RimWorld

RimWorld

Gene Fabrication
95 Comments
=>PR<= XxDEM0NIKSxX 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 ?
Eragon001  [author] 11 Jun @ 12:54pm 
@RedTrainer Rimworld has an internal bill limit, and as such there's no way for us to easily do this
Happycam  [author] 11 Jun @ 11:21am 
You should be able to make every gene in the game. You can adjust the cost and time in the settings.
-RedTrainer 11 Jun @ 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] 10 Jun @ 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] 18 Mar @ 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] 18 Mar @ 5:31pm 
@Luzel, love the quote, should play stellaris more often now that you reminded me.
M1911A1 Oversize® 18 Mar @ 4:07pm 
dose this work with sos2 bioship mod ?
Luzel 14 Feb @ 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] 29 Jan @ 6:34pm 
Dope.
Romno 28 Jan @ 8:36pm 
goated mod, replaced 3 or 4 mods i used to have to attempt to combat the rng
Happycam  [author] 12 Jan @ 6:44pm 
np!
Jallas Jog 12 Jan @ 1:27pm 
How have I never thought of this? This is obviously a great addition! Thank you so much!
Happycam  [author] 8 Jan @ 4:18pm 
No problem fam! Hope you enjoy using the mod!
Eyeless Deceiver 8 Jan @ 3:30am 
Solid, thank you. It is good to have a possibility to get certain genes, but with the hard work necessary.
Happycam  [author] 7 Jan @ 3:52pm 
NEVER!!!!!! Mwahahahahahahaha

In all seriousness thou, there is no plans for a 1.4 launch. Sorry.
Azor 7 Jan @ 2:50pm 
1.4 pls
Happycam  [author] 21 Dec, 2024 @ 11:17am 
Hope this helps @Lreat1!
Lreat1 21 Dec, 2024 @ 10:22am 
This is just what I need. Too many mods make extracting become impossible.
Selen 16 Dec, 2024 @ 11:58pm 
Amazing, thank you!
Happycam  [author] 14 Dec, 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.
Tardo The Ass-Monkey 14 Dec, 2024 @ 1:26pm 
In the FAQ, you say, "all genes require an intelligence skill check, potentially taking time away from research onto crafting genes." Does this mean that a pawn with a high research speed, such as a Research Specialist, would be more effective at making these? Or is it just that the crafters will require a high Intelligence skill to do the work?
Happycam  [author] 11 Dec, 2024 @ 12:26am 
No, the UI stays.
Tal'Raziid 10 Dec, 2024 @ 11:53pm 
Hate to be the "this did it better" comment, BUT would it be possible to get a UI closer to RIMSPR? Its fairly tedious as-is imo, but still appreciated
hedys 10 Dec, 2024 @ 5:06pm 
too much cost
양반Kim 3 Dec, 2024 @ 6:13am 
fucking awesome
Happycam  [author] 25 Nov, 2024 @ 4:03am 
Sounds good! Hope you enjoy the mod!
CursedBun 25 Nov, 2024 @ 1:21am 
My apologies. I have a problem with a certain race mod. It doesn't add any genes at all. Your mod works fine)
Happycam  [author] 25 Nov, 2024 @ 12:54am 
Send a bug report found in the discussions tab. The mod should work mid game however so it may be an issue with a mod conflict or something else. I can't determine what the issue or solution is without a proper bug report, and I'll get to it as soon as I am free, garanteed!
CursedBun 24 Nov, 2024 @ 6:47pm 
I added this mod in a mid-game. It was a bad idea? Cause I crafted genepack, created geneseed and implantation had no effect.
万予万依 11 Nov, 2024 @ 8:42am 
伟大无需多言!:steamthumbsup:
Asteyr 9 Nov, 2024 @ 11:25am 
Best mod ever, thanks guys :)
Happycam  [author] 4 Nov, 2024 @ 6:49pm 
I used RIMSPR a few times and must have forgotten that aspect. Regardless I didn't write the code so I'm just regurgitating what I was told, or at least comprehended when they explained the issues with implementing a pipe system. Also good idea for the UI showing if a genepack has been stored.
elfxiong 4 Nov, 2024 @ 7:14am 
I think what Gene Fabrication does better than RIMSPR is that with the bill system you can queue up multiple genes for crafting, and switch the crafting order without losing progress on the current genepack because progress is saved in “unfinished genepack”. Since you have a custom menu for gene selection, can I suggest making it indicate whether the gene is already owned in genebank ? (Something like Random’s Gene Assistant mod uses background color) so that the player don’t have to refer back and forth to see if the genes in mind are already gathered.
Happycam  [author] 3 Nov, 2024 @ 2:57pm 
Thanks for the translation! Will add the link on the mod page's translations section.
你这个级别的基米无权哈我 3 Nov, 2024 @ 10:17am 
Hello my friends, thank you for your excellent work. I finally don't have to wait for so many traders anymore, damn randomness!
As a subscriber from China, I found that there was no suitable translation, so I created a Simplified Chinese translation package through translation software:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3359651954
sino301 3 Nov, 2024 @ 5:12am 
you havent seen what i do to get the genes... trust me, it severely reduces war crimes :D