Genes

Genes are a system for adding capabilities to human pawns. They can be obtained from character creation or implanted via xenogerm.
Metabolic efficiency, denoted by the symbol, controls the rate at which pawns get hungry. Harmful genes will increase their metabolic efficiency, getting hungry slower, and thus consuming less food overall. Meanwhile helpful genes reduce metabolic efficiency, getting hungry faster, and thus consuming more food. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game prevents you from giving pawns less than -5 metabolic efficiency; it doesn't stop you from exceeding 5, but hunger rate will not go below 50%.
Note that genes with over 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.
Complexity, denoted by the symbol, affects how many gene processors you need to create a xenogerm from a set of genes. A gene assembler can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor. Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the research speed of whoever operates the gene assembler).
The type of gene is shown both by its position in the gene tab of the pawn and its background:
* Germline Genes
* Xenogenes
* Archite genes
== Archite ==
Click to 
Name 	Description	 				Exclude
Scarless 	Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.
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* Prevents scars on all non-destroyed body parts. 
* Heals 1 scar, permanent injury, or chronic condition (Alzheimer's, Asthma, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness) every 15-30 days, akin to (and alongside) luciferium including scars from a scarification ritual.	0				-
Gene implanter 	Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. 
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*Adds ability: Implant Genes
:Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.
:* Passes on a copy of all xenogenes to a target. Causes genes to regrow for 2 years afterwards. 
:* Using this ability while genes are regrowing kills the casting pawn.
:** If using this ability is lethal, then the caster will lose all of their xenogenes upon death.	0				-
Perfect immunity 	Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.
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*Immune to Flu, Malaria, Sleeping sickness, Plague, Infection, and Lung rot. These are all the diseases that are fatal and that adult colonists can acquire.
**Does not affect pre-existing conditions. Only prevents new illnesses.	0				Immunity
Non-senescent 	Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.
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*Total immunity to carcinoma, heart attack, and chronic conditions (Alzheimer's, Asthma, Artery blockage, Cataracts, Dementia, Frail, but not Hearing Loss).
**Prevents these conditions from any source, not just aging. (e.g. nuclear stomach, toxic buildup)
**Does not affect pre-existing conditions.	0				-
Ageless 	Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.
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* Aging ×1 at age 13. Rate linearly slows as the pawn gets older.
* Aging ×0 at age 18.5.	0				-
Deathless 	Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.
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* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. Hemogen is unaffected.
** Pawns with the Deathrest gene enter involuntary deathrest and lose all Hemogen. After fatal conditions are removed, the usual deathrest mechanics take place.
** Does not regenerate limbs or organs, except for the torso.
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total skill XP in a random skill.
* Market value of genepacks containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)	0				-
Archite metabolism	Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.
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* Increases metabolic efficiency. No other effect.
* Market value of genepacks containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)	 				-
== Special abilities ==
Click to 
Name 	Description			
Fire spew 	Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground. 
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* Adds ability: Fire spew
:Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition. 
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.
:* Target: Pawn or Location
:* Warmup Time: 
:* Cooldown: 
:* Charges: 1
:* AI Can Use: True. Note: AI will still target fire-immune targets.
* Market value of genepacks containing this gene: ×150%			
Foam spray 	Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires. 
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* Adds ability: Foam spray
:Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches. 
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves firefoam filth on the ground, extinguishing fires and preventing new ones from igniting.
:* Target: Pawn or Location
:* Warmup Time: 
:* Cooldown: for all 3 charges. Cooldown will not begin until all charges have been expended.
:* Charges: 3
:* AI Can Use: False.			-
Animal warcall	Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them. 
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* Adds ability: Animal warcall
:With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours. 
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/. -75 base goodwill when used on a friendly faction's animal.
:* Target: Any single animal or wildman. Does not require LoS 
:* Range: 49.9 tiles
:* Warmup Time: 
:* Cooldown: per charge.
:* Charges: 2
:* AI Can Use: True			
Acid spray 	Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them. 
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* Adds ability: Acid spray
:Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless "spent acid" filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an of 80% and a stopping power of 1.
:* Target: Pawn or Location
:* Range: 8.9 tiles
:* Warmup Time: 
:* Cooldown: 
:* Charges: 1
:* AI Can Use: True.
* Market value of genepacks containing this gene: ×150%			-
== Hemogen ==
Click to 
Name 	Description			Prereq. 	
Hemogenic 	Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes. Carriers lose 2 hemogen per day from biological entropy. 
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* Creates a Hemogen need, which decreases by per day.
** Increases by per hemogen pack or Bloodfeed.
* Receive Hemogen Craving ailment when Hemogen hits 0. Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.
** Hemogen Craving (minor, 0%): mood, Consciousness max , Pain
** Hemogen Craving (moderate, 35%): mood, Consciousness max , Pain
** Hemogen Craving (major, 70%): mood, Consciousness max , Pain			- 	
Hemogen drain 	Carriers lose an additional 8 hemogen per day from biological entropy.
----
* Hemogen per day.			Hemogenic	
Coagulate 	Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds. 
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* Adds ability: Coagulate
:Use special glands in the wrists to quickly tend someone's wounds. 
:* Tends wounds. 
:* Target: Single target in LoS
:* Range: 3.9 tiles
:* Warmup Time: 
:* Hemogen Cost: 20
:* AI Can Use: ?			Hemogenic	
Bloodfeeder 	Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly. 
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* Adds ability: Bloodfeed
:Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.
:* Feed on a pawn to gain up to Hemogen, which scales with target body size, but not the user's. 
:** Target will gain blood loss and the Fed on moodlet (5 days, doesn't stack, negated by masochist trait and Bloodfeeders precept.). Also gains a bloodfeeder mark on the neck (+1% pain).
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.
:** Bloodfeeder must have a non-0% Eating capacity.
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be downed or a colonist, slave, or prisoner not on a mental break.
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.
* mood when near a blood torch.
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*Interaction with Bloodfeeders precept. 
** Bloodfeeders: Revered - Believers have a higher opinion towards bloodfeeders, negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the Leader, and mood penalty when they die.
** Bloodfeeders: Reviled. - Believers have a lower opinion towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.			Hemogenic	
Longjump legs 	Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances. 
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* Adds ability: Longjump
:Jump to a distant location using super-strong hemogen-powered legs. 
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.
:* Target: Location in LoS
:* Range: 19.9 tiles
:* Warmup Time: 
:* Hemogen Cost: 5
:* AI Can Use: False			Hemogenic	
Piercing spine	Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy. 
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* Adds ability: Piercing spine
:Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim. 
:* Launches an unerring spine at the target, dealing 30 RangedStab damage, with an of 100% and a stopping power of 1.
:* Target: Single target in LoS
:* Range: 3.9 tiles
:* Warmup Time: 
:* Cooldown Time: 
:* Hemogen Cost: 20
:* AI Can Use: True
* Market value of genepacks containing this gene: ×150%			Hemogenic	
Deathrest 	Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.
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*Creates a need for deathrest roughly every 30 days. 
**Deathrest is initiated at a bed or deathrest casket and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.
**If need hits 0, maximum Consciousness set to and Psychic Sensitivity -100%.
**See the deathrest article for more details.			Hemogenic	
== Health ==
Click to 
Name 	Description			 	Exclude
Weak immunity 	Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive. 
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* Immunity Gain Speed			 	Immunity
Strong immunity 	Carriers of this gene gain immunity to diseases faster than normal. 
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* Immunity Gain Speed			 	Immunity
Super immunity 	Carriers of this gene gain immunity to diseases considerably faster than normal. 
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* Immunity Gain Speed 
* Market value of genepacks containing this gene: ×125%			 	Immunity
Slow wound healing 	Carriers of this gene heal from wounds half as fast as normal. 
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*Injury healing factor			 	WoundHealingRate
Fast wound healing 	Carriers of this gene heal from wounds twice as fast as normal. 
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*Injury healing factor			 	WoundHealingRate
Superfast wound healing	Carriers of this gene heal from wounds four times as fast as normal. 
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*Injury healing factor 
* Market value of genepacks containing this gene: ×125%			 	WoundHealingRate
Superclotting 	Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded. 
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*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% tend quality. The exact tend quality is fully random within this range.
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).
*Does not affect non-bleeding wounds.			-	-
== Psychics ==
Click to 
Name 	Description			 	Exclude
Psychically deaf 	Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power. 
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* Forced trait: Psychically deaf			 	PsychicAbility
Psychically dull 	Carriers of this gene are less psychically-sensitive than others. 
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* Forced trait: Psychically dull			 	PsychicAbility
Psy-sensitive 	Carriers of this gene are more psychically-sensitive than average. 
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* Psychic Sensitivity +20%
* Meditation psyfocus gain 
* Neural Heat Recovery per second base. Effectively Heat/s recovery at Level 6 psylink.			 	PsychicAbility
Super psy-sensitive	Carriers of this gene are much more psychically-sensitive than most. 
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* Psychic Sensitivity +40%
* Meditation psyfocus gain 
* Neural Heat Recovery per second base. Effectively Heat/s recovery at Level 6 psylink.			-	PsychicAbility
Psychic bonding 	Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted. 
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*Romance attempts always succeed
*Gains psychic bond with first attempted romance or lovin'
:*This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.
:* Bonded pawns receive gain pain multiplier, consciousness, mood and psychic sensitivity when on same map or in the same caravan.
:* Bonded pawns receive mood, psychic sensitivity, and consciousness when not on same map.
:* When one bonded pawn dies, the other will receive a mood penalty that linearly decays over the course of 21 days. Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.			 	-
==Movement==
Click to 
Name 	Description				Exclude
Slow runner 	Carriers of this gene move more slowly than normal. 
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* Move Speed:				MoveSpeed
Fast runner 	Carriers of this gene move more quickly than normal. 
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* Move Speed:				MoveSpeed
Very fast runner	Carriers of this gene move much more quickly than normal. 
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* Move Speed:				MoveSpeed
Naked speed 	Carriers of this gene move slower while clothed, and faster while naked. 
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* Move speed: (clothed)
* Move speed: (unclothed)				-
== Mood ==
Click to 
Name 	Description			 	Exclude
Very unhappy	Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others. 
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* Permanent Genetic depression mood			-	Mood
Unhappy 	Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others. 
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* Permanent Genetic pessimism mood			 	Mood
Happy 	Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others. 
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* Permanent Genetic optimism mood			-	Mood
Very happy 	Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others. 
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* Permanent Genetic joy mood			 	Mood
== Temperature ==
Click to 
Name 	Description			 	Exclude
Cold weakness 	Carriers of this gene are slightly less comfortable in cold temperatures. 
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* Minimum Comfortable Temperature:			 	MinTemperature
Cold tolerant 	Carriers of this gene are slightly more comfortable in cold temperatures. 
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* Minimum Comfortable Temperature:			 	MinTemperature
Cold super-tolerant	Carriers of this gene are much more comfortable in cold temperatures. 
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* Minimum Comfortable Temperature:			-	MinTemperature
Heat weakness 	Carriers of this gene are slightly less comfortable in warm temperatures. 
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* Maximum Comfortable Temperature:			 	MaxTemperature
Heat tolerant 	Carriers of this gene are slightly more comfortable in warm temperatures. 
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* Maximum Comfortable Temperature:			 	MaxTemperature
Heat super-tolerant	Carriers of this gene are much more comfortable in warm temperatures. 
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* Maximum Comfortable Temperature:			 	MaxTemperature
== Resistance and sensitivity ==
Click to 
Name 	Description			 	Exclude
Tox resistance 	Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others. Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. 
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* Toxic Resistance:			-	ToxResistance
Tox immunity 	Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog. The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. 
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* Toxic Resistance: 
* Tox gas immunity
* Removes mood: Toxic fallout: -5
* Removes mood: Acidic smog: -5			 	ToxResistance
Partial antitoxic lungs	Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. 
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* Toxic Environment Resistance:			 	ToxicEnvironmentResistance
Total antitoxic lungs 	Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. 
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* Toxic Environment Resistance: 
* Tox gas immunity
* Removes mood: Toxic fallout: -5
* Removes mood: Acidic smog: -5			 	ToxicEnvironmentResistance
Mild UV sensitivity 	Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. 
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* When in sunlight (when on an unroofed tile while light levels from are 11% or more):
** Move Speed 
** Mood: Sunlight Sensitivity: 
* Does not cause pain, despite the description.			 	UVSensitivity
Intense UV sensitivity 	Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight. 
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* When in sunlight (when on an unroofed tile while light levels from are 11% or more):
** Move Speed 
** Mood: Sunlight Sensitivity: 
* Does not cause pain.			 	UVSensitivity
Fire resistant 	Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. 
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* Flammability 
* Flame damage 
:Note that this does not affect Heat or Vaporize damage			 	FireDamage
Tinderskin 	Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. 
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* Flame damage 
:Note that this does not affect Heat or Vaporize damage			 	FireDamage
Pyrophobia 	Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. 
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* If the pawn has line of sight of a fire within 19.9 tiles, it is considered "near fire" and the following happens:
** Afraid of fire moodlet
** 0.1 day mtb chance of "Fire terror" mental break that cause "panic-fleeing fire" mental state, ends when not "near fire" for 
* Suppresses Pyromaniac trait
:Note that blind pawns are still affected by pyrophobia, and will still flee			 	-
== Violence ==
Click to 
Name 	Description			 	Exclude
Dead calm 	Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.
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* Effects:
** Will never do social fights
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)
** Will never prison break
** Arresting never fails, and will never berserk on arrest.			 	Aggression
Aggressive 	Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
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* Effects:
** Social fight chance factor ×200%
** Chance mental break is violent ×200% (Tantrum, Berserk, Slaughterer, Murderous Rage) 
** Prison break interval factor ×60%			 	AggressionAggressive
Hyper-aggressive 	Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.
----
* Effects:
** Social fight chance factor ×300%
** Mental breaks are always violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.
** Prison break interval factor ×40%			 	AggressionAggressive
Weak melee damage 	Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.
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* Melee damage factor ×50%
** This also affects melee when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: Spears, Monoswords, Persona monoswords, Hand talon, Knee spikes, and flesh whips.			 	MeleeDamage
Strong melee damage	Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.
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* Melee damage factor ×150%
** This also affects melee when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: Spears, Monoswords, Persona monoswords, Hand talon, Knee spikes, and flesh whips.			 	MeleeDamage
Violence disabled 	Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.
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*Disables work:
** Hunt
** Violent			 	MeleeDamageShootingAccuracyAggressiveKillThirst
Kind instinct 	Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others or starts fights, and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.
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* Forced trait: Kind
* Suppresses Abrasive and Psychopath traits			 	-
Kill thirst 	Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.
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*Causes need: Kill satiety. Inflicts an increasing mood penalty during long periods between melee kills. See the Kill satiety page for details.			-	KillThirst
== Sleep ==
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Name 	Description			 	Exclude
Very sleepy	Carriers of this gene get tired much faster than others.
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* Sleep Fall Rate:			-	Sleep
Sleepy 	Carriers of this gene get tired somewhat faster than others.
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* Sleep Fall Rate:			 	Sleep
Low sleep 	Carriers of this gene get tired less quickly than others.
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* Sleep Fall Rate:			 	Sleep
Never sleep	Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.
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* Effects:
** Disables need: Sleep
** If all pawns in caravan have this gene and they travel without animals, they don't need to stop at night.
* Market value of genepacks containing this gene: ×125%			-	Sleep
== Pain ==
Click to 
Name 	Description				Exclude
Delicate 	Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.
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* Forced trait: Delicate				Toughness
Robust 	Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.
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* Incoming Damage Multiplier
** Note that despite being incompatible with the Delicate gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the the Delicate trait. See for Incoming Damage Multiplier further details on stacking.				Toughness
Extra pain 	Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.
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* Forced trait: Wimp				Pain
Reduced pain	Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.
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* Pain ×50%				Pain
== Reproduction ==
Click to 
Name 	Description	 		 	Exclude
Low libido 	Carriers of this gene are less likely to engage in lovin' with their partner.
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* Lovin' Factor:	0		-	Libido
High libido	Carriers of this gene are more likely to engage in lovin' with their partner.
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* Lovin' Factor:	0		 	Libido
Sterile 	Carriers of this gene cannot reproduce by natural means.
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* Fertility ×0%	 		-	Fertility
Fertile 	Carriers of this gene have a higher chance of becoming pregnant or impregnating others.
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* Fertility ×200%	0		-	Fertility
== Beauty ==
Click to 
Name 	Description			 	Exclude
Very unattractive	Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at. 
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* Beauty (Pawn): 
* Market Value:			-	Beauty
Unattractive 	Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly. 
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* Beauty (Pawn): 
* Market Value:			 	Beauty
Attractive 	Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance. 
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* Beauty (Pawn): 
* Market Value:			 	Beauty
Very attractive 	Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful. 
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* Beauty (Pawn): 
* Market Value:			 	Beauty
== Cosmetic ==
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Name 	Description 	 	 	 	Exclude
Red eyes 	Carriers of this gene have deeply red-pigmented eyes. 	0	0	 	EyeColor
Gray eyes 	Carriers of this gene have pale white-gray eyes. 	0	0	 	EyeColor
No hair 	Carriers of this gene grow no hair on the head. 	0	0	 	HairStyle
Short-haired 	Carriers of this gene can only grow short hair. 	0	0	 	HairStyle
Long-haired 	Carriers of this gene grow hair on the head very quickly. 	0	0	 	HairStyle
Only bushy beards	Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.	0	0	-	BeardStyle
Beardless 	Carriers of this gene grow no facial hair. 	0	0	 	BeardStyle
Unisex beards 	Carriers of this gene always have thick facial hair, even women. 	0	0	 	BeardStyle
Human ears 	Carriers of this gene have regular human ears. 	0	0	-	Ears
Pointed ears 	Carriers of this gene have pointed ears. 	0	0	-	Ears
Cat ears 	Carriers of this gene have cat-like ears. 	0	0	-	Ears
Floppy ears 	Carriers of this gene grow long, floppy hound-like ears. 	0	0	-	Ears
Pig ears 	Carriers of this gene will grow pointed pig-like ears. 	0	0	 	Ears
Human nose 	Carriers of this gene have regular human noses. 	0	0	-	Nose
Human jaw 	Carriers of this gene have regularly-shaped jaws. 	0	0	-	Jaw
Heavy jaw 	Carriers of this gene have large jaws. 	0	0	 	Jaw
Gaunt head 	Carriers of this gene have a pinched, gaunt appearance in their face and head. 	0	0	 	Jaw
Heavy brow 	Carriers of this gene have a prominent brow. 	0	0	 	-
Center-horn 	Carriers of this gene grow a single horn protruding from the center of the forehead. 	0	0	-	Headbone
Mini-horns 	Carriers of this gene grow two small horns protruding from the forehead. 	0	0	 	Headbone
Human headbone 	Carriers of this gene have regular human skulls. 	0	0	-	Headbone
Human voice 	Carriers of this gene have regular human vocal chords.File:Speech_Male_R&D_v4_28.wav 	0	0	-	Voice
Pig voice 	Carriers have a squealing voice like that of a pig.File:Pawn_Pigskin_Call_02e.wav 	0	0	 	Voice
Roar voice 	Carriers have an animal-like roaring voice.File:Roar_Voice_Call_B02.wav 	0	0	 	Voice
Facial ridges 	Carriers of this gene grow raised ridges of skin on their face. 	0	0	-	-
=== Body type ===
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, Neanderthals cannot be thin, because they have all three of the other genes.
Click to 
Name 	Description 	 	 		Exclude
Standard body	Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.	0	0		BodyType
Thin body 	Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 	0	0		BodyType
Fat body 	Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 	0	0		BodyType
Hulk body 	Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed. 	0	0		BodyType
=== Hair ===
These genes are defined in Core, not Biotech.
All of them have a "random brightness factor" of 0.12 unless otherwise specified. 
Click to 
Name 	Description	 	 	Weight	 	Exclude
Snow-white hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (250, 250, 250)
* Random brightness factor: 0	0	0	0.05 	 	HairColor
Gray hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (0.65, 0.65, 0.65)	0	0	0.02 	 	HairColor
Blonde hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (237, 202, 156)
* Selection weight factor with dark skin: 0	0	0	1? 	-	HairColor
Sandy-blonde hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (193, 146, 85)
* Selection weight factor with dark skin: 0	0	0	1? 	 	HairColor
Orange hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (189, 133, 49)	0	0	0.05 	 	HairColor
Reddish-brown hair	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (132, 83, 47)	0	0	1? 	-	HairColor
Brown hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (90, 58, 32)	0	0	1? 	-	HairColor
Dark-brown hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (56, 36, 18)	0	0	1.5 	-	HairColor
Dark-reddish hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (0.25, 0.2, 0.15)	0	0	1.5 	-	HairColor
Mid-black hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (0.31, 0.28, 0.26)	0	0	1.5 	-	HairColor
Dark-black hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (0.2, 0.2, 0.2)	0	0	1.5 	-	HairColor
Ink-black hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (25, 25, 25)
* Random brightness factor: 0	0	0	0.05 	-	HairColor
Blue hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (34, 63, 227)	0	0	0.05 	-	HairColor
Teal hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (52, 191, 182)	0	0	0.05 	-	HairColor
Green hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (72, 201, 40)	0	0	0.05 	-	HairColor
Pink hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (191, 86, 149)	0	0	0.05 	-	HairColor
Purple hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (227, 115, 255)	0	0	0.05 	-	HairColor
Red hair 	Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.
----
* Hair color override: (191, 86, 86)	0	0	0.05 	-	HairColor
=== Melanin ===
These natural skin colors are not available in the xenotype editor and cannot be extracted. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. Dirtmoles have light gray skin instead of these).
These genes are defined in Core, not Biotech. They are all named "Skin color" in-game.
Click to 
Name 	Description	 	 	Weight	Exclude
Skin_Melanin1	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (242, 237, 224)
* Min melanin: 0	0	0	0.2 	SkinColor
Skin_Melanin2	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (255, 239, 213)
* Min melanin: 0.1	0	0	0.5 	SkinColor
Skin_Melanin3	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (255, 239, 201)
* Min melanin: 0.25	0	0	0.5 	SkinColor
Skin_Melanin4	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (255, 239, 189)
* Min melanin: 0.45	0	0	0.5 	SkinColor
Skin_Melanin5	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (249, 219, 165)
* Min melanin: 0.58	0	0	0? 1? 	SkinColor
Skin_Melanin6	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (242, 199, 140)
* Min melanin: 0.63	0	0	0? 1? 	SkinColor
Skin_Melanin7	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (228, 158, 90)
* Min melanin: 0.75	0	0	0? 1? 	SkinColor
Skin_Melanin8	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (130, 91, 48)
* Min melanin: 0.83	0	0	0.5 	SkinColor
Skin_Melanin9	Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.
----
* Skin color base: (99, 70, 36)
* Min melanin: 0.9	0	0	0.2 	SkinColor
=== Skin ===
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. Impids have three), and one will be chosen.
All of these genes have a "random brightness factor" of 0.18 unless otherwise specified.
Click to 
Name 	Description	 	 	 	Exclude
Green skin 	Carriers of this gene produce a pigment that gives their skin a green color.
----
* Skin color override: (169,182,108)	0	0	-	SkinColorOverride
Deep yellow skin	Carriers of this gene produce a pigment that gives their skin a deep yellow color.
----
* Skin color override: (204, 199, 65)	0	0	-	SkinColorOverride
Pale yellow skin	Carriers of this gene produce a pigment that turns their skin a grayish yellow color.
----
* Skin color override: (193, 165, 99)	0	0	 	SkinColorOverride
Orange skin 	Carriers of this gene produce a pigment that gives their skin an orange color.
----
* Skin color override: (210, 114, 63)
* Random brightness factor: 0	0	0	 	SkinColorOverride
Deep red skin 	Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.
----
* Skin color override: (150, 62, 62)	0	0	 	SkinColorOverride
Pale red skin 	Carriers of this gene produce a pigment that turns their skin a moderate red color.
----
* Skin color override: (222, 106, 106)	0	0	-	SkinColorOverride
Purple skin 	Carriers of this gene produce a pigment that gives their skin a purple color.
----
* Skin color override: (97, 87, 195)	0	0	 	SkinColorOverride
Blue skin 	Carriers of this gene produce a pigment that turns their skin a blue color.
----
* Skin color override: (100, 165, 193)	0	0	 	SkinColorOverride
Sheer white skin	Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.
----
* Skin color override: (250, 240, 240)
* Random brightness factor: 0	0	0	 	SkinColorOverride
Light gray skin 	Carriers of this produce a light-gray pigment in their skin.
----
* Skin color override: (200, 200, 200)	0	0	 	SkinColorOverride
Slate gray skin 	Carriers of this gene produce a pigment that turns their skin slate gray.
----
* Skin color override: (90, 90, 90)	0	0	 	SkinColorOverride
Ink black skin 	Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.
----
* Skin color override: (55, 55, 55)
* Random brightness factor: 0	0	0	-	SkinColorOverride
== Miscellaneous ==
Click to 
Name 	Description	 	 	 	Exclude
Strong stomach 	Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food. 
----
* Immune to food poisoning.	 	 	 	-
Robust digestion 	Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all. 
----
* Raw Nutrition Multiplier 
** Note: Does not apply to insect jelly or fertilized eggs. Does apply to unfertilized eggs.
* Removes mood: Ate raw food: -7
* Note: Does not prevent food poisoning.	 	 	 	-
Slow study 	Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge. 
----
* Global Learning Factor	 	 	 	Learning
Quick study 	Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others. 
----
* Global Learning Factor	 	 	-	Learning
Nearsighted 	Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced. 
----
* Accuracy factor (long) 
* Accuracy factor (medium)	 	 	 	ShootingAccuracy
Dark vision 	Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark. 
----
* Negates the Global Work Speed penalty from darkness.
* Negates the Move Speed penalty from darkness. Note: This effect is not mentioned by the in-game description
* Removes mood: Darkness:	 	 	 	-
Inbred 	This genetic condition affects a person's fertility, immunity, and mental capacity. 
----
* Forced trait: Slow learner
* Fertility 
* Immunity gain speed 
* Note: Despite being harmful, this gene also lowers metabolic efficiency.	 	 	-	-
Mild cell instability 	Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery. 
----
* Lifespan Factor 
** Note this means age-related diseases come earlier, e.g. Frail can happen at 40 instead of 50
* Cancer Rate Factor 
* Immunity gain speed	 	 	-	CellInstability
Major cell instability	Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery. 
----
* Lifespan Factor 
** Note this means age-related diseases come earlier, e.g. Frail can happen at 30 instead of 50
* Cancer Rate Factor 
* Immunity gain speed	 	 	-	CellInstability
Grayless hair 	Carriers of this gene keep their natural hair color as they age.
----
* No age-related gray hair.	0	 	 	-
Human hands 	Carriers of this gene have regular human hands. 
----	0	0	-	Hands
Trotter hands 	Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects. 
----
* Manipulation	 	 	 	Hands
Elongated fingers 	Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction. 
----
* Manipulation	 	 	 	Hands
Furskin 	Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures. 
----
* Minimum Comfortable Temperature: 
* Non-furskin romance chance ×20%
* Removes mood: Naked: -6
* Removes mood: Uncovered (body part): -4	 	 	 	HairStyleFurBeardStyle
Pig nose 	Carriers of this gene have pig-like snouts.
----
* Non-pig nose romance chance ×20%	0	0	 	Nose
Pollution stimulus 	Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects. 
----
* Gain stat bonuses when exposed to pollution.
** Increases move speed and consciousness. See Pollution stimulus for full details.	 	 	 	-
Unstoppable 	Carriers of this gene are not slowed down when taking damage. 
----
* Stagger Time Multiplier	 	 	 	-
Furry tail 	Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures. 
----
* Minimum Comfortable Temperature: 
* Adds an aesthetic only tail to the pawn's sprite
* Note: Does not add a targetable or damageable body part	 	 	 	Tail
Smooth tail 	Carriers of this gene grow a slender tail that can act as a dexterous fifth limb. 
----
* Manipulation: 
* Adds an aesthetic only tail to the pawn's sprite
* Note: Does not add a targetable or damageable body part	 	 	-	Tail
== Aptitudes ==
Click to 
Name 	Description			 	Skill
Awful Animals 	The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals. 
----
* Animals: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Animals			 	Animals
Awful Artistic 	The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic. 
----
* Artistic: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Artistic			 	Artistic
Awful Construction 	The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction. 
----
* Construction: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Construction			-	Construction
Awful Cooking 	The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking. 
----
* Cooking: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Cooking			-	Cooking
Awful Crafting 	The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting. 
----
* Crafting: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Crafting			-	Crafting
Awful Medical 	The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical. 
----
* Medical: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Medical			-	Medical
Awful Melee 	The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee. 
----
* Melee: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Melee			-	Melee
Awful Mining 	The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining. 
----
* Mining: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Mining			 	Mining
Awful Intellectual 	The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual. 
----
* Intellectual: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Intellectual			-	Intellectual
Awful Plants 	The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants. 
----
* Plants: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Plants			 	Plants
Awful Shooting 	The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting. 
----
* Shooting: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Shooting			-	Shooting
Awful Social 	The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social. 
----
* Social: . Note: Experience gain and decay applies as if this offset did not exist.
* Removes all passions for Social			 	Social
Poor Animals 	The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Animals: . Note: Experience gain and decay applies as if this offset did not exist.			 	Animals
Poor Artistic 	The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Artistic: . Note: Experience gain and decay applies as if this offset did not exist.			 	Artistic
Poor Construction 	The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Construction: . Note: Experience gain and decay applies as if this offset did not exist.			-	Construction
Poor Cooking 	The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Cooking: . Note: Experience gain and decay applies as if this offset did not exist.			 	Cooking
Poor Crafting 	The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Crafting: . Note: Experience gain and decay applies as if this offset did not exist.			-	Crafting
Poor Medical 	The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Medical: . Note: Experience gain and decay applies as if this offset did not exist.			-	Medical
Poor Melee 	The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Melee: . Note: Experience gain and decay applies as if this offset did not exist.			-	Melee
Poor Mining 	The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Mining: . Note: Experience gain and decay applies as if this offset did not exist.			-	Mining
Poor Intellectual 	The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Intellectual: . Note: Experience gain and decay applies as if this offset did not exist.			 	Intellectual
Poor Plants 	The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Plants: . Note: Experience gain and decay applies as if this offset did not exist.			 	Plants
Poor Shooting 	The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Shooting: . Note: Experience gain and decay applies as if this offset did not exist.			 	Shooting
Poor Social 	The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level. 
----
* Social: . Note: Experience gain and decay applies as if this offset did not exist.			 	Social
Strong Animals 	The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level. 
----
* Animals: . Note: Experience gain and decay applies as if this offset did not exist.			-	Animals
Strong Artistic 	The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level. 
----
* Artistic: . Note: Experience gain and decay applies as if this offset did not exist.			-	Artistic
Strong Construction	The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level. 
----
* Construction: . Note: Experience gain and decay applies as if this offset did not exist.			-	Construction
Strong Cooking 	The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level. 
----
* Cooking: . Note: Experience gain and decay applies as if this offset did not exist.			-	Cooking
Strong Crafting 	The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level. 
----
* Crafting: . Note: Experience gain and decay applies as if this offset did not exist.			-	Crafting
Strong Medical 	The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level. 
----
* Medical: . Note: Experience gain and decay applies as if this offset did not exist.			-	Medical
Strong Melee 	The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level. 
----
* Melee: . Note: Experience gain and decay applies as if this offset did not exist.			 	Melee
Strong Mining 	The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level. 
----
* Mining: . Note: Experience gain and decay applies as if this offset did not exist.			-	Mining
Strong Intellectual	The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level. 
----
* Intellectual: . Note: Experience gain and decay applies as if this offset did not exist.			 	Intellectual
Strong Plants 	The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level. 
----
* Plants: . Note: Experience gain and decay applies as if this offset did not exist.			-	Plants
Strong Shooting 	The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level. 
----
* Shooting: . Note: Experience gain and decay applies as if this offset did not exist.			-	Shooting
Strong Social 	The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level. 
----
* Social: . Note: Experience gain and decay applies as if this offset did not exist.			 	Social
Great Animals 	The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals. 
----
* Animals: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Animals			 	Animals
Great Artistic 	The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic. 
----
* Artistic: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Artistic			-	Artistic
Great Construction 	The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction. 
----
* Construction: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Construction			-	Construction
Great Cooking 	The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking. 
----
* Cooking: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Cooking			-	Cooking
Great Crafting 	The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting. 
----
* Crafting: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Crafting			 	Crafting
Great Medical 	The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical. 
----
* Medical: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Medical			-	Medical
Great Melee 	The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee. 
----
* Melee: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Melee			 	Melee
Great Mining 	The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining. 
----
* Mining: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Mining			 	Mining
Great Intellectual 	The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual. 
----
* Intellectual: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Intellectual			 	Intellectual
Great Plants 	The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants. 
----
* Plants: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Plants			-	Plants
Great Shooting 	The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting. 
----
* Shooting: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Shooting			 	Shooting
Great Social 	The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social. 
----
* Social: . Note: Experience gain and decay applies as if this offset did not exist.
* Adds one additional passion for Social			 	Social
: If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.
== Drugs ==
 
There are one of each of these for each drug, except for ambrosia, luciferium and penoxycyline.
Click to 
Name 	Description			
Alcohol resistant 	Carriers are only half as likely to become addicted to Alcohol.
----
* Alcohol addiction factor: ×50%
* Alcohol tolerance gain: ×50%			-
Smokeleaf resistant 	Carriers are only half as likely to become addicted to Smokeleaf.
----
* Smokeleaf addiction factor: ×50%
* Smokeleaf tolerance gain: ×50%			-
Psychite resistant 	Carriers are only half as likely to become addicted to Psychite.
----
* Psychite addiction factor: ×50%
* Psychite tolerance gain: ×50%
* Overdose chance: ×50%			-
Go-juice resistant 	Carriers are only half as likely to become addicted to Go-juice.
----
* Go-juice addiction factor: ×50%
* Overdose chance: ×50%			-
Wake-up resistant 	Carriers are only half as likely to become addicted to Wake-up.
----
* Wake-up addiction factor: ×50%
* Overdose chance: ×50%			-
Alcohol impervious 	Carriers of this gene never get addicted to Alcohol.
----
* Alcohol addiction factor: x0%
* Tolerance build-up for Alcohol: -100%			-
Smokeleaf impervious	Carriers of this gene never get addicted to Smokeleaf.
----
* Smokeleaf addiction factor: x0%
* Tolerance build-up for Smokeleaf: -100%			-
Psychite impervious 	Carriers of this gene never get addicted to Psychite.
----
* Psychite addiction factor: x0% 
* Tolerance build-up for Psychite: ×0%
* Cumulative overdose severity and random, per-dose overdose chance from Psychite based drugs eliminated.			-
Go-juice impervious 	Carriers of this gene never get addicted to Go-juice.
----
* Go-juice addiction factor: x0%
* Cumulative overdose severity and random, per-dose overdose chance from Go-juice eliminated.			-
Wake-up impervious 	Carriers of this gene never get addicted to Wake-up.
----
* Wake-up addiction factor: x0%
* Cumulative overdose severity and random, per-dose overdose chance from Wake-up eliminated.			
Alcohol dependency 	Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
----
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking beer. 
** Severity 1 (5 days): Consciousness , Moving , Manipulation ,
** Severity 6 (30 days): Consciousness (Unconsciousness)
** Severity 12 (60 days): Consciousness (Death) 
* Alcohol addiction factor: x0%
* Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the Used drug moodlet.
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.			-
Smokeleaf dependency	Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
----
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a smokeleaf joint. 
** Severity 1 (5 days): Consciousness , Moving , Manipulation ,
** Severity 6 (30 days): Consciousness (Unconsciousness)
** Severity 12 (60 days): Consciousness (Death) 
* Smokeleaf addiction factor: x0%
* Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the Used drug moodlet.
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.			-
Psychite dependency 	Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
----
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking psychite tea, flake, or yayo. 
** Severity 1 (5 days): Consciousness , Moving , Manipulation ,
** Severity 6 (30 days): Consciousness (Unconsciousness)
** Severity 12 (60 days): Consciousness (Death) 
* Psychite addiction factor: x0%
* Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the Used drug moodlet.
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.			
Go-juice dependency 	Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
----
? 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking go-juice. 
** Severity 1 (5 days): Consciousness , Moving , Manipulation ,
** Severity 6 (30 days): Consciousness (Unconsciousness)
** Severity 12 (60 days): Consciousness (Death) 
* Go-juice addiction factor: x0%
* Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the Used drug moodlet.
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.			
Wake-up dependency 	Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.
---- 
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking wake-up. 
** Severity 1 (5 days): Consciousness , Moving , Manipulation .
** Severity 6 (30 days): Consciousness (Unconsciousness)
** Severity 12 (60 days): Consciousness (Death) 
* Wake-up addiction factor: x0%
* Teetotalers can take the required drug without penalties. However, ideoligions against drug use will apply the Used drug moodlet.
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.			-
== Removed genes ==
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.
Click to 
Name 	Description 	 		 	Removed 	Reason
Resurrect 	Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.
----
* Requires Hemogenic
* Adds ability: Resurrect
:Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.
:* Resurrects the targeted corpse, similarly to Resurrector mech serum
:* Target: Any non-mechanoid corpse
:* Warmup Time: 
:* Cooldown: to 
:* Charges: 1
:* AI Can Use: False
* Market value of genepacks containing this gene: ×150%	0		 	Before Biotech DLC release	Unknown.
Skill apathy 	The carrier will have no passion in (skill).	 		-	Before Biotech DLC release	From an XML comment:
"Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty"
Drug addict-sensitive	Carriers of this gene get addicted to (drug) very easily.
* Specific drug addiction factor: x9999%	 		-	Before Biotech DLC Release	From an XML comment:
"Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty"
== Notes ==
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.
== Version history == 
* Biotech DLC Release - Added.
* 1.4.3524 - Children no longer get adult body types from genes.
* 1.4.3525 - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.
* 1.4.3527 - Fix: Never sleep xenohumans still rest when caravanning alone.
* 1.4.3530 - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get "psychic bond distance" mood malus in some circumstances.
* 1.4.3531 - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From /?/ to //. Fix: Some hemogenic abilities can be queued without enough hemogen.
* 1.4.3534 - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.
* 1.4.3541 - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.
* 1.4.3542 - Fix: Coagulate can still be queued if hemogen is below casting cost.
* 1.4.3555 -
** Psychic bond now gives +10% psychic sensitivity, or +5% if on different maps. Hediff description changed from This person has a psychic bond with another person based on the psychic bonding gene. to This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:
*** Depressive gene renamed to Very unhappy, no longer forces Depressive trait instead decreases mood by . Pessimist gene renamed to Unhappy, no longer forces Pessimist trait instead decreases mood by . Optimist gene renamed to Happy, no longer forces Optimist trait instead increases mood by . Sanguine gene renamed to Very happy, no longer forces Sanguine trait instead increases mood by . 
*** Slow runner no longer forces Slowpoke trait instead decreases move speed by . Fast runner no longer forces Fast walker trait instead increases move speed by . Very fast runner no longer forces Jogger trait instead increases move speed by .
***Slow learner renamed to Slow study, no longer forces Slow learner trait instead multiplies Global Learning Factor . Fast learner renamed to Quick study, no longer forces Fast learner trait instead increases Global Learning Factor .
*** Staggeringly ugly gene renamed to Very unattractive, no longer forces Staggeringly ugly trait instead decreases beauty by . Ugly gene renamed to Unattractive, no longer forces Ugly trait instead decreases beauty by . Pretty gene renamed to Attractive, no longer forces Pretty trait instead increase beauty by . Beautiful gene renamed to Very attractive, no longer forces Beautiful trait instead increase beauty by . 
** <Drug> addict-resist genes renamed to <Drug> resistant, Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from to . 
** <Drug> addict-immune genes renamed to <Drug> impervious. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from to . 
**Smokeleaf and Alcohol dependency metabolism gain reduced from to . 
** Fix: Remove reference to damage over time in acid spray ability description. to 
** Furskin and beardless genes are now mutually exclusive.
** Buffed furry tail minimum comfy temperature offset from to .
** When a deathless pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.
** Fix: Bloodfeed can be used on pawns in mental states.
* 1.4.3557 - Slow study gene applies a factor to Global Learning Factor instead of a offset.
* 1.4.3563 - Fix: Pawns with "dead calm" gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.
* 1.4.3580 - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.
* 1.4.3613 - Fix: Reimplant ability not working with custom xenotypes.
* 1.4.3641 - Fix: Inactive sterile gene affects fertility. 
* 1.4.3682 - Arresting dead calm pawns now never fails, to prevent them going berserk.
* 1.5.4062 -
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.
** Remove reference to damage over time in acid spray gene description. ("...it will stick to enemies and burn them over time." to "...it will stick to enemies and burn them.")
** Added more acid filth texture options for acid spray so it never looks tiled.
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.
** Updated fire spew LOS highlighting.
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.
** Fix: Pawns still carry a weapon after getting incapable of violence gene.
** Fix: Pawns incapable of violence still can use combat gene abilities
** Fix: Fire spew can shoot through walls.
** Fix: Fire spew ability not leaning like other ranged attacks.
** Fix: Fire spew ability can't target walls.
Category:Game mechanics