Difference between revisions of "Genes"
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{{Biotech}} | {{Biotech}} | ||
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{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}} | {{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}} | ||
'''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]]. | '''Genes''' are a system for adding capabilities to [[human]] pawns. They can be obtained from character creation or implanted via [[xenogerm]]. | ||
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| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.'' | | ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.'' | ||
---- | ---- | ||
− | * Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]]. | + | * Prevents [[Injury#Scarring|scars]] on all non-destroyed body parts. |
+ | * Heals 1 scar, permanent injury, or chronic condition ([[Alzheimer's]], [[Asthma]], [[Cataract]]s, [[Carcinoma]], [[Dementia]], [[Frail]], [[Hearing loss|Hearing Loss]] and Blindness) every 15-30 days, akin to (and alongside) [[luciferium]] including scars from a scarification [[ritual]].{{IdeologyIcon}} | ||
| '''0''' | | '''0''' | ||
| {{Bad|4}} | | {{Bad|4}} | ||
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:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.'' | :''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.'' | ||
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. | :* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. | ||
− | :* Using this ability while genes are regrowing kills the pawn. | + | :* Using this ability while genes are regrowing kills the casting pawn. |
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death. | :** If using this ability is lethal, then the caster will lose all of their xenogenes upon death. | ||
| '''0''' | | '''0''' | ||
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| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.'' | | ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.'' | ||
---- | ---- | ||
− | * If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma. | + | * If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into a regenerative coma / involuntary deathrest. |
+ | ** Pawns without the Deathrest gene enter regenerative coma. After fatal conditions are removed, regenerative coma lasts 7 days. | ||
+ | ** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After lethality is removed, the usual deathrest mechanics take place. | ||
** Does not regenerate limbs or organs, except for the torso. | ** Does not regenerate limbs or organs, except for the torso. | ||
− | |||
** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill. | ** Entering the regeneration coma / involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill. | ||
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule) | * Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule) | ||
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== Special abilities == | == Special abilities == | ||
+ | {{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}} | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
Click to <div class="mw-collapsible"> | Click to <div class="mw-collapsible"> | ||
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:* Charges: 2 | :* Charges: 2 | ||
:* AI Can Use: True | :* AI Can Use: True | ||
− | | {{--| | + | | {{--|3}} |
| {{Bad|1}} | | {{Bad|1}} | ||
| [[File:Yttakin.png|32px|link=Yttakin]] | | [[File:Yttakin.png|32px|link=Yttakin]] | ||
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|- id="Acid spray" | |- id="Acid spray" | ||
! Acid spray<br>[[File:Gene_AcidSpray.png|64px]] | ! Acid spray<br>[[File:Gene_AcidSpray.png|64px]] | ||
− | | ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them | + | | ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' |
---- | ---- | ||
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray | * Adds ability: [[File:AcidSpray.png|16px]] Acid spray | ||
− | :''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them | + | :''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.'' |
− | :* Spits a fast-moving acid projectile in a 3x3 area around the target | + | :* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1. |
:* Target: Pawn or Location | :* Target: Pawn or Location | ||
− | :* Warmup Time: {{Ticks| | + | :* Range: 8.9 tiles |
+ | :* Warmup Time: {{Ticks|30}} | ||
:* Cooldown: {{Ticks/gametime|30000}} | :* Cooldown: {{Ticks/gametime|30000}} | ||
:* Charges: 1 | :* Charges: 1 | ||
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:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}} | :** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}} | ||
:** Bloodfeeder must have a non-0% [[Eating]] capacity. | :** Bloodfeeder must have a non-0% [[Eating]] capacity. | ||
− | :* Target: Single | + | :* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]]. |
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss. | :** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss. | ||
*{{+|2}} [[mood]] when near a [[blood torch]]. | *{{+|2}} [[mood]] when near a [[blood torch]]. | ||
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---- | ---- | ||
*Creates a need for [[deathrest]] roughly every 30 days. | *Creates a need for [[deathrest]] roughly every 30 days. | ||
− | **Deathrest is | + | **Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty. |
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%. | **If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%. | ||
**See the [[deathrest|deathrest article]] for more details. | **See the [[deathrest|deathrest article]] for more details. | ||
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| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. | | ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. | ||
---- | ---- | ||
− | * [[Damage Type#Flame|Flame]] damage {{Bad|x400%}} | + | * [[Damage Type#Flame|Flame]] damage {{Bad|x400%}} |
+ | :<small>Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage</small> | ||
| {{+|2}} | | {{+|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. | | ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. | ||
---- | ---- | ||
− | * {{--|10}} ''Afraid of fire'' [[mood]]let | + | * If the pawn has line of sight of a fire within 19.9 tiles, it is considered "near fire" and the following happens: |
− | * 0.1 day mtb chance of " | + | ** {{--|10}} ''Afraid of fire'' [[mood]]let |
+ | ** 0.1 day mtb chance of "Fire terror" mental break that cause "panic-fleeing fire" mental state, ends when not "near fire" for {{Ticks|500}} | ||
* Suppresses [[Pyromaniac]] trait | * Suppresses [[Pyromaniac]] trait | ||
+ | :<small>Note that blind pawns are still affected by pyrophobia, and will still flee</small> | ||
| {{+|4}} | | {{+|4}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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* Effects: | * Effects: | ||
** Social fight chance factor ×200% | ** Social fight chance factor ×200% | ||
− | ** Chance mental break is violent ×200% | + | ** Chance mental break is violent ×200% (Tantrum, Berserk, Slaughterer, Murderous Rage) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}} |
** Prison break interval factor ×60% | ** Prison break interval factor ×60% | ||
| {{+|2}} | | {{+|2}} | ||
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* Effects: | * Effects: | ||
** Social fight chance factor ×300% | ** Social fight chance factor ×300% | ||
− | ** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}} | + | ** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}} |
** Prison break interval factor ×40% | ** Prison break interval factor ×40% | ||
| {{+|3}} | | {{+|3}} | ||
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| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak. | | Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak. | ||
---- | ---- | ||
− | * Melee damage factor ×50% | + | * [[Melee damage factor]] ×50% |
− | ** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} | + | ** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}. |
| {{+|1}} | | {{+|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful. | | Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful. | ||
---- | ---- | ||
− | * Melee damage factor ×150% | + | * [[Melee damage factor]] ×150% |
− | ** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} | + | ** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}. |
| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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* Effects: | * Effects: | ||
** Disables [[need]]: [[Sleep]] | ** Disables [[need]]: [[Sleep]] | ||
+ | ** If all pawns in [[caravan]] have this gene and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]]. | ||
* Market value of [[genepack]]s containing this gene: ×125% | * Market value of [[genepack]]s containing this gene: ×125% | ||
| {{--|6}} | | {{--|6}} | ||
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| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh. | | Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh. | ||
---- | ---- | ||
− | * Incoming | + | * {{Good|x75%}} [[Incoming Damage Multiplier]] |
− | ** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with | + | ** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking. |
| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' | | ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' | ||
---- | ---- | ||
− | * Immune to [[food poisoning]]. | + | * Immune to [[food poisoning]]. {{Check Tag|Existing conditions?|Does it cure existing food poisonings? If so, note specifically, if not, copy formatting from Perfect Immunity above}} |
| {{--|1}} | | {{--|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' | | ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' | ||
---- | ---- | ||
− | * [[Raw | + | * [[Raw Nutrition Multiplier]] {{Good|×180%}} |
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs. | ** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs. | ||
* Removes mood: Ate raw food: -7 | * Removes mood: Ate raw food: -7 | ||
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| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' | | ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' | ||
---- | ---- | ||
− | * Lifespan | + | * [[Lifespan Factor]] {{Bad|×80%}} |
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50 | ** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50 | ||
− | * [[Cancer]] | + | * [[Cancer Rate Factor]] {{Bad|×300%}} |
* [[Immunity gain speed]] {{Bad|×96%}} | * [[Immunity gain speed]] {{Bad|×96%}} | ||
| {{+|2}} | | {{+|2}} | ||
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| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' | | ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' | ||
---- | ---- | ||
− | * Lifespan | + | * [[Lifespan Factor]] {{Bad|×60%}} |
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50 | ** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50 | ||
− | * [[Cancer]] | + | * [[Cancer Rate Factor]] {{Bad|×500%}} |
* [[Immunity gain speed]] {{Bad|×92%}} | * [[Immunity gain speed]] {{Bad|×92%}} | ||
| {{+|4}} | | {{+|4}} | ||
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| ''Carriers of this gene are not slowed down when taking damage.'' | | ''Carriers of this gene are not slowed down when taking damage.'' | ||
---- | ---- | ||
− | * Stagger | + | * [[Stagger Time Multiplier]] {{Good|×0%}} |
| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Yttakin.png|32px|link=Yttakin]] | | [[File:Yttakin.png|32px|link=Yttakin]] | ||
− | | Animals | + | | Animals{{ref label|Passion|A}} |
|- id="Great artistic" | |- id="Great artistic" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| - | | - | ||
− | | Artistic | + | | Artistic{{ref label|Passion|A}} |
|- id="Great construction" | |- id="Great construction" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| - | | - | ||
− | | Construction | + | | Construction{{ref label|Passion|A}} |
|- id="Great cooking" | |- id="Great cooking" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| - | | - | ||
− | | Cooking | + | | Cooking{{ref label|Passion|A}} |
|- id="Great crafting" | |- id="Great crafting" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Genie.png|32px|link=Genies]] | | [[File:Genie.png|32px|link=Genies]] | ||
− | | Crafting | + | | Crafting{{ref label|Passion|A}} |
|- id="Great medical" | |- id="Great medical" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| - | | - | ||
− | | Medical | + | | Medical{{ref label|Passion|A}} |
|- id="Great melee" | |- id="Great melee" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Hussar.png|32px|link=Hussars]] | | [[File:Hussar.png|32px|link=Hussars]] | ||
− | | Melee | + | | Melee{{ref label|Passion|A}} |
|- id="Great mining" | |- id="Great mining" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Dirtmole.png|32px|link=Dirtmoles]] | | [[File:Dirtmole.png|32px|link=Dirtmoles]] | ||
− | | Mining | + | | Mining{{ref label|Passion|A}} |
|- id="Great intellectual" | |- id="Great intellectual" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Genie.png|32px|link=Genies]] | | [[File:Genie.png|32px|link=Genies]] | ||
− | | Intellectual | + | | Intellectual{{ref label|Passion|A}} |
|- id="Great plants" | |- id="Great plants" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| - | | - | ||
− | | Plants | + | | Plants{{ref label|Passion|A}} |
|- id="Great shooting" | |- id="Great shooting" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Hussar.png|32px|link=Hussars]] | | [[File:Hussar.png|32px|link=Hussars]] | ||
− | | Shooting | + | | Shooting{{ref label|Passion|A}} |
|- id="Great social" | |- id="Great social" | ||
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| {{Bad|2}} | | {{Bad|2}} | ||
| [[File:Highmate.png|32px|link=Highmates]] | | [[File:Highmate.png|32px|link=Highmates]] | ||
− | | Social | + | | Social{{ref label|Passion|A}} |
|} | |} | ||
</div> | </div> | ||
</div> | </div> | ||
</li></div> | </li></div> | ||
+ | :{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway. | ||
== Drugs == | == Drugs == | ||
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}} | {{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}} | ||
+ | {{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} <!-- true for psychite at least --> | ||
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]]. | There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]]. | ||
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! [[File:Metabolism.png|20px|Metabolism]] | ! [[File:Metabolism.png|20px|Metabolism]] | ||
! [[File:Complexity.png|20px|Complexity]] | ! [[File:Complexity.png|20px|Complexity]] | ||
− | + | ! [[File:Baseliner.png|20px|link=Xenotypes]] | |
|- id="Alcohol resistant" | |- id="Alcohol resistant" | ||
! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]] | ! Alcohol resistant<br>[[File:AddictionResistant Alcohol.png|64px]] | ||
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| {{--|1}} | | {{--|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Smokeleaf resistant" | |- id="Smokeleaf resistant" | ||
! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]] | ! Smokeleaf resistant<br>[[File:AddictionResistant Smokeleaf.png|64px]] | ||
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| {{--|1}} | | {{--|1}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Psychite resistant" | |- id="Psychite resistant" | ||
! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]] | ! Psychite resistant<br>[[File:AddictionResistant Psychite.png|64px]] | ||
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| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Go-juice resistant" | |- id="Go-juice resistant" | ||
! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]] | ! Go-juice resistant<br>[[File:AddictionResistant Go Juice.png|64px]] | ||
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| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Wake-up resistant" | |- id="Wake-up resistant" | ||
! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]] | ! Wake-up resistant<br>[[File:AddictionResistant Wake Up.png|64px]] | ||
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| {{--|2}} | | {{--|2}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Alcohol impervious" | |- id="Alcohol impervious" | ||
! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]] | ! Alcohol impervious<br>[[File:AddictionImmune Alcohol.png|64px]] | ||
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---- | ---- | ||
* Alcohol addiction factor: x0% | * Alcohol addiction factor: x0% | ||
− | * Tolerance build-up for | + | * Tolerance build-up for Alcohol: -100% |
| {{--|3}} | | {{--|3}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | + | | - | |
|- id="Smokeleaf impervious" | |- id="Smokeleaf impervious" | ||
! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]] | ! Smokeleaf impervious<br>[[File:AddictionImmune Smokeleaf.png|64px]] | ||
Line 2,747: | Line 2,756: | ||
---- | ---- | ||
* Smokeleaf addiction factor: x0% | * Smokeleaf addiction factor: x0% | ||
− | * Tolerance build-up for | + | * Tolerance build-up for Smokeleaf: -100% |
| {{--|3}} | | {{--|3}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | + | | - | |
|- id="Psychite impervious" | |- id="Psychite impervious" | ||
! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]] | ! Psychite impervious<br>[[File:AddictionImmune Psychite.png|64px]] | ||
Line 2,756: | Line 2,765: | ||
---- | ---- | ||
* Psychite addiction factor: x0% | * Psychite addiction factor: x0% | ||
− | * Tolerance build-up for | + | * Tolerance build-up for Psychite: ×0% |
− | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from | + | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated. |
| {{--|5}} | | {{--|5}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | + | | - | |
|- id="Go-juice impervious" | |- id="Go-juice impervious" | ||
! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]] | ! Go-juice impervious<br>[[File:AddictionImmune Go Juice.png|64px]] | ||
Line 2,766: | Line 2,775: | ||
---- | ---- | ||
* Go-juice addiction factor: x0% | * Go-juice addiction factor: x0% | ||
− | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from | + | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated. |
| {{--|5}} | | {{--|5}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | + | | - | |
|- id="Wake-up impervious" | |- id="Wake-up impervious" | ||
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]] | ! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]] | ||
Line 2,775: | Line 2,784: | ||
---- | ---- | ||
* Wake-up addiction factor: x0% | * Wake-up addiction factor: x0% | ||
− | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from | + | * Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated. |
| {{--|5}} | | {{--|5}} | ||
| {{Bad|2}} | | {{Bad|2}} | ||
− | + | | [[File:Waster.png|32px|link=Wasters]] | |
|- id="Alcohol dependency" | |- id="Alcohol dependency" | ||
! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]] | ! Alcohol dependency<br>[[File:ChemicalDependency Alcohol.png|64px]] | ||
Line 2,796: | Line 2,805: | ||
| {{+|3}} | | {{+|3}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Smokeleaf dependency" | |- id="Smokeleaf dependency" | ||
! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]] | ! Smokeleaf dependency<br>[[File:ChemicalDependency Smokeleaf.png|64px]] | ||
Line 2,813: | Line 2,822: | ||
| {{+|3}} | | {{+|3}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | - | |
|- id="Psychite dependency" | |- id="Psychite dependency" | ||
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]] | ! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]] | ||
Line 2,824: | Line 2,833: | ||
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ||
* Psychite addiction factor: x0% | * Psychite addiction factor: x0% | ||
− | + | <!-- Overdosing is now possible, unsure whether chance is reduced--> | |
+ | <!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--> | ||
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | * Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | ||
Line 2,830: | Line 2,840: | ||
| {{+|4}} | | {{+|4}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | [[File:Waster.png|32px|link=Wasters]] | |
|- id="Go-juice dependency" | |- id="Go-juice dependency" | ||
! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]] | ! Go-juice dependency<br>[[File:ChemicalDependency Go Juice.png|64px]] | ||
Line 2,841: | Line 2,851: | ||
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ||
* Go-juice addiction factor: x0% | * Go-juice addiction factor: x0% | ||
− | + | <!-- Overdosing is now possible, unsure whether chance is reduced--> | |
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | * Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | ||
Line 2,847: | Line 2,857: | ||
| {{+|4}} | | {{+|4}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
− | + | | | [[File:Hussar.png|32px|link=Hussars]] | |
|- id="Wake-up dependency" | |- id="Wake-up dependency" | ||
! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]] | ! Wake-up dependency<br>[[File:ChemicalDependency Wake Up.png|64px]] | ||
Line 2,857: | Line 2,867: | ||
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) <!--Implemented in a weirdly specific way so worth specifically noting--> | ||
* Wake-up addiction factor: x0% | * Wake-up addiction factor: x0% | ||
− | + | <!-- Overdosing is now possible, unsure whether chance is reduced--> | |
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | * Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet. | ||
Line 2,863: | Line 2,873: | ||
| {{+|4}} | | {{+|4}} | ||
| {{Bad|1}} | | {{Bad|1}} | ||
+ | | - | ||
|} | |} | ||
</div> | </div> | ||
Line 2,903: | Line 2,914: | ||
| Unknown. | | Unknown. | ||
|- id="Apathy" | |- id="Apathy" | ||
− | ! Skill apathy | + | ! Skill apathy<br>[[File:Skills PassionDrop Loop.gif|64px]] |
| The carrier will have no passion in (skill). | | The carrier will have no passion in (skill). | ||
| {{Good|2}} | | {{Good|2}} | ||
Line 2,927: | Line 2,938: | ||
== Notes == | == Notes == | ||
− | |||
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days. | * Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days. | ||
Line 2,934: | Line 2,944: | ||
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes. | * [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes. | ||
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. | * [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. | ||
− | * [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. | + | * [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone. |
+ | * [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. | ||
+ | * [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen. | ||
+ | * [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. | ||
+ | * [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction. | ||
+ | * [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost. | ||
* [[Version/1.4.3555|1.4.3555]] - | * [[Version/1.4.3555|1.4.3555]] - | ||
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond. | ** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond. | ||
Line 2,945: | Line 2,960: | ||
** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. | ** '''<Drug> addict-immune''' genes renamed to [[#Alcohol impervious|<Drug> impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. | ||
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. | **[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. | ||
+ | ** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}} | ||
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive. | ** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive. | ||
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}. | ** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}. | ||
+ | ** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed. | ||
+ | ** Fix: Bloodfeed can be used on pawns in mental states. | ||
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset. | * [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset. | ||
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond. | * [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond. | ||
+ | * [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes. | ||
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. | * [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. | ||
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk. | * [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk. | ||
+ | * [[Version/1.5.4062|1.5.4062]] - | ||
+ | ** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought. | ||
+ | ** Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.") | ||
+ | ** Added more acid filth texture options for acid spray so it never looks tiled. | ||
+ | ** Attached helpful text to mouse when selected pawn is aiming animal warcall ability. | ||
+ | ** Updated fire spew LOS highlighting. | ||
+ | ** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings. | ||
+ | ** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt. | ||
+ | ** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves. | ||
+ | ** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one. | ||
+ | ** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies. | ||
+ | ** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn. | ||
+ | ** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical. | ||
+ | ** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people. | ||
+ | ** Fix: Pawns still carry a weapon after getting incapable of violence gene. | ||
+ | ** Fix: Pawns incapable of violence still can use combat gene abilities | ||
{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Latest revision as of 20:34, 23 November 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Genes are a system for adding capabilities to human pawns. They can be obtained from character creation or implanted via xenogerm.
Metabolic efficiency, denoted by the symbol, controls the rate at which pawns get hungry. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
Note that genes with over 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.
Complexity, denoted by the symbol, affects how many gene processors you need to create a xenogerm from a set of genes. A gene assembler can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor. Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the research speed of whoever operates the gene assembler).[Detail needed]
The type of gene is shown both by its position in the gene tab of the pawn and its background:
Archite[edit]
Name | Description | Exclude | ||||
---|---|---|---|---|---|---|
Scarless |
Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.
|
0 | 4 | 1 | - | |
Gene implanter |
Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die.
|
0 | 3 | 1 | - | |
Perfect immunity |
Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.
|
0 | 3 | 1 | Immunity | |
Non-senescent |
Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.
|
0 | 3 | 1 | - | |
Ageless |
Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.
|
0 | 3 | 1 | - | |
Deathless |
Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.
|
0 | 7 | 1 | - | |
Archite metabolism |
Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.
|
+6 | 6 | 2 | - |
Special abilities[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed. |
Name | Description | |||
---|---|---|---|---|
Fire spew |
Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.
|
−2 | 1 | |
Foam spray |
Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.
|
−2 | 1 | - |
Animal warcall |
Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.
|
−3 | 1 | |
Acid spray |
Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.
|
−2 | 1 | - |
Hemogen[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Hemogen craving effects. |
Name | Description | Prereq. | |||
---|---|---|---|---|---|
Hemogenic |
Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy.
|
+1 | 1 | - | |
Hemogen drain |
Carriers lose an additional 8 hemogen per day from biological entropy.
|
+6 | 1 | Hemogenic | |
Coagulate |
Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.
|
−1 | 1 | Hemogenic | |
Bloodfeeder |
Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.
|
−1 | 1 | Hemogenic | |
Longjump legs |
Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
|
−2 | 1 | Hemogenic | |
Piercing spine |
Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.
|
−1 | 1 | Hemogenic | |
Deathrest |
Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.
|
+6 | 1 | Hemogenic |
Health[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Weak immunity |
Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.
|
+2 | 1 | Immunity | |
Strong immunity |
Carriers of this gene gain immunity to diseases faster than normal.
|
−1 | 1 | Immunity | |
Super immunity |
Carriers of this gene gain immunity to diseases considerably faster than normal.
|
−2 | 2 | Immunity | |
Slow wound healing |
Carriers of this gene heal from wounds half as fast as normal.
|
+2 | 1 | WoundHealingRate | |
Fast wound healing |
Carriers of this gene heal from wounds twice as fast as normal.
|
−2 | 1 | WoundHealingRate | |
Superfast wound healing |
Carriers of this gene heal from wounds four times as fast as normal.
|
−3 | 1 | WoundHealingRate | |
Superclotting |
Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.
|
−1 | 1 | - | - |
Psychics[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Psychically deaf |
Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.
|
+2 | 1 | PsychicAbility | |
Psychically dull |
Carriers of this gene are less psychically-sensitive than others.
|
+1 | 1 | PsychicAbility | |
Psy-sensitive |
Carriers of this gene are more psychically-sensitive than average.
|
−2 | 1 | PsychicAbility | |
Super psy-sensitive |
Carriers of this gene are much more psychically-sensitive than most.
|
−5 | 2 | - | PsychicAbility |
Psychic bonding |
Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.
|
−1 | 1 | - |
Movement[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Slow runner |
Carriers of this gene move more slowly than normal.
|
+3 | 1 | MoveSpeed | |
Fast runner |
Carriers of this gene move more quickly than normal.
|
−3 | 1 | MoveSpeed | |
Very fast runner |
Carriers of this gene move much more quickly than normal.
|
−5 | 1 | MoveSpeed | |
Naked speed |
Carriers of this gene move slower while clothed, and faster while naked.
|
+2 | 1 | - |
Mood[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Very unhappy |
Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.
|
+5 | 1 | - | Mood |
Unhappy |
Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.
|
+3 | 1 | Mood | |
Happy |
Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.
|
−1 | 2 | - | Mood |
Very happy |
Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.
|
−2 | 3 | Mood |
Temperature[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Cold weakness |
Carriers of this gene are slightly less comfortable in cold temperatures.
|
+1 | 1 | MinTemperature | |
Cold tolerant |
Carriers of this gene are slightly more comfortable in cold temperatures.
|
−1 | 1 | MinTemperature | |
Cold super-tolerant |
Carriers of this gene are much more comfortable in cold temperatures.
|
−2 | 1 | - | MinTemperature |
Heat weakness |
Carriers of this gene are slightly less comfortable in warm temperatures.
|
+1 | 1 | MaxTemperature | |
Heat tolerant |
Carriers of this gene are slightly more comfortable in warm temperatures.
|
−1 | 1 | MaxTemperature | |
Heat super-tolerant |
Carriers of this gene are much more comfortable in warm temperatures.
|
−2 | 1 | MaxTemperature |
Resistance and sensitivity[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Tox resistance |
Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others. Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream.
|
−2 | 1 | - | ToxResistance |
Tox immunity |
Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments.
|
−4 | 2 | ToxResistance | |
Partial antitoxic lungs |
Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower.
|
−1 | 1 | ToxicEnvironmentResistance | |
Total antitoxic lungs |
Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
|
−3 | 2 | ToxicEnvironmentResistance | |
Mild UV sensitivity |
Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight.
|
+3 | 1 | UVSensitivity | |
Intense UV sensitivity |
Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.
|
+4 | 2 | UVSensitivity | |
Fire resistant |
Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced.
|
−2 | 1 | FireDamage | |
Tinderskin |
Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4.
|
+2 | 1 | FireDamage | |
Pyrophobia |
Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment.
|
+4 | 1 | - |
Violence[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Dead calm |
Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
|
−1 | 1 | Aggression | |
Aggressive |
Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
|
+2 | 1 | Aggression Aggressive | |
Hyper-aggressive |
Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
|
+3 | 1 | Aggression Aggressive | |
Weak melee damage |
Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
|
+1 | 1 | MeleeDamage | |
Strong melee damage |
Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
|
−2 | 1 | MeleeDamage | |
Violence disabled |
Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
|
+3 | 1 | MeleeDamage ShootingAccuracy Aggressive KillThirst | |
Kind instinct |
Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.
|
−1 | 1 | - | |
Kill thirst |
Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
|
+4 | 1 | - | KillThirst |
Sleep[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Very Sleepy |
Carriers of this gene get tired much faster than others.
|
+4 | 1 | - | Sleep |
Sleepy |
Carriers of this gene get tired somewhat faster than others.
|
+2 | 1 | Sleep | |
Low sleep |
Carriers of this gene get tired less quickly than others.
|
−4 | 2 | Sleep | |
Never sleep |
Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
|
−6 | 3 | - | Sleep |
Pain[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Delicate |
Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
|
+3 | 1 | Toughness | |
Robust |
Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
|
−2 | 1 | Toughness | |
Extra pain |
Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
|
+2 | 1 | Pain | |
Reduced pain |
Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
|
−1 | 1 | Pain |
Reproduction[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Low libido |
Carriers of this gene are less likely to engage in lovin' with their partner.
|
0 | 1 | - | Libido |
High libido |
Carriers of this gene are more likely to engage in lovin' with their partner.
|
0 | 1 | Libido | |
Sterile |
Carriers of this gene cannot reproduce by natural means.
|
+1 | 1 | - | Fertility |
Fertile |
Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
|
0 | 1 | - | Fertility |
Beauty[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Very unattractive |
Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.
|
+2 | 1 | - | Beauty |
Unattractive |
Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.
|
+1 | 1 | Beauty | |
Attractive |
Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.
|
−1 | 1 | Beauty | |
Very attractive |
Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.
|
−2 | 1 | Beauty |
Cosmetic[edit]
Body type[edit]
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, Neanderthals cannot be thin, because they have all three of the other genes.
Hair[edit]
These genes are defined in Core, not Biotech.
All of them have a "random brightness factor" of 0.12 unless otherwise specified.
Melanin[edit]
These natural skin colors are not available in the xenotype editor and cannot be extracted. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. Dirtmoles have light gray skin instead of these).
These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.
Skin[edit]
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. Impids have three), and one will be chosen.
All of these genes have a "random brightness factor" of 0.18 unless otherwise specified.
Miscellaneous[edit]
Name | Description | Exclude | |||
---|---|---|---|---|---|
Strong stomach |
Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.
|
−1 | 1 | - | |
Robust digestion |
Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.
|
−2 | 2 | - | |
Slow study |
Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.
|
+2 | 1 | Learning | |
Quick study |
Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.
|
−3 | 2 | - | Learning |
Nearsighted |
Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.
|
+2 | 1 | ShootingAccuracy | |
Dark vision |
Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.
|
−1 | 1 | - | |
Inbred |
This genetic condition affects a person's fertility, immunity, and mental capacity.
|
−2 | 1 | - | - |
Mild cell instability |
Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.
|
+2 | 1 | - | CellInstability |
Major cell instability |
Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.
|
+4 | 1 | - | CellInstability |
Grayless hair |
Carriers of this gene keep their natural hair color as they age.
|
0 | 1 | - | |
Human hands |
Carriers of this gene have regular human hands.
|
0 | 0 | - | Hands |
Trotter hands |
Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.
|
+1 | 1 | Hands | |
Elongated fingers |
Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
|
−1 | 1 | Hands | |
Furskin |
Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.
|
−1 | 1 | HairStyle Fur BeardStyle | |
Pig nose |
Carriers of this gene have pig-like snouts.
|
0 | 0 | Nose | |
Pollution stimulus |
Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.
|
−1 | 1 | - | |
Unstoppable |
Carriers of this gene are not slowed down when taking damage.
|
−2 | 1 | - | |
Furry tail |
Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.
|
−1 | 1 | Tail | |
Smooth tail |
Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.
|
−1 | 1 | - | Tail |
Aptitudes[edit]
Name | Description | Skill | |||
---|---|---|---|---|---|
Awful Animals |
The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.
|
+2 | 1 | Animals | |
Awful Artistic |
The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.
|
+2 | 1 | Artistic | |
Awful Construction |
The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.
|
+2 | 1 | - | Construction |
Awful Cooking |
The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.
|
+2 | 1 | - | Cooking |
Awful Crafting |
The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.
|
+2 | 1 | - | Crafting |
Awful Medical |
The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.
|
+2 | 1 | - | Medical |
Awful Melee |
The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.
|
+2 | 1 | - | Melee |
Awful Mining |
The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.
|
+2 | 1 | Mining | |
Awful Intellectual |
The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.
|
+2 | 1 | - | Intellectual |
Awful Plants |
The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.
|
+2 | 1 | Plants | |
Awful Shooting |
The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.
|
+2 | 1 | - | Shooting |
Awful Social |
The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.
|
+2 | 1 | Social
| |
Poor Animals |
The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Animals | |
Poor Artistic |
The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Artistic | |
Poor Construction |
The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - | Construction |
Poor Cooking |
The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Cooking | |
Poor Crafting |
The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - | Crafting |
Poor Medical |
The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - | Medical |
Poor Melee |
The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - | Melee |
Poor Mining |
The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | - | Mining |
Poor Intellectual |
The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Intellectual | |
Poor Plants |
The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Plants | |
Poor Shooting |
The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Shooting | |
Poor Social |
The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.
|
+1 | 1 | Social | |
Strong Animals |
The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Animals |
Strong Artistic |
The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Artistic |
Strong Construction |
The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Construction |
Strong Cooking |
The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Cooking |
Strong Crafting |
The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Crafting |
Strong Medical |
The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Medical |
Strong Melee |
The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | Melee | |
Strong Mining |
The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Mining |
Strong Intellectual |
The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | Intellectual | |
Strong Plants |
The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Plants |
Strong Shooting |
The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | - | Shooting |
Strong Social |
The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.
|
−1 | 2 | Social
| |
Great Animals |
The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.
|
−3 | 2 | Animals[A] | |
Great Artistic |
The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.
|
−3 | 2 | - | Artistic[A] |
Great Construction |
The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.
|
−3 | 2 | - | Construction[A] |
Great Cooking |
The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.
|
−3 | 2 | - | Cooking[A] |
Great Crafting |
The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.
|
−3 | 2 | Crafting[A] | |
Great Medical |
The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.
|
−3 | 2 | - | Medical[A] |
Great Melee |
The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.
|
−3 | 2 | Melee[A] | |
Great Mining |
The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.
|
−3 | 2 | Mining[A] | |
Great Intellectual |
The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.
|
−3 | 2 | Intellectual[A] | |
Great Plants |
The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.
|
−3 | 2 | - | Plants[A] |
Great Shooting |
The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.
|
−3 | 2 | Shooting[A] | |
Great Social |
The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.
|
−3 | 2 | Social[A] |
- ^A If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
Drugs[edit]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed. |
This section has been suggested for recoding. Reason: The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change. You can help RimWorld Wiki by improving it. |
There are one of each of these for each drug, except for ambrosia, luciferium and penoxycyline.
Name | Description | |||
---|---|---|---|---|
Alcohol resistant |
Carriers are only half as likely to become addicted to Alcohol.
|
−1 | 1 | - |
Smokeleaf resistant |
Carriers are only half as likely to become addicted to Smokeleaf.
|
−1 | 1 | - |
Psychite resistant |
Carriers are only half as likely to become addicted to Psychite.
|
−2 | 1 | - |
Go-juice resistant |
Carriers are only half as likely to become addicted to Go-juice.
|
−2 | 1 | - |
Wake-up resistant |
Carriers are only half as likely to become addicted to Wake-up.
|
−2 | 1 | - |
Alcohol impervious |
Carriers of this gene never get addicted to Alcohol.
|
−3 | 2 | - |
Smokeleaf impervious |
Carriers of this gene never get addicted to Smokeleaf.
|
−3 | 2 | - |
Psychite impervious |
Carriers of this gene never get addicted to Psychite.
|
−5 | 2 | - |
Go-juice impervious |
Carriers of this gene never get addicted to Go-juice.
|
−5 | 2 | - |
Wake-up impervious |
Carriers of this gene never get addicted to Wake-up.
|
−5 | 2 | |
Alcohol dependency |
Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
|
+3 | 1 | - |
Smokeleaf dependency |
Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
|
+3 | 1 | - |
Psychite dependency |
Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
|
+4 | 1 | |
Go-juice dependency |
Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
?
|
+4 | 1 | |
Wake-up dependency |
Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
|
+4 | 1 | - |
Removed genes[edit]
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
Name | Description | Removed | Reason | |||
---|---|---|---|---|---|---|
Resurrect |
Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
|
0 | 4 | 1 | Before Biotech DLC release | Unknown. |
Skill apathy |
The carrier will have no passion in (skill). | 2 | 1 | - | Before Biotech DLC release | From an XML comment:
"Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty" |
Drug addict-sensitive | Carriers of this gene get addicted to (drug) very easily.
|
2 | 1 | - | Before Biotech DLC Release | From an XML comment:
"Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty" |
Notes[edit]
- Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.
Version history[edit]
- Biotech DLC Release - Added.
- 1.4.3524 - Children no longer get adult body types from genes.
- 1.4.3525 - Fix: Suppressed genes contributing to romance chance still apply.
- 1.4.3527 - Fix: Never sleep xenohumans still rest when caravanning alone.
- 1.4.3530 - Fix: Removing passion-adding genes doesn't revert effect.
- 1.4.3531 - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From 3/?[Value?]/10 to 5/10/20. Fix: Some hemogenic abilities can be queued without enough hemogen.
- 1.4.3534 - Fix: Melanin genes can be extracted by gene extractor.
- 1.4.3541 - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
- 1.4.3542 - Fix: Coagulate can still be queued if hemogen is below casting cost.
- 1.4.3555 -
- Psychic bond now gives +10% psychic sensitivity, or +5% if on different maps. Hediff description changed from This person has a psychic bond with another person based on the psychic bonding gene. to This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
- Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:
- Depressive gene renamed to Very unhappy, no longer forces Depressive trait instead decreases mood by −10. Pessimist gene renamed to Unhappy, no longer forces Pessimist trait instead decreases mood by −5. Optimist gene renamed to Happy, no longer forces Optimist trait instead increases mood by +5. Sanguine gene renamed to Very happy, no longer forces Sanguine trait instead increases mood by +10.
- Slow runner no longer forces Slowpoke trait instead decreases move speed by −0.2 c/s. Fast runner no longer forces Fast walker trait instead increases move speed by +0.2 c/s. Very fast runner no longer forces Jogger trait instead increases move speed by +0.4 c/s.
- Slow learner renamed to Slow study, no longer forces Slow learner trait instead multiplies Global Learning Factor ×50%. Fast learner renamed to Quick study, no longer forces Fast learner trait instead increases Global Learning Factor +50%.
- Staggeringly ugly gene renamed to Very unattractive, no longer forces Staggeringly ugly trait instead decreases beauty by −2. Ugly gene renamed to Unattractive, no longer forces Ugly trait instead decreases beauty by −1. Pretty gene renamed to Attractive, no longer forces Pretty trait instead increase beauty by +1. Beautiful gene renamed to Very attractive, no longer forces Beautiful trait instead increase beauty by +2.
- <Drug> addict-resist genes renamed to <Drug> resistant, Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from −2 to −1.
- <Drug> addict-immune genes renamed to <Drug> impervious. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from −5 to −3.
- Smokeleaf and Alcohol dependency metabolism gain reduced from +4 to +3.
- Fix: Remove reference to damage over time in acid spray ability description. [...] stick to targets and burn them over time. to [...] stick to targets and burn them.
- Furskin and beardless genes are now mutually exclusive.
- Buffed furry tail minimum comfy temperature offset from −5 °C (−9 °F) to −10 °C (−18 °F).
- When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
- Fix: Bloodfeed can be used on pawns in mental states.
- 1.4.3557 - Slow study gene applies a ×50% factor to Global Learning Factor instead of a −50% offset.
- 1.4.3563 - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.
- 1.4.3613 - Fix: Reimplant ability not working with custom xenotypes.
- 1.4.3641 - Fix: Inactive sterile gene affects fertility.
- 1.4.3682 - Arresting dead calm pawns now never fails, to prevent them going berserk.
- 1.5.4062 -
- Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
- Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.")
- Added more acid filth texture options for acid spray so it never looks tiled.
- Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
- Updated fire spew LOS highlighting.
- Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
- Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
- Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
- Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
- Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
- Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
- Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
- Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
- Fix: Pawns still carry a weapon after getting incapable of violence gene.
- Fix: Pawns incapable of violence still can use combat gene abilities