Anonmare wrote:Genetics is just get the first number of a DNA block 8 or over, see if it's a disability or a power then rinse and repeat.
It can be hard to tell if something's a disability so I self-experiment with SE injectors and both a bottle of toxins pills and a clean SE injector on standby. Tourettes is the most annoying disability since it kicks in randomly and paralyses you when it happens
There's no need to waste time with injectors, just use the Delay function to use the scanner on yourself - open door, hit Occupant - Delayed on your SE of choice, enter, close door, open door, then do it again with a clean SE if it's a bad mutation. That way there's no cooldown and you spend half a second with the disability.
CosmicScientist, the wiki is still correct in its information. Blocks above 800 will always trigger disabilities, and if it's below that while still having the disability it might be due to a Strangeness mutation fucking up another block you didn't see. Although if you want to undo the last changes you're better off using saved SEs to avoid these cases.
Powers have the RNG, and have a chance to manifest on any change in DNA while they're above C00. This means that if block 1 is TK and above C00, fiddling with block 6 enough will manifest the power eventually. My advice is to not worry about manifesting, since it'll usually happen on its own while you research the other blocks. Get them above 800, self-apply, if it's nothing it's a power and get it above C00, save and continue, otherwise reset to last state and continue.