; it replaces that one mutation on the plate with the irradiation result.


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]]'''.
'''On the Vesalius-Andra Genetic Analyzer:''' From the main menu, on any loaded sample plate, each mutation block has an '''Irradiate''' button. Click it to irradiate that mutation. The machine will show "Irradiation Complete!" and the new mutation (which may still show as "???" until you analyze it elsewhere). You can then irradiate again on the same or other plates to discover more variants. Recipe results depend on the mutation type (see in-game mutation guides or experiment).


== Mutations in You ==
'''Handheld option:''' The '''Vesalius-Andra Debug Scanner''' (if available in your lab) can scan a subject or meat to load genetics, then use the verb '''Irradiate Gene''' to irradiate a chosen mutation from the loaded data. You can then use '''Print Sample Plate''' to create a plate from the result. Useful for quick sequencing without using the main analyzer.


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.
Irradiation is key for unlocking advanced mutation trees (e.g. spider/roach/termite breeds, phasing from cloaking, flesh sacs from certain DNA). Combine it with analysis and combining to fill the mutation database and build powerful samples.


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'''?
== DNA Sampling and Prep Are Done—Now What? ==


== Bureaucracy ==
To the left side of the lab you will find '''Vesalius-Andra Xenofauna Cloning Vats'''. These large tubular machines are where you grow clones. For each vat you need:
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.
# A '''sample plate''' with the genetics you want (and an active '''clone''' mutation—the vat uses that to decide what to grow),
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!
# A '''Vat Control Console''' adjacent to the vat (to start and monitor the run),
# A '''B.I.D.O.N. canister''' with '''protein''', anchored to the '''west''' tile of the vat (click-drag the canister onto the vat to link it).


== Tips and Tricks ==
Operate the vat from the '''Vat Control Console''': load the sample plate into the vat, ensure the linked B.I.D.O.N. has enough protein, then start the run. The vat drains protein over time. If the canister runs out of protein before the clone is ready, the run can fail and you get a half-cloned mess—wasted materials, time and work. The vat can clone any organic creature for which you have a viable sample (from meat that produced a plate with a clone mutation). Do not leave a vat unattended once the clone is ready: a fully grown creature can eventually break out and cause a mess. A ready clone will bang on the glass and give sound and chat cues.
# [[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? ==
If you want the clone to have specific mutations active, prepare the sample in the Vesalius-Andra Genetic Analyzer first. Set which mutations are '''active''' (bright green) and which are '''inactive''' (flashing red). For colour-blind mode, use the written descriptions. Always check what is active and inactive before you load the plate into the cloner.


That's the old DNA genetics lab, which still works too even with this completely better and new system added to Sojourn!
'''Be. Sure. To. Always. Check. BEFORE. Cloning.'''


To use that one, here's a bare bone basic guide -
When cloning something hostile or dangerous, have Trauma Teams or armed guards ready in case of a breakout, and remember '''ALWAYS FOLLOW [[Standard_Operating_Procedure#Genetics_Research|SoP]]'''.
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.
== Mutations in You ==


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.
Before giving anyone mutations, document what you are doing and get consent. If you are testing on yourself, note that too. If you have access to uranium (e.g. from R&D), you can print '''Vesalius-Andra Mutagenic Purger'''s. These clear all mutations from a subject and reset instability to zero—essential for undoing mistakes. Keep at least one or two on hand.


Go to its S.E.
To apply mutations to a human (or yourself): load a '''sample plate''' into a '''Mutagenic Injector''', then inject the target. The injector delivers '''all mutations on that sample plate''' at once. Some may be active and some inactive. You can use a Vesalius-Andra Mutagenic Purger to remove everything in one go if needed—you did print one, '''right'''?


Mutate the 3 left most number or letter to a D or greater (E and F are greater)
== Bureaucracy ==
To some the most fun, to others a painful paperwork system that has no real reward other than covering you from the iron hammer of the Iskhod Rangers looking to shut down your fun experiment.
Be sure to always have your papers, findings and collection of data scanned, copied and filed; otherwise you may be visited by a large group of trigger-happy Blackshield and angry Rangers looking for any reason to start a shootout or an arrest!


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.
== Tips and Tricks ==
 
# [[Standard_Operating_Procedure#Genetics_Research|Follow SoP]] and get consent plus proper paperwork before human trials—it keeps the Rangers and Blackshield off your back.
See if it gives you powers, repeat as you go though!
# Upgrade the analyzer (scanning modules, matter bins) early: more plates and more mutations per analysis save meat and time.
 
# Keep at least one Vesalius-Andra Mutagenic Purger on hand before injecting anyone; mistakes are easy to undo if you have it.
Some clear as day mutations are -
# Use the excavation pick’s batch option: enter the number of 2 cm steps (e.g. 30 for 60 cm) so the bubble dig is one continuous action.
 
# Before loading a plate into the cloner, set which mutations are active (green) in the analyzer—the vat clones whatever is active.
TK, X-ray, Blindness, Stuttering, Hulk! Many more.
# If you are low on animals, Lonestar cargo can import basic fauna; Prospectors often have rare or dangerous specimens—secure deals for meat or samples from the field.
# Irradiate common mutations (e.g. roach, spider, cloaking) to unlock advanced breeds and abilities; check in-game mutation trees for recipes.
# Slice meat before grinding when you need protein; some cow mutations can be milked for a slow but steady protein supply.
# Sync with RnD from the analyzer when you have new mutations—it gives research points and can make your lab a priority for upgrades.
# For dangerous clones, have Trauma Teams or armed backup ready and use the disposal pipe to vent the vat when the clone is ready instead of opening it manually.


The test subject doesn't need to be alive to mutate them, so no need to worry about the dead monkey inside the pod!
== What About the Console to the Right of the Lab? ==


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.
That is the old DNA genetics equipment, which still works alongside the Vesalius-Andra xenofauna system.


Much more inadept guides can be found in other wikis or learned in-game.
Bare-bones guide to the old system:
# Put a monkey (or subject) in the DNA modifier and save to buffer.
# The UI controls appearance: hair colour, eye colour, hair style, horns, wings, etc.
# Rejuvenators are used with a beaker added to the DNA modifier; you can inject the subject with the beaker's contents (e.g. anti-mutation or anti-radiation chemicals).
# Use the S.E. (Structural Enzymes) buffer: save to S.E., then mutate the leftmost block(s)—e.g. set the first few digits to D or higher (E, F) to try for powers.
# Print a single injector needle, inject someone (or yourself). There is a short cooldown; you must save to the S.E. buffer again each time you want to test a new code.
# See if it grants powers; repeat as you go.
# Obvious mutations include TK, X-ray, blindness, stuttering, Hulk, and others.
# The test subject does not need to be alive to mutate them in the modifier.
# Be careful: each needle is radioactive and can slowly harm or kill the subject. Work with medical for anti-radiation chems.


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

Revision as of 03:12, 4 March 2026

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

This guide is a basic 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.

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. Add meat by placing it in the pulper, or grapple an animal (monkeys, spiders, birds, and other organic fauna) and put it inside—the pulper's biosafety will refuse humans. 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. Meat must have come from something with genetic data (e.g. butchered from a creature) for the pulper to produce useful plates.

You may also have a Gibber and a Meat Spike in or near the lab. The gibber works like the kitchen one: suitable for monkeys, spiders and other critters. If it is access-locked, you can try hacking it with a multitool (several times) until it allows use. The meat spike lets you grapple corpses and harvest meat from them. Both give you meat that you can then feed into the Xenofauna Genetics Pulper to get sample plates.

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. That helps finish a run or get a head start on the next clone.

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. At the start of the shift, without upgrades, cloning can cost a lot of protein (e.g. a cow-sized clone can be on the order of hundreds of units), so it is important not to waste it early. The Vesalius-Andra Advanced Grinder helps a lot: anything on the south tile of the machine is automatically pulled in and ground, saving you clicks. It holds a large amount of reagents and does not auto-dispense into bottles unless you tell it to. Click-dragging a B.I.D.O.N. canister onto the grinder from its west tile anchors and links the canister so you can transfer stored liquid (e.g. protein) directly into it, saving time compared to filling by hand or bucket.

A few tricks to get more protein:

  1. Cutting meat slabs into slices yields a bit more protein per slab.
  2. Some cow mutations let you milk them for protein, giving a slow but steady supply.
  3. Medical may have spare protein bottles (e.g. from roach meat); check the chemical fridge or ask.

The Vesalius-Andra Genetic Analyzer

This analyzer is the workhorse of the department. Load sample plates into it (capacity depends on upgrades; base is several plates).

Each plate shows a set of mutation blocks. At first they appear as "???" because they are not yet analyzed. You can only analyze a limited number of blocks per run (default two; upgrades increase this). To analyze: choose "Analyze" for a plate, then Mark the blocks you want to identify. Marked blocks turn from yellow to green (or show a checkmark turning to "X" for colour-blind mode; unmarked stays as "Unmarked"). Confirm "Analyze" to consume that sample plate and reveal the marked mutations—analyzing destroys the plate, so mark only what you need or can afford to lose.

Sync with RnD uploads your discovered mutations to the main R&D console and awards research points based on what you have scanned, which helps R&D early in the shift or when they need a few more points for new research. That can make your lab a priority for upgrades.

To discover rarer or more advanced mutations you may need to Combine genes. Use the Combine (or Key) button and add two or more mutations from a plate into the combine list (left to right). Use "Remove" to take one back if you misclick. When you have at least two in the list, confirm to combine them; this can produce a new mutation (which may still show as "???" until you analyze it on another plate). The Merge function is different: it merges two entire sample plates into one, combining all their mutations onto a single plate (one plate is consumed). Useful for building "super" samples with many mutations.

As you add and combine mutations, Instability rises and falls. Each mutation contributes its own amount. Do NOT let instability reach 100%—at 100% and above, serious effects (including clone damage and worse) can occur. Keep an eye on the displayed instability when building samples.

Gene Irradiation (Genetic Sequencer)

The same analyzer provides Gene Irradiation (sometimes called the genetic sequencer). This turns a single known mutation into a new variant—e.g. roach DNA can be irradiated into different roach breeds, cloaking into phasing, and so on. It does not consume the whole sample plate; it replaces that one mutation on the plate with the irradiation result.

On the Vesalius-Andra Genetic Analyzer: From the main menu, on any loaded sample plate, each mutation block has an Irradiate button. Click it to irradiate that mutation. The machine will show "Irradiation Complete!" and the new mutation (which may still show as "???" until you analyze it elsewhere). You can then irradiate again on the same or other plates to discover more variants. Recipe results depend on the mutation type (see in-game mutation guides or experiment).

Handheld option: The Vesalius-Andra Debug Scanner (if available in your lab) can scan a subject or meat to load genetics, then use the verb Irradiate Gene to irradiate a chosen mutation from the loaded data. You can then use Print Sample Plate to create a plate from the result. Useful for quick sequencing without using the main analyzer.

Irradiation is key for unlocking advanced mutation trees (e.g. spider/roach/termite breeds, phasing from cloaking, flesh sacs from certain DNA). Combine it with analysis and combining to fill the mutation database and build powerful samples.

DNA Sampling and Prep Are Done—Now What?

To the left side of the lab you will find Vesalius-Andra Xenofauna Cloning Vats. These large tubular machines are where you grow clones. For each vat you need:

  1. A sample plate with the genetics you want (and an active clone mutation—the vat uses that to decide what to grow),
  2. A Vat Control Console adjacent to the vat (to start and monitor the run),
  3. A B.I.D.O.N. canister with protein, anchored to the west tile of the vat (click-drag the canister onto the vat to link it).

Operate the vat from the Vat Control Console: load the sample plate into the vat, ensure the linked B.I.D.O.N. has enough protein, then start the run. The vat drains protein over time. If the canister runs out of protein before the clone is ready, the run can fail and you get a half-cloned mess—wasted materials, time and work. The vat can clone any organic creature for which you have a viable sample (from meat that produced a plate with a clone mutation). Do not leave a vat unattended once the clone is ready: a fully grown creature can eventually break out and cause a mess. A ready clone will bang on the glass and give sound and chat cues.

If you want the clone to have specific mutations active, prepare the sample in the Vesalius-Andra Genetic Analyzer first. Set which mutations are active (bright green) and which are inactive (flashing red). For colour-blind mode, use the written descriptions. Always check what is active and inactive before you load the plate into the cloner.

Be. Sure. To. Always. Check. BEFORE. Cloning.

When cloning something hostile or dangerous, have Trauma Teams or armed guards ready in case of a breakout, and remember ALWAYS FOLLOW SoP.

Mutations in You

Before giving anyone mutations, document what you are doing and get consent. If you are testing on yourself, note that too. If you have access to uranium (e.g. from R&D), you can print Vesalius-Andra Mutagenic Purgers. These clear all mutations from a subject and reset instability to zero—essential for undoing mistakes. Keep at least one or two on hand.

To apply mutations to a human (or yourself): load a sample plate into a Mutagenic Injector, then inject the target. The injector delivers all mutations on that sample plate at once. Some may be active and some inactive. You can use a Vesalius-Andra Mutagenic Purger to remove everything in one go if needed—you did print one, right?

Bureaucracy

To some the most fun, to others a painful paperwork system that has no real reward other than covering you from the iron hammer of the Iskhod Rangers looking to shut down your fun experiment. Be sure to always have your papers, findings and collection of data scanned, copied and filed; otherwise you may be visited by a large group of trigger-happy Blackshield and angry Rangers looking for any reason to start a shootout or an arrest!

Tips and Tricks

  1. Follow SoP and get consent plus proper paperwork before human trials—it keeps the Rangers and Blackshield off your back.
  2. Upgrade the analyzer (scanning modules, matter bins) early: more plates and more mutations per analysis save meat and time.
  3. Keep at least one Vesalius-Andra Mutagenic Purger on hand before injecting anyone; mistakes are easy to undo if you have it.
  4. Use the excavation pick’s batch option: enter the number of 2 cm steps (e.g. 30 for 60 cm) so the bubble dig is one continuous action.
  5. Before loading a plate into the cloner, set which mutations are active (green) in the analyzer—the vat clones whatever is active.
  6. If you are low on animals, Lonestar cargo can import basic fauna; Prospectors often have rare or dangerous specimens—secure deals for meat or samples from the field.
  7. Irradiate common mutations (e.g. roach, spider, cloaking) to unlock advanced breeds and abilities; check in-game mutation trees for recipes.
  8. Slice meat before grinding when you need protein; some cow mutations can be milked for a slow but steady protein supply.
  9. Sync with RnD from the analyzer when you have new mutations—it gives research points and can make your lab a priority for upgrades.
  10. For dangerous clones, have Trauma Teams or armed backup ready and use the disposal pipe to vent the vat when the clone is ready instead of opening it manually.

What About the Console to the Right of the Lab?

That is the old DNA genetics equipment, which still works alongside the Vesalius-Andra xenofauna system.

Bare-bones guide to the old system:

  1. Put a monkey (or subject) in the DNA modifier and save to buffer.
  2. The UI controls appearance: hair colour, eye colour, hair style, horns, wings, etc.
  3. Rejuvenators are used with a beaker added to the DNA modifier; you can inject the subject with the beaker's contents (e.g. anti-mutation or anti-radiation chemicals).
  4. Use the S.E. (Structural Enzymes) buffer: save to S.E., then mutate the leftmost block(s)—e.g. set the first few digits to D or higher (E, F) to try for powers.
  5. Print a single injector needle, inject someone (or yourself). There is a short cooldown; you must save to the S.E. buffer again each time you want to test a new code.
  6. See if it grants powers; repeat as you go.
  7. Obvious mutations include TK, X-ray, blindness, stuttering, Hulk, and others.
  8. The test subject does not need to be alive to mutate them in the modifier.
  9. Be careful: each needle is radioactive and can slowly harm or kill the subject. Work with medical for anti-radiation chems.