Genes (WIP) - WVCSergkart/WVC_RacesBiotech GitHub Wiki
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The mod contains more than 400 manually created genes, with a unique icon and description for them. This list does not include auto-generated genes, which can be enabled or disabled at the player's discretion. All genes were made with a focus on being within the lore of the game and all the released DLC, and not straying from it. The mod does not have any joke or crazy genes, funny descriptions and other crap.
Note that some genes imply the lore of some DLCs in the descriptions, even if they are available without them.
The mod is already quite a few years old, and in such projects, forgotten descriptions written in a hurry during development or banal typos inevitably appear. Therefore, if you find contradictions in the texts, please report this as well as other bugs in the Steam bug report or GitHub issue.
README
At the moment the wiki only contains information about the most complex and/or important mechanics that I think are important to mention. Over time I plan to add as much information about the genes from the mod as possible, leaving out only the very minor ones like skin/hair colors.
Information about genes is updated relative to the latest version of the game and the latest github version of the mod and may differ from the steam version.
(At the moment, the order of gene information is determined relative to the complexity of the mechanics. In the future it will be changed to alphabetical.)
For more convenient search use the combination CTRL + F. I tried to write down all the important information in text, even if it was present in the attached picture.
Genes marked (TEST MODE) either require the test mode to be enabled, or some of their functionality is only available in this mode. Keep this in mind.
Collapse button
Some gene gizmos can be collapsed to take up less space. But this hides some of their buttons and information that may be important if you are not familiar with the gene or mod itself.
You can change the default state in the settings. By default, they are all uncollapsed.
Genes settings button
The buttons for using some genes are grouped into one button called Genes Settings. Genes that use this mechanic have a tip in the description.
On the button panel it looks like this:
When pressed, a small window pops up with a list of supported genes. Each button has a description of what it does (if it is not a simple on/off switch), which pops up when hovered over.
You can disable this button in the mod settings. But then you won't be able to use the functionality of some genes.
Morpher
Morpher is one of the complex mechanics of the mod. It allows you to change the pawns' gene sets, according to certain conditions, allowing you to make a pawn-werewolf.
The morpher exists in only one copy and supports all xenotypes, including custom ones. At the time of writing, this gene has two possible modes. Normal, in which the gene will save only the general list of genes and some minor information, such as needs or resource caused by genes. Experimental, which is discussed in more detail below.
Trigger genes are used for morphing, without them morphing is not possible. Trigger genes can be changed at any time, but this requires an archite capsule, some trigger genes are not available for changing.
There is also a gene that makes the morpher one-time use.
Each morph is done only at the player's request, and always manually. The pawn will not change the gene set chaotically and unexpectedly.
Saved gene sets can be viewed at any time in a special menu. Until the first morph, for obvious reasons, it will be impossible to open this menu.
The number of possible saved gene sets can be increased using a special serum.
Archiver (Anomaly DLC)
Archiver is a significantly enhanced version of morpher based on its experimental mode.
Like morpher, this gene allows you to save genesets and swap them at will and relative to trigger restrictions.
However, in fact, archiver swaps not genesets, but pawns. Creating a duplicate, which is the reason why Anomaly DLC is required.
In the settings, you can enable the transfer of armor, weapons and inventory. By default, this is disabled, since some mods that add armor can start to bug, for example VFE - Pirates, which adds wearing armor as a character trait.
Morph
To morph, a pawn needs genesets, the so-called Forms. New Forms are created in the same way as when morphing into existing ones, by pressing the morph button.
Forms (genesets) are created randomly, relative to all existing xenotypes in the game, both regular and custom.
During randomization, many factors are taken into account that will influence the choice of a particular xenotype.
For archite xenotypes, the chance is reduced by half of their archite genes.
Custom xenotypes have an increased bonus, approximately +2 weight points.
The gene type of the Morpher (xenogene/endogene) also greatly affects this. The chance that the morph will occur in a xenotype of the same heredity as the morpher is increased.
After the morph, the new Form receives a random trigger gene. The old trigger gene remains for the old Form.
Some xenotypes may have a predefined trigger gene or xenotype they morph into. (These can only be set via xml)
Targeted morph (currently only GitHub version)
This mechanic allows you to predetermine a morph using special genes.
Since the genes needed for a targeted morph are not generated automatically, there are currently only a few genes of this type.
Current trigger genes:
Targeted morph (undead) - Limits the morph to 3 possible xenotypes: Resurgent, Featherdust and Ashen.
Targeted morph (wolfman) - Limits the morph to 1 possible xenotypes: Wolfman (Forked).
Targeted morph (lycan) - Limits the morph to 1 possible xenotypes: Lycan (Forked).
Trigger Genes
Genes that allow you to start a morph are called trigger genes. Trigger genes are the only way to morph, since the morpher cannot morph on its own.
Initially, the morph was supposed to be automatic, but after a series of lengthy tests, I came to the conclusion that the vanilla game really does not like it when pawns' genes change abruptly on their own. This broke some quests and sometimes led to false errors in the log. So in the end, I decided that the best option would be a trigger at the will of the player, and not random or ticker.
Current trigger genes:
Ability trigger - allows the pawn to morph at any time. This trigger has no restrictions, rules or debuffs. But this trigger cannot be obtained by the trigger change function.
Nocturnal trigger - allows the pawn to morph, only at night. Approximately from 10 pm to 6 am, in-game time.
Diurnal trigger - allows the pawn to morph, only during the day. Approximately from 8 am to 6 pm, in-game time.
Seasonal trigger - allows the pawn to morph once per season. The current season can be found on the right, under the time acceleration buttons. If the season does not change, the pawn will not be able to morph.
Damage trigger - allows the pawn to morph when its health drops below 80%.
Deathless trigger - allows the pawn to morph only while in a deathless coma. After the morph, it completely heals the pawn.
Hemogen trigger - allows the pawn to morph only if the hemogen is above 80%. After morphing, it always lowers the hemogen to 10%, only for the current genset.
Deathrest trigger - allows the pawn to morph only if the deathrest need is above 80%. After morphing, it always lowers the deathrest need to 10%, only for the current genset.
Psyfocus trigger - allows the pawn to morph only if the psyfocus is above 80%. After morphing, consumes all psyfocus.
Undead trigger - allows the pawn to morph only while in a resurrection sickness coma. After morphing, prolongs the coma for 10 days.
Death refusal trigger - allows a pawn to morph at the cost of death refusal attempts. Morph cost 1 attempt per use.
VRE - Lycanthrope Forked
Since the mechanics of my morpher and the VRE morpher are completely different, integration between them is impossible without major code modifications.
This fork replaces similar mechanics of VRE with mechanics of my mod, including the morpher, leaving most of the rest untouched.
Lycanthrope fork with integration. (The latest GitHub version of the mod is required for the fork to work.)
Please note that this fork will not be compatible with mods that depend on the original.
Shapeshifter
Shapeshifter is one of the most complex genes of the mod. It allows you to instantly change the pawn xenotype to any present in the game, including from mods or custom ones.
After using the ability, the pawn will receive genes regrowing hediff and as long as the pawn has this hediff, it will not be possible to use the ability again.
Xenotypes with the Shift form gene are considered true forms. Shapeshift into these xenotypes is always available.
This gene is also able to compensate for the metabolic efficiency of a pawn above +5 or below -5.
Genetic material
Genetic material is a special resource that a gene accumulates when using the shapeshift ability.
For each xenotype, a different amount of resource is given, which depends on the complexity and archites of the selected xenotype. The only exception is true forms, for which the resource is not given.
Also, this resource cannot be obtained if the genes regrowing effect for the gene was turned off by a serum or subgene.
This resource can be used to implant certain special genes that would be difficult to obtain in alternatives.
Genes implanted in this way are not inherited between xenotypes and will be lost if removed, please note this.
Sub-Genes
Shapeshifter also has sub-genes. Both with simple mechanics, such as temporary bonuses or full restoration, and with more complex mechanics.
For example, postshift regeneration completely restores and regenerates scars, wounds and lost limbs when using shapeshift. But this only works if the pawn has this gene at the time the ability is used.
True form (Shift form)
The shift form gene is a beacon for the shapeshift ability. If a xenotype has this or a similar class gene, then shapeshift into this xenotype is possible without cd. However, in this case, bonuses for postshift genes will not be awarded.
Postshift scarred
Postshift scarred is also a sub-gene of the scarifier. When shifted to a xenotype with this gene, the pawn always receives 5 scarifications. And when shifted from a xenotype with this gene, it loses all scarifications.
Cellular
Although this gene is a sub-gene of the shapeshifter, it does not have any special mechanics associated with it, nor does it depend on it.
The mechanics of this gene are similar to how some immortality hediffs work in the anomaly. As long as a pawn has this gene, it cannot be killed at all.
The only way to kill a pawn with this gene is a scripted kill (for example, a cave ceiling collapse) or with a special action that is possible when the owner of the gene is downed.
The gene also slowly regenerates the pawn's HP. In the settings you can change the amount of HP restored.
Style (Ideology)
This gene also allows you to change the style of the pawn at any time. Hairstyle, hair color and tattoos.
This has no cooldown or temporary debuffs.
Chimera
The chimera allows to accumulate genes copied using abilities and implant them.
The number of genes is not limited and you can copy all genes except those that do not spawn in genepacks. This restriction is for the most part not a balance restriction, but a debugging one, so that it is not possible to copy android genes or dev genes that serve as triggers.
Copied genes can be implanted as xenogenes. Implantation has no CD, but adds genes regrowing hediff to the pawn.
Genes can also be “eaten”. Genes that are eaten are genes that are destroyed and can no longer be copied or implanted. The main function is to filter out unnecessary genes.
The chimera also allows to remove all xenogenes from a pawn at any time.
The chimera gene does not have the ability to copy genes, it only saves and implants them.
Copying requires special genes. For example, the vanilla ability bloodfeed.
Sub-Genes
The chimera has 2 sub genes that allow it to copy genes.
Geneharvest - copies 1 random gene from a pawn without causing any harm to it. Has a cooldown of 9 days.
Packharvest - copies 1 random gene from the target genepack and destroys it. Has no cooldown. All kinds of genepacks are supported (provided that it is a genepack, and not just a geneholder).
Dryad queen
This gene is a transfer of the mechanics of the gauranlen tree into the gene.
Just like the gauranlen tree, a pawn with this gene spawns dryads. But there are a number of important differences. The caste for dryads is set separately for each. And dryads who were gestated by a pawn always follow it.
Unlike regular dryads, gestated dryads always defend a pawn whenever possible, and if a pawn is drafted then dryads, regardless of type, will fight for it. But non-combat dryads are very easily frightened by shots and can retreat at the most inopportune moment.
Dryadbond
The queen can control an unlimited number of dryads, but dryadbond is required to gestate new ones.
The amount of dryadbond depends on the connected gauranlen trees and on some genes.
Dryadbond is a soft limit and if for any reason it decreases, it will not affect existing dryads in any way.
Dryad castes
The available castes of dryads are the same as those of the vanilla tree. Except the gaumaker dryad.
The mod has a built-in autopatcher for dryads and supports dryads from mods.
Sub-genes (WIP)
Sub-genes add various additional features affecting dryads or gauranlen trees.
Undead
Undead - this gene allows the pawn to be resurrected in case of death. A pawn resurrected in this way is cured of all wounds and illnesses, and also restores lost limbs.
The gene has 2 versions. One is classic, with an ability cooldown. And one without a cooldown, which always works until the pawn’s body is destroyed.
The time until the pawn is resurrected can be found in the inspect panel. The pawn will be resurrected within 1-2 days. The time required for resurrection is longer for a gene without CD.
The gene cannot resurrect rotten bodies.
Destined dead
Destined dead - this gene has reincarnation mechanics. When the carrier dies, a pawn inheriting the xenotype and genes of the deceased joins the settlement.
This gene has a number of restrictions so as not to create absurdly illogical situations. For example, for the effect to work, the carrier must have at least ~200 chronological years, and also be an adult, according to the logic of the game.
The pawn joins within 1-2 days. Information about whether the gene will work can be seen in the pawn's info card or in the pop-up description of the gene.
The chance of the gene triggering is 8%. In the settings you can increase this chance or disable the mechanics.
Xenotype gestator
Xenotype gestator allows the pawn to gestate any xenotype present in the game, including xenotypes from other mods. (With the exception of custom xenotypes, they are not considered xenotypes at all by game logic.)
But this ability has a number of limitations. A pawn can only gestate xenotypes with which it matches genetically by 40% (Adjustable in settings).
The period spent on gestation depends directly on the complexity of the selected xenotype. After gestation, it takes some time to recover. The duration of the cooldown also depends on the complexity of the selected xenotype.
If the xenotype is xenogenic and has an inherited germline xenotype, then the vanilla rule is applied and the xenotype will be double with the chance specified in xml.
The color of the xenotype icon depends on the number of genes.
This gene also has synergy with the shapeshifter gene, allowing the owner to gestate any xenotypes, bypassing the matching rule.
Gestator
The mod also contains a simpler version of the gestator. This gene simply copies the owner's set of genes.
Since this gestator works directly with a set of genes, it supports custom xenotypes.
Xeno-tree
The xenotype gestator has a version in the form of not a gene, but a tree.
In general, the mechanics of the tree are exactly the same as those of the gestator, but there are a number of differences.
The tree takes into account the genes of all pawns (colonists) on the map and relative to their gene sets allows you to select a xenotype.
The tree does not spawn on its own, but it can be planted. The seed of this tree can be found in the quest, but with a very low chance.
Duplicator
This gene gives the pawn an ability similar to that of the corrupted obelisk from the Anomaly DLC.
The pawn can create a duplicate of itself or any player-controlled target. The target can only be a human.
You don't need the Anomaly DLC to use this gene, but it works with a number of limitations. The features and outcomes that duplication in anomalies has won't be available without this DLC.
So without the DLC, the ability doesn't copy needs, hediffs, gene overrides, and other small things.
Unlike the obelisk, the gene has a chance of a positive outcome, without diseases or hostility. The chance can be changed in the settings.
Outcomes
In addition to the standard duplication outcomes, the ability has a number of unique ones, as well as variations of the hostility outcome.
Outcome with a modified backstory. The pawn's backstory is replaced with a random backstory from the same category. If there are no other backstories in the category, the backstory will be nullified (unknown).
Outcome with randomization of traits. All pawn traits will be replaced with random ones. Traits from genes are ignored. New traits are selected through the vanilla trait generator.
The hostility outcome has been slightly reworked. If the pawn is incapabale of violence, then instead of hostility (change of faction and attack) there will be a mental breakdown "humanity break" (inhumanization). If the pawn is already inhumanized, then it will enter berserk rage.
Mental break
Also, pawns with this gene have a chance of a special mental break. It can only occur if the ability is not on cooldown.
This mental break results in an instant trigger of the duplicator ability. All outcomes of this trigger are the same as with the normal use of the ability.
Has a higher chance when there are few pawns in the colony, and almost zero if there are more than 5 pawns in the colony.
Requires Anomaly DLC.
Fleshmass (Anomaly) (WIP) (TEST MODE)
These genes cannot be obtained through genepacks. The only way to obtain them is to defeat the fleshmass heart, and then devour the nucleus (Right-click on the nucleus, after selecting the pawn with the chimera gene) using the chimera gene.
Please note that this mechanic is disabled when xenotypes are disabled, as it is directly tied to them.
All genes in this category are exclusive to the Anomaly DLC, for obvious reasons.
Fleshmass nucleus
This gene gradually gives the pawn mutations, and then enhances them. Especially for this gene, the mod has 8 additional mutations that can only be obtained using genes from this mod.
Mutations caused by this gene do not cause pain, unlike normal mutations.
They have several levels, for each of which a stacking bonus is given. Increased regeneration and increased efficiency of the body part.
In theory, the gene should support any mutations added by mods, as long as they work the same as vanilla (spawn fleshbeast and have a body part tag).
Fleshmass regeneration (WIP)
Gives the pawn regeneration relative to wounds, scars, lost limbs and summary percentage of hp.
Thus, the more severely the pawn is wounded, the faster it gets regen.
The regeneration value is cached for about 1-2 game hours, and then updated relative to the current health.
Fleshmass thinker (WIP)
Researches the currently selected technology. The research rate is divided by the number of pawns controlled by the player.
Ignores deathresting, quest, duplicates pawns.
Fleshmass armor (WIP)
Greatly increases armor, but deals damage to any non-nudist apparels worn. Approximately 40hp per day.
Not mutually exclusive with similar armor genes.
Self-devour stomach (WIP)
Destroys organs and limbs to replenish hunger.
Triggered by very low hunger. Can kill a pawn.
Flesh-eye skin
Furskin which greatly enhances the pawn's sight and regenerates the eyes.
Gives significant boosts to melee and ranged combat.
A screenshot of the appearance can be seen on the beholdkind xenotype.
Deadlife builder (WIP)
Builds and repairs buildings. Can repair or build up to 3 buildings at once.
The effect is weakened relative to the number of pawns in the colony.
Deadlife breathe (WIP)
Constantly raises shamblers and gradually gives the carrier of the gene death refusal.
Thrall master and Thrall
Work in progress
1.5 version
The mechanic is called Thralls. Thralls are specific xenotypes with strict limitations and their own strengths and weaknesses. Thralls are created from corpses using the "Thrall master" gene, the player can raise an unlimited number of thralls, but their lifespan is limited to 15 days, to prolong it, thralls must regularly absorb the resurgent cells of resurgent pawns.
Thralls are first and foremost a xenotype. And their social skills, needs, and role in the colony are influenced by their genes. They are not mindless servants, and their deaths will upset the colonists.
The thralls limit is calculated relative to the cells absorbed from resurgent pawns. It is not exact and represents an expected result over time. Approximately 1 cell for each day of the thralls life.
Please note that the limit only approximately shows the recommended number of active thralls; if resurgent cells are spent on pawn abilities, then there may not be enough for thralls.
The process of extending the life of thralls is called cellsfeed. Cellsfeed does not require direct interaction, but has a number of requirements.
In order to trigger cellsfeed, the thrall must be on the same map (or in the same caravan) with any pawn whose cells are higher than 20%. The target is chosen randomly.
Cellsfeed cannot be triggered manually, and the thrall must be conscious.
The process leading to the death of thralls is called instabilization. The time to instabilization can be tracked in the info panel at the bottom left.
Inheritance of genes
Thralls are guaranteed to inherit some unique genes from the master, such as deathless and undead.
In addition to unique genes, Thralls also receive random master genes. Roughly 20% of random genes are from the total number of master genes.
If the pawn had any genes before thrallification, then the Thrall also receives 20% of random genes from their number. The inheritance type (endo/xeno) of the gene does not affect this.
The genes that a Thrall receives are determined relative to the balance of metabolism, if it is negative, then genes with a positive balance will be added and vice versa.
Anomaly DLC
The thrall master gene has support for the Anomaly DLC, which allows the player to create ghouls using the thrall maker ability.
Ghouls created this way obey all the rules of gene inheritance. Except for the Thrall gene, since instead of dying, thralls turn into ghouls when instabilized. This does not affect children.
Mechlinks
The mod contains several genes that give the pawn a mechlink. Some have simple mechanics, others are more complex.
These genes do not give the pawn a mechlink, but they can form one over time. Keep this in mind!
Golem mechlink (Golems (Mechanoids))
This gene adds a mechlink to the pawn, but also gives access to golem mechanics.
Briefly about golems - these are mechanoids that require very little bandwidth for control, but their creation requires golembond, which can be increased by shrines (optional in settings (req dlc royalty)) or with the help of ideology.
They require significantly more energy, but they replenish their charge very quickly in shutdown state (+96% per day).
Also, golems cannot be resurrected or gestated in gestators like vanilla mechanoids, but they are summoned for free using the gene.
Even though golems are a tribal version of mechanoids, they still require energy. They are designed for more micromanaged gameplay.
It is very important to use groups of golems in turns, let one accumulate a charge while the others are working, otherwise they may all be left without energy.
At a later stage of the game, with mech-chargers and vanilla mechanoids, golems still remain relevant. They can be used as a cheap fighting force, and rotating groups of them becomes unnecessary.
False mechlink
False mechlink, like any mechlink gene, gives the pawn a mechlink.
With this gene it is much more difficult to gestate new mechanoids, but they are summoned by the gene from time to time for free.
The mechs to summon are selected from all mechs (except ultra heavy) in the game, including mods, provided that they have vanilla mechanics (have basic mech comps). Note that mods that remove these components will make it impossible to summon mechs.
The number of mechs per summon varies from 1 to 6 and can be changed in the settings.
Summoned mechanoids do not consume bandwidth, but they lose this buff upon death. These mechanoids can be resurrected, but they will not get the buff back.
This gene is not intended to give the player an additional challenge, since due to the fact that the mechanoids are selected randomly, the game can become very easy if you are lucky enough.
Void mechlink (Anomaly)
Allows to summon mechanoids by spending a special resource and lowers social stats relative to the number of controlled mechanoids.
Each mechanoid has its own cost of this resource. Which is calculated relative to the class, size, maximum HP and the number of works it can perform.
Summoned mechanoids can have damage. The chance of damage can be reduced or increased by using sub-genes.
In the settings, you can change the cost of the mechs, increasing or decreasing it.
The summon has a chance of failure, which is calculated relative to the number of mechanoids controlled by the pawn, regardless of whether they were summoned.
Each controlled mechanoid increases the chance of failure by 1% to 50%. In case of failure, instead of the mech, a nociosphere will be summoned, which instantly attacks. Please note that after a period of aggression, the nociosphere does not disappear, and its presence blocks the ability to summon.
This gene also removes the limit on the number of mechanoids, gradually compensating for it in the case of crafting and instantly in the case of summoning.
Summoned mechanoids can be killed at any time with a special button. This will return 25% of the resources spent multiplied by the current health of the mechanoid.
In the event of the gene carrier's death, all summoned mechanoids and the mechanitor's body will be destroyed.
Psylinks
The mod has several variants of the psylink gene.
The natural version of the gene simply gives the pawn a permanent psylink.
Just like with a mechlink, a psylink is not removed from a pawn when the gene is deleted. This is also due to the fact that psylink does not have safe remove triggers, and its removal can lead to unexpected bugs.
Archite psylink
Archite psylink, unlike natural ones, passively replenishes the pawn's psyfocus. Thanks to this, a psycaster with this gene does not need to spend the whole day in meditation.
The amount of psyfocus restored depends on the level of psylink.
With the VPE mod, this also allows the psycaster to passively level up.
Blood psylink (Hemogenic)
Blood psylink is a hemogenic version of archite psylink. It works in much the same way, but also greatly increases hemogenic thirst.
Hemogenic
Genes that are based on vanilla hemogen mechanics.
Bloodeater
The bloodeater gene completely changes the mechanics of how a pawn eats. Pawns with this gene get food poisoning when they eat food, but gain significantly more nutrition when using the bloodfeed ability.
Thus, bloodeaters are forced to regularly bite non-hemogenic pawns in order to survive.
Pawns with this gene automatically use the bloodfeed ability on others.
Auto-cast ignores pawns with blood loss, so as not to accidentally kill the target. Keep this in mind if you are going to feed bloodeaters with prisoners.
The priority is: prisoners for bloodfeed -> prisoners -> slaves -> colonists. Auto-cast ignores guests and temporary colonists.
Please note that vanilla bloodfeed rules ignore prisoners blood loss, so prisoners selected for bloodfeed will die regularly.
Auto-cast can be disabled in the settings.
Please note: Pawns with this gene automatically use the bloodfeed ability when hungry. But the ban on food must be imposed manually, since in some cases, instead of bloodfeeding, the pawn may try to eat as usual.
Eternal hunger
Eternal hunger - this gene allows the pawn to obtain hemogen from any meat, but introduces a number of penalties. In addition to the most banal increase in hemogen consumption. This gene also reduces the host's hunger relative to the level of hemogen. However, hunger only changes when the pawn is looking for meat; if there is no meat, the pawn will try to “snack” one of the colonists in the settlement.
In case of a shortage of hemogen and meat, the pawn automatically uses the "Bloodfeeder" ability on a random pawn in the settlement.
Psyfeeder
Allows the pawn to automatically replenish hemogen without consuming hemogen packs.
The effect of the gene is the same as using the vanilla Bloodfeed ability. This gene literally casts the ability from a distance. But this gene DOES NOT ALLOW you to use bloodfeed manually at a distance.
Blood harvester
This gene allows you to automatically collect hemogen from pawns in the colony.
All non-hemogenic pawns will spawn one hemogen pack every few days. The effect of losing blood is the same as using the bloodfeed ability.
Does not affect quest pawns or pawns with blood loss.
Hemogenic scarless
Hemogenic scarless acts the same as vanilla scarless but is not archite and consumes 8 hemogen with each trigger.
Like most healing genes from the mod, it ignores scarification from ideology. (Customizable in settings)
Hemogenic metabolism
Hemogenic metabolism allows the pawn to replenish its hunger bar by increasing the consumption of hemogen.
The effect of a gene can be turned off at any time using the appropriate gizmo.
Dustogenic
This gene somewhat changes the hunger mechanics of the pawn and largely falls under the category of stomachs.
Pawns with this gene receive significantly more nutrition from dustogenic food. The main difference between this food and ordinary food is that crafting requires a higher skill, learning a special technology and a slight debuff to the mood when eating.
Also, the bonus of this gene is triggered when the pawn is downed or in bed, which makes feeding pawns with this gene much easier.
The main idea of this gene is to compensate for debuffs imposed by other genes in this series.
Sub-genes
Most sub-genes of the dustogenic series reduce the effectiveness of food, and the more these genes a pawn has, the stronger and more noticeable the debuff.
These genes also increase the capacity of the hunger bar. If a pawn is completely satiated, it will not need to eat again for longer, but it will eat more at a time.
Dustogenesis
This gene gives the ability to allow a pawn to become pregnant without a partner.
The child is guaranteed to receive all the mother’s genes, including archite genes. And birth quality receives an additional bonus of 100%.
Sharp feathers
This ability allows a pawn to attack with feathers if it has the special wing gene.
The attack does not use any resources, but has a long cooldown.
Scarifier (WIP)
Scarifier - This gene adds scars to the pawn from time to time. The part of the body on which the scar will be applied is chosen randomly, and all scars created by this gene have no pain effect. The limit on the number of scars a gene can create depends on certain genes. For example, the shapeshifter gene reduces the number of scars.
This gene requires the Ideology DLC.
Aptitude
Scarifier aptitude genes - These archite genes reduce skills by 6 and increase the number of scars by 1. The main feature of these aptitude genes is a decrease in complexity by 3.
Resurgent (WIP)
The "Resurgent" gene gives the pawn a supply that is used passively or actively by other genes. Resurgent cells cannot be replenished; they accumulate on their own.
Resurgent cells are also used to prolong the life of Thralls.
Resurgent healing
At some intervals, it restores a missing body part or heals a scar. Spends 22 cells per trigger.
Resurgent clotting
Approximately every game hour (1500 ticks), treat all pawn wounds. Each wound costs 1 resurgent cell.
Genetic (in)stability
In total, the mod contains 8 genes based on this mechanics.
Genetic stability
Stability genes are removes the xenogerm reimplantation hediffs from the carrier. For example genes regrowing.
The average frequency is 2-5 days. The frequency of the effect varies from gene to gene and can be less frequent or more frequent. Also, in addition to the frequency of activation of stability genes, some additional parameters differ. For example, scarifier affects the number of scars of the scarifier gene, and resurgent replenishes resurgent cells.
Genetic instability
Instability genes, on the contrary, impose these hediffs or even kill the carrier.
The effect of these genes can be delayed using a special serum. For some genes there are alternative methods of delay, for example the Thrall gene.
Gene implanters (Reimplanters)
Gene implanters allow you to copy the caster's genes into the target. In general, the same as in the vanilla game.
The mod contains 6 implanters similar to the vanilla one, but with slightly different mechanics.
Reimplantation of genes when the caster has genes regrowing will lead to the loss of not only xenogens, but also all genes in general. And will also kill the caster.
All 6 implanters are in many ways alt versions of each other. For example: endogene implanter, xenogene implanter, dual implanter (reimplanter). Plus each has both an archite and a natural version.
There is also a post-implanter, its main difference is that it only works on corpses. First resurrecting the target, and then implanting genes. The post-implanter can also recruit pawns in this way, provided that this is possible (req sub-gene).
In 1.5, the vanilla implanter has a hidden mechanic. It can now implant endogenes, but only for xml-xenotypes. The mod's implanters do not have similar features/bugs and should work as described.
Implanter fangs
Imlanter fangs - this gene complements the mechanics of the bloodfeed ability with the mechanics of gene implantation.
Thus, when a gene carrier bites someone, there is a chance that all the carrier's genes will be implanted into the victim.
The chance is calculated as follows: 0.03 * ImmunityGainSpeed (target)
Pawns with zero immunity will be guaranteed to be turned.
Also, in addition to immunity, there are several other factors that can interfere with implantation.
For example. Pawns that are not human (this is determined by the vanilla tag and testing for android genes) are not affected by the gene's effect, even if the gene carrier can bite them. Also, the gene effect will not work if the carrier’s genes are regrowing.
Implanter fang (Non-archite)
There is also a non-archite version of this gene.
Unlike archite, this gene does not replenish hemogen and has a 3 times lower chance of gene implantation.
Otherwise it works exactly the same.
Storage implanter
This gene, unlike a regular implanter, can implant only genes and xenotypes that have been saved in it.
You can implant a geneset only once, and then the geneset must be saved again.
Supported genes: Archiver, morpher, shapeshifter and chimera.
Spawner genes (Spawners)
The mod has several spawner genes. They differ both in mechanics and in the things that spawn.
Genemaker
Genemaker spawn genepacks. Genepack contents depend on carrier genes. Xenotypes that are 40% similar to the geneset are also taken into account. Including custom ones.
After spawning, the genepack gets a unique skin, but this feature is limited to the Ideology DLC, since this is a mechanic from there.
Bloody growths
This gene spawns hemogen packs when the owner's hemogen percentage rises above 92%.
After this, the gene carrier loses 16 hemogen points.
The spawned hemogen pack gets a unique blood crystal texture, but only if the Ideology DLC is present. The restrictions are the same as for genemaker.
This gene also belongs to the category hemogenic.
Horror plating
This gene spawner is quite different in meaning from other spawners.
It spawns metal horror after the gene carrier dies. And some bioferrite, depending on the amount (skin + meat) / 2.
The gene is available without anomaly, but the effect with spawning only works with the DLC.
The age of the horror depends on the age of the pawn, a big horror will always crawl out of an adult pawn.
The gene also adds graphics of rusty plates to the pawn. It was intended to be used in combination with the metal beauty gene, so despite the obviously shitty appearance of the plates, it does not affect the beauty.
Study (Learning)
The mod adds several study genes.
The most basic of them simply change the learning factor. Meaningless and arrested study genes will also replace the backstory pawn with amnesiac.
Pawns with backstory amnesiac do not have bonuses from backstory, but also do not have debuffs from it, even if they had before.
Stubborn study
Stubborn study genes, in addition to the debuff to learning speed, also have a positive effect that does not allow skills to degrade.
It is worth clarifying that this does not protect against externally caused degradation. For example, if some mods add things due to which the pawn will very quickly begin to lose experience, then the effect of this gene will not protect against degradation.
The effect of the gene works like this: when experience in a skill decreases below (100 * current_level_skill), the gene automatically adds experience to the skill, preventing experience from falling below this value. The gene ticks 2-3 times less often than skills and should not have a noticeable impact on performance.
Сyclically self-learning
Pawns with cyclic learning cannot learn skills in the usual way.
Instead, every few days they gain 1 level for a random skill. Skills with passion have 10 times more weight than those without passion.
It will take a pawn about 5 years to learn all skills.
Telepath study
Telepath study has the most interesting mechanics among gene studies.
Pawns with this gene are practically untrainable; they have a huge debuff to learning speed. But in return, they can gain skill experience from the skills of other colonists.
Approximately every day, the gene copies 20% of the experience from each skill from each pawn, provided that the target's skill level is higher than the owner's skill level.
Thus, a pawn with this gene in a large colony learns very quickly, while in a solo one it does not learn at all.
The gene has a “two-way” mode (switched in the mod settings), in this mode the gene copies higher skills and shares experience with lower skills. Which turns the colony into a single super mind, mastering all skills in all directions at once. This mode greatly simplifies the game with this gene, so if you are looking for a challenge, it is recommended not to use it.
Telepath
Telepathy genes allow pawns to engage in random social interaction at a distance and through obstacles.
This gene has two modes:
In standard mode, the gene is triggered every few hours (the cooldown is random) and the pawn enters into interaction with a random psi-sensitive pawn.
In harmony mode, the mechanic is triggered with every interaction and if the pawn that caused the trigger has the required gene, then it enters into interaction with a random psi-sensitive pawn.
Both cases have their pros and cons; the standard mode does not take into account social interactions that have already occurred and is guaranteed to be triggered if the pawn has a gene.
In harmony mode, the trigger is always triggered for all pawns, which is very bad for performance, but in this mode there is higher compatibility with social mods.
By default, Standard mode is enabled. It is highly not recommended to use harmony mode, especially if you are using VE series gene mods.
Telepathy network
Unlike the regular "telepath" gene, the "telepathy network" gene allows pawns to communicate only with pawns with the same gene. But in addition to communication, pawns can exchange experience in random skills.
Every few days, depending on how long the cooldown takes, the option of either communication or experience exchange is selected.
Experience exchange should happen 2 times more often, but it also has a longer cooldown.
The pawn skill is chosen randomly, it can be of any level, but this skill must be available to both pawns.
Wings, Levitation and similar
The mod has several genes that allow pawns to ignore movement cost.
All of these genes have a switch that allows you to turn movement cost ignore on or off.
So there is support for the Pathfinding Framework, which significantly improves pathfinding with this genes.
Stomachs and Metabolism
The mod adds several stomach genes that slightly change or complement the mechanics of hunger.
For example, bloodeater also falls into this category, but its mechanics go beyond just the stomach.
Rechargeable
The Rechargeable gene allows the pawn to charge itself on a special charger instead of eating, similar to the mechanoids.
Just like the mechanoid charger, the xenohuman recharger generates wastepacks, and its destruction at the moment of charging will put the owner of the gene into a berserk state.
Any food except drugs causes poisoning. And the received nutrition is reduced to zero.
Downed pawns and pawns outside the player's faction slowly replenish the hunger bar, about halfway.
The xenohuman recharger, like vanilla chargers, is located in the "Biotech" tab and requires a mechanitor and basic mechanoid technology to build.
(The gene has 2 alternative variants. They have different metabolism, charging speed and they have no food limit.)
Hemogenic charge
Allows the pawn to replenish hemogen on chargers.
The gene requires any recharge gene and hemogen gene respectively to work.
The pawn will try to automatically use the charger if possible. Can be switched in the genes settings menu.
Dead stomach
A dead stomach makes hunger almost unnecessary. It consistently replenishes your hunger bar by 10% every 900 ticks.
This allows the pawn to get rid of hunger in a standard situation where the pawn's hunger rate is within 300%, but higher hunger can "win" the fight for the hunger bar.
The main idea of this gene is to turn off the pawn's hunger without breaking the vanilla hunger mechanics.
Super stomach
This stomach increases the amount of nutrients obtained from any ingestible things by 5 times. The effect of the gene extends to anything with nutrition that triggers the ingestible trigger.
Photosynthetic metabolism
Passively replenishes the pawn's hunger bar.
The effect only works when the pawn is in sunlight and only when the pawn is not wearing clothes.
Nudist clothing is not considered clothing.
Healing stomach
Healing stomach restores 0.5 HP to each wound approximately every 2 hours and 0.005 nutrients per wound.
This gene does not take into account regeneration multipliers or other regenerative effects and acts independently of them. That is, even if the pawn has x0 healing injury factor, this gene will stably regenerate wounds.
Also, nutrients are awarded only relative to the effect of the gene itself.
Stone stomach
Reduces the rate of hunger by 10 times, but significantly slows down the owner.
Sleepy stomach
Reduces the rate of hunger by 10 times, but accelerates fatigue.
Ageless
The mod contains several types of ageless gene. From a simple one that duplicates vanilla ageless without archites, to versions with rejuvenation mechanics.
The normal ageless gene makes the pawn young if the gene was added to the germline. (The mod has a patch that adds the same mechanics to the vanilla gene.) And like the vanilla gene, it does not allow the pawn to age.
Rejuvenating ageless genes, they make the pawn young if they were simply added to the pawn, but they also gradually rejuvenate the pawn if it has somehow “outgrown” the age limit.
To determine the limit for rejuvenation, the vanilla method of “requesting the adult stage” of a pawn is used. And may differ for different races.
Exoskins (Furskins) and similar
As in the vanilla game, these genes replace the body and head of the pawn.
But they have a number of important differences. Vanilla furskin is applied as an additional texture on top of the body, which introduces a number of serious restrictions (For example, tattoos are located under the skin, they cannot be made visible without serious intervention in the code).
Furskins from mod, without exception, replace the texture of the body, so there are no phantom lines peeking out from under the body, and tattoos are located on the skin, and not under it.
Shiftskin
This furskin increases the number of scars a scarifier (WIP) produces and provides genetic material to a shapeshifter when scarified by a scarifier.
A screenshot of the appearance can be seen on the ashen xenotype.
Flesh-eye skin (Anomaly DLC)
Details in the description of fleshmass genes.
Perfect immunity, non-senescent and similar
The mod adds several genes that copy the mechanics of the vanilla perfect immunity and non-senescent genes.
These genes literally copy vanilla ones. With the help of a built-in autopatcher, they automatically inherit almost all the stats of vanilla genes.
This is done to increase compatibility with mods that add diseases. (Provided that the mod that adds diseases supports biotech.)
Machine senescent
Just like perfect senescent, machine senescent provides the pawn with protection from both diseases and chronic illnesses. But unlike the first, this gene instead of permanent immunity gives an 8x boost.
This gene also passively emerges metalhorrors, which can have both a positive and negative effect depending on the situation.
Deadly UV sensitivity
Deadly UV sensitivity slowly kills the pawn with burns when it is in sunlight.
The effect only works if the pawn is not completely covered by clothing. The verification conditions are the same as for checking for full cover for some precepts in ideology.
Despite the fire damage, the pawn does not receive other debuffs from fire and can move freely while in sunlight.
Also, the gene does not change the pathfind and pawns with this gene must be manually limited.
Opinion and similar
This category includes genes that gradually change the opinion of a pawn/pawns. For example, this category includes genes: by blood, by dust, selection and most of the beauty genes from the mod.
These genes do not change the opinion of pawns instantly, but have a cumulative effect. The longer a pawn lives in a colony with other pawns, the more strongly these genes influence opinion.
This mechanic was created to reduce the burden on calculating the opinions of pawns. Since, unlike instant opinions, this version is triggered only if genes are present, and only once a day.
Angel beauty
Beauty genes work on the same principle. But to trigger their effect, the target pawns must be psy-sensitive.
They impose a cumulative positive effect on all pawns, increasing the opinions of others about the owner of the gene.
Demon beauty
Demon beauty works a little differently. Instead of a positive effect, they impose a negative one, provided that the target pawns do not have this gene. And positive if the target pawns have the same xenotype as the gene owner.
Bloodfeeder beauty
Bloodfeeder beauty increases the opinion of pawns on which the gene carrier used the bloodfeed ability. Opinion lasts 5 days and stacks up to 4 times. Each bite increases opinion by 10 points.
Metal beauty
The simplest of all beauty genes, since it does not use custom code.
This gene significantly reduces the pawn's beauty stat and makes it almost impossible to raise it above 0. (Note that beauty below -2 is not provided by the vanilla game and opinion has no effect, but can affect other parameters such as trade)
This gene also removes the need for beauty and neutralizes opinion beauty in relation to other pawns. And completely prohibits romances with pawns without this gene (multiplies by 0, does not affect forced methods).
Wound healing
The mod has several wound healing genes. Most work the same as vanilla, just have different stat values.
No wound healing
For example, no wound healing multiplies the healing speed by 0.01
Unrealfast wound healing
Unrealfast, on the contrary, multiplies it by 8 times and sometimes regenerates lost organs.
Extremefast multiplies it by 6 times and has no organ regeneration.
Machine wound healing
Machine wound healing is the most unique of them. Since it replaces the usual healing with the one that ghouls from the anomaly have.
Wounds heal in turn, and then the lost organs grow back and so on until complete recovery.
One of the advantages of this option is that hunger does not affect regeneration, as it usually does. Regeneration always continues regardless of satiety or other parameters.
This gene also protects against mechanites diseases.
Self-repair wound healing
Like machine wound healing, this gene blocks normal recovery and gives regeneration, which is capable of restoring both lost body parts and healing scars.
But the main difference is that this gene only works when the pawn is conscious and not drafted.
To restore the pawn's HP when it is unconscious, either any mechanitor or any mechanoid controlled by this particular pawn is required. Otherwise, wounds do not regenerate.
Toxic resistance (Tox immunity)
The mod has several genes that give immunity to toxins.
Archite-tox immunity
Archite-tox immunity is an archite version of the vanilla tox immunity gene.
Overall adaptation
Overall adaptation combines resistance to dangerous temperatures and toxins.
Sleep
The mod contains several sleep genes.
Regeneration sleep
This gene disable needs sleep and comfort, and also allows you to put the pawn into a coma at any time.
The coma lasts for several days and can be further extended for 6 days or shortened to 1 hour.
Eyes
The mod has a gene for eyes with the ability to recolor. Eye color can be changed using a special Eyedye drug. The palette of colors for the eyes is collected from all colorDefs in the game.
The reset button allows you to reset the eye color to the default for the xenotype, if there is a default value for it.
The eye graphics can also be simply disabled by pressing disable.
Holoeyes
There is also a version with glowing eyes. They have a different eye texture, and their color can be changed at any time.
Note that glowing eyes are not visible on light surfaces. On white skin, the eyes will be invisible, but will glow in the dark.
Incrementer
Gene-ability that allows you to quickly and without medications install any implants.
Only works on the caster.
Supports any implants installed using the basic vanilla mechanics. That is, those with a recipe and thing.
Mechfeeder
Allows the pawn to receive hemogen from mechanoids.
The effect is not instantaneous and after the cast, the pawn will receive hemogen gradually.
A pawn can receive 50 hemogen per day for one cast.
You cannot cast it twice on the same mech, the cooldown of this debuff lasts 2 days for mechs separately.