RimWorld

RimWorld

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Simple Clones (Continued)
   
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Mod, 1.5, 1.6
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755.525 KB
9 Oct, 2024 @ 12:01pm
16 Jun @ 6:26am
7 Change Notes ( view )

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Simple Clones (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
512 items
Description
Original mod by Yume
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1553705431 [removed]
If the original author requests it, I will remove this update.

Requires Harmony

Biotech and Humanoid Alien Races compatible (not required)

--

I was digging around the Workshop for cloning-related mods, when I found an old translation of this mod. Unfortunately, the original mod has been removed from the Workshop - but a little digging in the usual other places and I found a copy of the 1.1 version. Some skull-sweat and a few iterations later, and here we are!

This mod creates full-grown adult (or child if you run Biotech) clones from an existing pawn. This is NOT growth vat cloning. (See "Clones (Continued)" or "Biotech Cloning (Continued)")
Compatible with Biotech (Endogenes and Xenogenes are both copied to the clone, children can be cloned, etc.)
Biotech is NOT required, however. (Functionality is modeled after vanilla duplication code as far as what aspects of duplication require Biotech).
Humanoid Alien Races compatible.

NOTE: This is a clone, not a duplicate; needs, implants, relationships are not transferred.

Added mod options and various improvements:
- No skill loss for full clones (default false)
- Clone tattoos (default false)
- Major failures (clone death, clone parent death, idiot clone, insane clone) - default false
-- Percentage slider, default 1% chance if enabled
- Minor failures (albino, gender swap, bonus genes, random traits) - default true
-- Percentage slider, default 10% chance if enabled
- Enable incidents
-- Currently one mass clone failure kill event
-- Order 66 coming soon! :)

Info on research, building, and recipe costs added to original notes below.

--

Original mod notes (1.1):

Simple Cloning

To use:
Research "basic cloning." [Spacer, 1000]
Build a cryptosleep cloning casket. [Steel 180, Uranium 5, ComponentIndustrial 6, ComponentSpacer 1]

Fabricate a "Hypergrowth Charge-Shot" at the drug lab. [ComponentIndustrial 3, Uranium 3, Neutroamine 10, RawMeat 20]

Have the colonist you wish to clone enter (Warning! Cryptosleep sickness from this casket is much more potent than the usual!).
Have a skilled doctor (at least 10 medicine) select a clone type by right clicking on the casket:
--- Genome only: Uses the target's DNA to construct a physical copy of the interred colonist, but the replicant will be "blank". The Fast Learner trait will be assigned along with some random passions, allowing the replicant to learn very quickly.
--- Soldier: Specialized clone with high skill/passion in Shooting/Melee. They are slightly faster, with a bonus to combat and injury recovery. They also receive Sanguine, Iron-willed, and Ascetic traits.
--- Deep scan clone: As close to a copy of your original colonist as can be made. 20% penalty to skills (eg, level 10 -> level 8). No injuries, implants, nor relationships carry over.

When your doctor is finished, you will have a new replicant to assist your colonists. Note that the process is harsh, and the clone will need some time to recover from their 'birth'.

With advanced research, a fourth type of cloning is possible: Reconstruction. [Spacer, 3000]

Reconstruction cloning allows the creation of a clone from a deceased colonist, but requires the very expensive Advanced Hypergrowth Charge-Shot and comes with a very large skill penalty (50%).
Advanced Hypergrowth Charge-Shot [Hypergrowth Charge-Shot 3, ComponentSpacer 1]
44 Comments
ivo 3 Jul @ 8:36am 
When trying to clone, this appears:

Error while generating pawn. Rethrowing. Exception: System.InvalidOperationException: Nullable object must have a value.
[Ref FF360111]
pgames-food 22 Jun @ 8:15pm 
ok cool
Sera 22 Jun @ 6:58pm 
@pgames-food
Fair and good idea but that would have to be another item it's self. i would 100% make use of that for breeding the perfect clone i then mass meat clone before finding the best and full clone them.
pgames-food 22 Jun @ 2:16pm 
(ah yeah i only suggested uranium, in the sense it might "mutate" a gene or something into being found :)
Sera 22 Jun @ 1:09pm 
@pgames-food
Now I have to go hunt down a later game thing I gain really slow. If your going to add uranium then it shouldn't cost more then 50 meat. The reason why up to 500 is to make it slow as is. The meat is just generic blank genetic code. Steel ok I can see that 10 steal to make a container not uranium.
pgames-food 22 Jun @ 8:43am 
(maybe throwing in extra uraniums could help to make it random too) :)
Sera 22 Jun @ 4:32am 
Playing around with the mod I had a thought. What about a Gene (not genome biotech gene) clone? The idea being you just get 100-500 meat of any kind make an item called meat slurry plug that in as if it's the normal cloning item and everything but the genes is random. as if the game spawned a brad new pawn that just so happened to be an impid or what ever horror you made.

It would be no different then 2 of the same gene pawns popping out a kid or someone showing up. and because it's so wildly random apart from the genes it's cheap that's why any meat. You just throwing trash in. but your still making a new pawn that is why 100 to 500
Zaljerem  [author] 22 Jun @ 3:56am 
You can clone people. And yes.
A911 22 Jun @ 12:40am 
so i can make people using this mod and harmony only yes/no?
Zaljerem  [author] 16 Jun @ 6:26am 
Oops, I think I got it this time. Updated.