Guide to genetics: Difference between revisions

909 bytes removed ,  11:44, 30 September 2013
→‎DNA Modification: I don't know what Musculus meant by the "long awaited edit" but it was full of old info. I edited the guide up to date and made it a little more easier to follow.
imported>Kingofkosmos
imported>Kingofkosmos
(→‎DNA Modification: I don't know what Musculus meant by the "long awaited edit" but it was full of old info. I edited the guide up to date and made it a little more easier to follow.)
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== DNA Modification ==
== DNA Modification ==
The basics from Cloning also apply here. Abiotic items are not allowed inside the modifier, so the subject has to be naked. That part is easy enough.
Abiotic items are not allowed inside the modifier, so the subject has to be naked. That part is easy enough.


Oh, also? Your boss here is no longer the CMO. Do not feel forced to listen to his orders. I only listen to direct orders regarding research, obviously, from the Research Director as well as the Captain. I allow NO ONE ELSE in the Modification room. Simple as that.
Oh, also? Your boss here is no longer the [[CMO]]. Do not feel forced to listen to his orders, except when it comes to cloning. Regarding the research, listen to direct orders from the [[Research Director]] as well as the [[Captain]]. For security reasons allow NO ONE ELSE in the Modification room. Simple as that.


Let's get you your first test subject. Grab one of the monkeys from the pen. It doesn't matter which one, they are all genetically perfect, no disabilities. Much like cloning, Grab your intended monkey and stuff them in the DNA modifier of your choice. I always take the right one, but it doesn't matter, it's just personal preference.
Now, let's get you acquainted with the DNA Modifier Console. It has a few things of note. First of all, you're going to notice two clickable lines:
* Modify Unique Enzymes / Unique Identifiers
* Modify Structural Enzymes


Now, let's get you acquainted with the DNA Modifier Console. It has a few things of note. First of all, you're going to notice two clickable lines:<br/>
You might ask yourself: What do they mean?
- Modify Unique Enzymes / Unique Identifiers<br/>
* Unique Enzymes are just what identify who you are, your name. Even if you change them, it will have no effect. What does change stuff is you transfering them from one person to another, effectively changing their name.
- Modify Structural Enzymes
* Unique Identifiers are merely your cosmetic details - eye color, skin color, hair style, hair color and gender. You don't really have to mess with any of these, and they are quite unimportant.
* '''Structural Enzymes, however, are extremely important.''' They contain data relevant to your genetic structure. This governs your race, and messing with it carelessly might give you disabilities. For those that handle genes with care, however, great benefits are to be had.


You might ask yourself: What do they mean? Well, Unique Enzymes are just what identify who you are, your name. Even if you change them, it will have no effect. What does change stuff is you transfering them from one person to another, effectively changing their name.
Unique Identifiers are merely your cosmetic details - eye color, skin color, hair style, hair color and gender. You don't really have to mess with any of these, and they are quite unimportant.


Structural Enzymes, however, are extremely important. They contain data relevant to your genetic structure. This governs your race, and messing with it carelessly might give you disabilities. For those that handle genes with care, however, great benefits are to be had.
=== Structural Enzymes - Powers & Disabilities & Species ===
The first thing you will notice is that there are exactly 42 characters in a single line. Those are your subject's '''SEs'''. This long string is divided in '''14 sub-blocks''', with 3 pieces each. There are '''13 blocks''' which control '''disabilities or powers''' and '''one block''' which controls whether the subject is a '''human or a monkey'''. The string is in '''Hexadecimal''' - which means base 16 in math terms. It means a number can range from 0 - as normally, zero - to F - equivalent of <strike>16</strike> 15. So, it can go like this, from lower to higher:
<font color=#FF000>'''0 1 2 3 4 5 6 7 8 9 A B C D E F'''</font>


 
That means that a result of '''F is higher than a result E'''. This is important, so remember this. '''"Keep this block below 8xx"''', means you have to keep the '''first sub-block in a block below 8''', and the subsequent sub-blocks don't matter. "Keep that block above DAC", means that that block must have it's first sub-block equal to or higher than D, if it is equal, the second sub-block must be equal to or higher than A... and so forth.
=== Structural Enzymes - This is important! ===
The first thing you will notice is that there are exactly 42 characters in a single line. Those are your subject's SEs. This long string is divided in 14 sub-blocks, with 3 pieces each. Blocks 1 through 13 control disabilities or powers, and block 14 controls race. The string is in Hexadecimal - which means base 16 in math terms. It means a number can range from 0 - as normally, zero - to F - equivalent of <strike>16</strike> 15. So, it can go like this, from lower to higher:
 
<font color=#FF000>'''0 1 2 3 4 5 6 7 8 9 A B C D E F'''</font>
 
That means that a result of F is higher than a result E. This is important, so remember this. If I say "keep this block below 8xx", it means you have to keep the first sub-block in a block below 8, and the subsequent sub-blocks don't matter. If I say "keep that block above DAC", it means that that block must have it's first sub-block equal to or higher than D, if it is equal, the second sub-block must be equal to or higher than A... and so forth.


The first number in each block is the most important one. It controls whether a disability is active or inactive, whether a power has a chance to activate or not, and the race of the subject.
The first number in each block is the most important one. It controls whether a disability is active or inactive, whether a power has a chance to activate or not, and the race of the subject.
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=== Mutations and Their Consequences ===
=== Mutations and Their Consequences ===
Before we start splicing, you must know which blocks control what.<br/>
Before we start splicing, you must know what possible monstrosities can be done to a human.
- <font color=#FF0000>Blocks 1, 3, 5, 7 and 9</font> are '''ALL''' disabilities. These are minor disabilities, and can be discovered easily. These range from Tourette's Syndrome (swearing constantly) to Seizuring. Keep all these blocks BELOW 8xx before attempting to inject these SEs in someone.<br/>
 
- <font color=#FF0000>Blocks 2, 4, 6, 8, 10, 11, 12 and 13</font> contain four powers and four disabilities. These are a bit more work, which I'll explain in a bit.<br/>
- <font color=#FF0000>Block 14</font>, as said before, governs the race of the subject. Keep it below 800 for human, and above 800 for monkey.


Let's get started on what the odd blocks (1, 3, 5, 7 and 9) do. Remember, '''keep ALL of these below 800'''.<br/>
* '''There are 4 blocks which contain superpowers (these are the ones you want to find):'''
<font color=#FF0000>Block 1</font> is nearsightedness. That means your screen goes hazy at about halfway from the edge of the screen. It's not THAT bad, and can be temporarily fixed by using prescription glasses.<br/>
** <font color=blue>'''Telekinesis'''</font> - This power allows the subject to control things with their mind, from far away! It is the most sought after power, since it allows for incredible deeds, and makes a strong robuster nearly immortal. It is easy to spot, because it creates a blue "blob" around the person's head. You will know you have Telekinesis if you get the ''"You feel smarter"'' message.  
<font color=#FF0000>Block 3</font> is seizures. They make you fall down and keep shaking all the time. They're horrible, and there's no easy cure short of fixing the block.<br/>
** <font color=blue>'''Hulk'''</font> - This is pretty obvious. Subject becomes extremely strong, enough to punch through reinforced walls. It is easily spotted, because the subject becomes green. The indicator is a ''"Your muscles ache!"'' message.
<font color=#FF0000>Block 5</font> is coughing. It makes you drop small items you're holding, like syringes. Pretty harmless, but has potential to be annyoing.<br/>
** <font color=blue>'''Cold Resistance'''</font> - This makes subject resistant to cold, including the freezing depths of space (they still have to wear internals, however). This will not make them immune to fire. This is very easy to recognize. People with Cold Resistance have a pulsating orange "aura". The indicative message is ''"Your body feels warm"''.
<font color=#FF0000>Block 7</font> is Tourette's Syndrome. Swear all the time. You also may also experience paralysis, and that takes even longer than the seizures. Avoid.<br/>
** <font color=blue>'''X-Ray Vision'''</font> - Also a very good power. Basically, it gives the subject the ability to see everything that is beyond their normal vision: walls, furniture, even other people! This, combined with Telekinesis, is a deadly combination. It's the hardest superpower to spot. You have to use a flashlight on people's eyes to spot it, and even then, you'll only get a message saying their eyes ''"glow eerily"''. The message you get after acquiring X-Ray Vision is ''"The walls suddenly disappear!"''.  
<font color=#FF0000>Block 9</font> is nervousness. It makes you stammer. Annoying at best.


The other blocks, bar 14, contain four powers and four serious disabilities. They are:<br/>
<font color=#0000FF>'''Superpower: Telekinesis'''</font> - This power allows you to control things with your mind, from far away. It is the most sought after power, since it allows for incredible deeds, and makes a strong robuster nearly immortal. It is easy to spot, because it creates a blue "blob" around the person's head. You will know you have Telekinesis if you get the "You feel smarter" message. Requires a block of '''DAC''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: Hulk'''</font> - This is pretty obvious. You become extremely strong, enough to punch through reinforced walls. You can also make people fly pretty far with those punches. It is easily spotted, because you, obviously, become green. The indicator is a "Your muscles ache!" message. Requires a block of '''DAC''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: Cold Resistance Resistance'''</font> - This makes you resistant to Cold, obviously, including the freezing depths of space (you still have to wear internals, however). This will not make you immune to fire. This is very easy to recognize. People with Cold Resistance have a pulsating orange "aura". The indicative message is "Your body feels warm". Requires a block of '''BEF''' or higher to manifest.<br/>
<font color=#0000FF>'''Superpower: X-Ray Vision'''</font> - Also a very good power. Basically, it gives you the combined awesome of both Thermal Goggles and Meson Goggles, both at the same time. Without even having to use the eyeglasses slot! Awesome! This, combined with Telekinesis, is a deadly combination. It's the hardest superpower to spot. You have to use a flashlight on people's eyes to spot it, and even then, you'll only get a message saying their eyes "glow eerily". The message you get after acquiring X-Ray Vision is "The walls suddenly disappear!". Requires a block of '''BEF''' or higher to manifest.


'''-Quick addition here, from looking at the last set of code released, as said above, the value to trigger Cold res and X ray is BEF in hex, or 3050 in decimal, whereas Hulk and TK are DAC in hex, or 3500 in decimal. These, as well as all the other SE threshholds are subject to a random modifier chosen at the start of each round, which can be anywhere between -300 to 300. This modifier is global, so is the same for all SEs. So it could require as little as 2750 (ABD) or as much as 3350 (D16) for cold res and X ray. In the same way, it could be as low as 3200 (C80) or as high as 3800 (ED8) for TK and hulk. All of this is assuming that the code hasn't been changed since the last release of course - <font color=#009F08>[Raphael Mysterio]</font>'''
* '''However, there are 9 blocks which contain disabilities you need to keep an eye out for:'''
** <font color=red>'''Nearsightedness'''</font> - Makes the subject's screen go hazy at about halfway from the edge of your whole vision. It's not THAT bad, and can be temporarily fixed by using prescription glasses.
** <font color=red>'''Seizures'''</font> - Subject starts to fall down and keeps shaking all the time. They're horrible, and there's no easy cure short of fixing the block.
** <font color=red>'''Coughing'''</font> - Makes the subject drop small items you're holding, like syringes. Pretty harmless, but has potential to be extremely annyoing.
** <font color=red>'''Tourette's Syndrome'''</font> - The subject swears all the time. They may also experience paralysis that takes even longer than the seizures. Avoid.
** <font color=red>'''Nervousness'''</font> - Makes the subject stammer. Annoying at best.
** <font color=red>'''Blindness'''</font> - Subject goes completely blind and are now a part of a usually forgotten minority, so sad. The message you get is ''"You can't see!"'' or something to that effect.
** <font color=red>'''Deafness'''</font> - Makes the subject deaf. Harmless at best, annoying at worst. Really, very easy to cure. You just don't hear anything, not even yourself. No problem - a simple application of a clean SE injection will fix you right up. The message is ''"It's quiet..."''.
** <font color=red>'''Clumsiness'''</font> - Subject has a clown-like clumsiness. For those that have always wanted to be clowns. It makes the subject drop things they hold, guns explode in their face etc. The message is ''"You feel lightheaded"''.
** <font color=red>'''Strangeness'''</font> - Makes the subject randomly mutate. Very dangerous. Definitely be careful with this one. The message is ''"You feel strange"''.


This covers the powers. Now, the bad stuff - Disabilities! These, much like the other disabilities, will manifest if the block is over '''800''' (Note: Still checking on that. If anyone knows where I can find Genetics stuff on the code, let me know).
* And '''1 special block''' which contains the info whether the subject is a '''human or a monkey'''.
<font color=#FF0000><br/>
Disability:Blindness</font> - The most serious of disabilities. You go completely blind. The screen goes dark, and you can't interact with ANYTHING. You're pretty much helpless, you can't even apply clean SE's on yourself. Be VERY careful here. The message you get is "You can't see!" or something to that effect.
<font color=#FF0000><br/>
Disability:Deafness</font> - Harmless at best, annoying at worst. Really, very easy to cure. You just don't hear anything, not even yourself. No problem - a simple application of a clean SE injection will fix you right up. The message is "It's quiet...".
<font color=#FF0000><br/>
Disability:Clumsiness</font> - For those that have always wanted to be clowns. This gives you the clown's clumsiness. It makes you drop things you hold, it makes guns explode in your face. If makes you very clumsy! The message is "You feel lightheaded".
<font color=#FF0000><br/>
Disability:Strangeness</font> - Very dangerous. It makes you randomly mutate. Definitely be careful with this one. The message is "You feel strange".




=== Manhandling Genes! ===
=== Manhandling Genes! ===
Now that you are acquainted with your friends, the genes, you have to learn just how to mess with them! It's pretty simple, thankfully. After you're in the "Modify Structural Enzymes" screen, just select the block and sub-block you want to radiate, and click Radiate! After a few seconds, the screen will pop back up, and you will see if your modification had any effect. If it didn't, well, blast the subject with deadly rays again! Harmless!
This tutorial here shows you step by step how to find the powers from the mysterious blocks!
 
In all seriousness, let's use an example. Let's say you have the following SE on your test subject:
 
<font color=#FF0000>3F3 5B1 4A7 391 7FF 102 07E 7B9 130 230 4E0 552 7A4 715</font>


That means your subject is genetically perfect - he has NO DISABILITY. That is great. From the round start, everyone (including the monkeys in the pen) is genetically perfect, so don't worry about that just yet. Select the block you want to play with. I suggest starting either from 2, then working your way up (2 -> 4 -> 6 -> 8 -> 10 -> 11 -> 12 -> 13) or starting from 13 and going the other way around. If you have a colleague, even better! Talk to him, and each take one. This will make progress go faster!
Genes are distorted and twisted by shooting them with radiation. This can be done with the DNA Modifier and the computer in your lab.
* Start by taking a '''monkey''' from the pen. Knock them out if they're not willing to cooperate.
* Shove them into a '''DNA Modifier''' next to the pen.
* Check the '''computer''' next to it, you'll see a bunch of information. Find ''Structural Enzymes'' and try to not confuse them with the other enzyme blocks.


Let's say you took Block 2. Your block consists of 5B1. Now, personally, I always try to get a block above DAC - this ensures that I have a lock on said block, and that I am sure to find either a power or a disability.
At the start of the shift no one has any idea which structural block is which. '''They're all randomized.''' This is why we must do science, experimentation! Let's begin:
Since your block is 5B1, it means it's much below the threshold of DAC it needs to activate the strongest powers. Let's go about fixing that. Select the first sub-block, and radiate until you have D or up. It shouldn't take long. If you get an E, that's all you need. If not, however, move to the next sub-block. Don't ever bother with the third block, not even if you get an A on the second sub-block. Just keep radiating until you have B or higher, it's much faster.
* Changing the monkey into a human should be the first thing you do, because...
* It is the easiest block to spot! '''It's the only one with the value higher than 800.'''
* From here on, you can start your research by however you want, if you have no clue, there easiest approach would probably be:
# Write on a piece of paper a list of 13 blocks (you already know the monkey-one, write it down) ready to be filled with information.
# Decide whether you're going to go from lower blocks to higher blocks or vice versa and stick to it.
# '''Click on the monkey-block's first number to administer radiation to it and hope it changes for the better!''' Yes, that's all there is to it, it's really just fingers crossed, hope for the best & repeat. Do this until the first value on the block is under 8. Keep the block below 800 for human, and above 800 for monkey.
# When you got it, open the DNA Modifier to check if your monkey has turned into a human, if it has, congratulations, you've got your very own monkey-person! If no, your best bet is to take another monkey and try again.
# Put your monkey-person back into the modifier. Time to clean his/her gene pool.
# Check that '''all of the blocks are less than 800'''. By making this they should have no disabilities nor superpowers, making them perfectly normal. This is called a "clean gene-pool" or more commonly just a "Clean SE".
# After they're clean, make an injector of these SE-settings ('''NEEDS ADDITIONAL INFO HOW TO'''). This injector now serves you as a "savepoint" which you can come back after an experimentation, making the research much faster.


All powers have a ''chance'' of manifesting. So even if the block is high enough, you still need to pray to the RNG gods to give it to you. If you know ''for sure'' a block is a super power, just keep changing one of the sub blocks until the power manifests. Disabilities, on the other hand, will always manifest.


Time for a small break from practice and back to a quick theory lesson!


=== Cleaning the Gene Pool ===
How to manifest powers/disabilities:
Ok, so you tampered with genes. You discovered a few powers, but it comes along with a few disabilities, and you have no idea why. Time to learn why that happens, how to fix it and what to do after you're done.
* Disabilities manifest if the block is over 800.
* Power manifesting is a little more complicated. It has an extra randomness added to the random! For example, during one shift the Hulk may manifest with as low as C80, but on another shift it may appear only at as high as ED8! But going higher than ED8 is not necessary ever (unless the code has been changed). So here are the powers:
** Hulk: '''Block is spanning from C80 to ED8.'''
** Telekinesis: '''Block is spanning from C80 to ED8.'''
** Cold Resistance: '''Block is spanning from ABD to D16.'''
** X-Ray Vision: '''Block is spanning from ABD to D16.'''


You see, after a certain threshold of radiation, your test subject starts mutating of it's own accord. This can only be avoided by injecting rejuvenators in them (every application injects 30 units, and the body can only take 90) and letting the subject "recover" for a while. In other words, this CANNOT BE AVOIDED! Screw recovering.
Back to practice! Now begins the fun & hard part.


Work on a block until you are satisfied with it. When you're done, and you're ready to transfer the SE into an injector (see: IV. Buffers and Injectors - Handing Out Godhood), check the entire SE first, block by block. Go through the first sub-block of every block. Chances are you will find a few mutations that increase, say, block 3 to 9A7. This has to be removed. To clean a block, it's just like normal. Radiate the block until it goes below 8.
# Raise a '''new block to over 800''', preferably over ED8, if you can, and hope something manifests.
# Make sure it is the '''ONLY block''' with over 800, otherwise you might get it mixed up with some other block's symptoms.
# Try to figure out the block's function. Power? Disability? Write down what you find. (Figuring out can be almost impossible sometimes. You can use your penlight in the monkey-person's eyes to check for x-ray, nearsightedness or blindness. Or you can just wait for them to curse and fall down. Or just look at them if you can see anything glowing around their head. Or just self-test like a boss. There are many strategies here.)
# Apply the Clean SE to the subject.
# Repeat by raising a new block to over 800, etc. Until you find the thing you need, be it all powers or just one particular.


I cannot stress this enough. CLEAN YOUR SE BEFORE TESTING. It's a very big sign of an incompetent geneticist to hand out injectors that give you Telekinesis, but also make you stutter, swear all the time and have bad eyesight. Seriously people, this is a big one. CLEAN. YOUR. GENE. POOLS.
Congratulations, you're doing science!
If you find any powers, the best course of action would be probably to ask the Research Director what to do with them. Usually the Geneticists are allowed to have powers, but note that if you run around the station while being a hulk, you're probably going to get a lot of attention from the security and be the prime suspect if (when) anything happens. Don't go on a rampage if you're a hulk, it is a bannable offense.


A few notes:
* Your test subject will gather toxin damage from all the radiation overtime. Have some [[Anti-toxin]] at hand.
* Over a certain threshold of radiation they start mutating of their own accord. This can only be avoided by injecting rejuvenators in them (every application injects 30 units, and the body can only take 90) and letting the subject "recover" for a while. Using [[Arithrazine]] or [[Hyronalin]] works also.


== Buffers and Injectors - Handing Out Godhood ==
== Buffers and Injectors - Handing Out Godhood ==
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