RimWorld

RimWorld

Colonist Merger
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?
Th232r 2 Jun @ 6:02am 
Would love a medievil adaption of this, perhaps ritual based.
Visible Disgust 29 May @ 12:05pm 
Having trouble getting this to work, for some reason my colonists just sit in it for actual days until I'm forced to cancel the merge so they don't starve to death, do I just need to set up some way to keep them fed during it or am I doing something wrong?
CosmoSweet 24 May @ 4:41pm 
Is there a config to make pawns addition their skills? So they stack?
Tokai Teio 20 May @ 1:43am 
pretty cool mod. I wish the initial drawbacks were longer and worse though. if possible maybe add a mood debuff as well ^^
Numbers 18 May @ 5:44pm 
vegito machine
Tathar 17 May @ 6:00pm 
How does merging affect psycasters and bionics?
riduculumfurca 12 May @ 7:01am 
we playing merge rimworld out here
murrmakesstuff 7 May @ 5:38pm 
this is basically signalis if you think abt it
Getch 17 Apr @ 7:03am 
Kotobike 16 Apr @ 4:52am 
Will there be an added ability to connect prisoners? I want to experiment with prisoners, if I get a good specimen I will recruit him to the colony.
kintyj1324 14 Apr @ 4:11pm 
I combined two women and got a man.
Also wouldn't it make more sense for them to have a 'merged' person background instead of randomly assigning one?
Lex 14 Apr @ 2:16pm 
Am I just crazy, or was there a mod like this but it let you combine items of lower quality to get a higher quality one?
Archotech 12 Apr @ 9:23pm 
Equivalent Exchange
Stachman 8 Apr @ 12:05pm 
man made horrors beyond my comprehension. would be cool if stacking it made side effects worse until you basically have a catatonic corpse full of a billion screaming thoughts
NöSTer 25 Mar @ 10:42pm 
Finally I can make Tuvix a reality again.
Firesparq 22 Mar @ 2:46am 
Could you make it so that you can configure which parts get merged? E.g. suppose you want everything aside from genes to be combined? Or maybe the name output?
dhwty935 21 Mar @ 6:36pm 
The universe struggles to tolerate this level of heresy.
I love it
Rotrules 21 Mar @ 4:42pm 
Will there ever be a colony splitter? A device that could split one colonist into two new colonists.
whenwrašk 20 Mar @ 2:16am 
i imagine this doesn't play nicely with the cortical stacks from the Altered Carbon mod
Rince 18 Mar @ 3:16am 
would be funny to have Psylink level merged as well, scenario of merging 100 1 lvl pawn into one emperior of humanity
Beto 16 Mar @ 1:18am 
Thank you for this great mod!

Please, add some mod options to disable the solar flare, make unlimited chambers on the map, and make the skills go over 20 when the "un-limited" mod for skill limit is active.
SilkCircuit  [author] 16 Mar @ 12:47am 
Fucking Karen. She’s probably praying she doesn’t wake up as herself either @Punch.
MagicMarshmallo25 16 Mar @ 12:32am 
Lets goooo fear and hunger marriges in Rimworld!
Mad Marl 15 Mar @ 11:50am 
funger moment
You wanna set the base ammo storage on fire again Karen? Merging you with the Wretch, let's roll the dice and see if you get lucky enough to stay yourself after.
webtrog 14 Mar @ 4:24am 
Couple divorced. Nope, you two made a commitment to be one flesh, let me enforce that. Hold my beer.
KiTA 14 Mar @ 1:21am 
@SilkCircuit Oh it's more that some of us have mods that increase the default traits from like 2-3 to be higher, or have mods like one of the VFEs that can randomly give you more traits upon mental breaks/illness recovery, or races or genes that add traits. Plus even without that if you raise a child right, it'll have 3 traits by the time they grow up, I think? Having a more complex "source" resulting in a more complex (more traits) pawn result "makes sense" made sense when I was thinking about it, not sure though.

For a way to make it balanced and "added-trait-mod neutral" maybe take the number of traits of both merged colonists and average them, so if you have a pawn with 3 and a pawn with 2 it'll pick (3+2)/2 2.5 -> 2 to 3 traits picked randomly between the 5 available?

If you have the standard 2 on each pawn that leads you to having a resultant pawn that has 2 (picked from 4).
룰루랄라 13 Mar @ 8:20pm 
This mod merges skills and traits, but since there's a limit on the final stats, how about improving basic attributes like health, similar to 'Compressed Raid'?(There may be strange expressions using a translator)
SilkCircuit  [author] 12 Mar @ 7:32pm 
@KiTA I can look into the tech level and psylinks—potentially ancient powers—for a future update. Regarding trait handling, the mod pulls one random trait from each merged colonist. If one of the merged colonists doesn't have any traits, only one trait is added to the hybrid. If neither colonist has traits, no traits are added. So, it’s working as expected. I can also look into a potential update to make the number of traits variable, but no guarantees—I don’t want it to feel like a 'dev tool' in-game for vanilla, non-dev tool users.

@Kiana Will look into the memes further.

@Everyone on Fear and Hunger Marriage.. I can look into adding a different texture visual option or a replica as a different thing with different visuals to emulate more of a ritualistic vibe.

Let me know your thoughts. Thanks all for the feedback.
KiTA 12 Mar @ 6:59pm 
Hm. Does not seem to grab the Colonist Tech Levels or VFE Ancients powers, or psylinks. And if you have more than 2 traits the mod doesn't seem to handle that... Maybe that could be an option ("number of traits to give merged colonist")?

The Tech levels mod has it's tech levels implemented as a special trait, which is fixable with Character Editor, but having it be built in would be neat.
CTH2004 12 Mar @ 2:59pm 
@csc001

do you remember the name of that movie? souds interesting...

@mageofsomethingorother
yeah! Surprised I didin't see that untill you pointed it out!

@TikkiGaning
way ahead of you!
mageofsomethingorother 12 Mar @ 2:28pm 
Tuvix mod...
Chair 12 Mar @ 12:07pm 
RAHHHHG JOJOLION REFERENCE💥💥 WHO TF AM I????
Dlingcke 12 Mar @ 6:02am 
Yet another great literature genius lost to modding:steamthumbsup:
Kyousuke Azai 12 Mar @ 4:35am 
Well this is an absolutely terrible thing to do to people... even in the context of this game. I'll be installing this immediately.
TikkiGaming 12 Mar @ 3:31am 
Wow, manmade horrors beyond my comprehension......*adds to modpack*
ZZZMETA 11 Mar @ 10:05pm 
Oh great, now we can do the Fear and Hunger Marriage in the Rim now. Yippee
✠ DFSpecter 11 Mar @ 8:33pm 
This mod is the closest we're ever gonna get to "Mage: The Ascension" and I'm all for it. lol :steamthumbsup:
Laziofrink 11 Mar @ 7:31pm 
It's scary, and that's the best part of it.
Kiana 11 Mar @ 6:13pm 
Thinking about it, I'd love if it had interaction with the Gestalt meme from Vanilla Ideology Expanded. True hive mind, treating any given body as simply a tool of the collective. Maybe by making the personality paradox debuff milder for them (because the minds are already in harmony) or giving a colony happiness bonus as they exalt the truest unification possible.