RimWorld
Simple Clones (Continued)
44 opmerkingen
ivo 3 jul om 8:36 
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 om 20:15 
ok cool
Sera 22 jun om 18:58 
@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 om 14:16 
(ah yeah i only suggested uranium, in the sense it might "mutate" a gene or something into being found :)
Sera 22 jun om 13:09 
@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 om 8:43 
(maybe throwing in extra uraniums could help to make it random too) :)
Sera 22 jun om 4:32 
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  [auteur] 22 jun om 3:56 
You can clone people. And yes.
A911 22 jun om 0:40 
so i can make people using this mod and harmony only yes/no?
Zaljerem  [auteur] 16 jun om 6:26 
Oops, I think I got it this time. Updated.
guardian1368 15 jun om 22:30 
1 of the problems didn't get fixed it is
Failed to find Verse.GeneDef named Eyes_Red. There are 43 defs of this type loaded.
Zaljerem  [auteur] 14 jun om 20:41 
Updated: Fixed GeneDef errors, updated to 1.6. 1.5 is now end-of-life.

I recommend everyone update to 1.6 as soon as possible for the performance improvements alone.
TapeWorm 14 jun om 20:30 
what is it called in the dev mode spawning things category
guardian1368 13 mrt om 20:04 
zal can you have a look at these errors please
Failed to find Verse.GeneDef named Eyes_Red. There are 43 defs of this type loaded.
Failed to find Verse.GeneDef named Skin_SheerWhite. There are 43 defs of this type loaded.

some problems here
for some reason 1 of my clones had a father that was cloned by deep scan and it isnt the orignal pawns father either
sometimes i cant change the first name
justiceforjoggers 11 feb om 14:50 
Thank you for doing this, makes my life a lot easier
Zaljerem  [auteur] 7 feb om 5:08 
I will not be making a 1.4 version.
Zaljerem  [auteur] 5 feb om 20:59 
No, but it won't receive any more updates.
guardian1368 5 feb om 20:35 
zal does that mean when 1.6 is out you will throw away your 1.5 version?
Falcon 1 feb om 12:30 
Order 66???
Zaljerem  [auteur] 28 jan om 9:15 
I don't recommend removing mods.

As far as a 1.4 version, not likely. We're going to blink and 1.6 will be here. I don't generally like going backwards.
DOCTOR CROW 24 jan om 10:35 
is it safe too remove it midgame?
pgames-food 18 nov 2024 om 16:40 
cool nice one for supporting and updating this mod for future :)
(i still use v1.2 for my 500+ modlist savegame, and this mod has been cool to be able to double-up on my best only medic, and construction person, just in case something happens to them :)

i also use Genetic Rim, and have several freezer rooms full of dead raiders and animals, for when i have enough resources to clone/reconstruct the best ones, and build all the other genetic rim buildings and serums) :)
Kokorocodon 1 nov 2024 om 15:30 
my favorite cloning mod, just wished the cloning vat was the same size as the growing vat.
CrackaJack 29 okt 2024 om 17:21 
order 66? but whos giving it
Toby 14 okt 2024 om 11:57 
@Tanglewoods57 the normal charge-shot is crafted at a drug lab, the advanced one at a fabrication bench
滴滴你个王8蛋 13 okt 2024 om 19:36 
finally someone continued this mod, thank you very much.
Tanglewoods57 13 okt 2024 om 18:48 
where do i find Advanced Hypergrowth Charge-Shot? i just bought the game. thank you
Rince 13 okt 2024 om 2:43 
i tested a bit and it works as i remember, fantastic work for resurrecting this mod!
Sera 13 okt 2024 om 2:37 
Cool thank you for letting me know.
Cope Destroyer 12 okt 2024 om 10:49 
your a hero for bring this mod back
Zaljerem  [auteur] 11 okt 2024 om 18:48 
This uses a separate building, similar to a cryptosleep casket, and you can choose what pawn you put in it to clone. If you put in an adult, it clones an adult. If you put in a child, it clones a child. It doesn't use the growth vat at all.
Sera 11 okt 2024 om 18:19 
this would be great but a fast question. I have biotech and do keep kids on but I would not want the clones to be kids. comeing out as adults would be far better. is there a setting to disable vats spawning kids?
theligit27 11 okt 2024 om 16:20 
simply put, thank you!!! it would take me 2 years to set up a clone "factory" that would put out 10 pawns a year if i just focused on them. With those clones coming out they would feild the role of cannon fodder, but now it gives them some fighting chance!!!
Tislav 11 okt 2024 om 9:30 
that would be cool, can make it so say theres a chance that a low percentage of them stay loyal? Like a rex situation or something. theres these things in the questional ethics mod called nerve staples that make pawns +100 happy. Could be cool if only pawns with this implant get affected by the event.
Zaljerem  [auteur] 11 okt 2024 om 8:46 
Yep, all clones would become hostile. Pretty nasty event so it would be very rare, and have an option to disable.
Tislav 11 okt 2024 om 8:31 
would order 66 feature be like a slave rebellion?
Zaljerem  [auteur] 11 okt 2024 om 4:00 
Correct.
kootranova1 10 okt 2024 om 23:19 
I'm assuming the Soldier option doesn't carry over skills and only provides combat skills?
ivanmrzv91 10 okt 2024 om 19:47 
>>>I'm a big believer in more options for everyone.
Fair point. Fair point.
>>>...so guess what's next on the list? The most complex one of all.
Good luck.
Zaljerem  [auteur] 10 okt 2024 om 10:00 
Also, this clones full-grown pawns; Clones is growth vat only, and Biotech Cloning is growth vat/pregnancy. This provides a different, pre-Biotech style of cloning. I'm a big believer in more options for everyone.
Zaljerem  [auteur] 10 okt 2024 om 9:22 
Well, doing this one gave me the experience and understanding of the general cloning idea, especially as it is older and needed a lot of work. Clones (Continued) further refined the concept, so guess what's next on the list? The most complex one of all.
ivanmrzv91 10 okt 2024 om 9:01 
Wow.
Now, i don't want to disparage your work, and i know, that i will sound rude, still, i dare to inquire, why you decided on this mod rather than "biotech cloning".
Zaljerem  [auteur] 10 okt 2024 om 7:35 
I did put the most work into this one, as it needed quite a bit (being from 1.1 originally) and then I just kept going. :)
CrackaJack 9 okt 2024 om 15:24 
im choosing this one, because of cloning failures :P and all the other nice stuff, damn.
this is the final touch for my evil laboratory