RimWorld

RimWorld

Gene Fabrication
111 Comments
Happycam  [author] Aug 20 @ 10:10pm 
Only post mod related issues in the Bug Reports discussion tab, not the comment section. Also no we will not be looking into fixing a few vague compatibility error logs on your 400+ mod list.
Happycam  [author] Aug 17 @ 6:00pm 
Currently we have no plans to add more content to the mod. Also you should be able to craft all genes that can be found as a gene pack.
Quilava Aug 17 @ 1:59am 
I think bro just want to know if these gene we crafted can be use for extract/apply for other pawn or not, in this case, yes you can, at least for me with genes extract mod

Also, could you add like a number or % for the mod option slider? It would help my OCD to make everything perfectly line up :cta_emo6:
Warner Aug 17 @ 1:04am 
Oldman appears confused about the difference between xeno genes and endo genes.

Endogenes

Think of these as “core genes.”

They’re inherited from birth and are permanent parts of a pawn’s DNA.

You can’t remove them with a gene extractor or implant. They define the pawn’s baseline identity (e.g., skin color, body type, archite-endogenes if they’re xenohumans).

Example: If someone’s born a furry xenohuman with a tail, that tail gene is an endogene.

Xenogenes

These are “aftermarket mods.”

Added later through gene implantation or genetic tinkering.

They can be extracted, transferred, and removed. Basically plug-and-play upgrades or curses.

Example: You slap a fire-breathing gene into a colonist—that’s a xenogene. If you don’t like it later, you can strip it out.
Happycam  [author] Aug 16 @ 3:26pm 
I'm fairly certain you can craft any gene, but I'm a bit confused about the question at hand. Elaborate?
Oldman Aug 16 @ 11:10am 
Can the crafted genes be used to create endo genes or is everything applied a xeno gene?
Quilava Aug 15 @ 9:16pm 
It just a bit inconvenience, but it still work, there are no need for apology, thank you for let me know :steamthumbsup::cool_seagull:
Happycam  [author] Aug 15 @ 1:26pm 
As per the Nice Bill Tab mod's desc, they are compatible with all mods that don't alter the bills tab, which sadly is the case here. Our mod uses a custom bills tab, thus is incompatibility. It might be best to see if they would be open to making a patch for our mod, as we are unfamiliar with their mod, and we do not have much time or energy making a compat patch ourselves atm. Sorry for the inconvenience!
Quilava Aug 15 @ 9:05am 
I found this mod conflict some what with the mod "Nice Bill Tab", you can still make stuff by turning the nice bill off then turn back on when done, nothing game breaking tbh, but hope you can find a way to make it compatible
Happycam  [author] Aug 8 @ 12:00am 
It should be in the new update.
tinybite Aug 7 @ 11:45pm 
i think room type should be laboratory, like other gene buildings
Happycam  [author] Aug 6 @ 3:38pm 
Mod has been updated the past few days, please check the Change Notes section for details!
RaTheWitcher Aug 6 @ 2:53am 
Hello. Im playing in 1.5 and the gene fabrication bench has no unique ui and no bills. I've added this mod mid save. Please help
[PR] HavenOnline Aug 4 @ 7:02am 
@theothersteve7 Fart
Happycam  [author] Aug 3 @ 9:21pm 
Please submit bug reports in our discussion tab, but we have noticed a similar bug so thx for the heads up.
theothersteve7 Aug 3 @ 8:40pm 
There's something broken with the search function. If I search "Fort" or "fort", the fortified body gene from Big and small doesn't show up. However, if I search "ortified" it shows up fine. There are a few other genes like this; it appears to affect maybe one in ten or twenty searches that I do; Nanite Capacitor genes do the same thing (they show up when I search "apacitor").

Really weird bug to be honest. I have no idea what could be causing it.
[PR] HavenOnline Jul 27 @ 8:06am 
gooood boyyyyyy
Happycam  [author] Jul 25 @ 6:18pm 
Good Idea! I'll have that added when doing the next bug fix update.
Heroman3003 Jul 25 @ 5:53pm 
Small proposal for 1.6: Make the bench benefit from being in laboratory rather than workshop, since that's where all genetics buildings normally go
Happycam  [author] Jul 16 @ 3:33pm 
@ruincrez Ye I plan to fix the research tabs on all my mods since they look like they moved.

@wardogg Please send bug reports in the bug report discussion tab. I'll see thou if I can replicate this issue on my end and work from there.
wardogg Jul 16 @ 9:32am 
Quick question, i can't find celestial gene from the celestial mod, am i doing something wrong?
ruincrez Jul 11 @ 10:22am 
The tech's location in techtree seems go wrong after odyssey update.
Happycam  [author] Jul 10 @ 12:50am 
1.6 Update released. 2 bug fixes will be released later.
Happycam  [author] Jun 29 @ 3:52pm 
Thanks!
FubarXS Jun 29 @ 7:45am 
@Happycam Thank you for your amazing work. Im already excited when I will start playing 1.6 with DLC. :steamhappy:
Happycam  [author] Jun 26 @ 6:50pm 
Not familiar with that mod or this issue, might be a compatibility issue on their end. The workbench should function similarly to any other workbench.
Awrawra Jun 26 @ 4:29pm 
Ah, I think it's related with Research Whatever. Since they don't stop any moment without active research, they never do the task, even if I try to prioritize at work tab.
Awrawra Jun 26 @ 1:00pm 
Hi. I have a strange behavior. My colonists don't start the making genes by themselves. I have to force them to make it, but every time they stop and go back to research. Is this a known issue?
Happycam  [author] Jun 22 @ 10:38pm 
Update work completed, but will be released upon the 1.6 official release.
FubarXS Jun 22 @ 9:29pm 
1.6 update ?
Eragon001  [author] Jun 11 @ 12:54pm 
@RedTrainer Rimworld has an internal bill limit, and as such there's no way for us to easily do this
Happycam  [author] Jun 11 @ 11:21am 
You should be able to make every gene in the game. You can adjust the cost and time in the settings.
-RedTrainer Jun 11 @ 6:40am 
is it possible to uhh... "Craft missing genes"? lol
i dont even know how would that be possible but its taking a VERY Long time to make it, im beyond EndGame and trying to get every possible gene is a chore more than difficult.

Please... any solution at any cost will do!
Happycam  [author] Jun 10 @ 5:30pm 
If you ran into an issue with the mod, send it to Bug Reports discussion tab, NOT the comment section. There you can send detailed reports with all the necessary information we need to replicate and fix these issues.

We will be implementing a few bug fixes for 1.5 alongside our 1.6 version update.
Happycam  [author] Mar 18 @ 5:31pm 
@YolographicSight®, Not familiar with the mod, nor it's game mechanics, so I don't know if its compatible or not. This mod mainly just allows you to craft genes that are from the Biotech DLC and of mods that utilize the gene system added by the Biotech DLC. If that mod adds genes or other genetic gameplay mechanics completely separate from Biotech, then no, this mod won't work. Not saying it is incompatible, but I'm saying that it won't recognize those genes since its not of part of the Biotech DLC. Hope this helps.
Happycam  [author] Mar 18 @ 5:31pm 
@Luzel, love the quote, should play stellaris more often now that you reminded me.
M1911A1 Oversize® Mar 18 @ 4:07pm 
dose this work with sos2 bioship mod ?
Luzel Feb 14 @ 7:25pm 
"Engineered Evolution
To leave our genetic destiny in the hands of nature is an inefficient and excruciatingly slow process. Why not jump-start the future of our species?" - Stellaris
Happycam  [author] Jan 29 @ 6:34pm 
Dope.
Romno Jan 28 @ 8:36pm 
goated mod, replaced 3 or 4 mods i used to have to attempt to combat the rng
Happycam  [author] Jan 12 @ 6:44pm 
np!
Dallas Dog Jan 12 @ 1:27pm 
How have I never thought of this? This is obviously a great addition! Thank you so much!
Happycam  [author] Jan 8 @ 4:18pm 
No problem fam! Hope you enjoy using the mod!
Eyeless Deceiver Jan 8 @ 3:30am 
Solid, thank you. It is good to have a possibility to get certain genes, but with the hard work necessary.
Happycam  [author] Jan 7 @ 3:52pm 
NEVER!!!!!! Mwahahahahahahaha

In all seriousness thou, there is no plans for a 1.4 launch. Sorry.
Azor Jan 7 @ 2:50pm 
1.4 pls
Happycam  [author] Dec 21, 2024 @ 11:17am 
Hope this helps @Lreat1!
Lreat1 Dec 21, 2024 @ 10:22am 
This is just what I need. Too many mods make extracting become impossible.
Selen Dec 16, 2024 @ 11:58pm 
Amazing, thank you!
Happycam  [author] Dec 14, 2024 @ 2:01pm 
The intelligence skill does not change it's efficiency/crafting time and cost. It's just a skill check with a minimum requirement to craft genes, similar to certain crafting items requiring a minimum crafting skill or a surgery requiring a minimum medical skill.