Programmable biological workers make it so much easier to set up a colony world, because you can reconfigure them as your colony develops.
Of course, if something goes wrong on the way there, the ship’s systems might find themselves trying to repair a starship with a worker build who think the telegraph is a pretty neat idea, …
When the colony ship fell out of orbit, it set the bio-workers to “Mental Evolution” mode, in the hope that this would compensate for the lack of central guidance. Years later, the remains of the ship are found, and the walls start taking to them …
Using bio-workers to raise the first generation of humans from the gene-banks is a fine solution to the problem of long spaceflights, but there will come a moment when the kids find out that their guardians really ARE robots …
Calling it an organic starship is over-simplifying things; It’s more of a space going coral reef, an ecosystem with a community on board, some of whom may be an integral part of the internal process.
How does the community react when the ‘ship’ suddenly changes course?
Or when the ship scoops up an entirely non-organic spacecraft, determines that it’s not edible, and dumps it out into the habitable areas?
If someone’s built a tomb which doesn’t rely on clever traps, and instead just flat-out tries to kill you, is it maybe worth considering that they had a really good reason to do so?
A Canticle For Liebowitz (Walter M. Miller Jr.)
WALL·E with the ship, Axiom
System Shock 2 with the Von Braun and the Rickenbacker
Sid Meier’s Civilization (game series)
Ascension (tv miniseries)
Kids On Bikes (rpg)
Expedition To The Barrier Peaks (D&D Module)
Saga (Brian K. Vaughan comic)
Flotsam: Adrift Among The Stars (rpg kickstart)
Nile Red (youtube channel)
Questionable Content (webcomic)