Was trying to play with genetics today. I tried following some Bay code guides but I must be missing something. all I did was keep nuking the monkeys and they would twitch and cough and end up dead lol.
Is there anyone that can explain best practice on figuring out which blocks do what so i can like give myself super powers?
Aside from what Lyeos mentioned about a bug:
The genetics genes are hexadecimal numbers, from 000 to FFF or in normal-people-speak, from 0 to 4095. Absolutely everything is triggered by the genes it holds being above DAE, although some bad muts may trigger at lower. What the two combined means is that 90% of the time you're best off mutating the first block in a gene - F00 is > DAE for the same reason 20 is > than 19.
Second thing is Power and Duration. Power increases how many the block you're irradiating can change, i.e jump one from A to B on low, or jump FIFTEEN from F to 0 or back. I don't think this is strictly deterministic how big a range you get, I usually go with 4-5.
Duration is largely useless; it increases the precision, i.e. lowers the chance of mutating a block other than selected, at the cost of higher dosage and, damningly, longer wait time. I leave it at 2, it's faster to mutate back an off-target.
The power genes are all SEs, and you can make individual gene injectors. So just make one, inject, see what happens. Keep a backup monkey genome with no mutations so you can fix the bad ones.
Finally, mind you, some bad effects are not bad MUTATIONS: if you turn red, or your limbs shiver, it's a random side-effect that AFAIK can happen any time. They can be countered with common chems and usually leave you damaged quite a bit if you don't fix it.