Geneticist: различия между версиями
Klickero (обсуждение | вклад) (Новая страница: « Welcome to Genetics! You now have the power to play God. Is someone dead? Nuts to that, stuff 'em in the Cloner and bake for 3 minutes, and they're back up and tool...») |
Nik1t0zz (обсуждение | вклад) |
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+ | {{Role | ||
+ | |Difficulty=Hard | ||
+ | |Access= | ||
+ | *[[Medical Research]] | ||
+ | *[[Medical Bay]] | ||
+ | *[[Chemical Lab]] | ||
+ | }} | ||
− | + | Добро пожаловать в Генетику! You now have the power to play God. Is someone dead? Nuts to that, stuff 'em in the [[Cloner]] and bake for 3 minutes, and they're back up and toolboxing! Someone giving you shit? Knock them out, turn 'em into a [[monkey]], feed them to a fatass. Tired of being a puny waste of a scientist? Research [[superpowers]], and punch your way to victory! | |
− | Genetics is a great way to keep the station up and running if everyone's dying off, or to just pass the time searching out new genetic defects and/or superpowers. While bringing someone back to life is relatively easy once you get the hang of it, the latter can be increasingly complex to get your head around. That's what this handy guide, written by Mattrawr, is for! | + | Genetics is a great way to keep the station up and running if everyone's dying off, or to just pass the time searching out new genetic [[defects]] and/or [[superpowers]]. While bringing someone back to life is relatively easy once you get the hang of it, the latter can be increasingly complex to get your head around. That's what this handy guide, written by Mattrawr, is for! |
+ | {{RaisingTheDead}} | ||
+ | ==DNA== | ||
+ | [[File:genetics.JPG|198px|right|thumb|Medical Research]] | ||
+ | DNA is divided into three parts - the Unique Enzymes, the Unique Identifier, and the Structural Enzymes. Each part is made up of a block, or sequence of three-digit [http://vlaurie.com/computers2/Articles/hexed.htm hexadecimal] numbers (each a sub-block.) | ||
− | + | ===Unique Enzymes=== | |
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These serve no purpose other than tying an identity to a subject. They cannot be directly modified, but can be transferred from person to person. | These serve no purpose other than tying an identity to a subject. They cannot be directly modified, but can be transferred from person to person. | ||
− | |||
+ | ===Unique Identifier=== | ||
The Unique Identifier determines the subject's appearance, such as hair color, skin color, eye color, and gender. | The Unique Identifier determines the subject's appearance, such as hair color, skin color, eye color, and gender. | ||
− | Control Block | + | {| class="wikitable" style="text-align:center" |
− | 1 | + | ! Control Block !! Effects !! Comments |
− | 2 | + | |- |
− | 3 | + | !1 |
− | 4 | + | | Hair Red |
− | 5 | + | |- |
− | 6 | + | !2 |
− | 7 | + | | Hair Blue |
− | 8 | + | |- |
− | 9 | + | !3 |
− | 10 | + | | Hair Green |
− | 11 | + | |- |
− | 12 | + | !4 |
− | 13 | + | | Facial Hair Red |
− | + | |- | |
+ | !5 | ||
+ | | Facial Hair Blue | ||
+ | |- | ||
+ | !6 | ||
+ | | Facial Hair Green | ||
+ | |- | ||
+ | !7 | ||
+ | | Skin Tone | ||
+ | | Higher is whiter. | ||
+ | |- | ||
+ | !8 | ||
+ | | Eyes Red | ||
+ | |- | ||
+ | !9 | ||
+ | | Eyes Blue | ||
+ | |- | ||
+ | !10 | ||
+ | | Eyes Green | ||
+ | |- | ||
+ | !11 | ||
+ | | Gender | ||
+ | | Above 0x802 is female, below 0x803 is male. | ||
+ | |- | ||
+ | !12 | ||
+ | | Facial Hair Style | ||
+ | | See facial hair table | ||
+ | |- | ||
+ | !13 | ||
+ | | Hair Style | ||
+ | | See hair table | ||
+ | |} | ||
+ | ====Facial Hair Styles==== | ||
Facial hair style is determined by the value of block 12. | Facial hair style is determined by the value of block 12. | ||
− | Minimum Value | + | {| class="wikitable" style="text-align:center" |
− | 0x001 | + | ! Minimum Value !! Maximum Value !! Style |
− | 0x154 | + | |- |
− | 0x2BD | + | !0x001 |
− | 0x41B | + | | 0x153 |
− | 0x579 | + | | Clean shaven |
− | 0x6D7 | + | |- |
− | 0x835 | + | !0x154 |
− | 0x993 | + | | 0x2BC |
− | 0xAF1 | + | | Elvis |
− | 0xC4F | + | |- |
− | 0xDAD | + | !0x2BD |
− | + | | 0x41A | |
+ | | Van Dyke | ||
+ | |- | ||
+ | !0x41B | ||
+ | | 0x578 | ||
+ | | Neckbeard | ||
+ | |- | ||
+ | !0x579 | ||
+ | | 0x6D6 | ||
+ | | Chaplin | ||
+ | |- | ||
+ | !0x6D7 | ||
+ | | 0x834 | ||
+ | | Watson | ||
+ | |- | ||
+ | !0x835 | ||
+ | | 0x992 | ||
+ | | Abe | ||
+ | |- | ||
+ | !0x993 | ||
+ | | 0xAF0 | ||
+ | | Chinstrap | ||
+ | |- | ||
+ | !0xAF1 | ||
+ | | 0xC4E | ||
+ | | Hipster | ||
+ | |- | ||
+ | !0xC4F | ||
+ | | 0xDAC | ||
+ | | Goatee | ||
+ | |- | ||
+ | !0xDAD | ||
+ | | 0xFFF | ||
+ | | Hogan | ||
+ | |} | ||
+ | ====Hair Styles==== | ||
Hair style is determined by the value of block 13. | Hair style is determined by the value of block 13. | ||
− | Minimum Value | + | {| class="wikitable" style="text-align:center" |
− | 0x001 | + | ! Minimum Value !! Maximum Value !! Style |
− | 0x2BD | + | |- |
− | 0x4E3 | + | !0x001 |
− | 0x7D1 | + | | 0x2BC |
− | 0xABF | + | | Bald |
− | 0xCB3 | + | |- |
− | 0xFA1 | + | !0x2BD |
− | + | | 0x4E2 | |
+ | | Cut Hair | ||
+ | |- | ||
+ | !0x4E3 | ||
+ | | 0x7D0 | ||
+ | | Long Hair | ||
+ | |- | ||
+ | !0x7D1 | ||
+ | | 0xABE | ||
+ | | Short Hair | ||
+ | |- | ||
+ | !0xABF | ||
+ | | 0xCB2 | ||
+ | | Mohawk | ||
+ | |- | ||
+ | !0xCB3 | ||
+ | | 0x992 | ||
+ | | Balding | ||
+ | |- | ||
+ | !0xFA1 | ||
+ | | 0xFFF | ||
+ | | Fag | ||
+ | |- | ||
+ | |} | ||
+ | ===Structural Enzymes=== | ||
Structural Enzymes determine someone's species, disabilities, and superpowers. This is the stuff that's really fun to mess with. | Structural Enzymes determine someone's species, disabilities, and superpowers. This is the stuff that's really fun to mess with. | ||
Blocks 2, 4, 6, 8, 10, 11, 12, and 13 are randomized at the start of each round. Four control disabilities, four control superpowers. Block 14 is always species - the other blocks (1, 3, 5, 7, and 9) likely control the diseases which aren't in the random block mix up. The blocks were randomized due to Genetics basically becoming a hotbed of beggars or other troublemakers coming and getting powers (or powering themselves) and then just going on a massive rampage. It got old quick. | Blocks 2, 4, 6, 8, 10, 11, 12, and 13 are randomized at the start of each round. Four control disabilities, four control superpowers. Block 14 is always species - the other blocks (1, 3, 5, 7, and 9) likely control the diseases which aren't in the random block mix up. The blocks were randomized due to Genetics basically becoming a hotbed of beggars or other troublemakers coming and getting powers (or powering themselves) and then just going on a massive rampage. It got old quick. | ||
− | |||
+ | ====Species==== | ||
This is the simplest and most useful attribute to tweak. Block 14 determines the species. To change a subject to a monkey, change block 14 to a value greater than 0x802. To change a subject into a human, change block 14 to a value less than 0x803. There's not much point in doing this - it used to revive people, but that got canned when the Cloning Lab was added. Humans turned into monkeys generally die very quickly from radiation poisoning for some reason also, so don't count on humiliating someone by turning them into a monkey this way. | This is the simplest and most useful attribute to tweak. Block 14 determines the species. To change a subject to a monkey, change block 14 to a value greater than 0x802. To change a subject into a human, change block 14 to a value less than 0x803. There's not much point in doing this - it used to revive people, but that got canned when the Cloning Lab was added. Humans turned into monkeys generally die very quickly from radiation poisoning for some reason also, so don't count on humiliating someone by turning them into a monkey this way. | ||
− | |||
− | Not to be confused with diseases and viruses. | + | ====Disabilities==== |
+ | Not to be confused with diseases and viruses.<br> | ||
Disabilities are each determined by a particular block within the Structural Enzymes, though four of them are randomized. In all cases, a disability is present if the value of the control block is greater than 0x802. For simplicity's sake, one can change sub-block 1 to a value below 3 to disable a disease, or above 3 to enable. | Disabilities are each determined by a particular block within the Structural Enzymes, though four of them are randomized. In all cases, a disability is present if the value of the control block is greater than 0x802. For simplicity's sake, one can change sub-block 1 to a value below 3 to disable a disease, or above 3 to enable. | ||
− | |||
+ | ====Powers==== | ||
Powers operate in a manner quite similar to disabilities, with an added element of probability. If the value of the control block is greater than or equal to the minimum value, there is a chance of developing the power. All of the powers are randomized into the aforementioned blocks, making them much harder to find now. | Powers operate in a manner quite similar to disabilities, with an added element of probability. If the value of the control block is greater than or equal to the minimum value, there is a chance of developing the power. All of the powers are randomized into the aforementioned blocks, making them much harder to find now. | ||
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+ | {| class="wikitable" style="text-align:center" | ||
+ | ! Power !! Min. Value !! Probability | ||
+ | |- | ||
+ | | Hulk | ||
+ | | 0xDAC | ||
+ | | 15% | ||
+ | |- | ||
+ | | X-ray vision | ||
+ | | 0xBEA | ||
+ | | 50% | ||
+ | |- | ||
+ | | Fire Resistance | ||
+ | | 0xBEA | ||
+ | | 30% | ||
+ | |- | ||
+ | | Telekinesis | ||
+ | | 0xDAC | ||
+ | | 15% | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ==Modifying DNA== | ||
+ | [[Image:DNA.JPG|thumb|The Genetics Modifier, left, and the Genetics Modifier Access Console, right]] | ||
+ | ===The Genetics Modifier=== | ||
This is where the magic happens. Before you can edit anything, you have to have something to edit, and this is where you'll put it. A subject can enter the modifier willingly by right clicking on it and selecting 'move inside,' or you can force them in by grabbing them and clicking on the modifier. Once the subject is inside, you can begin tweaking the very essence of their being. | This is where the magic happens. Before you can edit anything, you have to have something to edit, and this is where you'll put it. A subject can enter the modifier willingly by right clicking on it and selecting 'move inside,' or you can force them in by grabbing them and clicking on the modifier. Once the subject is inside, you can begin tweaking the very essence of their being. | ||
If you want to take them out, right click on the modifier and select 'eject.' | If you want to take them out, right click on the modifier and select 'eject.' | ||
− | |||
+ | ===The Genetics Modifier Console=== | ||
The Genetics Modifier Console is what you'll actually use to modify the subject's DNA. Clicking on the console with a subject present in the modifier will pop up a menu displaying a bunch of information on the subject and numerous commands. | The Genetics Modifier Console is what you'll actually use to modify the subject's DNA. Clicking on the console with a subject present in the modifier will pop up a menu displaying a bunch of information on the subject and numerous commands. | ||
− | Genetics Modifier Console main menu | + | [[Image:DNA console main.JPG|thumb|Genetics Modifier Console main menu]] |
− | |||
+ | ====Occupant Status==== | ||
Health is rather self explanatory. Less obvious, but just as significant, is the radiation level. If this level is above 75, the subject will spontaneously mutate. This inevitably results in disabilities accumulating in the subject, as the programmers are assholes and specifically made it have a high probability of changing nothing but the disease blocks. Try to keep the radiation level as low as possible. If it reaches above 40% or so, take the subject out and let it lower back to safe levels before proceeding. | Health is rather self explanatory. Less obvious, but just as significant, is the radiation level. If this level is above 75, the subject will spontaneously mutate. This inevitably results in disabilities accumulating in the subject, as the programmers are assholes and specifically made it have a high probability of changing nothing but the disease blocks. Try to keep the radiation level as low as possible. If it reaches above 40% or so, take the subject out and let it lower back to safe levels before proceeding. | ||
− | |||
+ | ====DNA Values==== | ||
Just below the occupant status is a listing of the subject's complete DNA. You can check it against the tables above to determine what, if any, diseases or powers the subject possesses. | Just below the occupant status is a listing of the subject's complete DNA. You can check it against the tables above to determine what, if any, diseases or powers the subject possesses. | ||
− | |||
+ | ====Modifying DNA Values==== | ||
To modify DNA values, click 'Modify Unique Identifier' or 'Modify Structural Enzymes.' This will bring up a screen showing the current value of the section of DNA and the selected block and sub-block. To modify a block, move the cursor over it and select the desired sub-block. Pressing 'radiation' will cause the selected sub-block to change in a nearly-random fashion. Please note that there is a slight chance of modifying other blocks as well, which may introduce undesired changes to the DNA. | To modify DNA values, click 'Modify Unique Identifier' or 'Modify Structural Enzymes.' This will bring up a screen showing the current value of the section of DNA and the selected block and sub-block. To modify a block, move the cursor over it and select the desired sub-block. Pressing 'radiation' will cause the selected sub-block to change in a nearly-random fashion. Please note that there is a slight chance of modifying other blocks as well, which may introduce undesired changes to the DNA. | ||
− | |||
+ | ====Using Buffers==== | ||
Clicking 'View/Edit/Transfer Buffer' will bring up a screen displaying the contents, if any, of the three buffers. Buffers provide a convenient means of backing up or transferring DNA. To save a portion of the DNA of the subject to a buffer, click UI, UI+UE, or SE next to 'Save:'. UI will store the Unique Identifier, UI+UE will store the Unique Identifier and Unique Enzymes, and SE will store the structural enzymes. Once a buffer is filled, you can transfer it to another subject, clear it, or transfer it to a syringe. Unfortunately, there is a cooldown time between creating syringes, so you can't make a shit ton of monkey syringes and run around stabbing everyone too early on in the round. Try something else, champ. | Clicking 'View/Edit/Transfer Buffer' will bring up a screen displaying the contents, if any, of the three buffers. Buffers provide a convenient means of backing up or transferring DNA. To save a portion of the DNA of the subject to a buffer, click UI, UI+UE, or SE next to 'Save:'. UI will store the Unique Identifier, UI+UE will store the Unique Identifier and Unique Enzymes, and SE will store the structural enzymes. Once a buffer is filled, you can transfer it to another subject, clear it, or transfer it to a syringe. Unfortunately, there is a cooldown time between creating syringes, so you can't make a shit ton of monkey syringes and run around stabbing everyone too early on in the round. Try something else, champ. | ||
− | View/Edit/Transfer Buffer menu | + | [[Image:DNA console buffer.JPG|thumb|View/Edit/Transfer Buffer menu]] |
− | |||
+ | ====Radiation Emitter Settings==== | ||
These settings are very, very important. If they're incorrectly configured, you'll find your subject develops diseases more often than you'd like. Every time you apply radiation, there is a chance of a random mutation being introduced. The probability of this happening is determined by subtracting the radiation duration divided by two from twenty. This means, for example, that with a radiation duration of 10, there is a (20-10/2)%, or 15%, chance of a random DNA block changing. With a radiation duration of 1, there is a full 20% chance of a random block changing. When a block does change, the radiation strength determines whether it will be guaranteed to be debilitating or only highly likely to be debilitating. The probability of the change being guaranteed to be bad is determined by adding twenty to the radiation strength. | These settings are very, very important. If they're incorrectly configured, you'll find your subject develops diseases more often than you'd like. Every time you apply radiation, there is a chance of a random mutation being introduced. The probability of this happening is determined by subtracting the radiation duration divided by two from twenty. This means, for example, that with a radiation duration of 10, there is a (20-10/2)%, or 15%, chance of a random DNA block changing. With a radiation duration of 1, there is a full 20% chance of a random block changing. When a block does change, the radiation strength determines whether it will be guaranteed to be debilitating or only highly likely to be debilitating. The probability of the change being guaranteed to be bad is determined by adding twenty to the radiation strength. | ||
Строка 140: | Строка 219: | ||
To be safe, one might set both values to one. That shit's for pussies, though. Crank it to eleven! | To be safe, one might set both values to one. That shit's for pussies, though. Crank it to eleven! | ||
− | |||
+ | ====Injecting Rejuvenators==== | ||
This will inject the subject with rejuvenators. I think you can figure this out for yourself. | This will inject the subject with rejuvenators. I think you can figure this out for yourself. | ||
− | |||
+ | ====Locking==== | ||
If you've just stuffed the captain into the modifier, you probably don't want him waltzing out before you finish stealing his DNA and turning him into a monkey with Tourette's. Locking the modifier will prevent him from exiting or being ejected. | If you've just stuffed the captain into the modifier, you probably don't want him waltzing out before you finish stealing his DNA and turning him into a monkey with Tourette's. Locking the modifier will prevent him from exiting or being ejected. | ||
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+ | ==Cloning== | ||
+ | The shiny new cloning lab is found where the Chemist's old abode used to be - on the left side of [[Medical Research]]. It replaces the old method of bringing people back to life by turning them into a monkey and back again - now you scan someone's DNA into the machine and grow a clone of them. There are several things to bear in mind when using the machine; | ||
+ | * You can only scan and clone someone who is currently logged in (otherwise, the machine will state "Mental Interface Failure") | ||
+ | * You can only start growing a clone if the subject has died | ||
+ | * Only humans may be cloned | ||
Put someone into the scanner (looks identical to the genetics scanner) and scan their DNA. The DNA can be backed up to a disk - there are some boxes full of disks in the same room, which can be switched between write protected and unprotected. Disks can hold one buffer of DNA, similar to the Genetics Machine except portable (the Genetics Machine itself can use these disks too!). Once the DNA has been scanned into the machine, when the subject perishes for whatever reason you can start the clone growing process. Clones take a while to grow and have a good chance of ending up with a random genetic disability (but never powers). | Put someone into the scanner (looks identical to the genetics scanner) and scan their DNA. The DNA can be backed up to a disk - there are some boxes full of disks in the same room, which can be switched between write protected and unprotected. Disks can hold one buffer of DNA, similar to the Genetics Machine except portable (the Genetics Machine itself can use these disks too!). Once the DNA has been scanned into the machine, when the subject perishes for whatever reason you can start the clone growing process. Clones take a while to grow and have a good chance of ending up with a random genetic disability (but never powers). | ||
If the person pops out with something terrible like blindness or seizures, the fix is rather easy - take their old dead body, and pop it in the DNA Modifier Console. Save their SE to a buffer, and make an injector out of it. Inject them with their old SE, and they'll be right as rain! | If the person pops out with something terrible like blindness or seizures, the fix is rather easy - take their old dead body, and pop it in the DNA Modifier Console. Save their SE to a buffer, and make an injector out of it. Inject them with their old SE, and they'll be right as rain! | ||
+ | |||
+ | [[Category:Guides]] | ||
+ | [[Category:Medical]] | ||
+ | {{JobMenu}} |
Версия от 13:09, 25 сентября 2010
Профессия |
---|
Geneticist |
Сложность |
Hard |
Доступ |
Добро пожаловать в Генетику! You now have the power to play God. Is someone dead? Nuts to that, stuff 'em in the Cloner and bake for 3 minutes, and they're back up and toolboxing! Someone giving you shit? Knock them out, turn 'em into a monkey, feed them to a fatass. Tired of being a puny waste of a scientist? Research superpowers, and punch your way to victory!
Genetics is a great way to keep the station up and running if everyone's dying off, or to just pass the time searching out new genetic defects and/or superpowers. While bringing someone back to life is relatively easy once you get the hang of it, the latter can be increasingly complex to get your head around. That's what this handy guide, written by Mattrawr, is for!
DNA
DNA is divided into three parts - the Unique Enzymes, the Unique Identifier, and the Structural Enzymes. Each part is made up of a block, or sequence of three-digit hexadecimal numbers (each a sub-block.)
Unique Enzymes
These serve no purpose other than tying an identity to a subject. They cannot be directly modified, but can be transferred from person to person.
Unique Identifier
The Unique Identifier determines the subject's appearance, such as hair color, skin color, eye color, and gender.
Control Block | Effects | Comments |
---|---|---|
1 | Hair Red | |
2 | Hair Blue | |
3 | Hair Green | |
4 | Facial Hair Red | |
5 | Facial Hair Blue | |
6 | Facial Hair Green | |
7 | Skin Tone | Higher is whiter. |
8 | Eyes Red | |
9 | Eyes Blue | |
10 | Eyes Green | |
11 | Gender | Above 0x802 is female, below 0x803 is male. |
12 | Facial Hair Style | See facial hair table |
13 | Hair Style | See hair table |
Facial Hair Styles
Facial hair style is determined by the value of block 12.
Minimum Value | Maximum Value | Style |
---|---|---|
0x001 | 0x153 | Clean shaven |
0x154 | 0x2BC | Elvis |
0x2BD | 0x41A | Van Dyke |
0x41B | 0x578 | Neckbeard |
0x579 | 0x6D6 | Chaplin |
0x6D7 | 0x834 | Watson |
0x835 | 0x992 | Abe |
0x993 | 0xAF0 | Chinstrap |
0xAF1 | 0xC4E | Hipster |
0xC4F | 0xDAC | Goatee |
0xDAD | 0xFFF | Hogan |
Hair Styles
Hair style is determined by the value of block 13.
Minimum Value | Maximum Value | Style |
---|---|---|
0x001 | 0x2BC | Bald |
0x2BD | 0x4E2 | Cut Hair |
0x4E3 | 0x7D0 | Long Hair |
0x7D1 | 0xABE | Short Hair |
0xABF | 0xCB2 | Mohawk |
0xCB3 | 0x992 | Balding |
0xFA1 | 0xFFF | Fag |
Structural Enzymes
Structural Enzymes determine someone's species, disabilities, and superpowers. This is the stuff that's really fun to mess with.
Blocks 2, 4, 6, 8, 10, 11, 12, and 13 are randomized at the start of each round. Four control disabilities, four control superpowers. Block 14 is always species - the other blocks (1, 3, 5, 7, and 9) likely control the diseases which aren't in the random block mix up. The blocks were randomized due to Genetics basically becoming a hotbed of beggars or other troublemakers coming and getting powers (or powering themselves) and then just going on a massive rampage. It got old quick.
Species
This is the simplest and most useful attribute to tweak. Block 14 determines the species. To change a subject to a monkey, change block 14 to a value greater than 0x802. To change a subject into a human, change block 14 to a value less than 0x803. There's not much point in doing this - it used to revive people, but that got canned when the Cloning Lab was added. Humans turned into monkeys generally die very quickly from radiation poisoning for some reason also, so don't count on humiliating someone by turning them into a monkey this way.
Disabilities
Not to be confused with diseases and viruses.
Disabilities are each determined by a particular block within the Structural Enzymes, though four of them are randomized. In all cases, a disability is present if the value of the control block is greater than 0x802. For simplicity's sake, one can change sub-block 1 to a value below 3 to disable a disease, or above 3 to enable.
Powers
Powers operate in a manner quite similar to disabilities, with an added element of probability. If the value of the control block is greater than or equal to the minimum value, there is a chance of developing the power. All of the powers are randomized into the aforementioned blocks, making them much harder to find now.
Power | Min. Value | Probability |
---|---|---|
Hulk | 0xDAC | 15% |
X-ray vision | 0xBEA | 50% |
Fire Resistance | 0xBEA | 30% |
Telekinesis | 0xDAC | 15% |
Modifying DNA
The Genetics Modifier
This is where the magic happens. Before you can edit anything, you have to have something to edit, and this is where you'll put it. A subject can enter the modifier willingly by right clicking on it and selecting 'move inside,' or you can force them in by grabbing them and clicking on the modifier. Once the subject is inside, you can begin tweaking the very essence of their being.
If you want to take them out, right click on the modifier and select 'eject.'
The Genetics Modifier Console
The Genetics Modifier Console is what you'll actually use to modify the subject's DNA. Clicking on the console with a subject present in the modifier will pop up a menu displaying a bunch of information on the subject and numerous commands.
Occupant Status
Health is rather self explanatory. Less obvious, but just as significant, is the radiation level. If this level is above 75, the subject will spontaneously mutate. This inevitably results in disabilities accumulating in the subject, as the programmers are assholes and specifically made it have a high probability of changing nothing but the disease blocks. Try to keep the radiation level as low as possible. If it reaches above 40% or so, take the subject out and let it lower back to safe levels before proceeding.
DNA Values
Just below the occupant status is a listing of the subject's complete DNA. You can check it against the tables above to determine what, if any, diseases or powers the subject possesses.
Modifying DNA Values
To modify DNA values, click 'Modify Unique Identifier' or 'Modify Structural Enzymes.' This will bring up a screen showing the current value of the section of DNA and the selected block and sub-block. To modify a block, move the cursor over it and select the desired sub-block. Pressing 'radiation' will cause the selected sub-block to change in a nearly-random fashion. Please note that there is a slight chance of modifying other blocks as well, which may introduce undesired changes to the DNA.
Using Buffers
Clicking 'View/Edit/Transfer Buffer' will bring up a screen displaying the contents, if any, of the three buffers. Buffers provide a convenient means of backing up or transferring DNA. To save a portion of the DNA of the subject to a buffer, click UI, UI+UE, or SE next to 'Save:'. UI will store the Unique Identifier, UI+UE will store the Unique Identifier and Unique Enzymes, and SE will store the structural enzymes. Once a buffer is filled, you can transfer it to another subject, clear it, or transfer it to a syringe. Unfortunately, there is a cooldown time between creating syringes, so you can't make a shit ton of monkey syringes and run around stabbing everyone too early on in the round. Try something else, champ.
Radiation Emitter Settings
These settings are very, very important. If they're incorrectly configured, you'll find your subject develops diseases more often than you'd like. Every time you apply radiation, there is a chance of a random mutation being introduced. The probability of this happening is determined by subtracting the radiation duration divided by two from twenty. This means, for example, that with a radiation duration of 10, there is a (20-10/2)%, or 15%, chance of a random DNA block changing. With a radiation duration of 1, there is a full 20% chance of a random block changing. When a block does change, the radiation strength determines whether it will be guaranteed to be debilitating or only highly likely to be debilitating. The probability of the change being guaranteed to be bad is determined by adding twenty to the radiation strength.
All this essentially means you want to set the radiation duration as high as safely possible and the radiation strength as low as possible. Unfortunately, the subject's radiation level increases by the sum of the duration and strength every time you apply radiation.
To be safe, one might set both values to one. That shit's for pussies, though. Crank it to eleven!
Injecting Rejuvenators
This will inject the subject with rejuvenators. I think you can figure this out for yourself.
Locking
If you've just stuffed the captain into the modifier, you probably don't want him waltzing out before you finish stealing his DNA and turning him into a monkey with Tourette's. Locking the modifier will prevent him from exiting or being ejected.
Cloning
The shiny new cloning lab is found where the Chemist's old abode used to be - on the left side of Medical Research. It replaces the old method of bringing people back to life by turning them into a monkey and back again - now you scan someone's DNA into the machine and grow a clone of them. There are several things to bear in mind when using the machine;
- You can only scan and clone someone who is currently logged in (otherwise, the machine will state "Mental Interface Failure")
- You can only start growing a clone if the subject has died
- Only humans may be cloned
Put someone into the scanner (looks identical to the genetics scanner) and scan their DNA. The DNA can be backed up to a disk - there are some boxes full of disks in the same room, which can be switched between write protected and unprotected. Disks can hold one buffer of DNA, similar to the Genetics Machine except portable (the Genetics Machine itself can use these disks too!). Once the DNA has been scanned into the machine, when the subject perishes for whatever reason you can start the clone growing process. Clones take a while to grow and have a good chance of ending up with a random genetic disability (but never powers).
If the person pops out with something terrible like blindness or seizures, the fix is rather easy - take their old dead body, and pop it in the DNA Modifier Console. Save their SE to a buffer, and make an injector out of it. Inject them with their old SE, and they'll be right as rain!
Начинающим • Интересное • Профессии • Руководства |
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Гражданские профессии Бармен • Повар • Официант ┊ Священник • Библиотекарь ┊ Клоун • Мим ┊ Ассистент |
Представители закона Офицер службы безопасности • Смотритель • Детектив • Агент Внутренних Дел |
Обслуживающий и снабжающий персонал Инженер • Атмосферный техник ┊ Шахтёр • Грузчик ┊ Ботаник ┊ Уборщик |
Научно-исследовательский и медперсонал |
Главы отделов Капитан •
Глава персонала |
Профессии кремниевых форм жизни Искусственный интеллект • Киборг • Персональный Искусственный интеллект • MoMMI |
Неавторизованный персонал |