RimWorld

RimWorld

Clone Bay
281 Comments
ReadableName Jul 19 @ 1:43pm 
man I miss this mod, works like a respawn instead of cloning, unless you set up two clone bays lol
Thundercraft Mar 24, 2024 @ 12:57am 
Any chance for an update for 1.4 (...and maybe for 1.5)?

Has anyone tried using this in RimWorld 1.4?
Sera Aug 15, 2023 @ 10:30pm 
"Come out as missing parts" uh...(has a pawn with one real arm but legs, an arm, eye, lungs, belly, toung, ears, skin, and nose all bionic.) Well good thing immortality exists.
kooky112 Jul 16, 2023 @ 10:56am 
can we please get a 1.4 update???
Dr Travov Mar 17, 2023 @ 3:04pm 
I literally read the "If I shove you into a meatgrinder" comment right as the Jerma compilation playing on my phone played that exact clip. Matrix is breaking down.
mryan.bkk Jan 10, 2023 @ 3:29pm 
if i shove you into a meatgrinder.
Renix Oct 24, 2022 @ 10:13pm 
1.4? I like to have options.
the critter Sep 7, 2022 @ 12:45pm 
i was mislead. i thought this was a cloning mod. quite disappointed .
Myst Leissa Aug 25, 2022 @ 8:52pm 
Stupid Question that has to be asked: Compatible with SoS2 (beyond modifying the unlying systems of the game, newer versions have death resurrection of their own via "holograms"?
Angel Jun 29, 2022 @ 10:01pm 
it's part of FLT lore, also don't lose your top colonist, and you wouldn't need to get a clone
Limber Jun 14, 2022 @ 4:49pm 
Useless mod, not actually cloning, nerfs the clones, and claims to be a way to resurrect colonists. All it is is an excessively complicated and expensive mod that allows you to replace one of your top colonists with a really ♥♥♥♥♥♥ one.
Prototype-alpha Oct 29, 2021 @ 5:29pm 
Let's FTL!
cutieryan Oct 12, 2021 @ 8:55pm 
Oh, thank you for letting me know. :)
Gouda quiche  [author] Oct 12, 2021 @ 1:30pm 
People used to create their races in different ways. Nowadays it's more standard. The worst thing that could happen is that you get a human instead of the original race. Since nobody reported that kind of behavior for ages, I assume it works for most of the races. The compatibility list is made of races I tested. It's impossible for me to test them all.
cutieryan Oct 12, 2021 @ 11:31am 
Hi, I was wondering about something before deciding on getting this mod. I was reading the compatibility list for what race mod it's compatible with, would there be any problems if I use this mod with a race mod that isn't on the compatibility list? (Ferian, Slither, Arachne, etc.)

I mean, if one of the races I've mentioned used the clone bay, is there going to be any issues like the clone bay not working properly or the game crashing?
Tablenack Aug 2, 2021 @ 4:22pm 
@Gouda quiche ok ill give it a try :) and see what happen :) thanks a bunch i rarely get there but if i do ill give you feedback for sure thanks a lot !
Gouda quiche  [author] Aug 1, 2021 @ 1:52pm 
@titgars updated
I did not test much. I think the skin color is not remembered upon cloning. Not sure if it works well for alien races because I did not update my races yet.
Tablenack Jul 30, 2021 @ 3:26pm 
@Gouda quiche no rush :) i rarely get to that point in game cuz i play on to hard difficulty but when i do this mods is my game changer ! relly apreciate your work :) and thanks you for responding
Gouda quiche  [author] Jul 30, 2021 @ 9:11am 
@titgars I will try to update during this weekend.
Tablenack Jul 29, 2021 @ 9:20pm 
@Gouda quiche any plan on updating to 1.3 ?
Gouda quiche  [author] Jun 22, 2021 @ 9:29am 
It requires the pawn to be dead to get trigger the clone process(like in FTL). But if you have another way to resurect the dead pawn, you could 2 copies of a pawn. I dont know what happens if you have multiple clone bays. Maybe they both trigger.
MrEvan312 Jun 21, 2021 @ 5:31pm 
Just to be sure, does this allow duplication (albeit costly, as it should be) of colonists? Or does it only allow revival/cloning of dead ones?
Smicks May 29, 2021 @ 10:56am 
how to revive a deat colonist?
NihilRetnar May 9, 2021 @ 11:21pm 
"Bionics are replaced with missing parts. That can be lethal" woah woah, so if I robobrained and gave my guy a bionic heart, no cloning?
Myst Leissa Apr 12, 2021 @ 6:59pm 
Can I just ask if this mod is compatible with Off-beat HAR Like "Imuto" and "Andriod Tiers" (Really don't expect it to work with androids as much as not crash when loaded in conjunction :P)
Beggar Mar 17, 2021 @ 11:20pm 
can I clone a pawn that died before sampling?
Gouda quiche  [author] Mar 8, 2021 @ 6:25pm 
Yes. The phenodrill makes a record at a certain moment, it takes a picture of the skills.
Lucas Edwards Mar 8, 2021 @ 5:08pm 
Do you have to occasionally update the Phenodrills to ensure that the clone you get always has the same levels? Lets say my colonists are level 10 Intelligence when I log the DNA, a few years later, the guy still hasn't died, his INT is somewhere around 14-15 now.

Do I need to re-log his genetic data into the Phenodrill to keep the 14-15?
Desmond Feb 8, 2021 @ 11:21pm 
oof, was hoping i could use this in conjunction with a few fallout mods and the Z-Levels mod to make a Vault 108 playthrough
Gouda quiche  [author] Oct 19, 2020 @ 4:28pm 
The clone bay checks if the registered pawn is dead, then activates if there is enough meat stored. It means if you can revive the first pawn, you could have a copy of the original pawn while the origin one is alive.
I blame Earthshaker Oct 19, 2020 @ 3:29pm 
HAR just updated, prolly will affect this mod. On a more mod question related note, does the clone bay only "activate" once the original pawn is dead? Since this implies that a "new" pawn is created, I guess this mod wouldn't replace the old pawn, regardless of how that pawn was disposed of? More just curious, I'm already using the altered carbon mod that basically achieves the same effect of this mod, although differently.
Gouda quiche  [author] Sep 8, 2020 @ 6:59pm 
There are many cases to consider but afaik it should remove them. It's technically a new pawn that gets revived. Addictions and other special hediffs should not appear in the new pawn.
Higuera Sep 8, 2020 @ 2:37pm 
Ah, so the 1/2 chance IS a good thing then, but assuming there are no bionics then it'd be best just to get whatever RNG throws at you?

Also does it carry over effects like Luciferum addiction, or removes them?
Gouda quiche  [author] Sep 8, 2020 @ 3:54am 
I have to admit that's a bit intricated. To Forget a bionic/prosthetic is a good thing : if a bionic is found on the template pawn, it will be replaced by a missing part in the clone pawn. The clone vat is meant to duplicate flesh, not metal/wood.
Higuera Sep 7, 2020 @ 9:36pm 
Gotta clarify, does the quality of the vat actually make it WORSE in cloning, aka more likely to come with defects? The wording in the description implies so, which would mean the Awful quality would in reality be the "best" vat, not the much rarer Legendary vat, the "worst" vat.
Derli Aug 26, 2020 @ 11:04am 
Is there anyway to make a clone army? so u dont have to wait till a colonist dies? (sorry if this was already asked)
wayerwulf Aug 18, 2020 @ 5:05pm 
Wasn't there a way you could have left a 1.1 version then lol :) Now I'm afraid if I don't just start over a new game without all the LTF mods I will get screwed later on . Oh well :)
Gouda quiche  [author] Aug 17, 2020 @ 6:41am 
@wayerwulf HAR (the mod to make alien races) has changed in 1.2. It does not handle the colors the way it used to. Maybe it will work if you dont clone aliens but I cant ensure it.
wayerwulf Aug 16, 2020 @ 8:32pm 
Will the 1.2 version still work with 1.1
Chippy Jul 26, 2020 @ 5:14pm 
Can you make it work with animals. Or does it work on them already? Awesome Mod btw.
Therian Jul 6, 2020 @ 2:27pm 
Hey man, no problem! its a community mod not a job. Thanks for the update.
Gouda quiche  [author] Jul 6, 2020 @ 8:08am 
Sorry guys for being late. I just updated, I hope it works properly now.
Irwicht Jul 6, 2020 @ 4:48am 
i want to secon that what Therian said

the cloneing works and everything around it.
exept that wenn the meatgrinder is finished it produces no ammino acid
Gouda quiche  [author] May 14, 2020 @ 7:08pm 
Thank you, I will check this.
Therian May 14, 2020 @ 5:27pm 
caught another exception trying to grind meat, figured youd like to see it. seems to finish the grinding job and take the ingredients, but it doesnt make the ammino acid level go up. https://imgur.com/43mAD2y

I did successfully clone a pawn tho! i had to use dev mode to fill up the meat grinder.
Gouda quiche  [author] May 14, 2020 @ 11:37am 
I dont see a reason why adding it half way would impact the save game. I will do some more tests later today and tell you if I find something relevant regarding your issue.
Therian May 14, 2020 @ 8:26am 
Do you recommend adding this mod only to new saves? I added this mod half way though a saved game and it might have effected it. I currently can't grind meat into ammino acids either.
Therian May 13, 2020 @ 12:27pm 
Yes it is indeed stuck at 100% I figured it might have been one of my mods conflicting. its odd that what the hack is interferring since its a vanilla pawn, ill shoot him a message.
Gouda quiche  [author] May 13, 2020 @ 11:57am 
Thanks for the details, anyway.
Gouda quiche  [author] May 13, 2020 @ 11:57am 
The error: [HugsLib][ERR] WhatTheHack caused an exception during OnMapLoaded: System.ArgumentException: curve has start/end point with y != 0
at Verse.Rand.ByCurve (Verse.SimpleCurve) <0x00198>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateRandomAge_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x0049b>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00352>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x0034f>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x00ac7>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x00130>

I am not sure the error comes from the clonebay. If you click the phenodrill, you should see the progress percenteage in the building description windows. Is it stuck at 100% ?