Gene assembler

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Revision as of 14:34, 26 October 2022 by Turnovus (talk | contribs) (→‎Genetic Complexity: Added blurb about gene processors needing power.)
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Gene assembler

Gene assembler

A workbench for creating implantable xenogerms from genepacks stored in nearby gene banks. Genepacks are not consumed in this process and can be reused.

Base Stats

Type
BuildingMisc
Market Value
550 Silver [Note]
Beauty
0
HP
500
Flammability
50%
Path Cost
42 (24%)

Building

Size
2 × 2
Minifiable
False
Placeable
True
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Cover Effectiveness
0%
Terrain Affordance
Light
Power
-100 W

Creation

Required Research
Xenogenetics
Skill Required
Construction 4
Work To Make
12,000 ticks (3.33 mins)
Resources to make
Steel 200 + Component 4
Deconstruct yield
Steel 100 + Component 2
Destroy yield
Steel 50 + Component 1

The gene assembler assembles one or more xenogenes into an implantable xenogerm.

Acquisition

Gene banks can be constructed once the Xenogenetics research project has been completed. They require Steel 200 Steel, Component 4 Components, 12,000 ticks (3.33 mins) of work, and a Construction skill of 4.

Summary

The gene assembler's interface.

The gene assembler must be connected to nearby gene banks, which must contain genepacks. The gene assembler can access the genes in these stored genepacks, and reassemble them into an implantable xenogerm.

Using the gene assembler, you can combine your genepacks for your own desired custom xenotype. Any type and number of gene can be added, as long as no genes conflict, and as long as you do not exceed the maximum genetic complexity, or the minimum metabolic efficiency.

Genetic Complexity

By default, the assembler's maximum genetic complexity is 6. The maximum complexity is raised by 2 for each gene processor that is currently connected and active. Up to 100 processors can be connected, for a hard maximum of 206 complexity.

Gene processors will only contribute complexity when powered. If the connected processors lose power during recombination, and the maximum complexity falls below the xenogerm's requirement, then recombination will be put on hold.

Metabolic Efficiency

Nearly all non-cosmetic genes will affect your pawn's metabolic efficiency, which in turn affects their hunger rate. A higher metabolic efficiency represents a pawn that uses less energy, and requires less food. Likewise, a lower metabolic efficiency represents a hungrier pawn that requires more food. There is a tradeoff, where positive genes result in lower efficiency, and negative genes result in a higher efficiency (with a few exceptions).

A valid gene combination requires a metabolic efficiency of -5 or higher, resulting in a maximum of 225% hunger rate. Positive, efficiency-lowering genes must be balanced out by negative, efficiency-raising genes for the xenogerm to become valid. Any number of efficiency-raising genes can be applied, but the effect will only stack up to +5 efficiency, at a minimum of 50% hunger rate. Any more genetic efficiency beyond this point will have no effect.

Archite Capsules

It is also possible to include any number of archite genes into your xenogerm. However, each archite gene requires some number of archite capsules, which must be loaded into the assembler to begin recombination.


Once you are done customizing your xenotype, a researcher will begin processing the xenogerm. The process takes a few hours, or even days, depending on the xenogenes selected[Check]. When finished, a completed xenogerm will be dropped onto the ground nearby. This process does not require any resources, apart from archite capsules if necessary.

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