Guide to Genetics
This guide is only a basic guide on how to do Genetics. Genetics is rather still in development meaning at any time this wiki page and guide can be outdated or have wrong information. That stated the Genetics lab is rather easy, fun and powerful, if you know what you doing...
The Harvesting, From animal to mutants
The first thing to know is that a Genetics is that your are heavily limited in the beginning, this is do to your vital equipment not being upgraded, its best to at lest get Pico Manipulators for all your machinery that you can it will save you DNA, meat and time!
The first thing you will likely notice in lab is the Gibber, this like the Chefs meant for Monkeys, Spiders and other navies of maintenance, if your lucky, a few outside fauna like the local birds or even a render! To start you will likely want to hack it, to hack it simple use a multitool on it about 7 times, and then you can grind up those poor poor, hopefully dead bodies.
The thing next to the Gibber is a Meat Spike, by grappling anything you can put it up their and harvest meat form it, meat is really really useful so that with the Gibber should result in a fair bit for a good start.
Monkeys and Humans lim's can be butchered for just that small amount more beat, simply add the leg or arm onto a table and use a knife on it to maybe get that one more steak needed to finish your project or get a head start on the next clone!
Once you have meat at hand you have to use the Xenofauna Genetics Pulper, located in the top right of the main genetics lab. When meat is added simply click the Pulper to turn that slab of meat into DNA samples, upgrading this is vital to saving meat samples! DNA samples are the key to your genetics work so make sure not scrap every flesh into a smoothie.
Gathering Animal Protein is a huge part of making a clone, at the start of the shift without upgrades a cow can cost around 600u of the stuff, so its important to not want to waste to much at the start. That's were the Soteria Advanced Grinder comes into play, this marvel of science allows anything to the south tile of it to be eaten up automatically saving you clicks! Can hold a lot of reagents and doesn't auto-dispense them into bottles unless you tell it to. Lastly the Soteria Advanced Grinder has the added feature that click dragging a B.I.D.O.N. canister to the thing on its **West tile** will hook it up, and allow you to directly fill the canister saving you loads of time filling them by hand or bucket!
A few tricks to get loads of Animal Protein are -
- Cutting up meat slabs into slices, this well taking an extra step will result in a few more units of Animal Protein.
- Their is a Cow mutation that lets you milk them for Animal Protein, basically giving you an endless but slow amount.
- Medical maybe have a few spare bottles around do to needing roach meat themselves, it might be best to check the chemical frig or ask around!
The Belvoix Genetic Analyzer
This imposing analyzer is really simple once you toy around with it more then 5 minuets! Adding in the DNA sample will show you plenty of mutations but looking closely you can notice that at first they are all called "???" This is do the machine not having them analyzed, at first you may only be able to do 2 at a time but with upgrades it allows for much more at the same time. Analyzing a block or DNA sample will tell you what mutation that was. To Analyze a DNA block hit "Analyze" then mark the block you want with the "Mark" button turning its Yellow into Green, for colour blind its turning a "Checkmark" into an "X" as well as stating "Unmark" in case you can read.
Hitting "Sync with RnD" will depending on how many you have scanned and what they were will give RnD's main console points, this is handy for them at the start of the shift or when needing to ink out those last few points, making their investment of better parts into your lab surely more of a priority!
Getting past the the first few unknown blocks is easy but getting to the more advanced and rare nodes maybe harder taking mutations, to mutate a block click the "Combine" or "Key" icon button and merge two or more other mutations to the top list going left to right. In case of a miss-click you can click the "Remove" button to prevent that copy form being Combined. Doing this should give you a new mutation if you have done it correctly with a good match! Tho this maybe need to Analyzed to reveal what it does...
With "Combining" comes "Merge" as you likely also noticed, this is to make two DNA samples into one. Rather useful for making super clones of a cocktail of mutations. Same mutation stacks onto one a other for "Copies."
After some messing around with Merges and Combining you likely noticed that pesky "Instability" raise and fall a bit, this is do to how many mutations are present! Each mutation adds its own amount of Instability when it gets to 100% bad things happen. Do **NOT** let things get to 100%!
DNA Sampling and wheeling done, now what?
Looking to your left of the lab you can see three Belvoix Xenofauna Cloning Vats, these large things are what you add that lovely spliced sample into, as well as to the West tile same as the Advanced Grinder, a B.I.D.O.N. canister. The Canister must have Animal Protein to clone animals, otherwise it will stall out! Make sure that you don't run out of protein or your experiment can be all wasted on a half-cloned flesh pile of wasted materials, time, and work. The Cloning Vat can clone just about any animal as long as its not a robot, so long as you can get a viable slab of meat out of it to be able to get that DNA sample. Leaving a Cloning Vat can lead to it breaking out if it fully clones and making a rather horrible mess to deal with so its best to not stray to far form your work, luckily a fully cloned animal will bang on the glass a few times giving a sound and chat que!
When you want to clone something and have it with the mutation active, you MUST head back to Belvoix Genetic Analyzer, and make sure that the mutations you want active in what your clone is Active, this is shown by being bright green, well not active is a bright eye burning Red. For those that are colour blind, Activate is NOT active well Deactivate means it is not active. Be sure to always check what is and is not active before cloning.
Be. Sure. To. Always. Check. BEFORE. Cloning.
When cloning something that can be a danger, make sure to have Trauma Team or armed guards at the ready in case of a break out and remember ALWAYS FOLLOW SoP.
Mutations in You
The first thing you should do before mutating anyone is get their consent, in righting, documenting everything your doing and testing, if you are self-testing then also make sure to note this down! Once thats done if your lucky you will have some uranium around the RnD lab to nab to print off a Blue-Ink Mutagenic Purger, these are vital to clearing mutations and undoing mistakes, so always have at lest one around but its best to go with two!
Cows, Birds, and even the odd monkey are fun to toy with but now you might be wanting to do some first person testing, for science of course! Well its rather simple get a Mutagenic Injector, load the sample into it and inject yourself. Relies that you injected 9 different mutations into at once, and not even all of them are active! No need to worry as you Blue-Ink Mutagenic Purger, this resets all your mutations removing them all in one go, you did print one off right?
Study
To some the most fun, to others a painful paperwork system that has no real reward other then covering you form the iron hammer that is Marshals looking to shut down your fun. Be sure to always have your papers, finding and collection of data scanned copied and filed away other wise you maybe visited by large group of really trigger happy Blackshield and Marshals just looking for any reason to start a shootout with you!
Tips and Tricks
- Follow your sop
- Follow Your Sop
- Follow. Your. Sop
- Always make sure to get consent and propper paperwork as outlined in Sop
- If your running low on Animals cargo can maybe help import some basic ones.
- Many foes the Prospectors face have great mutations and valuable data inside them! Make sure to secure deals with them to get those harder and rare fauna out in the fields!
- Follow! Your! Sop!
But what of the room to the right?
Thats the old DNA genetics lab, still works too even with this completely better and new system added to SoJ!
To use that one here's a bare bone basic guide - Slam in a monkey, and save to buffer.
U.I is how they look, controlling hair colour, eye colour hair and other things like horns and wings.
Rejuvenators are used with a beaker that can be added to the DNA modifier, this allows you to inject your subject with whatever contents was in said beaker, typing anti-mutation or anti-radiation based chemicals.
Go to its S.E.
Mutate the 3 left most number or letter to a D or greater (E and F are greater)
Print out a single needle of it to test, inject into someone or yourself. Theirs a small cooldown and you will have to save to a S.E buffer every time you want to test out a new 3 digit node.
See if it gives you powers, repeat as you go though!
Some clear as day mutations are -
TK, X-ray, Blindness, Stuttering, Hulk! Many more.
The test subject doesn't need to be alive to mutate them, so no need to worry about the dead monkey inside the pod!
Be careful tho, as each needle is radioactive and will slowly kill you or your test subject, its a silent killer so work with medical to give you anti-radiation chemicals.
Much more inadept guides can be found in other wikis or learned in game.