RimWorld

RimWorld

Gene Fabrication
131 Comments
Happycam  [author] 8 hours ago 
No problem.
QWETTRE 10 hours ago 
Alright, thanks for the response.
Happycam  [author] 12 hours ago 
Not sure how. Sorry. I sort of envisioned this as a late game thing, where most research is done or otherwise of a lesser priority. Best to just manage your time and pawns wisely between both benches.
QWETTRE 13 hours ago 
Can you adjust the order of gene manufacturing to prioritize this task over research? Otherwise, I have to manually disable the research bench to make pawns work on gene production.
Pasaway 9 Oct @ 10:58am 
@CallMeShadow: Also check out this mod to make tweaks to complexity and what not (if you want a work around).

[FSF] FrozenSnowFox Tweaks
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2893432492
Pasaway 9 Oct @ 10:57am 
@CallMeShadow: It isn't exactly what you are looking for, but I find it helpful:
Random's Gene Assistant.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2882497271
CallMeShadow 4 Oct @ 2:13am 
(2) Some genes require three capsules in addition to neurotamine. For example, to craft an immortality gene, you need neurotamine and something else. I understand this resource can only be obtained through quests. Is it possible to craft it in a workbench, but using a very expensive formula? Plasteel + crafting components + gold + luciferium?
CallMeShadow 4 Oct @ 2:13am 
Hey, buddy! Thanks for the mod.
I bought the DLC with genes, but it turned out that in my nearly 600 hours of playing, I never touched this mechanic because I found it too arcane and complicated.

I have two requests:

(1) The list of genes in this mod isn't very user-friendly. For example, I chose positive genes to make pawns stay awake, have low regeneration, and have strong skin. I can't create this set of genes because the gene difficulty must be less than 6. I have to take negative genes to balance it out. The main problem is that scrolling through the negative genes from the general list is very inconvenient.

Is it possible to separate genes into positive and negative on the workbench?
Happycam  [author] 2 Oct @ 10:09pm 
Honestly its been a while since I've touched rimworld and played it, so I don't remember. Whatever you see when loading the mod by itself with no other mods is how it is supposed to look like.
ESCHUFLI 2 Oct @ 10:56am 
Are the settings in the settings menu supposed to not show the mutliplier values, or is it a bug? I can scroll and the titles are there, but I can't know the values of the things I am changing
Happycam  [author] 19 Sep @ 4:48pm 
From what I gathered, you aren't supposed to craft VRE: Android genes as they do not function the same way for humans, and are supposed to be interacted in a different way. We used to have players be able to craft it but we removed that function upon request.
mëghr 19 Sep @ 10:20am 
could you make compability with vre androids? i mean removing all the android genes from gene fabrication bench its really anyoning to make a gene and it shows at the end as a android one which you cant even use
Happycam  [author] 9 Sep @ 10:17pm 
Nope. Good question, never even thought about that.
Tone-DEAF 9 Sep @ 8:06pm 
not sure if this has been asked before, but the dark archite genes from Resplice:Core, do those require different resources or anything?
Happycam  [author] 9 Sep @ 6:17pm 
np!
Red 9 Sep @ 3:04pm 
No problem, I was just confused since it said 0. lol

Thanks for mod it has really made my games more interesting.
Happycam  [author] 9 Sep @ 2:28pm 
For balancing, it will always have it require at least 1. Sorry for any confusion.
Red 9 Sep @ 1:24pm 
Hey so if I reduce the archite capsule requirement to minimum it says x0 in the UI but it won't let me fabricate an archite gene without 1 capsule (which is used up), I tested this in vanilla without any other mods.
Happycam  [author] 6 Sep @ 8:39pm 
Think its crafting, it is a workbench after all.
Sardaukar 6 Sep @ 11:19am 
What type of work is gene crafting? Low priority research?
Happycam  [author] 20 Aug @ 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] 17 Aug @ 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 17 Aug @ 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 17 Aug @ 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] 16 Aug @ 3:26pm 
I'm fairly certain you can craft any gene, but I'm a bit confused about the question at hand. Elaborate?
Oldman 16 Aug @ 11:10am 
Can the crafted genes be used to create endo genes or is everything applied a xeno gene?
Quilava 15 Aug @ 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] 15 Aug @ 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 15 Aug @ 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] 8 Aug @ 12:00am 
It should be in the new update.
tinybite 7 Aug @ 11:45pm 
i think room type should be laboratory, like other gene buildings
Happycam  [author] 6 Aug @ 3:38pm 
Mod has been updated the past few days, please check the Change Notes section for details!
RaTheWitcher 6 Aug @ 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
PleiadesOnline 4 Aug @ 7:02am 
@theothersteve7 Fart
Happycam  [author] 3 Aug @ 9:21pm 
Please submit bug reports in our discussion tab, but we have noticed a similar bug so thx for the heads up.
theothersteve7 3 Aug @ 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.
PleiadesOnline 27 Jul @ 8:06am 
gooood boyyyyyy
Happycam  [author] 25 Jul @ 6:18pm 
Good Idea! I'll have that added when doing the next bug fix update.
Heroman3003 25 Jul @ 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] 16 Jul @ 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 16 Jul @ 9:32am 
Quick question, i can't find celestial gene from the celestial mod, am i doing something wrong?
ruincrez 11 Jul @ 10:22am 
The tech's location in techtree seems go wrong after odyssey update.
Happycam  [author] 10 Jul @ 12:50am 
1.6 Update released. 2 bug fixes will be released later.
Happycam  [author] 29 Jun @ 3:52pm 
Thanks!
FubarXS 29 Jun @ 7:45am 
@Happycam Thank you for your amazing work. Im already excited when I will start playing 1.6 with DLC. :steamhappy:
Happycam  [author] 26 Jun @ 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 26 Jun @ 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 26 Jun @ 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] 22 Jun @ 10:38pm 
Update work completed, but will be released upon the 1.6 official release.
FubarXS 22 Jun @ 9:29pm 
1.6 update ?