Guide to Genetics

From Sojourn
Revision as of 09:31, 17 December 2021 by Emilitia Ennehrt (talk | contribs) (Some grammar/wording/phrase changes, not done.)

This guide is only a basic guide on how to do Genetics. Genetics is rather still in development, meaning that the wiki page can be outdated or have wrong information at any time. That being stated, Genetics is rather easy, fun and powerful if you know what you are doing...

Harvesting Genes From Animal to Mutants

Genetics is heavily limited at the beginning, this is due to your vital equipment not being upgraded, so it is recommended to get Pico Manipulators for all your machinery to save you DNA, meat and time!

The first thing you will likely notice in the lab is the Gibber, like the Chef's one it is meant for Monkeys, Spiders and other critters native to maintenance, and outside faunas from birds to even a render if you are lucky, too! You will likely want to hack it by using a multitool on it about 7 times before you are able to grind up those poor, hopefully, dead bodies.

The thing next to the Gibber is a Meat Spike, by grappling anything you can put the corpses up there and harvest meat from it, which is really useful so that, with the Gibber, should give you a fair amount of resources for a good start.

Monkeys and Humans limbs can be butchered for a small amount of meat, simply put legs or arms onto a table and use a knife on it to acquire one more slab of meat 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, turn on the Pulper to convert 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 to 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 liquid, so it is important to not want to waste too much at the start of the shift. That's where 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! It can hold a lot of reagents and does not auto-dispense them into bottles unless you tell it to. Lastly, the Soteria Advanced Grinder has the added feature that, when click-dragging a B.I.D.O.N. canister to the machine on its **West tile** will connect them up, and allow you to directly transfer the stored liquid to the canister saving you loads of time filling them by hand or bucket!

A few tricks to get loads of Animal Protein are -

  1. Cutting up meat slabs into slices, this well taking an extra step will result in a few more units of Animal Protein.
  2. There is a Cow mutation that lets you milk them for Animal Protein, basically giving you an endless but slow amount.
  3. Medical might have a few spare bottles around due to needing roach meat themselves, it might be best to check the chemical fridge or ask around!

The Belvoix Genetic Analyzer

This imposing analyzer can be understood easily after a few minutes of tinkering! Adding in the DNA sample will show you plenty of mutations, by looking closely you can notice that they are all called "???" at first. This is due to 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 it's turning a "Checkmark" into an "X" as well as stating "Unmark" in case you can read.

Hitting "Sync with RnD" will depend 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 first few unknown blocks is easy but getting to the more advanced and rare nodes may be 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 from 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 an other for "Copies."

After some messing around with Merges and Combining you likely noticed that pesky "Instability" rise and fall a bit, this is due 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 are 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 it is 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 it is best to not stray too far from your work, luckily a fully cloned animal will bang on the glass a few times giving a sound and chat cue!

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 are 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 Teams or armed guards at the ready in case of a breakout and remember ALWAYS FOLLOW SoP.

Mutations in You

The first thing you should do before mutating anyone gets their consent, in writing, documenting everything your doing and testing, if you are self-testing then also make sure to note this down! Once that is done, if you are 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 least one around but it is 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, it is rather simple to get a Mutagenic Injector, load the sample into it and inject yourself. Relies on injecting 9 different mutations 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 than covering you from 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 otherwise you may be visited by a large group of really trigger happy Blackshield and Marshals just looking for any reason to start a shootout with you!

Tips and Tricks

  1. Follow your sop
  2. Follow Your Sop
  3. Follow. Your. Sop
  4. Always make sure to get consent and propper paperwork as outlined in Sop
  5. If you are running low on Animals cargo can maybe help import some basic ones.
  6. 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 faunas out in the fields!
  7. Follow! Your! Sop!

But what of the room to the right?

That's the old DNA genetics lab, which 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 were in the 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 it into someone or yourself. Theirs a small cooldown and you will have to save to an S.E buffer every time you want to test out a new 3 digit code.

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, it's 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.