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𧬠Biotech DLC
πΆ Children & Reproduction
Pawns can now have children β heterosexual pawns sharing a bed have a chance to conceive.
- Pregnancy lasts 18 days, movement speed -20%, unable to work in the last 3 days
- Newborns need care: feeding (breast milk or baby food), playtime, and hygiene
- Growth stages at ages 3β6β10β13, each stage has different learning rates
- Assign learning schedules to children β they automatically learn skills as they grow
- A child's growth speed is tied to their "Learning" need β keeping learning high means decent skills by adulthood at age 13
- Childcare items: baby crib, school desk, blackboard (accelerates learning)
𧬠Gene System
You can implant genes into pawns and prisoners to alter their abilities.
- Germline genes: Heritable, can only be passed down through reproduction
- Xenogerm: Not heritable, like an implant β can be installed/removed at any time
- Gene sources: purchase from traders, extract from prisoners (needs gene extractor), craft your own (after researching gene technology)
- Complexity limit: each pawn can only carry a limited number of genes β exceeding the limit prevents installation
| Gene | Effect | Complexity | Rating |
|---|---|---|---|
| Fast Wound Healing | Wound recovery speed Γ2 | 3 | βββββ Essential for combat pawns |
| Deathless | Won't die (unless the brain is destroyed) | 8 | ββββ Keeps key pawns alive |
| Robust | +50% carry weight | 2 | ββββ |
| Night Owl | Night vision + nighttime mood buff | 1 | βββ Night shift workers |
| Fire Breath | Can breathe fire | 2 | βββ |
| Fast Runner | Movement speed +20% | 3 | ββββ |
π¬ Gene Engineering Flowchart
From gene acquisition to pawn implantation β the full process at a glance:
π€ Mechanitor & Mechanoids
A Mechanitor can build and control mechanoids β your own robotic army.
- After building a mechanitor console, a pawn can become a mechanitor
- Mechanoid types: Lifters (hauling), Constructoids (building), Agricohand (farming), Cleansweepers (cleaning), combat mechanoids
- Mechanoids don't need food or sleep, but they need recharging (competing with your power grid)
- Mechanoids produce toxic wastepacks β too much pollution means map-wide toxic fallout
- A mechanitor's bandwidth limits how many mechanoids they can control β insufficient bandwidth means you can't control more
π‘ Newbie tip: Prioritize lifters + cleansweepers β these two jobs are the most time-consuming. Hand them to mechanoids = free up your pawns.
π§ Sanguophages
Sanguophages are a special xenotype introduced in Biotech β immortal + incredible combat power, but at a cost.
- Sanguophage traits: ageless, rapid wound regeneration, no pain, fast speed, high strength
- Cost: must regularly consume hemogen β otherwise they enter deathrest
- Hemogen can be extracted from prisoners, animals, or willing donors
- Sanguophages have special abilities: coagulate (stop bleeding), long-jump, psychic manipulation
- How to get sanguophages: ritual conversion (turn a normal pawn into a sanguophage) or choose the sanguophage scenario at start
βοΈ Pollution Management
Mechanoids produce toxic wastepacks during operation β if left untreated, they rot and release pollution.
- Pollution spread: ground pollution turns soil barren, kills plants, and makes pawns sick
- Solutions: freeze storage (keep in freezer to slow decay), launch away (drop pod them off, but watch out for angry neighbors), or pollution pump (late-game tech, slow cleanup)
- Frozen toxic wastepacks don't rot β dedicated freezer + waste zone = peace of mind
- Pollution also affects your neighbors β dumping waste near pirates means they deal with it