Gene assembler

The gene assembler assembles one or more xenogenes into an implantable xenogerm.
== Acquisition ==
Gene assemblers can be constructed once the research project has been completed. They require , of work, and a skill of .
== Summary ==
The gene assembler must be connected to nearby gene banks, which must contain genepacks. The gene assembler can access the genes in these stored genepacks, and reassemble them into an implantable xenogerm.
Using the gene assembler, you can combine your genepacks for your own desired custom xenotype. Any type and number of gene can be added, as long as no genes conflict, and as long as you do not exceed the maximum genetic complexity, or the minimum metabolic efficiency.
==== Genetic Complexity ====
By default, the assembler's maximum genetic complexity is 6. The maximum complexity is raised by 2 for each gene processor that is currently connected and active. Up to 100 processors can be connected, for a hard maximum of 206 complexity.
Gene processors will only contribute complexity when powered. If the connected processors lose power during recombination, and the maximum complexity falls below the xenogerm's requirement, then recombination will be put on hold.
Genetic complexity affects the time required for the Gene assembler to combine your genes, with more complexity leading to longer work times. For a gene assembler with one gene processor attached, a xenogerm of complexity 1-2 takes an estimated 4 hours to assemble, complexity 3-4 takes 5 hours, complexity 5 takes 6 hours, complexity 6 takes 7 hours, complexity 7 takes 8 hours, and complexity 8 takes 9 hours. These times are then scaled by the of the pawn using the assembler.
==== Metabolic Efficiency ====
Nearly all non-cosmetic genes will affect your pawn's metabolic efficiency, which in turn affects their hunger rate. A higher metabolic efficiency represents a pawn that uses less energy, and requires less food. Likewise, a lower metabolic efficiency represents a hungrier pawn that requires more food. There is a tradeoff, where positive genes result in lower efficiency, and negative genes result in a higher efficiency (with a few exceptions).
A valid gene combination requires a metabolic efficiency of -5 or higher, resulting in a maximum of 225% hunger rate. Positive, efficiency-lowering genes must be balanced out by negative, efficiency-raising genes for the xenogerm to become valid. Any number of efficiency-raising genes can be applied, but the effect will only stack up to +5 efficiency, at a minimum of 50% hunger rate. Any more metabolic efficiency beyond this point will have no effect.
==== Archite Capsules ====
It is also possible to include any number of archite genes into your xenogerm. However, each archite gene requires some number of archite capsules, which must be loaded into the assembler to begin recombination.
Once you are done customizing your xenotype, a researcher will begin processing the xenogerm. The process takes a few hours, or even days, depending on the xenogenes selected and the worker combining them. When finished, a completed xenogerm will be dropped onto the ground nearby. This process does not require any resources, apart from archite capsules if necessary.
== Linking ==
Gene assemblers can link to gene banks and gene processors up to 11 tiles from the building edge in a circular radius. Linking requires line of sight to the gene assembler building, so processors and assemblers should be placed in the same room to be considered connected.
Consider that there is maximum complexity of 100, equivalent to 47 gene processors.
== Version history ==
* Biotech DLC Release - Added
* 1.4.3525 - Fix: Gene assembler artwork has incorrect import settings. 
* 1.4.3534 - Fix: Pawns will continue to create a xenogerm until they pass out.
* 1.4.3541 - Empty genepacks no longer display in the gene assembler dialog.
Category:Biotech (Buildings)