Difference between revisions of "Genes"
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:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.'' | :''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.'' | ||
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. | :* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. | ||
− | :** Target will gain {{--|45%}} [[blood loss]], the {{--|5}} ''Fed on'' [[mood]]let, | + | :** Target will gain {{--|45%}} [[blood loss]], and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack). Gains a bloodfeeder mark on the neck (+1% [[pain]]). |
:** A warning will be given if a the target pawn will kill the target or render them unconscious, but it will not account for continuing blood loss. | :** A warning will be given if a the target pawn will kill the target or render them unconscious, but it will not account for continuing blood loss. | ||
:** If the target does not have enough blood, hemogen gain will be reduced accordingly. | :** If the target does not have enough blood, hemogen gain will be reduced accordingly. |
Revision as of 19:38, 26 November 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: Please add a reason . |
Genes are a system for adding capabilties to human pawns.
Metabolic efficiency, denoted by the symbol, controls how much food a human needs to eat. Harmful genes will improve their metabolism, so they don't need to eat as much, while helpful genes will worsen their metabolism, making them eat 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%.
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).
Archite
Name | Description | |||
---|---|---|---|---|
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 |
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 |
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 |
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 |
Ability
Name | Description | Prereq. | Exclude | ||
---|---|---|---|---|---|
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.
|
−2 | 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 over time.
|
−2 | 1 | ? | ? |
Hemogen
Name | Description | ||||
---|---|---|---|---|---|
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 | ||
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 | ||
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 |
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 | ||
Longjump legs |
Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.
|
−2 | 1 | ? | ? |
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 |
Healing
Name | Description | ||
---|---|---|---|
Slow wound healing |
Carriers of this gene heal from wounds half as fast as normal.
|
+2 | 1 |
Fast wound healing |
Carriers of this gene heal from wounds twice as fast as normal.
|
−2 | 1 |
Superfast wound healing |
Carriers of this gene heal from wounds four times as fast as normal.
|
−3 | 1 |
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 |
Strong immunity |
Carriers of this gene gain immunity to diseases faster than normal.
|
−1 | 1 |
Super immunity |
Carriers of this gene gain immunity to diseases more considerably faster than normal.
|
−2 | 2 |
Superclotting |
Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.
|
−1 | 1 |
Psychic
Name | Description | Prereq. | Exclude | ||
---|---|---|---|---|---|
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 | ? | ? |
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 |
Beauty
Name | Description | Prereq. | 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 |
Miscellaneous
Name | Description | Prereq. | Exclude | ||
---|---|---|---|---|---|
Furskin |
Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.
|
−1 | 1 | - | HairStyle Fur BeardStyle |
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 |
Human hands |
Carriers of this gene have regular human hands.
|
0 | 0 | - | Hand |
Trotter hands |
Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.
|
+1 | 1 | - | Hand |
Elongated fingers |
Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.
|
−1 | 1 | - | Hand |
Nearsighted |
Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.
|
+2 | 1 | - | - |
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 | ||
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 | - | - |
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 | - | - |
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 | - | - |
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 | - | - |
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 | - | - |
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 | - | ? |
Quick study |
Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.
|
−3 | 2 | - | ? |
Movement
Name | Description | Prereq. | 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
Name | Description | Prereq. | 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
Name | Description | Prereq. | 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
Name | Description | Prereq. | Exclude | ||
---|---|---|---|---|---|
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 | ? | ? |
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 | ? | ? |
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 | ? | ? |
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 | ? | ? |
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 | ? | ? |
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 |
Violence
Sleep
Pain
Cosmetic
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Missing natural colors and hairs. |
Aptitudes
This section has been suggested for recoding. Reason: Split into individul skills. You can help RimWorld Wiki by improving it. |
There are one of each of these for each skill.
Drugs
There are one of each of these for each drug, except for 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 |
Reproduction
Name | Description | ||
---|---|---|---|
Sterile |
Carriers of this gene cannot reproduce by natural means.
|
+1 | 1 |
Fertile |
Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
|
0 | 1 |
Low libido |
Carriers of this gene are less likely to engage in lovin' with their partner.
|
0 | 1 |
High libido |
Carriers of this gene are more likely to engage in lovin' with their partner.
|
0 | 1 |
Removed genes
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
- Genes that are restricted for specific xeno humans will cause a bug if its present at humans not belonging to said xeno races. (i.e: unable to draft)[Clarify]
Version history
- Biotech DLC Release - Added.
- 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 allowing them 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 +1.
- <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.
- Furskin and beardless genes are mutually exclusive.
- Buffed furry tail minimum comfy temperature offset from −5 to −10.