Guide to Genetics

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Revision as of 12:03, 6 August 2013 by Don (talk | contribs) (added missing powers and texts, not verbatim. Added Hulk and TK cause they been around since dawn of time. New Hulk seems to last 5 minutes. Blindness doesn't seem to work. Self Biomass Manipulation has another name in the tab, can't remember what.)
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In addition to the basic work of cloning, a Geneticist has access to two DNA Modifiers. These devices can, with enough patience, reward you with superpowers, crippling diseases, or just amusing mutations.

NOTE: GENETICS CODE IS CURRENTLY BEING UPDATED. INFORMATION BELOW MAY BE INCORRECT DUE TO RECENT CHANGES.

The Building Blocks of Life

When a person (or monkey) is put into the DNA Modifier, the modifier's computer will allow the user to:

  • View Potential holds the character's possible superpowers and diseases. Unknown potentials can be researched. Mutations can be activated when the correct DNA sequence is entered.
  • View Mutations shows the active mutations of the occupant.
  • View Research shows the research which is currently taking place, and shows possible research and finished research.
  • Change Appearance allows the user to change several features of the occupant, such as their skin colour and hair.

The user can click on the printer icon at the bottom left to print out the current page onto a piece of paper. The paper can then be examined to bring up the page.

Cracking the Code

Mutations are composed of a series of paired blocks. Each block contains the values G, A, C, T (Guanine, Adenine, Cytosine, and Thymine respectively) or is empty. The DNA Modifier allows you to select blocks and modify them. What the geneticist is attempting to accomplish is figuring out what each empty block's value should be, and thus being able to pass that mutation to the occupant. In each pair of blocks, a G block always links to a C block, and a T block always links to an A block. Some values can be figured out immediately, while others need simple guesswork as you go through each possible combination.

Once the correct code is entered, the user can then activate the mutation. It will no longer appear in View Potential, and is now located in the View Mutations section.

By clicking on the green vertical line connecting pairs of blocks, you can highlight that pair. Useful for marking parts of the mutation which haven't been figured out yet.

Note that within a round, all subjects with a specific mutation will have the exact same DNA code required to unlock it -- This means that if, for example, one human has half the code for Fire Resist and another has the other half, you can simply put the two together to figure out the full code.

Research

Every mutation can be researched to find out what it does. If a mutation has not been researched, it is simply titled Unknown Mutation. Each mutation only needs to be researched once. Research is conducted by spending research materials, which are slowly gained over time. Additional research materials can be bought by spending money from the station's research budget.

Extra features and upgrades to the machine can be bought directly from the View Research section. Research starts at tier 1, and higher tiers are unlocked when lower tiers are completed.

Research Tier Research Time Materials Cost Effect
Mutation Research None 100 seconds 20 Shows the name of that particular mutation and gives a brief description of it.
Research Efficiency 1 180 seconds 30 Research costs decrease by 10%.
Research Acceleration 1 200 seconds 30 Research times decrease by 10%.
Hair Follicle Research 1 300 seconds 50 Unlocks additional hair styles when you change the appearance of someone.
Radiation Emitters 1 450 seconds 100 Installs radiation emitters in the scanner, allowing you to re-roll the pool of potential mutations of a person. This will cause severe radiation poisoning that will have to be treated. This can not be used on dead organisms and has a cooldown time of 3 minutes.
Gene Sequence Checker 1 400 seconds 75 Installs analysis equipment in the scanner that allows users to check how many base pairs are stable. It has a cooldown of one minute.
Improved Research Efficiency 2 400 seconds 80 Research costs decrease by a further 10%, for a total of 20% discount.
Improved Research Acceleration 2 400 seconds 80 Research times decrease by a further 10%, for a total of 20% acceleration.
DNA Reclaimer 2 400 seconds 100 Allows unwanted genes to be converted into research materials. It has a two minute cooldown and has a chance to fail depending on what gene is being reclaimed.
Radiation Dampeners 2 400 seconds 80 Reduces the amount of harmful radiation caused by Radiation Emitters
Emitter Coolant System 2 450 seconds 120 Reduces the amount of time required for Radiation Emitters to cool down.
Precision Radiation Emitters 3 600 seconds 150 Upgrades the Radiation Emitters in the scanner so they can target single genes at a time. The gene must have been researched first, and doing this has a longer cooldown and greater irradiation amount than regular emitters.

Testing

The geneticist begins with several monkeys which have mutations just like people do, they are perfect for being tested on. Their mutations can also be researched and activated. When the sequence for a mutation has been discovered, it can be printed out with an appropriate label. This sequence can then be used to provide that mutation for a human who has it in their list of potential mutations.

A PDA with the Genetics Scan can be used on people to scan people and send a copy of their DNA to the genetics consoles. They can then be found by going to View DNA Samples in the View Research tab. From there, you can select the name of the person you want to work on, and their powers can be given to them when they return to genetics later.

Mutations

There are a wide variety of mutations. Some are beneficial, some are detrimental, some are situational and some are just wacky and fun. Your interface will get a Mutation TAB with power verbs if you manage to unlock an active skill.

Power Message Danger Level Effect
Fire Resistance You feel cold. Beneficial You are immune to high temperature and fire. You have a noticeable orange aura.
Cold Resistance You feel warm Beneficial You are immune to low temperature and ice. You have a noticeable blue aura.
Thermal Resistance Your thermal resistances merge into one! Beneficial You are immune to heat changes. This power replaces Fire Resistance and Cold Resistance when both are activated. You gain an aura which flicks between orange and blue.
SMES Human Your hair stands on end! Beneficial You are protected from electrical energy. Your skin crackles with electrical currents.
Glowy Your skin begins to glow softly. Harmless You permanently emit a strong red light.
Jumpy Your legs grow longer. Beneficial You gain a jump that moves you half a screen in no time at all.
Obesity You burst out of your clothes! Harmful Is fat. You are so fat that people may struggle to push your fat ass out of the way. Some of your clothes may also rip due to your extreme girth.
Dwarfism Did everything just get bigger? Harmless You are smaller.
Cloak of Darkness You feel at one with your surroundings. Beneficial You become invisible while standing still. This can work against you in more ways than one.
High-pressure intestines You feel bloated and gassy. Harmless All will fear your tremendous farts
Cryokinesis Beneficial You gain the ability to cool people down significantly on contact.
Telepathy Your voice echoes around in your head. Beneficial You gain the ability to communicate telepathically.
Close-minded Your mind feels closed. Beneficial You can no longer be mind-read or telepathically spoken to.
Mind-reading You feel your senses stretching out. Beneficial You can read people's mind.
Radioactive You feel a strange sickness permeate your whole body Harmful You suffer from radiation sickness and cause the same to nearby people.
Self Biomass Manipulation Your skin and joints feel loose. Harmful You can turn yourself into a liquid.
Matter eater You feel hungry. Harmless You can eat much more items than usual.
Immolation You feel like you are burning up. Harmful You set yourself on fire and become a human torch. This is a very bad thing if you don't want to burn alive.
Telekinesis You feel smarter. Beneficial You can interact with the world without being in close range with anything.
Hulk You feel stronger. Beneficial Your skin turns green, and you can punch through walls. Fulk wears off in a while just like in real life.
Blindness You can't see anything. Harmful Your screen goes black. You can't interact with anything, unless you have a VISOR, and even then you won't get feedback on your actions.
Frontal Gyrus Suspension You are unable to express yourself. Harmful You become mute, you are unable to speak
Frontal Gyrus Alteration Harmless There are several variations of this mutation, each one effects speech in a different way. Variations include faltering speech, talking funky, talking Norse, talking Swedish and more.
Deaf It's kinda quiet... Harmful You can't hear anything. Blessed silence may come as a relief once you've gotten sick of the regular radio chatter. To fix this without modifying DNA, you can equip an auditory headset.
Epilepsy You twitch. Harmful You will occasionally have seizures, passing out for the duration. You will shake violently, due to a bug this will persist even after the condition is cured.
Tourettes Harmless Your speech will occasionally come out as excited shouts in ALL CAPS!!!!
Cough You start coughing. Harmful You occasionally cough, dropping anything in your hands.
Horns You sprout horns! Harmless Makes you look (more) like a doofus.
Near-Sighted Your vision blurs. Harmful Your vision becomes blurred, and darkened outside a small radius. Can be counteracted with Prescription Glasses.