Egg Sequencer

From No Man's Sky Discoveries

The Egg Sequencer is an interactable item on the Space Anomaly.

Summary

The Egg Sequencer allows for custom genetic manipulation of any viable companion eggs and has a variety of options for creating the perfect companion. It is located on the Space Anomaly, between the Appearance Modifier and Iteration: Cronus, the NPC which rates food items.

Egg Sequencer Menu

Upon interacting with the Egg Sequencer, a special menu opens allowing gene manipulation of viable companion eggs. The egg sequencer menu screen has three sections: Genetic Input, Catalysts, and Embryo Status. The Genetic Input section has one slot which accepts the egg to be altered. The Catalysts section has four item slots named Growth Hormone, Gene Splitter, Dye Injector, and Neural Calibrator, and each accepts a wide variety of item types. The Embryo Status section shows the results of any potential catalysts used and has four sections, each paired under their respective Catalyst. In order, they are Weight/Height, Anatomy, Colouring, and Personality.

Using the Egg Sequencer

While the Egg Sequencer looks complex and can take seemingly countless catalyst combinations, the possible results are few and the process relatively simple. Keep in mind it works somewhat differently than how it was explained in the official patch notes. The menu can be left at any time, which will automatically return any items placed in it, and the process can be halted after it is begun by clicking the cancel button. Once a viable companion egg has been put into the Genetic Input slot, various catalysts can then be experimented with.

Catalysts

Catalysts for the most part are either used or unused, meaning different catalysts do not provide different results for most sections. The exceptions are Growth Hormone where catalysts fall into one of two categories: increasing or decreasing, and the Neural Calibrator in which catalysts fall into one of three personality categories and have either a positive or negative effect. As the end results for each section are limited, catalyst listings on this page are not meant to be exhaustive and/or complete, instead focusing on a variety of the quickest, easiest, and/or cheapest resources which player might have on hand.

While only basic resources are listed here, many other items can be used as catalysts including cooking ingredients and prepared foods, farmed plants, a few crafted items, rare minerals, and even some trade items. These rarer or more complex items are only useful when used as catalysts for the Dye Injector as most will provide a combination of colours unique to the item used.

Growth Hormone

This catalyst input only provides one of two results. Any particular catalyst will either increase both weight and height, or it will decrease both. It maxes at 100% dose, and cannot be overdosed. Any dose equal to 100% will always increase/decrease the weight by exactly 20 kg and height by 0.5 m, until it reaches the cap for the creature's class. See the individual class pages for listings of their respective size caps. Know that bred creatures differ from wild creatures as they do not have gender variance, meaning their sizes are much more predictable without any random elements.

If this slot is unused, the offspring's size will be identical to its parent. While young, they will appear smaller despite having the final weight and height scores, but will gain their true apparent size once grown to adulthood.

Weight and Height
Increase Weight and Height Decrease Weight and Height
  • Activated CopperActivated CadmiumActivated EmerilActivated IndiumIonised Cobalt Act. metals; varies/100% dose.
  • Chlorine Chlorine; 9/100% dose.
  • Platinum Platinum; 10/100% dose.
  • Indium Indium; 11/100% dose.
  • Gold Gold; 14/100% dose.
  • Emeril Emeril; 15/100% dose.
  • Salt Salt; 17/100% dose.
  • Cadmium Cadmium; 22/100% dose.
  • Cyto-PhosphateSilver Cyto-Phosphate or Silver; 25-27/100% dose.
  • Magnetised FerriteSodium Nitrate Mag. Ferrite or Sodium Nitrate; 60/100% dose.
  • Solanium Solanium; 71/100% dose.
  • AmmoniaPhosphorus Ammonia or Phosphorus; 80/100% dose.
  • Sodium Sodium; 120/100% dose.
  • Mordite Mordite; 123/100% dose.
  • Oxygen Oxygen; 145/100% dose.
  • SulphurineRadonNitrogen Sulphurine, Radon, or Nitrogen; 246/100% dose.
  • Gamma Root Gamma Root; 308/100% dose.
  • Carbon Carbon; 410/100% dose.
  • Silicate Powder Silicate Powder; 999/100% dose.
  • Chromatic Metal Chromatic Metal; 21/100% dose.
  • Cobalt Cobalt; 25/100% dose.
  • Pugneum Pugneum; 36/100% dose.
  • Copper Copper; 41/100% dose.
  • Basalt Basalt; 80/100% dose.
  • Dioxite Dioxite; 80/100% dose.
  • Paraffinium Paraffinium; 80/100% dose.
  • Pyrite Pyrite; 80/100% dose.
  • Uranium Uranium; 80/100% dose.
  • Kelp SacMarrow Bulb Kelp Sac or Marrow Bulb; 120/100% dose.
  • Di-hydrogenDeuterium Di-hydrogen or Deuterium; 145/100% dose.
  • Star Bulb Star Bulb; 154/100% dose.
  • Faecium Faecium; 164/100% dose.
  • Pure Ferrite Pure Ferrite; 176/100% dose.
  • Condensed Carbon Condensed Carbon; 205/100% dose.
  • Residual Goop Runaway Mould Rusted Metal Living Slime Viscous Fluids All junks; 246/100% dose.
  • Ferrite Dust Ferrite Dust; 352/100% dose.
  • Frost Crystal Frost Crystal; 410/100% dose.
  • Tritium Tritium; 820/100% dose.

Gene Splitter

This catalyst input only provides one result, which is to make the anatomy of the offspring Unstable. It maxes at 150% dose, with any results over 100% being considered overdosed. Unstable anatomy, in theory, randomizes the potential body part selection of the offspring, selecting at random from the possible body parts for that species class. See the individual class pages for full listings of the potential body parts modified eggs could potentially acquire. In practice, using different catalysts for this input will not change the results; it is either Unstable (i.e. modified), or Inherited (not modified/identical to parent), and if Unstable, the same modified results are seen no matter what catalyst or dosing percentage is used. Testing has shown each species only appears to be modifiable into a single different form.

If this slot is unused, the offspring's anatomy will be listed as Inherited, meaning it will look identical to its parent. Keep in mind that when born, offspring are not full grown. This means for most classes, they will seem to have different proportions due to being young, but will gain their parent's full appearance once they have grown to adulthood.

Any catalysts can be used for this slot, with all providing the same effect. This catalyst slot costs more than the others; if the same amount listed for other catalysts is used in this slot, it will only provide a 94% dose. The cost to increase this slot to max 150% overdose is about 15 times the resources needed for the other catalyst slots. Doses below 100% only affect the percentage chance of if the offspring gains the new appearance.

Dye Injector

This input provides one basic result, which is to make the colouring of the offspring Unstable. It maxes at 100% dose, and cannot be overdosed. The specific results of Unstable coloration depend on which catalyst is used, with most catalysts providing a unique combination of colourings. Unlike the other sections, the Dye Injector benefits from use of rarer catalysts due to the wide range of potential colour schemes they could provide. Each individual catalyst provides consistent colouration results to similar eggs, with each creature class's response dependent upon how their texture zones are set up. While individual catalyst colour schemes are fairly consistent between most classes, some classes deviate from the norm.

If this slot is unused, the offspring's colouration will be listed as Inherited, meaning it will look identical to its parent.

Any catalysts can be used for this slot. Amounts needed for 100% dose are the same as those listed for Growth Hormone and Neural Calibrator for basic resources, but amounts needed for more complex items and components can vary dramatically. Note that doses below 100% do not affect the strength of the resulting colouration, only the chances of whether or not the offspring gains the new colouration.

Dye Examples

More examples can be seen on the Egg Sequencer Catalyst Dyes page.

Neural Calibrator

This catalyst input provides the widest range of results, but is still easily predictable. Each catalyst used can affect one of three personality categories, either positively or negatively. The three personality categories are Helpfulness/Playfulness, Aggression/Gentleness, and Devotion/Independence. Each score maxes at 100%. Catalysts which decrease a particular personality trait will always increase its opposite.

It maxes at 100% dose, and cannot be overdosed. Any dose equal to 100% will always increase/decrease the associated personality trait by exactly 20%, until it reaches 100% or drops below 0%. Should a score be lowered below 0, it flips to its paired trait. For example, lowering a creature's Playfulness score below 0 causes it to flip to Helpfulness. Doses below 100% give an equivalent fraction of the personality change, for example a 50% dose would only change the associated personality stat by 10%.

  • Helpful creatures focus on aiding their owners by finding resources, while playful creatures tend to goof around and entertain their owners, sometimes even playfully pushing them.
  • Aggressive creatures will often leave to hunt prey and are protective of their owners, while gentle creatures prefer to avoid combat.
  • Devoted creatures prefer to stick close to their masters, while independent creatures are comfortable leaving and doing their own thing.

There is currently a bug where catalysts which increase/decrease Playfulness will erroneously display as increasing/decreasing Helpfulness. In order to know which of the two of these paired traits a particular catalyst will affect, careful attention must be paid to the score of the parent. This is most difficult when the results would take their score past 0 and into the opposite trait, as the Personality section of the menu will read as "Increasing Helpfulness" either way.

Trait Descriptors
Trait 100-81% 80-61% 60-31% 30-01% 0-30% 31-60% 61-80% 81-100% Opposing Trait
Helpfulness Dutiful Diligent Cooperative Compliant Cheeky Mischievous Frolicsome Whimsical Playfulness
Aggression Ferocious Fierce Territorial Passionate Tolerant Patient Placid Sweet Tempered Gentleness
Devotion Loyal Protective Attentive Attached Aloof Free Spirited Autonomous Adventurous Independence
Helpfulness vs. Playfulness
Increase Helpfulness/Decrease Playfulness Increase Playfulness/Decrease Helpfulness
  • Copper Copper; 41/100% dose.
  • Magnetised Ferrite Magnetised Ferrite; 60/100% dose.
  • DioxitePyrite Dioxite or Pyrite; 80/100% dose.
  • OxygenDeuterium Oxygen or Deuterium; 145/100% dose.
  • Pure FerriteCondensed Carbon Pure Ferrite or Con. Carbon; 176-205/100% dose.
  • Ferrite DustCarbon Ferrite Dust or Carbon; 352-410/100% dose.
  • Tritium Tritium; 820/100% dose.
  • Silicate Powder Silicate Powder; 999/100% dose.
  • Chromatic Metal Chromatic Metal; 21/100% dose.
  • Cobalt Cobalt; 25/100% dose.
  • Basalt Basalt; 80/100% dose.
  • Paraffinium Paraffinium; 80/100% dose.
  • Star Bulb Star Bulb; 154/100% dose.
  • Faecium Faecium; 164/100% dose.
  • Residual Goop Runaway Mould Rusted Metal Living Slime Viscous Fluids Any junks; 246/100% dose.
  • Frost Crystal Frost Crystal; 410/100% dose.
Aggression vs. Gentleness
Increase Aggression/Decrease Gentleness Increase Gentleness/Decrease Aggression
  • Indium Indium; 11/100% dose.
  • Salt Salt; 17/100% dose.
  • Pugneum Pugneum; 36/100% dose.
  • Phosphorus Phosphorus; 80/100% dose.
  • Mordite Mordite; 123/100% dose.
  • Activated IndiumActivated Emeril Act. Indium or Emeril; 6-8/100% dose.
  • Uranium Uranium; 80/100% dose.
  • Nitrogen Nitrogen; 246/100% dose.
  • Gamma Root Gamma Root; 308/100% dose.
  • Kelp SacMarrow Bulb Kelp Sac or Marrow Bulb; 120/100% dose.
Devotion vs. Independence
Increase Devotion/Decrease Independence Increase Independence/Decrease Devotion
  • ChlorinePlatinum Chlorine or Platinum; 9-10/100% dose.
  • Ionised CobaltGold Ionised Cobalt or Gold; 13-14/100% dose.
  • Activated Copper Activated Copper; 21/100% dose.
  • Cyto-PhosphateSilver Cyto-Phosphate or Silver; 25-27/100% dose.
  • Sodium NitrateAmmonia Sodium Nitrate or Ammonia; 60-80/100% dose.
  • Sodium Sodium; 120/100% dose.
  • Radon Radon; 246/100% dose.
  • Activated Cadmium Activated Cadmium; 11/100% dose.
  • Emeril Emeril; 15/100% dose.
  • Cadmium Cadmium; 22/100% dose.
  • Solanium Solanium; 71/100% dose.
  • Di-hydrogen Di-hydrogen; 145/100% dose.
  • Sulphurine Sulphurine; 246/100% dose.

Multiple Uses

The real power of the Egg Sequencer comes in its ability to be used multiple times on a single egg before it hatches. There is no limit on the number of times it can be used, and each use for any egg stack with all previous uses. When using multiple times on one egg, keep in mind that it will only describe changes being made during the current edit session, but all previous sessions are still active. Due to the potential for multiple uses, there are several possibilities to keep in mind.

  • Any egg can be stacked to maximun/minimum size and/or have its personality traits stacked to 100%. There is no need to do so slowly through subsequent generations. Once a trait has reached its limit, attempting to use more catalysts for that trait will result in an Inherited message being displayed. This applies to the Growth Hormone and Neural Calibrator.
    • Different creature classes have different upper and lower limits for size. See the individual class pages for listings of their Bred Companion Cap. Know that for the first time it is possible for creatures to reach the 12 m maximum size cap in NMS, but only the following classes are capable of doing so: Blob, Grunt, Spider, Strider, Triceratops. For the most extreme example possible, a super small creature (< 1 m) of one of these classes would require 24 stacks enlarging Growth Hormone at 100% dose to reach the maximum size of 12 m.
    • Each pair of personality traits can be considered a single number with a range of -100 to 100. For the most extreme example, consider attempting to flip a trait which the parent has maximized to its opposite, it would take 10 stacks of an appropriate catalyst at 100% dose on the Neural Calibrator to do so.
    • A personality trait can be perfectly centered between the two poles (at 0) by maximizing it to 100% in either direction, then using an opposite catalyst at 100% dose five times.
  • Attempting to change Anatomy or Colouration only needs to be performed once. Once performed, it cannot be undone, not even if subsequent egg edits are left blank and display as Inherited. This applies to the Gene Splitter and Dye Injector.
    • Note that while changing an egg's colouration cannot be undone, it can be overwritten with a new colouration. Each time a different catalyst is used in the Dye Injector, it overwrites previous uses. Multiple uses do not stack or combine, only the last catalysts used contributes to the creature's final colouration.
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