RimWorld

RimWorld

Biotech Cloning (Continued)
121 Comments
mr tau354 22 hours ago 
im having an issue in 1.6 where cloning milira race gives a human clone even tho humanoid alien races is compatible
Zaljerem  [author] 24 Jun @ 2:13pm 
Interesting. In my research, so many mods patch the pregnancy/birth code. It's been tough to track down.
Maladict 24 Jun @ 2:12pm 
I experimented and after removing The Army Of Fetid Corpses 1.5 and dependencies - this problem stopped for me.
Zaljerem  [author] 24 Jun @ 2:11pm 
Yep, I'm thinking it's a mod conflict at this point because it's incredibly hard for me to replicate. I've added additional code for 1.6, let's see how we do ...
Maladict 24 Jun @ 1:43pm 
Same issue, I get like 20 babies out of a vat on 1.5. I have plenty of mods though.
Zaljerem  [author] 22 Jun @ 3:55am 
1.5/1.6? Any log? Got a mod list? Been chasing this one awhile.
Watcher-In-The-Shadows 21 Jun @ 10:59pm 
I found a fun bug. Got 9 babies from one fetus. All different genetypes too.
mlb 21 Jun @ 11:52am 
Nevermind, was something on my end regarding JobGivers. Whoops lol
mlb 20 Jun @ 11:55pm 
Seems to be totally busted for me on 1.5. Embryos simply don't work and try to birth themselves infinitely upon reaching maturity. Doesn't even spawn the baby in the first place. https://pastebin.com/AKgFMKHx
󠀡󠀡 11 Jun @ 4:44pm 
1.6 update all ready dam that was fast
crice05 7 Jun @ 8:04am 
crice05 7 Jun @ 8:03am 
Love the mod but have a problem where the clone has no relation to the original and is pretty much just a fresh baby. Here is the log:

Log:https://gist.github.com/HugsLibRecordKeeper/2e436ab8ccedd9273c3cec1b3b670dcf
abdel.soto85 1 Jun @ 1:11pm 
thank god theres a continuation. i was planning on making a colony based around genetic perfection, so this mod would have helped a ton.
Zack 17 May @ 3:06pm 
Here is a error log of the growth vat baby spam. I cleared the log before the event happened so it should just be anything related to them spawning like that. 183 of them spawned when this log was produced LOL

It was too large to put in 1 pastebin so there are 2 links, it wouldn't let me upload the logs through the "share logs" button either :l

From what I can see it looks like it's the same error over and over again though.
Log part 1: https://pastebin.com/TXk6epJ0
Log part 2: https://pastebin.com/x9bpfzCG
knots6 12 May @ 7:14pm 
Ive got an issue where a pigskin was that I hat added xenogenes to was born but it didnt display having copied her endogens and all the pawns on the map went invisable after she was born
https://gist.github.com/HugsLibRecordKeeper/b7ed84b8b3b70280903e8d25861e3e26
Pizza.exe 11 May @ 3:10am 
i found a bug for growth vats endless spawning babies and it stops after a still birth event, it seem to be something to do with Pandora's framework mod. hope it helps
ACrow 4 May @ 2:09pm 
IDK why but I still have the same issue of spawning more than 10 babyes with the clone serum, and no error spawn
Captain_Milk 4 May @ 8:11am 
Can we have a guesstimation for when we can be able to copy traits, skills and stuff from cloning?
knots6 3 May @ 9:57pm 
thanks
Zaljerem  [author] 3 May @ 4:41pm 
Updated: Support for Gene Banks Expanded
knots6 3 May @ 4:22pm 
can you add support for Gene Banks Expanded so they can connect to the clone extractor
mrckz8 28 Apr @ 9:28am 
I used a cloning mech serum to clone a dead pawn, but it all the endogenes become xenogens, The xenotype is from rimsenal Askbarn. Here a screenshoot https://prnt.sc/3O_18A4E5kf9
and logs https://gist.github.com/HugsLibRecordKeeper/fda0add4629cb6a44b103a4fdfb462a0
Zaljerem  [author] 27 Apr @ 4:35pm 
Thank you for the log; from its insights I've added more fixes and pushed an update. Hopefully we're narrowing in on this bug and can smash it for good!
mrckz8 27 Apr @ 3:57pm 
MapleBlack 17 Apr @ 6:40pm 
im not getting a error log but my growth vats are spitting out a million babies im sure you're already working on it, but i just felt i should say something. im not very good with modding and i have like 220 mods so im sure there is a mod conflict somewhere i just gotta try and find it. great mod though, i love it
Captain_Milk 16 Apr @ 9:29pm 
Is the traits and skills cloning update out yet?
Zaljerem  [author] 15 Apr @ 1:37pm 
If it throws an error when it occurs that log would help. I did manage to replicate it at one point, and fix one breakpoint, but there are obviously others if it's still occuring.
ACrow 13 Apr @ 10:53am 
Same here, I´m having the same issue of the 19 babies, but to be fair, I have so many mods instaled that passing the log don´t help much
Fibre🌹 10 Apr @ 6:47am 
To be fair before downloading this one, I downloaded this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3244271883&searchtext=cloning

Then I removed that once due to the 19 babies and tried this one out on the same save, would that effect it at all in any way?
Zaljerem  [author] 10 Apr @ 6:45am 
Hmm, I thought I fixed this, maybe unsub/resub to get the latest, I'll go back into the code and make sure I didn't miss something.
Fibre🌹 10 Apr @ 6:44am 
Having a slight issue with this mod, when the embryo is mature, it spawns out like 19 different babies that's Baseliner with the genes of the person I cloned. Any fixes to this?
Wemijei 6 Apr @ 12:08am 
Since we are creating an embryo version, copying skills would be weird but I think an option for passion cloning might still be fine. and maybe even disabling gaining new ones during childhood as well
Thank you for updating the mod once again
Zaljerem  [author] 5 Apr @ 1:51pm 
Now that I have some of the more egregious bugs under control, I can hopefully add more options - traits and skills would both be optional if implemented.
MiloXyunto 5 Apr @ 1:44pm 
I cant wait for traits to be cloneable. I've been playing around with trait duplications for a while, and every time its either not worked or so annoying.

Honestly I'm neutral on cloneable skills, kind of. Skills can be developed and for me I love the grind of developing those skills. So if skills are eventually added to be clonable, I would like it to be optional if at all possible.
Spotted GK 2 Apr @ 8:08pm 
For this mod classic alone you're a hero - but I saw your full mod list - damn there are some classics in there! Great work dude
Kalemine 22 Mar @ 9:35pm 
Thank you so much :)
Zaljerem  [author] 22 Mar @ 1:51pm 
Thanks for the report! I've just pushed an update that should resolve that issue.
Kalemine 22 Mar @ 12:38pm 
Exception ticking Athena (at (208, 0, 136)). Suppressing further errors. Exception: System.NullReferenceException:
[Ref 7C4CB8BF]
at Dark.Cloning.Patch_Notify_LifeStageStarted.Postfix (Verse.Pawn pawn, System.Boolean __state) [0x00014] in <b0ab1ecca34d48b5bc9a15744a09197b>:0
at RimWorld.LifeStageWorker_HumanlikeAdult.Notify_LifeStageStarted (Verse.Pawn pawn, RimWorld.LifeStageDef previousLifeStage) [0x00211]
- PREFIX Dark.Cloning: Void Dark.Cloning.Patch_Notify_LifeStageStarted:Prefix(Pawn pawn, Boolean& __state)
- POSTFIX Dark.Cloning: Void Dark.Cloning.Patch_Notify_LifeStageStarted:Postfix(Pawn pawn, Boolean __state)
at Verse.Pawn_AgeTracker.RecalculateLifeStageIndex () [0x00141]
at Verse.Pawn_AgeTracker.BirthdayBiological (System.Int32 birthdayAge)
[...]

"Athena" is the name of the pawn which had the problem.
Kalemine 22 Mar @ 12:36pm 
Hi! seeing that the maintainer is currently actively fixing bug, I'd like to report the following:

When a clone children pawn outside of a growth vat reach 13 of age, its doesn't seems to trigger the creation of an adult. The window to select the trait and passions doesn't appear, and the pawn stay stuck in "child mode" with a learning need (which it cannot satisfy because he is too old). Growth vat child also. This also happens for pawn in growth vat, but this time the recreation need is correctly set to that of an adult.

I poked in the log file and found an exception that I will send in another comment due to steam character limit

Thanks you so much for maintaining this awesome mod!
Tom 21 Mar @ 8:44am 
YAYAYYAYAYYA I LUV U
Zaljerem  [author] 21 Mar @ 8:42am 
Yes.
Tom 21 Mar @ 8:41am 
Does this work with Big and Small and other gene mods?
StockSounds 19 Mar @ 7:38pm 
@Ravinglegend you have completely earned your title of legend.
StockSounds 19 Mar @ 7:37pm 
So, hold on, is the 138 babies glitch fixed then?
Zaljerem  [author] 19 Mar @ 12:39pm 
Thank you again, I have just pushed an update that appears to resolve the skin color issue. I greatly appreciate your thorough testing and reports!
Ravinglegend 19 Mar @ 10:45am 
@Zaljerem The update works great. I removed big and small genes from my modlist and the bug did not happen despite the change in gene count. There is a small visual bug that was also in the previous version where if you had a xenotype with multiple skin color genes the clone would have the active skin color gene of their parent but have the have the color of a different skin color gene. Not sure how hard that one would be to fix. The easiest way to test that small bug is by cloning impids. The bug does not happen at all with baseliners since they have a single randomly selected skin color gene.
Ravinglegend 19 Mar @ 9:57am 
@Zaljerem Thanks for the update! I'll do some testing with the update.
Zaljerem  [author] 19 Mar @ 9:49am 
Thanks again for your detailed report! I've just pushed an update with more robust gene/mutation list generation/cleanup/checking, etc. Hopefully this will help, please let me know what your experience is.
Ravinglegend 19 Mar @ 9:05am 
@Zaljerem I tested it seems like it is just an out of bounds error from the key exceeding the list length. I had big and small genes enabled and the mutation list had 950 genes to choose from but when I removed it the mutation list still had 950 genes to choose from and caused the missing key error with infinite babies. Removing all genes from the list and re-adding them gave it 500 genes to choose from and didn't cause the glitch. So the easiest solution is to clear the mutation list of genes when the player's mod list changes assuming that is something you can check.
Zaljerem  [author] 19 Mar @ 8:41am 
Thanks, that's excellent information, and helps me narrow down where in the code to look!