// Management · RimWorld Mod

Biosculpter: All Genetic Operations

“Food poisoning is such a pain.

“Food poisoning is such a pain... but changing an entire xenotype just to add the Strong Stomach gene seems excessive...”

It’s a dilemma that many RimWorld players have faced.

Wouldn’t you like a mod that solves problems like this? Then look no further—Biosculpter: All Genetic Operations!

Main Features



  • Gene Manipulation Cycle


    - Add genes without changing the pawn's xenotype name or icon.


    - Use icons that are not normally available in the gene assembler, including icons from xenotypes such as Hussars.
    Icons added by race mods are also supported.


    - HAR races whose displayed xenotype has been changed by xenogerm implantation can use this function to restore their original xenotype information.
  • Gene Removal Cycle
    - Remove both endogenes and xenogenes.
    Exercise caution when removing endogenes, as doing so may prevent the pawn's original xenotype information from being restored.
  • Load Race Xenotypes
    Load gene information from preset xenotypes such as Hussars, as well as xenotypes added by installed mods.


  • One gene: Base cycle duration only
  • Two or more genes: Base duration + total complexity × additional duration
  • Default settings: 6-hour base duration and 2 additional hours per complexity
  • Gene combinations that would reduce metabolic efficiency below -5 cannot be selected
  • Archite genes require the corresponding number of archite capsules


The gene removal cycle duration is calculated as: Base duration + total complexity of the removed genes × additional duration.

Mod Settings



The following values can be adjusted using sliders or direct numerical input:

  • Base cycle duration: 1–120 hours (default: 6 hours)
  • Additional duration per complexity: 1–24 hours (default: 2 hours)


Setting changes apply to the next cycle that is started.

Languages
- Japanese
- English

Required Mods and DLC



  • Harmony
  • Ideology
  • Biotech


Q&A

Q. This mod is too overpowered! Nerf it!

A. If it feels too powerful, try setting the cycle duration to its maximum value. Even adding a single gene will leave your colonist completely unavailable for five full days!

Q. The cycle does not start correctly when I press the start button.

A. Repeating the operation a few times should eventually start it. For more reliable results, draft the pawn beforehand and have them wait near the pod.

Q. Why did you use the biosculpter pod for gene-related features?
A. Because I decided that the existing Biotech facilities weren’t sufficient to implement all these features (in other words, I wasn’t skilled enough). Besides, the biosculpter pod has practically no presence—everyone forgets it even exists, right?