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Guide to genetics
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=== Guide to finding and using mutations === This guide here shows you step by step how to find the powers from the mysterious blocks! ==== First Steps ==== This guide will start with using a monkey, because they're in the pen for a reason. * Start by taking a '''monkey''' from the pen. * Shove it into a '''DNA Scanner''' next to the pen, by click dragging. * Check the '''console''' next to it, you'll see a bunch of options. Find ''Genetic Sequencer''. All mutations are randomized every round. ==== Humanizing a Monkey ==== Always humanize your monkey first, or their powers wont work or be savable.''' # You and your geneticist buddy automatically share the mutations you've discovered, so work together to discover them all. Saved mutations have to be manually shared between computers using DNA Data Disks. # Click through the mutations and find ''Monkified''. Then break a random pair by changing a letter to X with CTRL+Left Click. # When you've done it, you'll see the name on the top has changed from "monkey" to a randomly generated name. Congratulations, you've got your very own monkey-person! # If for any reason you got yourself some bad mutations and have no one to remove them, grab the [[Guide_to_chemistry#Mutadone|mutadone]] pill bottle in your lab. You usually have several 50u pills available, which is overkill. Dissolve a pill by pouring a tiny amount of water into a beaker (by using the beaker on a sink once), then drop a pill of [[Guide_to_chemistry#Mutadone|mutadone]] into it and take a sip. It should instantly clear all your mutations. # [[Guide_to_chemistry#Mutadone|Mutadone]] will also clear the ''monkified'' mutation from monkeys, instantly turning them human. Use a dropper set to 1u to squirt the dissolved [[Guide_to_chemistry#Mutadone|mutadone]] into the eyes of monkeys to mass humanize them without needing any machinery. This will not make you "discover" the monkified mutation however. ==== Manifesting Mutations ==== Back to business! Now we'll try to make a mutation show itself to us: # Find a mutation that has broken pairs. # Start filling in the X's. This is fairly easy since most of them are connected to an A, T, C or G. So X-T would be A-T. #* The left click increments from A to G (A>T>C>G>A) — the right click, the other way around. # You will often find X-X pairs. Make sure the rest is fixed first and then guess it. There's 4 possibilities. AT, TA, GC and CG. # If there's more than 2 double X-pairs, consider using the Genetic Scanner (as described [[#Genetic_Sequence_Scanner|above]]) by scanning the other monkeys, yourself, or random crew members, or the JOKER option when editing a letter, which finds the correct letter for you (on a very long cooldown—''20 minutes'' on unupgraded scanners). # If completing all pairs didn't work, you may have messed up somewhere. Double check. Also make sure they're not still a monkey. If all else fails, move on to another mutation or [[#Scramble DNA|scramble]] their DNA. ==== Scramble DNA ==== Clicking the Scramble DNA button will blast the subject's DNA with damaging genetic pulses, and randomize which discoverable mutations it has. This also inflicts a large amount of genetic damage at once. {{Anchor|Activators_and_Injectors}} <!-- Former name --> ==== [[File:DNA Injector.png|64px]] Activators and Mutators ==== After manifesting a mutation in the [[#Genetic_Sequencer|Genetic Sequencer]] tab, hit ''store'' to save it to the "Storage - Mutations" tab. You can print activators and mutators from both the Sequencer and the Storage - Mutations tab. *'''Activators:''' An activator will permanently activate specific mutation in a person who already has mutation dormant as shown with a [[#Genetic_Sequence_Scanner|Genetic Sequence Scanner]] [[File:Gene_scanner.gif]]. For example, since all humans have the ''monkified'' mutation dormant in them, a ''monkified'' activator will always work on humans. Using an activator will not increase [[#Genetic_Instability|genetic instability]]. Used activators can be recycled into the DNA scanner access console to produce [[#Chromosome_21|chromosomes]]. *'''Mutators:''' A mutator will manifest a mutation in a person, regardless of if that person has that mutation dormant or not. This will inflict the mutation's [[#Genetic_Instability|instability]] (causes several bad effects if it reaches 100%). The mutation and its instability may then be removed by taking [[Guide_to_chemistry#Mutadone|Mutadone]]. <br> The DNA Scanner Access Console takes time to recharge after producing an activator or mutators. Activators have a much shorter cooldown. ==== [[File:DNA Injector.png|64px]] Advanced Injectors ==== [[File:Time-Green_advanced_injectors_first_screenshot.png|thumb|200px|right|This is the "Adv. Injectors" tab. ]] After discovering one or more mutations, you have the option to create advanced injectors. Advanced injectors will let you save multiple mutations in a single injector. The amount of mutations in a single "save" is limited to 50 [[#Genetic_Instability|instability]] or 10 mutations. Unlike activators or ordinary mutators, these can be named anything you want. To create an advanced injector, do the following: #Go to either the "Storage - Adv. Injectors" tab. Click "Create new injector" and choose a name to crate a new slot for mutations to be stored in. #Go to the [[#Genetic_Sequencer|Sequencer]] tab or the "Storage - Mutations" tab and click on a stored or discovered and active mutation. #Click "Add to advanced injector". Select the name of the slot you made in step 1. Repeat with any other mutations you wish to save to the same advanced injector. #Go back to the "Adv. Injectors". Click ''Print''. You will print an injector with named "Advanced (name) injector". ==== Genetic Instability ==== When you manifest a power, you may get a message like "It feels like your skin is moving." This is telling you that your genetic instability has gotten higher, and you'll need to be careful not to add too many more powers. All humans can withstand up to '''99 genetic instability''' before they start to bubble and melt. 100 instability would be too much. What happens when you suffer from a genetic breakdown is random and unpredictable, and draws from one of two lists of effects, ranging from 'Mostly Harmless' to 'Dead and Unrevivable'. Negative mutations generally don't give you instability, but powers do. As a rule of thumb, the stronger the power, the more instability it gives. Choose your powers wisely. ==== Chromosome 21 ==== Every time you successfully use an ACTIVATOR on another person, the activator becomes filled with genetic data. Recycle/use it on your DNA console for a 60% chance to gain a random chromosome. The chromosome gets stored in the "Storage - Chromosomes" tab. Clicking on a chromosome gives you information about it. You can also eject it into its physical form. Physical chromosomes can only be used by inserting them into a DNA console. <br><br> Each active mutation in a person has a single chromosome slot. You can only add chromosomes to people who are inside the connected DNA scanner. Do so by opening the ''Sequencer'' tab. Then click an activated mutation, or [[#Manifesting_Mutations|find one]] if none is active yet. You should see the line ''Select a chromosome'' followed by a list of chromosomes that mutation would be compatible with. Select a chromosome in the dropdown menu and you have now filled that mutation's chromosome slot. To delete the chromosome from a mutation you need to deactivate and reactivate the mutation by changing any letter and then back. <br> After you have added a chromosome to a mutation, you can ''store'' it to the ''Storage - mutations'' tab as normal (by clicking ''Save to console'' in the ''Sequencer'' tab). Mutations from mutators/activators printed from this stored entry will then contain that chromosome. The stored entry will retain its applied chromosome if saved to a Genetics data disk and transferred to a different DNA Scanner console. These are the currently available chromosomes you can get (the chance for a chromosome to be of a specific type is listed next to that type in parenthesis): * '''Synchronizer''' (5/16): Gives the mind more control over the mutation, reducing some downsides by 50%. * '''Stabilizer''' (1/16): The rarest chromosome. Reduces [[#Genetic_Instability|instability]] gained from the mutation by 20%. * '''Power''' (5/16): Boosts strength of certain mutations. Experiment with super sneeze or even deadlier fireballs! * '''Energetic''' (5/16): Reduces cooldown on action based mutations. * <s>'''Reinforcement''' (3/19): Makes the mutation immune to mutadone.</s> Removed Aug 2020. Chromosomes aren't supposed to be addable to mutations that won't benefit from them. For example, you can't use the energetic chromosome on the monkey mutation.
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