Difference between revisions of "Gene extractor"
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(Pawns in the gene extractor are no longer suspended. Info about hair color and melanin extraction.) |
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== Summary == | == Summary == | ||
− | The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect [[genes]] from humans to be stored into a [[genepack]]. It takes 12 hours for gene extraction to complete | + | The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect [[genes]] from humans to be stored into a [[genepack]]. It takes 12 hours for gene extraction to complete. The occupant is not suspended during extraction, and will still have their needs decay. This means that if a pawn is hungry or tired upon entering the extractor, they may be starving or exhausted by the time they leave. |
+ | |||
+ | In order for a pawn to enter the extractor, they must have one or more genes aside from their melanin (natural skin color) and hair color genes. This means that baseline humans are barred from using the extractor. In spite of this, the extractor may still sometimes extract the occupant's hair color gene, and/or a non-natural skin color gene if present. | ||
+ | |||
+ | Once extraction is complete, the occupant will be ejected, and a new genepack with 1 to 4 collected xenogenes will be dropped nearby. If it is not powered for 24 hours, then extraction will be canceled. | ||
Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. Interestingly, the job is considered "hauling" instead of "wardening". [[Quest]] lodgers cannot have their genes extracted. | Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. Interestingly, the job is considered "hauling" instead of "wardening". [[Quest]] lodgers cannot have their genes extracted. | ||
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** Pawns can no longer use the gene extractor if they only have a melanin gene. | ** Pawns can no longer use the gene extractor if they only have a melanin gene. | ||
** Fix: Empty genepacks can be extracted | ** Fix: Empty genepacks can be extracted | ||
+ | * [[Version/1.4.3548|1.4.3548]] - Fix: Pawns in gene extractors are suspended. | ||
* [[Version/1.4.3555|1.4.3555]] - | * [[Version/1.4.3555|1.4.3555]] - | ||
**Gene shock effects reduced (from?), and lasts for 2 days (down from 4). | **Gene shock effects reduced (from?), and lasts for 2 days (down from 4). |
Revision as of 15:46, 9 December 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Details about how genes are chosen for extraction, and why some genepacks have multiple genes.. |
Gene extractor
An automated surgery machine that can extract a person's genes and create a genepack from them. The extracted genes will be randomly selected from the person's xenogenes and germline genes. You can force someone into the machine, but they won't like it.
Extracting a person's genes while their genes are currently regrowing will kill them. Otherwise, gene extraction causes no lasting harm.
Genes that require archite capsules are too complex to be extracted.
Base Stats
- Type
- Building
- Beauty
- 0
- HP
- 350
- Flammability
- 50%
- Path Cost
- 42 (24%)
Building
- Size
- 2 × 2
- Minifiable
- False
- Placeable
- True
- Passability
- PassThroughOnly
- Cover Effectiveness
- 0%
- Terrain Affordance
- Light
- Power
- -50 W
Creation
- Required Research
- Xenogenetics
- Skill Required
- Construction 4
- Work To Make
- 9,000 ticks (2.5 mins)
The Gene extractor is used to extract copies of genepacks from humans.
Acquisition
Gene extractors can be constructed once the Xenogenetics research project has been completed. They require 200 Steel, 8 Components, 9,000 ticks (2.5 mins) of work, and a Construction skill of 4.
Summary
The extractor consumes 50W of power when idle, and 200W when active. When active, a gene extractor will collect genes from humans to be stored into a genepack. It takes 12 hours for gene extraction to complete. The occupant is not suspended during extraction, and will still have their needs decay. This means that if a pawn is hungry or tired upon entering the extractor, they may be starving or exhausted by the time they leave.
In order for a pawn to enter the extractor, they must have one or more genes aside from their melanin (natural skin color) and hair color genes. This means that baseline humans are barred from using the extractor. In spite of this, the extractor may still sometimes extract the occupant's hair color gene, and/or a non-natural skin color gene if present.
Once extraction is complete, the occupant will be ejected, and a new genepack with 1 to 4 collected xenogenes will be dropped nearby. If it is not powered for 24 hours, then extraction will be canceled.
Colonists can be ordered to enter the gene extractor either by right-clicking it with a colonist selected, or by using the on-screen gizmo. Prisoners can be loaded into the gene extractor using the on-screen gizmo. Once a prisoner has been selected, a colonist will haul them to the extractor. Interestingly, the job is considered "hauling" instead of "wardening". Quest lodgers cannot have their genes extracted.
Once extracted, the occupant will suffer from Gene Shock for 2 days, causing pain (+5%) and lowering their consciousness (−5%) and blood filtration (−15%). They also gain the Genes Regrowing condition for 12 to 20 days. This does not have any direct effects, but will cause instant death if the pawn has their genes extracted before it wears off.
Prisoners who have their genes extracted will have a −8 Genes Extracted moodlet. Colonist moods are not affected by anyone's genes being harvested, including their own.
Analysis
Version history
- Biotech DLC Release - Added
- 1.4.3530 -
- "Genes regrowing" hediff from gene extraction lasts 12-20 days. (Down from 25)
- Gene extractor takes 12 hours to extract genes. (Down from 24)
- 1.4.3534 - Gene extractor can no longer extract melanin (skin or hair) genes.
- 1.4.3541 -
- Pawns can no longer use the gene extractor if they only have a melanin gene.
- Fix: Empty genepacks can be extracted
- 1.4.3548 - Fix: Pawns in gene extractors are suspended.
- 1.4.3555 -
- Gene shock effects reduced (from?), and lasts for 2 days (down from 4).
- Gene extractor now ejects pawns after 24 hours of not being powered.