RimWorld

RimWorld

188 ratings
Colonist Merger
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Mod, 1.5
File Size
Posted
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3.269 MB
5 Mar @ 7:51pm
6 Mar @ 6:41pm
3 Change Notes ( view )

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Colonist Merger

Description
Why waste food on two good pawns when you can waste food on one great pawn?

This mod adds the Amalgamation Chamber which merges two colonists into a single, superior entity, blending their skills, traits, and identities while erasing their original forms. The merged colonists? Scrubbed from existence—but never forgotten. Their deaths will be mourned, celebrated, or conveniently ignored.



Be warned, the unnatural collapse of their quantum-entangled state releases a violent burst of exotic energy, triggering a solar flare as reality itself recoils from the violation.





How It Works
  • Build it (Microelectronics Basics required). Costs 300 Steel, 4 Components, 1 Advanced Component, 250W power (2,000W during merging).
  • Select two pawns. They must be healthy, free-willed, and not suffering from paradoxical dissonance.
  • Merge initiates: Pawns strip their gear, move into position, and combine into one entity.
  • New pawn inherits:
    • Best skills and highest passions from both.
    • A random mix of traits (you might love or regret this).
    • Average age of the two.
    • No existing health conditions.
    • A heartwarming, bizarre, or downright offensive hybrid name (blame the algorithm).
  • Merging kills the originals. Their items drop, their existence erased.
  • Immediate solar flare. The unnatural collapse of the merged colonist’s quantum-entangled state releases a violent burst of exotic energy, triggering a solar flare as reality itself recoils from the violation. Power grid? Say goodbye for a while.

Biotech Compatability
  • The below only applies if you actively have Biotech downloaded and installed. If Biotech is not installed, the mod skips xenotype and gene assignments. i.e. This mod does not require Biotech but it is compatible.
  • Xenotype Selection: The hybrid’s xenotype is randomly chosen from either of the two merging colonists.
  • Gene Selection. All unique genes from both parents are pooled, with duplicates removed. A random subset is then assigned to the hybrid, ranging from at least one gene to the full set from both parents. This means they could inherit just one gene from a single parent or all available genes, or anything in between. Additionally, hybrids can inherit genes outside their assigned xenotype—for example, merging a Baseliner and an Impid could result in a Baseliner with Fire Spew.

Gotchas & Side Effects
  • Mental instability risk: New pawn will suffer from Paradoxical Dissonance (confusion, vomiting, psychotic wandering, slowed movement). This fades over time.
  • One Amalgamation Chamber per map (no limit on number of hybrids created). The universe struggles to tolerate this level of heresy.
  • No guarantees: You might create a god-tier pawn, or you might end up with a lazy, neurotic disaster—or a slutty thirst trap. I can't reiterate this enough: you might love or regret this.

Why Use It?
  • Save skills from a terminally ill pawn by reincarnating their expertise.
  • Create a prison recruitment factory for a genetically optimized workforce.
  • Give an old OP pawn a new lease on life by merging them with a child (because ethics).
  • Gamble with traits if you're feeling lucky (or unhinged). I look forward to the day I get a staggeringly ugly yet beautiful pawn and watch them implode.



You may be asking yourself, well, what about this new hybrid pawn? What happens to them?

Two conflicting identities coexist in a single consciousness, each asserting memories, instincts, and emotions that contradict the other.

They are suffering from paradoxical dissonance—caught in an endless loop of cognitive dispute, unable to form a stable sense of self. Every thought is both true and false, every decision both right and wrong. Until their identity stabilizes, they suffer from loss of consciousness, vomiting, psychotic wandering, and slowed movement.

Imagine it like two people trapped in your head, screaming—not just at you, but at each other, at the colony, at themselves, at Randy. Blaming you for their deaths, for stealing their lives, for existing. Their memories flood you in tangled, contradictory waves—every love, every loss, every failure, every last, gasping breath.

You think you're forming a thought, but it's not yours. Nothing is. You are a trespasser in your own mind, drowning in voices that will never let you forget what you are—a mistake.

And you deserve this.



I eagerly await the body purist body modder outrage in the comments.

108 Comments
Tathar 25 Jul @ 9:33am 
It seems this mod isn't compatible with the psycasts or psylink from Royalty DLC, and now I'm wondering if the same applies to Ideology DLC content. Unfortunately I don't see any real benefit to this mod over Biotech's children system, and there are lots of severe penalties for interacting with this mod, so I think I'll have to stop using it.

Also you can't merge babies or anyone too terminally ill to walk themselves to the chamber.
gunns22 25 Jul @ 4:00am 
@everyone

Has anyone seen user @SilkCircuit or anything that'd tell me their whereabouts? It appears they haven't even been on Steam for, if I had to estimate, several months. Their most recent comment I've seen is from March.
gunns22 13 Jul @ 7:34am 
@SilkCircuit

Any chance of a 1.6 update?
TheGoFurr 10 Jul @ 5:03pm 
Just found this, looks hilarious. Hope 1.6 happens soon so I can try it!
hanjiro10 26 Jun @ 5:27pm 
also note make colonists that are merged have idenity crisises
hanjiro10 26 Jun @ 5:21pm 
I CAN SMELL THE EUGENICS FROM HERE PLS NO
lesbian gyjo truther 25 Jun @ 9:38pm 
jojolion
Bosh 9 Jun @ 7:37am 
I will literally pay you to update this so you can merge 2 prisoners (and maybe make the paradoxical dissonance harsher and the sprite of the chamber take up 5x2 blocks of space rather than 5x3 so it matches the graphics better), hmu
Tathar 3 Jun @ 3:50am 
Is the chamber supposed to be a half-tile misaligned vertically?