Guide to Xenobiology 2: Difference between revisions

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* "woodpulp" = list("heal" = 0.1, "nutr" = 0.7),
* "woodpulp" = list("heal" = 0.1, "nutr" = 0.7),
* "docilitytoxin" = list("nutr" = 0.3) )
* "docilitytoxin" = list("nutr" = 0.3) )
==== The Actual Process ('''EmoxNeko's Senpai Edition''')====
Always wondering why one person can do this job while you can't? Who knows? While this 'process' is not required, it usually tends to work right now with all the bugs and what-not.
Things to note before you actually start this process!
* Every injector has a sixty unit empty beaker loaded into them. Shoving another one in there will quickly overdose your slimes or just bug out completely.
* All slime cores have different variables. It's suggested to store them neatly in several boxes or something rather than putting the storage as well as labeling them.
* Some slime cores, even one you may grab from the default five given to you can be used to replicate more than one slime.
* At the moment, disposals will probably kill your slime. You have to go in the cage anyway to put them in the injector. Don't be lazy.
* Lastly. There's a bug being fixed where the storage will overwrite all variables of other stored slime cores. The second note will be wise to follow.
With that, let's get to it!
First off, you'll need the tools of destruction as stated above. The Taser Gun is always good to have if a slime gets 'too hostile' (though they usually never do.) and a slime analyzer is good for detecting this as well as genetic changes within the slime. You'll also need that godly multitool they provide you. It's very helpful. Stealing every source of Robust Harvest is also good (but bound to get you slapped and arrested more often and maybe even taken down a level.)
Now that we have our tools, we can move on! First, what you'll want to do is go to each console with a multitool in your active hand and click the console and 'store' the buffers. Then go to the injector and click it and it'll link the two. After the link, click the multitool twice and it'll give you the option to 'clear' the buffers. Hit yes, repeat for other three consoles and injectors. Be sure to link the right ones together or you'll get confused now!
Once that's done, the multitool is essentially worthless. Sell it off to an engineer or something. Or keep it incase the power goes out and somehow unlinks everything.
Next up is grabbing a core out from the storage! Just plop one out and put it into your hand. You have five. Since they're the defaults, I don't recommend breaking them down yet. (Which we'll get to.) For now, put them in the growth replicator next to the storage and see what you can make out of it! For now, stick to one. If the core is still in there after you've made a slime, congratulations, it had more than one baby in there. You should always keep two grey slime cores ready to go. Also mass produce grey slime cores by getting non-mutated adult grey slimes.
After you've got your slime, you'll want to go to the console of the cell you'll put it into and eject the beaker. Afterwards, manually drag your slime into the cell and analyze them. Print the report, and put it into a labeled folder for the mutated ones so that you know what changes you're doing and how important they are! You can also get the camera and universal recorder from the Outpost Break Room for better recording of results! Everything on this sheet matters. '''EVERYTHING.'''
From there, you have quite some choices. Slimes that are from the default cores tend to yearn for 54 - 80 units of Nutriment. This is equal to 60 units of Diethylamine to 53.5 units of Robust Harvest. Give or take. The correct range to base it off of would be 60 - 120 units of nutriment, but you know. Look at the reactions references up above and feed them accordingly.
But how the hell do you know when a slime is nearly done being fed or about to grow up?! There's many methods for this. But we'll focus on the main three.
* Every baby default grey core slime starts at 10 HP. If you're unsure of what's happening, Inject 60 units of Diethylamine/Robust Harvest into them. If their health is still ten, clearly they aren't grown up. This means you can feed them more at the expense of breaking your slime. This method is also called 'Force Feeding' at least by me.
* Inject however much nutriment, pull slime out, analyze, and it'll tell you how much it's growing up and its metabolism. This'll allow you to switch between force feeding (forcefully feeding it nutriment so it grows up) and just waiting for it to grow up on its own.
* Genetically bombard it so it forcefully turns into an adult. I'm not explaining things with the genes. It'd indeed be way more fun if you figured out yerself! But if you really wanna know, I'm sure you'll find a way to contact me and bug me about it. If you even know who made this edit. Does it even say if I'm the one editing this or not? '''What have I done.'''
Now, let's say you did all this stuff right, and you still don't have an adult slime! Then here's some pointers and tips since we have a few bugs roaming about!
* Always preform 'stability' tests. This means that if your slime isn't growing up after absurd amounts of nutriment, you should try injecting Unstable Mutagen into your slime. On the console, it'll say 'Instability' and a percentage. If injecting your slime with the Mutagens doesn't increase this number, your slime is bugged and worthless or if it's supposed to be in the game, simply not metabolizing anything and once again, worthless. How do I know this? After reading the code, I learned. Slimes can be mutated indefinitely. So I doubt this was supposed to be in the game. But you never know. Also. Mutagens don't identify until the computer has scanned once more. So hit inject two or three times. You should get exactly 4% from each unit of unstable mutagen. If you get anything less than this, your slime is slowly reaching its worthlessness.
* Don't bother the admins, this isn't an emergency. Stay calm, and just see what's going on. What were you feeding it? Did you feed it too much, too quickly? If so, refer to the previous note.  If not, then well. Move on to trying to fix this situation again! If your 'stability' test passes and it's getting mutagens into its system, it's clearly Analyze the slime. If it has a slow metabolism, it's probably just being a pansy and taking a while.. Leave it to be alone for a while. If it, however, says it's far away from growing up, it's worthless to you as for it is in a  metabolism lock.
* Still not working after this and it's growing on the charts?! Well. After this, there only comes one more thing to check. Inject Unstable Mutagens into it until it mutates again and preform the previous two steps. If these fail you at any point, your slime is bugged/worthless. Oh well! I'll look into this more!
''Now, let's say you do have an adult slime! You didn't screw up! Hurray! But what now, senpai?!''  '''The answer is simple. We look over our options and take a course of action!'''
* We have an adult. We don't need to do anymore work, really. We can just go drag it to the core extractor, and hope that we get lots of cores. The core granting range is immense, ranging from 1 - 20 cores per slime chopped up. When you get the cores, properly organize them, label them, and yeah!
* So yeah. You don't like the color of that slime? Want it to be something better? Maybe want it to have some Chromatic Particles in there?! Mutate it until you get what you want. After that, you'll just have to do the first option anyhow.
Alright! Now you've got all these cores, what the hell do you do with them? You. Shove. Them. In. The. Grinder. And. Hope. You. Don't EMP. All. The. SYNTHS. But seriously. Put a core into the grinder and see what one gives. Whatever it gives, every one of that slime core you just got from your recent extraction will give this same amount. The main things you want from a core is Phoron, Mutation Toxins, and rare chemicals such as Carpotoxins! The more mutated a slime is, the more likely it is to have weirder chemicals.
Now, from there, you should save at least one-third of the cores you get from extractions. Why? These cores have many uses. Grinding them up. Breaking down for genetic manipulation. Reproducing masses of that mutated slime core. So forth! You'll figure most of it out on your own!
After you're done fiddling with the cores, just go and repeat the process. Use one of the grey cores you stores away safely to start on a non-mutated strain of slimes, and a mutated core to start on a mutated strain of slimes. Now go. Be the best Xenobiologist you can!

Revision as of 13:14, 3 June 2016

Welcome to your lab!

You think you know all there is to know about xenobiology – you just finished your studies and graduated at the top of your class, of course you're going to be amazing at this! Well, no! Stop thinking that, start thinking about reading this page. Your lab consists of your equipment and machinary.

  • • The slime core growth apparatus is where you grow your slimes from.
  • • The Biological Sample Storage contains all of your slime cores at the start of the shift.
  • • The Slime extractor is used to extract slime cores from a fully grown slime.
  • • A chemistry dispenser for dispensing chemicals such as sugar, radium and for mixing other chemicals such as unstable mutagen.
  • • All-In-One Grinder for grinding reagent holders.
  • • Stun gun and stun baton for incapacitating slimes.
  • • A slime analyzer.

Now that you're familiar with your equipment, you should get some things to mutate and feed your slimes with. Any kind of food will work and so will woodpulp and sugar. For mutations, unstable mutagen and radium are recommended. You feed your slimes by putting them into the injector machines and injecting them with the food chemicals. You do the same to mutate them - put a beaker of whatever concoction you've made up into the injector machine and pull your slimefriend into it, then inject it to induce mutations.

The genes are straight from the Polaris wiki:

The Genes

  • Biochemistry: Biochemistry determines the chemicals inside of the product.
  • Bioluminescence: Bioluminescence determines whether or not the creature glows, and how strongly it will glow.
  • Color: Color determines the base color of the creature, and the color of any kind of glow.
  • Internal: The “internal” gene controls the creature's reaction to any reagents injected into it, provided that they are mutable enough.
  • Learning: The “learning” gene controls the creature's ability to learn new phrases.
  • Physical: The “physical” gene controls the creature's health, and damage ranges.
  • Resistance: The “resistance” gene controls the creature's resistance to heat deviations from standard temperatures, with different tolerances for hot and cold temperatures.
  • Special The “special” gene controls the hostility, and if they are mutable enough, the chromatic properties of the slime. It's either one or the other, so dash any hopes of laser-proof swarms of creatures.
  • Speech: The “speech” gene controls the creature's ability to speak, and how frequently it does so.
  • Speed The gene related to speed effects the creature's ability to move freely.

The new xenobiology is very similar to xenobotany. Shockingly so.
Each gene is assigned a random number each shift and you have to find out by messing around with the genes, obviously I won't tell you the exact step for it because it is much more fun to find out on your own.

As a hint, you have to grow the slimes, extract 'em and have at least one grey slime to apply different genes to so you can find out.

Chemical Reactions

  • "nutriment" = list("nutr" = 0.5),
  • "radium" = list("toxic" = 0.3, "mut" = 1),
  • "mutagen" = list("nutr" = 0.4, "mut" = 2),
  • "water" = list("nutr" = -0.1),
  • "milk" = list("nutr" = 0.3),
  • "sacid" = list("toxic" = 1),
  • "pacid" = list("toxic" = 2),
  • "chlorine" = list("toxic" = 0.5),
  • "ammonia" = list("toxic" = 0.5),
  • "sodawater" = list("toxic" = 0.1, "nutr" = -0.1),
  • "beer" = list("nutr" = 0.6),
  • "diethylamine" = list("nutr" = 0.9),
  • "sugar" = list("toxic" = 0.4, "nutr" = 0.2),
  • "eznutrient" = list("nutr" = 0.8),
  • "cryoxadone" = list("toxic" = 0.4),
  • "flourine" = list("toxic" = 0.1),
  • "robustharvest" = list("nutr" = 1.5),
  • "glucose" = list("nutr" = 0.5),
  • "blood" = list("nutr" = 0.75, "toxic" = 0.05, "mut" = 0.45),
  • "fuel" = list("toxic" = 0.4),
  • "toxin" = list("toxic" = 0.5),
  • "carpotoxin" = list("toxic" = 1, "mut" = 1.5),
  • "phoron" = list("toxic" = 1.5, "mut" = 0.03),
  • "cyanide" = list("toxic" = 3.5),
  • "slimejelly" = list("nutr" = 0.5),
  • "amutationtoxin" = list("toxic" = 0.1, "heal" = 1.5, "mut" = 3),
  • "mutationtoxin" = list("toxic" = 0.1, "heal" = 1, "mut" = 1.5),
  • "gold" = list("heal" = 0.3, "nutr" = 0.7, "mut" = 0.3),
  • "uranium" = list("heal" = 0.3, "toxic" = 0.7, "mut" = 1.2),
  • "glycerol" = list("nutr" = 0.6),
  • "woodpulp" = list("heal" = 0.1, "nutr" = 0.7),
  • "docilitytoxin" = list("nutr" = 0.3) )

The Actual Process (EmoxNeko's Senpai Edition)

Always wondering why one person can do this job while you can't? Who knows? While this 'process' is not required, it usually tends to work right now with all the bugs and what-not. Things to note before you actually start this process!

  • Every injector has a sixty unit empty beaker loaded into them. Shoving another one in there will quickly overdose your slimes or just bug out completely.
  • All slime cores have different variables. It's suggested to store them neatly in several boxes or something rather than putting the storage as well as labeling them.
  • Some slime cores, even one you may grab from the default five given to you can be used to replicate more than one slime.
  • At the moment, disposals will probably kill your slime. You have to go in the cage anyway to put them in the injector. Don't be lazy.
  • Lastly. There's a bug being fixed where the storage will overwrite all variables of other stored slime cores. The second note will be wise to follow.

With that, let's get to it!

First off, you'll need the tools of destruction as stated above. The Taser Gun is always good to have if a slime gets 'too hostile' (though they usually never do.) and a slime analyzer is good for detecting this as well as genetic changes within the slime. You'll also need that godly multitool they provide you. It's very helpful. Stealing every source of Robust Harvest is also good (but bound to get you slapped and arrested more often and maybe even taken down a level.)

Now that we have our tools, we can move on! First, what you'll want to do is go to each console with a multitool in your active hand and click the console and 'store' the buffers. Then go to the injector and click it and it'll link the two. After the link, click the multitool twice and it'll give you the option to 'clear' the buffers. Hit yes, repeat for other three consoles and injectors. Be sure to link the right ones together or you'll get confused now!

Once that's done, the multitool is essentially worthless. Sell it off to an engineer or something. Or keep it incase the power goes out and somehow unlinks everything.

Next up is grabbing a core out from the storage! Just plop one out and put it into your hand. You have five. Since they're the defaults, I don't recommend breaking them down yet. (Which we'll get to.) For now, put them in the growth replicator next to the storage and see what you can make out of it! For now, stick to one. If the core is still in there after you've made a slime, congratulations, it had more than one baby in there. You should always keep two grey slime cores ready to go. Also mass produce grey slime cores by getting non-mutated adult grey slimes.

After you've got your slime, you'll want to go to the console of the cell you'll put it into and eject the beaker. Afterwards, manually drag your slime into the cell and analyze them. Print the report, and put it into a labeled folder for the mutated ones so that you know what changes you're doing and how important they are! You can also get the camera and universal recorder from the Outpost Break Room for better recording of results! Everything on this sheet matters. EVERYTHING.

From there, you have quite some choices. Slimes that are from the default cores tend to yearn for 54 - 80 units of Nutriment. This is equal to 60 units of Diethylamine to 53.5 units of Robust Harvest. Give or take. The correct range to base it off of would be 60 - 120 units of nutriment, but you know. Look at the reactions references up above and feed them accordingly.

But how the hell do you know when a slime is nearly done being fed or about to grow up?! There's many methods for this. But we'll focus on the main three.

  • Every baby default grey core slime starts at 10 HP. If you're unsure of what's happening, Inject 60 units of Diethylamine/Robust Harvest into them. If their health is still ten, clearly they aren't grown up. This means you can feed them more at the expense of breaking your slime. This method is also called 'Force Feeding' at least by me.
  • Inject however much nutriment, pull slime out, analyze, and it'll tell you how much it's growing up and its metabolism. This'll allow you to switch between force feeding (forcefully feeding it nutriment so it grows up) and just waiting for it to grow up on its own.
  • Genetically bombard it so it forcefully turns into an adult. I'm not explaining things with the genes. It'd indeed be way more fun if you figured out yerself! But if you really wanna know, I'm sure you'll find a way to contact me and bug me about it. If you even know who made this edit. Does it even say if I'm the one editing this or not? What have I done.

Now, let's say you did all this stuff right, and you still don't have an adult slime! Then here's some pointers and tips since we have a few bugs roaming about!

  • Always preform 'stability' tests. This means that if your slime isn't growing up after absurd amounts of nutriment, you should try injecting Unstable Mutagen into your slime. On the console, it'll say 'Instability' and a percentage. If injecting your slime with the Mutagens doesn't increase this number, your slime is bugged and worthless or if it's supposed to be in the game, simply not metabolizing anything and once again, worthless. How do I know this? After reading the code, I learned. Slimes can be mutated indefinitely. So I doubt this was supposed to be in the game. But you never know. Also. Mutagens don't identify until the computer has scanned once more. So hit inject two or three times. You should get exactly 4% from each unit of unstable mutagen. If you get anything less than this, your slime is slowly reaching its worthlessness.
  • Don't bother the admins, this isn't an emergency. Stay calm, and just see what's going on. What were you feeding it? Did you feed it too much, too quickly? If so, refer to the previous note. If not, then well. Move on to trying to fix this situation again! If your 'stability' test passes and it's getting mutagens into its system, it's clearly Analyze the slime. If it has a slow metabolism, it's probably just being a pansy and taking a while.. Leave it to be alone for a while. If it, however, says it's far away from growing up, it's worthless to you as for it is in a metabolism lock.
  • Still not working after this and it's growing on the charts?! Well. After this, there only comes one more thing to check. Inject Unstable Mutagens into it until it mutates again and preform the previous two steps. If these fail you at any point, your slime is bugged/worthless. Oh well! I'll look into this more!


Now, let's say you do have an adult slime! You didn't screw up! Hurray! But what now, senpai?! The answer is simple. We look over our options and take a course of action!

  • We have an adult. We don't need to do anymore work, really. We can just go drag it to the core extractor, and hope that we get lots of cores. The core granting range is immense, ranging from 1 - 20 cores per slime chopped up. When you get the cores, properly organize them, label them, and yeah!
  • So yeah. You don't like the color of that slime? Want it to be something better? Maybe want it to have some Chromatic Particles in there?! Mutate it until you get what you want. After that, you'll just have to do the first option anyhow.


Alright! Now you've got all these cores, what the hell do you do with them? You. Shove. Them. In. The. Grinder. And. Hope. You. Don't EMP. All. The. SYNTHS. But seriously. Put a core into the grinder and see what one gives. Whatever it gives, every one of that slime core you just got from your recent extraction will give this same amount. The main things you want from a core is Phoron, Mutation Toxins, and rare chemicals such as Carpotoxins! The more mutated a slime is, the more likely it is to have weirder chemicals.

Now, from there, you should save at least one-third of the cores you get from extractions. Why? These cores have many uses. Grinding them up. Breaking down for genetic manipulation. Reproducing masses of that mutated slime core. So forth! You'll figure most of it out on your own!

After you're done fiddling with the cores, just go and repeat the process. Use one of the grey cores you stores away safely to start on a non-mutated strain of slimes, and a mutated core to start on a mutated strain of slimes. Now go. Be the best Xenobiologist you can!