RimWorld

RimWorld

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Tinkering Bench and Biohacking Station
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Mod, 1.5, 1.6
File Size
Posted
Updated
5.904 MB
11 Jul @ 11:46am
18 Jul @ 10:33am
4 Change Notes ( view )

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Tinkering Bench and Biohacking Station

Description
Summary:
Adds a workbench that can reroll the quality of equipment, and another that can remove biocoding.

Description:

Tinkering Bench:
Reroll the quality of weapons and apparel to potentially improve them, using the crafter’s skill to reroll the outcome. Only items below Legendary can be upgraded, and if the rolled quality is worse than the original, it reverts to the original quality.

Biohacking Station:
Remove the biocoded lock from any weapon, making it usable by anyone. Requires 3 industrial components to simulate the original user’s genetic profile and override the restriction.

Compatible with most modded weapons and apparel that use standard quality and biocode comps.

Credits:
I used BK's Tinkering as a basis, but removed the VFE Ancients requirement and changed it to depend on the crafter's skill rather than a flat +1 quality.

Bug Reporting:
This mod has been thoroughly tested with vanilla and DLC content, but not with heavily modded saves. If you encounter a bug, please give me the error logs or the mod its incompatible with so I can emulate the issue myself. I cannot fix the issue without at least one of those.

7/17/25: Currently having some issues with 1.5, mod is now temporarily 1.5 incompatible. Hoping to make a patch soon.
7/18/25: 1.5 issue seems to be patched. If errors persist, please provide logs in the discussion tab.
Popular Discussions View All (1)
3
15 hours ago
Cooking food
paularthur3930
27 Comments
Azure 7 hours ago 
Hi could you please add a bench that allow us to remove the tainted tag too?
ProPickelz  [author] 15 hours ago 
@w1ll0w Just released a patch a few moments ago that should ideally fix a few problems with the 1.5 version of the mod. Let me know if there's still errors, though.
Daniel_USA 17 Jul @ 4:19pm 
@w1ll0w that's a mod conflict issue. i only have like 20 mods and it works perfectly fine.
w1ll0w 16 Jul @ 7:16am 
hey, idk why but whenever the mod is added to my modlist, it breaks all recipes including basegame recipes. I play heavy modded so it's probably a conflict but maybe something to look out in the future.
AleMead 16 Jul @ 4:15am 
@Ishcyaboi, Perhaps with the bio-hacking the chance to fail at hacking is determent by the intelligence skill of the pawn, the quality of the object and the health of a pawn. Failure may result in trying again or locking the weapon all together making it only usable as scrap.
Crimson 16 Jul @ 1:43am 
Could you make an option to set the max level. Like stop tinkering at masterwork instead of legendary
Ishchyaboi 15 Jul @ 9:13pm 
I'd actually prefer nerfs to it, like (for the tinkering table) being able to fuck it up and make the quality worse and being unable to tinker it up to legendary; and biohacking requiring advanced components instead of industrial.
Daniel_USA 15 Jul @ 6:50pm 
yeah i know about those mods but those mods are different because they specifically add only that, while yours would be an all in one and has unique tables and adding those 2 would make sense for the 2 tables you already added.
ProPickelz  [author] 15 Jul @ 5:45pm 
@MacGyver @Daniel_USA @knopi I would, but it already exists and I didn't want to be derivative
knopi 15 Jul @ 5:10pm 
add mending bench aswell