this was an idea i had a while back and have been trying to figure out how to do, but unfortunately i just don't have the dedication or C# knowledge to do it.
basically the idea is to add a workbench and research/work tasks to learn how to genetically modify the different flora and fauna of rimworld.
i realized i was out of my depth trying to create new pawns, clones of animals that are in game, but with different behavior.
perhaps a creature capturing mechanic, or just a recipe that requires a dead one for genetic materials could be used.
for example modifying boomrats, to be a sort of kamikaze or seeker mine.
i had the thought to create modified squirells to chop wood, or muffalo to cut grass.
or modify a muffalo into become a terrifying warbeast that might turn on the colonists when it runs out of things to kill.
someone also posted a request in another thread for plant-based sandbag equivalents, i thought of a sort of modified cactus to act as barbed wire and bushes to be like those sandbags we all love.
smaller, lower work modifications could be done too, maybe simple increased growth rate for crops or trees.
i'd really like to have been able to create this, but i want to see it exist more than i trust myself to learn C# just to do it.