RimWorld

RimWorld

Clone Bay
Gouda quiche  [developer] 17 Feb, 2018 @ 8:22pm
I want a true clone factory !
I understand the title of this mod may be misleading. My goal is to put things from Faster Than Light in Rimworld. The clone bay works almost like in FTL : it revives dead people.

A true clone factory is possible and i have all the materials needed for it.
If you have balance ideas to make a true clone factory, that would be helpfull. I dont want to create a mod that makes you godlike without anything to pay for it.

  • I could make the clone hate his twin/original. What about same generation, should they still hate eachother ?
  • Mutations may occur.
  • What if a colonist could have 5 copies then be considered unscannable/unclonable ? Each sub generation clone would share the same 5 copies limitation.
  • Feed me ideas please
< >
Showing 1-15 of 51 comments
MiscellaneousDude 17 Feb, 2018 @ 9:32pm 
I really like the idea of this. The main factor is how punishing should losing a colonist be if they were to be killed/cloned? Rimworld is kind of unforgiving in general, where as the clonebay in FTL was unforgiving if unpowered, which happened a lot so it evened out. Maybe the clonebay should have a huge power use? Or maybe the clones could have their skills stripped and/or their perks removed? A lot of possibe directions to take this!
Skelebone 17 Feb, 2018 @ 9:39pm 
Well, we already have something that can generate large amounts of complex human (and presumably alien) tissues that's rare in the base game: Luciferium. You could make it so that it has an upfront cost in Luciferium, and a per-use cost? Maybe 2-5 units per clone, and 10-20 to get the system in the first place.

I usually get something like 18 from ancient structures whenever I do find it, so to me the cost sounds about right. You could also have two options of 'high' and 'low' 'cloning accuracy' or something, so that the default option has a decent (perhaps 40%?) chance of making a botched clone that needs immediate medical attention, or another chance to just go ♥♥♥♥♥♥♥ crazy. But, that's basically your mutation idea.

I love the idea of the clone template and the clone hating each-other, especially if the clone has medical deficiencies. Anyway, I also like the concept of only being able to make so many clones from a person. The idea of keeping a 'prime template' and 'first generations' of clones in stasis to unfreeze just to make another 'second generation' clone sounds awesome.
MiscellaneousDude 18 Feb, 2018 @ 12:19am 
Skelly has some cool ideas! Hmm... Maybe there could even be some sort of improvement process. Maybe mess with genetics and breed super humans? I really like the idea of the original hating the clone and maybe feeling like they're being replaced
Last edited by MiscellaneousDude; 18 Feb, 2018 @ 12:19am
Skelebone 18 Feb, 2018 @ 12:43am 
Eh, there's other mods for genetically tinkering with your dudes, but if he gonna do it, it really should be another fork.

About the 'cloning accuracy' and chance of going berserk, maybe the thing should be manned and the user's intellect score can help modify the chances? Additionally, considering they would be growing the things, they should have some kind of relationship bonus or malus. I'm thinking a slight bonus, because, c'mon, they would be their godfather of some kind.
Last edited by Skelebone; 18 Feb, 2018 @ 12:44am
((TFB))-Szpickids 18 Feb, 2018 @ 10:22am 
professor farnsworth them from futurama clone in a vat treat it like your son
armed_goose 18 Feb, 2018 @ 10:56am 
I've been playing around with the clone resurrection system and have found that you have indeed have a true clone factory provided the right resources.

Scan the clone source
Kill the source to prompt clone production
Resurrect the source by some means
Voila! Two identical(ish) living colonists

There's probably an easier way to do this by coding a button that prompts clone production without the source's death, but I'm a javascript guy so I have no idea how to go about that.
Danger Close 18 Feb, 2018 @ 4:25pm 
I really want to make a clone-army now but I need to find someone who fits the bill as "Jango Fett."
Luka 18 Feb, 2018 @ 5:38pm 
@Gouda
-Clones could lose all their relationships and social progress when they die.
-When they pop out they could also be really weak, having every bodypart at 1 health, then have to heal/grow slowly while being completly immobile.
-There could be settings on the clones you make too, some could be practically braindead slave workers and others normal
-You could try to team up with the genetic rim guy and be able to mix clones between two things or people making wierd hybrids
-It'd also be neat if they had short lifespans like in Starwars
Last edited by Luka; 18 Feb, 2018 @ 5:46pm
jackd23 18 Feb, 2018 @ 5:59pm 
When attempting DNA modification during the cloning process in Space Station 13 (also for the purpose of reviving dead people), there can be some interesting side effects/mutations as either advantages or disadvantages.

https://tgstation13.org/wiki/Guide_to_genetics#Mutations_and_Their_Consequences

I'm not suggesting to steal the ideas, just be shamelessly inspired ;) :104:

I really like the idea of this, and I wouldn't mind if whatever was wrong with them was hidden until investigated. Perhaps a workshp bill or so (medical/analysis bed with lotsa funky instruments) that requires a patient and a considerable amount of work units to find out. Just so you don't always do it right-away, since it keeps a doctor busy for so long and/or consumes so much energy to crunch the numbers.

There could be all kinds of physical and psychological effects.

One out of fear of death and self-preservation could switch sides during combat. New traits as has been mentioned, a kleptomaniac disorder where one clone steals your highest wealth items and leaves the map unless you stop them in time.

A clone proclaiminig themselves the new leader of the colony, ordering your pawns around, perhaps arresting them, and not listening to your commands (like some existing events). If you can't stop the mutiny in time, every pawn who joins them won't follow your orders anymore either. Wait... well that's just mean... I like it.

I'm totally in favour of a clone factory :D
Last edited by jackd23; 18 Feb, 2018 @ 6:01pm
Gouda quiche  [developer] 18 Feb, 2018 @ 8:12pm 
I like how i was affraid to make it OP and you guys bring all the inner disaster possible.
Masochism is strong in my family
I am working on FTL Crystals right now. I need to take a step back and let you guys gather the best ideas.
CptVodka 18 Feb, 2018 @ 9:20pm 
I wonder how most people would react to a clone of themselves.. Maybe upset?
There could be a negative mood thing that increases in chance the more clones you have of the pawn, and maybe even make it a chance of being permanent as long as the clone exists.

There could also be a failure type, where the clone for example doesn't grow arms (fixable by bionics), or grows into some kind of monster (attacks everything in sight), with every failure like this having a major chance for a big mood decrease. Maybe even a risk of your original pawn switching sides?

Which would mean that, potentially you could have several clones of your super pawn, or you could lose it all together. Sounds like a pretty big risk unless you're savescumming right?
YT@ThisIsJayden 18 Feb, 2018 @ 9:40pm 
omg please make two seperate mods of this. an easy one and then a harder one that includes all of these crazy ideas
LunaticNeko 18 Feb, 2018 @ 9:42pm 
For resurrection, require amino only. Pawns resurrected would suffer from mental illnesses that fades. If resurrected multiple times in a rapid succession, the maximum magnitude of the illness could grow too strong to handle. Memory loss may occur (wiping out good relationships).

For true cloning purposes, require Luciferium per clone for "specific tissue generation purposes", and all spawns are addicted to Luciferium. Clones may be spawned as a "murderous doppelganger", that will definitely attempt to kill the original and/or all other clones of him/herself when going on mental breaks. All clones should have higher than normal mental break thresholds. If you clone a prisoner into a new colony member, they might "regain" their true instincts and rebel (permanently turn into an enemy).

Glitterworld Medical Society strongly discourages cloning of clones, as the process itself introduces genetic corruption that can cause defects in the clones. The further down the cloning line, the worse the results. Cloned pawns are indicated so (First-Generation Clone, Second-Generation Clone, etc.).

Cloning of animals, on the other hand, is relatively safe and tame. Mammals may experience manhunter breaks or be harder to train the further down the clone line. Cloned animals have shorter lifespan than originals.
Last edited by LunaticNeko; 19 Feb, 2018 @ 10:12am
HEL 19 Feb, 2018 @ 7:03am 
I immediately thought of the clone station in Star Wars.
So if something like that is your goal, the idea of two clones hating eachother would be problematic (though it's a good idea for a smaller scale).

You could make cloning a process that takes more time (e.g. energy intensive growth chambers..) and maybe a genome code would be necessary.
These codes could be obtained from traders and have different trait/passion/body sets like soldier/worker/hauler..
To make it not too op you could add defects like Psychopath trait, a muatation that comes out and kills people, a much higher cancer risk or a hidden malfunction that activates in
a breakdown/ a battle situation so that the clone goes havoc.

And to bring matters to head you could make genome codes with less risk much more expencive than cheap expirimental codes. Also colonists could try to create own genome codes but with a more or less random (and to the time when it is tested the first time unknown) outcome depending on their science skill...
Maybe you could make clones even tadeable...
Last edited by HEL; 21 Feb, 2018 @ 8:57am
Akaired 19 Feb, 2018 @ 9:47am 
This is cool, be quick to make this mod and I will donate

I badly need a soviet clone empire!
< >
Showing 1-15 of 51 comments
Per page: 1530 50