Gene Editor
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The gene editor is a specialized and unique editor for the dna makeup of subspecies. The genetics of subspecies are greatly influential to the stats of a subspecies second only to traits.
How Genes Work
When editing genes each loci (cell where each gene is put) can be in three different states: Golden, Normal, and Bad. These stats depend on the characteristics of the loci adjacent to genes.
Golden genes (also called "Synergized genes") double the stat bonus of the original gene allowing for massive stat bonuses. To turn a normal gene into a golden one all sides/nodes of a gene must be synergized. Synergizing is not required to be done for sides/nodes that touch the border of a chromosome or empty loci, but genes must synergize on at least one side (empty loci on all sides will not make a golden loci). To synergize genes the colors on nodes must match the nodes of adjacent genes. If the top node of a gene is red then the bottom node of a gene placed above that gene must also be red for them to synergize. File:Amplifier10x.pngGolden amplifiers are special kind of loci that generate in a chromosome and they can synergize with any gene (the player has control over where these spawn). You can use File:Gene mutagenic10x.pngmutagenic genes to achieve a similar effect as an amplifier (they golden genes by default). File:Gene bonus male10x.pngMale and File:Gene bonus female10x.pngfemale genes have a similar synergizing effect but they will only benefit respective genders (copying the stat bonuses of adjacent genes).
Bad genes are create when a File:Gene bad10x.pngharmful gene or File:Amplifier bad10x.pngharmful amplifier is adjacent to a gene (the player has control over where amplifiers spawn). Players can make harmful amplifiers by converting golden amplifiers into bad amplifiers using harmful genes. Bad genes half the stat bonuses of genes making them much less effective.
Examples of different gene setups:
Chromosomes
When editing the genes of a subspecies there are one or multiple chromosomes you can manipulate. These chromosomes can vary in size depending on the species:
Size | Loci | Amplifiers | Empty Loci | Description |
---|---|---|---|---|
Big | 30 | 1-4 | 4-8 | A powerhouse of genetic information |
Medium | 24 | 1-3 | 3-5 | A solid choice with room for variety |
Small | 18 | 1-3 | 2-4 | Fewer slots, but every gene counts |
Tiny | 12 | 0-2 | 1-3 | Tiny |
List of Genes
Mutation Rate & Other Specifics
Mutation Rate for Individuals
Increased by mutagenic gene this stat is for most subspecies the mutation stat is 1 or 2 at default.
- When units grow up they will receive 0 to 2 random* birth traits
- When units are spawned/born:
- X = Mutation + 1
- Y = Random (0 to X) + 1
- Grabs a Y random* grow up traits and adds them to the unit
*Some unit traits have a special stat called a "rate birth". This rate determines its chance of being selected during a mutation or if it can be selected at all. For more info on birth rates go to the creature traits page.
*Other unit traits have a special stat called a "grow up rate". This rate determines its chance of being selected during a mutation or if it can be selected at all:
5 = Lustful, Miner, Deceitful, Ambitious, Content, Honest, Paranoid, Greedy
4 = Bloodlust
3 = Pacifist
2 = Pyromanic, Savage
Mutation Rate for Subspecies
This is the same stat as describe in the above section. This section defines it's purpose for subspecies.
When subspecies splits from another and becomes a new subspecies this is what happens:
- Clones over all previous subspecies traits (if not zombie subspecies)
- Clones over all previous subspecies chromosomes
- X = Mutation + 1
- Y = Random (0 to X) + 1
- Does (Y + 1) random gene mutations
- Mutates random gene loci into a different gene
- Mutate Y traits
- Adds Y random* mutation subspecies traits
- Removes Y traits
- Removes Y random* mutation subspecies traits
*Some subspecies traits have a special stat called "in mutation pool". This stat determines if a subspecies trait can be added during mutation
*Some subspecies traits have a special stat called "in mutation pool remove". This stat determines if a subspecies trait can be removed during mutation. It works the same way for selecting what should be added during mutation
Rarity effects the chances or traits in the "mutation pool" to be added and the traits in the "mutation pool remove" to be removed (See subspecies traits for more info):
- Normal traits get +10 mutation rate
- Rare +6
- Epic +3
- Legendary +1
Bases
Genes have a special combination of what are called nitrogenous bases. There are four normal bases for each of the four gene node colors: Red = Thymine, Yellow = Guanine, Green = Adenine, Blue = Cytosine. All common genes have at least two these bases and most have have three or four. There is a fifth base that is used for bad genes that is the color purple. It displays in-game as random shifting symbols.