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If so, a building about that size should do.
Though in this playthrough I didn't make my crafting room quite big enough. I failed to account for the anomaly crafting stations (it's my first anomaly playthrough too).
Thank you!
And thank you as well.
Though my ambitions are currently rather humble, I know myself well enough to know they will greatly expand as I get my head wrapped around understanding how it all works. I'll plan accordingly.
I can usually get by with ~30 ish complexity, and usually keep somewhere around 40-60 useful genes. Your mileage may vary, but I use either an 11x11 room or a 11x23.
I built my room 23 x 11 since my last reply. I did 23 wide based on the range I saw for the linking and only 11 deep because I figured I probably wouldn't really need to go 23 for both dimensions. You confirmed that I made a decent choice.
It's built at the very edge of my base, adjacent to bedrooms, so if 23 wide ends up being more than I ever need I can repurpose some of it for bedrooms, and if I feel the need to expand I can go bigger on the x11 dimension by building further outward.
https://steamcommunity.com/sharedfiles/filedetails/?id=3105595045
I think the room there is like 27x21, could be condensed a little at the expense of walking space and the extractors could have been moved to another room. The linking range of the assembler is circular so that room cuts the corners off a bit.
As for the xenotype I create, usually I just go with a single xenotype for my colonists. There's definitely something to be said about min-maxing each individual colonist with their own xenotype based on their skills and job, but that's too much micro and grind for me. I don't create any artificial limit though, I generally cram all the good genes in there with enough "downsides" to make it work, avoiding "never sleep" or most skill modifiers, though I usually try to get great shooting and awful animals (because I rarely do anything with trained animals). I guess the exception is archite genes, since it's hard to get enough capsules. I usually limit it to deathless and archite metabolism, sometimes perfect immunity. I think I had 30 gene processors there, I remember I needed all of them and deconstructed a couple gene extractors to place the two at the top of the room.
I sometimes also have a xenotype I create for prisoners that I want to keep long term, like for blood bags, mostly just Dead Calm for preventing prison breaks, maybe a mood boost if I'm feeling generous. Not necessary since you can just remove legs, but usually I'm not playing the bad guys. Though I guess keeping genetically engineered docile prisoners for my vampires to feed on isn't exactly me being the "good guys" either.