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Genetic Combination Map
Jumpy, Radiation Resistance, and Gyrus Type-S aren't an ingredient in any combo.
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More results:

Cranial Keratin Formation is half of Saurian Genetics.
Narcolepsy is half of Blindness.
Deafness, Saurian Genetics, and SMES Human are not ingredients in any two part combos.
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Just a reminder - while the game code does support combos with more than two genes, I don't intend to actually make any because it would likely be very frustrating for players to have to rake through so many permutations.
There is exactly one three-gene combo, and it's purely for comedy's sake.
It's Blind + Mute + Deaf = Monkey.
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Alright, I had a really really great round until a black hole ate genetics and this is a compilation post of all my results to date.

The following genes are not part of any combination; their rows and columns in the spreadsheets can be completely filled with N/A
Deafness, Empathic Thought, Gyrus Type-D, Gyrus Type-O, Gyrus Type-S, Gyrus Type-X, Gyrus Suspension, High Decay Digestion, High Pressure Intestines, Jumpy, Matter Eater, Polymorphism, Radiation Resistance, Regeneration, Saurian Genetics, SMES Human, Tourettes, Dimension Shift, and Erebokinesis.

The following are half-complete mutations.
Chameleon + ? = Erebokinesis
Cloak of Darkness + ? = Erebokinesis (Chameleon + Cloak is not correct)
Cranial Keratin Formation + ? = Saurian Genetics
Dermal Glow + ? = Radioactive
Ethanol Production + ? = Alcohol Resistance
Type-B + ? = Type-X
Type-E + ? = Type-X (These two potentially match.)
Type-C + ? = Type-O
Type-T + ? = Coprolalia
Meta-Neural Haze + ? = Chameleon
Narcolepsy + ? = Blindness
Blattodean Genetics + ? = Apidae Metabolism

The following two combos are based on hearsay in this thread, I haven't tested them myself yet.
Adrenaline Rush + ? = Anaerobic Metabolism
Self Biomass Manipulation + ? = Aquatic Genetics

Finally, should anyone care to assist and manages to scavenge some high complexity DNA, these are the following mystery genes that have neither been ruled out of combos nor any known ones:
Anaerobic Metabolism, Booster Gene X, Brown Note, Type-CS, Type-N, Gammy Ray Exposure, Melanin Eraser, Motor Neuron Signal Enhancement, Primal Genetics, Telekinetic Pull, X-Ray Vision, Aquatic Genetics, Bioluminescent Overdrive, Dwarfism, Fire Breath, Ossification, Photokinesis, Thermal Resistance, and Toxic Resistance (if it still exists)

ISaidNo Wrote:Just a reminder - while the game code does support combos with more than two genes, I don't intend to actually make any because it would likely be very frustrating for players to have to rake through so many permutations.
There is exactly one three-gene combo, and it's purely for comedy's sake.
It's Blind + Mute + Deaf = Monkey.

ISaidNo is a cool dude.
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So how do you know that some combinations are half complete and still know the product? Just from what other people said?
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Zadeon Wrote:So how do you know that some combinations are half complete and still know the product? Just from what other people said?
Complex DNA mutation?
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Here are some partial combinations I've found from experimenting with HC DNA -

Obesity -> Musculature enhancement
Melatin Supressor -> Glowy
Glowy -> Fire Resistance
Cranial Keretin -> Saurain Genetics
Primal Genetics => 3
Primal Genetis -> Jumpy
Meta Neural Haze -> Chameleon
Chameleon + Something - Erebokinesis
Narcolepsy -> Blindness
X Ray Vision -> Ossification
Incendiry Mitochondira -> Fire Resistance
Ethanol Production -> Alcohol Resistance
Telepathy -> Telekinetic Pull
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Stryxic Wrote:X Ray Vision -> Ossification

Heh, guess that's some really effective x-ray vision.
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Beat me to the punch on a few of those. Just had another brilliant genetics round that will narrow the field down even further.

These genes are not part of any combos: Anaerobic Metabolism, Booster Gene X, Brown Note, Gyrus Type-CS, Gyrus Type-N, Gamma Ray Exposure, Melanin Eraser, Motor Neuron Signal Enhancement, Telekinetic Pull, Toxic Resistance (it finally showed up!), Bioluminescent Overdrive, Dwarfism, Ossification, Photokinesis, and Thermal Resistance.

New and confirmed partial combos:
Self Biomass Manipulation + ? = Aquatic Genetics (confirmed)
Adrenaline Rush + ? = Anerobic Metabolism (confirmed)
Aquatic Genetics + ? = Anerobic Metabolism (these two probably match!)
Primal Genetics + ? = Jumpy
X-Ray Vision + ? = Ossification (got scoped on these two)

As for Stryxic's other new discoveries...
Obesity -> Musculature Enhancement (new)
Melanin Suppressor -> Glowy (new)

Glowy + Incendiary Mitocchodria = Fire Resist is a known combo.
Telepathy + Meta-Neural Antenna = Telekinetic Pull is a known combo.

The rest are confirming existing known half-combos.
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Forgot to mention: The only gene I have left to mark off as either having a combo or having none via complex DNA is Fire Breath. Assuming it comes back negative, the no-combo genes alone narrow the genetics grid from 4005 possible matches to 1326.

Pretty cool!
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I didn't think about this until now, but what happens if you combine complex dna with a mutation that is part of more than one combination?
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My expectation is that it would pick one randomly. Try an experiment with Glowy, that one has at least six different combos, and see if you always get the same result.
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im goku
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It would probably pick the first one in the internal list since it iterates through them. Would appreciate report on whether its consistent or not though.
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I'll get to N/A'ing all of those rows and columns. I'm also going to color all of the N/A blocks a lighter grey to help pinpoint which spots are available for potential gene combos.
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