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Cloning Systems
This guide covers the player-facing cloning loop in Rimgate: unlocking cloning, running pods safely, managing biomass and power costs, and understanding failure outcomes before they ruin a run.
For the biomass economy feeding this system, see Wraith Biomass and Cocoon Operations.
For global progression gates, see Research and Progression.
For random world pressure, see Incidents, Quests, and Sites.
- Cloning is a high-power, high-biomass system built around the
cloning pod. - Mode unlocks are research-gated (
genome->full->enhanced->reconstruction). - Calibration needs a qualified pawn (default
Medicine 10minimum). -
biomass stabilizersreduce biomass cost but degrade and must be replaced. -
cyclic wave inducerspeeds cloning cycles if powered. - Minor failures are enabled by default; major failures are optional but dangerous.
- Progress Wraith research to
Wraith science(Rimgate_WraithBasic). - Analyze a recovered
Wraith cloning podobject to unlockcloning(Rimgate_WraithCloneGenome). - Build your own
cloning podaftercloningresearch is complete. - Extend modes with:
-
full-body replication(Rimgate_WraithCloneFull) -
clone enhancement(Rimgate_WraithCloneEnhancement) -
reconstruction(Rimgate_WraithCloneCorpse)
-
- Add
cloning pod optimization(Rimgate_CloningPodOptimization) for major efficiency gains.
- Build cost:
140 steel,100 biomass,6 industrial components,4 naquadria,2 spacer components - Power draw:
9200Wactive,500Widle - Power after optimization research:
5980Wactive,325Widle - Biomass tank:
250 - Biomass is only consumed when a cycle actually starts
Important:
- Pod can hold living pawns or corpses, but clone generation only succeeds for
humanliketargets. - Putting in invalid targets (for example non-humanlike flesh) can waste setup time and fail at calibration.
| Facility | Effect | Limits | Cost to run |
|---|---|---|---|
biomass stabilizer |
Reduces biomass needed per cycle | Up to 4, adjacent placement |
5W each |
cyclic wave inducer |
Speeds calibration and incubation |
1 per pod, up to 12.9 tiles |
200W active (40W idle) |
Stabilizer notes:
- Default reduction is
5%each (20%at 4 units, settings can change this). - Hard cap is
50%total reduction. - Stabilizers are non-repairable and decay during use.
Defaults below assume unchanged mod settings.
| Mode | Unlock | Host Type | Biomass Cost | Calibration | Base Incubation |
|---|---|---|---|---|---|
Genome |
cloning |
Living pawn | 100 |
4500 ticks (1.8h) |
120000 ticks (2.0d) |
Full |
full-body replication |
Living pawn | 150 |
6750 ticks (2.7h) |
180000 ticks (3.0d) |
Enhanced |
clone enhancement |
Living pawn | 200 |
9000 ticks (3.6h) |
240000 ticks (4.0d) |
Reconstruction |
reconstruction |
Corpse | 250 |
11250 ticks (4.5h) |
300000 ticks (5.0d) |
Incubation time then shifts again by calibration outcome:
- No issues:
x0.75(faster) - Minor issues:
x1.25 - Major issues:
x1.5
- Clones copy host genes (xeno + endogenes).
- Clones receive visible
Generation X clonetracking. - Clones usually spawn with
clone pod sicknessandclone activation shock. -
clone activation shockhard-limits consciousness short-term, so post-spawn medical support is mandatory.
-
Genome:- Starts as a replicant profile (new learning-focused setup)
- Skills reset, then gets random minor passions
-
Full:- Closest to original profile
- Keeps passions, skills are reduced by default (
80%, or full ifNoSkillLosssetting is enabled)
-
Enhanced:- Combat-biased profile (fixed high combat focus)
- Gets the
enduringhediff bonus package
-
Reconstruction:- Corpse-based recovery route
- More expensive and slower than other modes
Additional risk:
- Clones can receive
cellular degradationgene as a side effect (chance varies by mode).
Default behavior:
- Minor failures: enabled, default
10%chance - Major failures: disabled by default (can be enabled in settings)
Minor failure pool:
- Gender swap
- Albino mutation package
- Bonus random genes
- Randomized trait package
Major failure pool (if enabled):
- Clone dies on emergence
- Host dies during process (living-host modes)
- Damaged clone profile
- Insane clone profile (can emerge berserk)
Reconstruction exception:
- Host-death major failure is removed for corpse reconstruction runs.
- Select clone mode on the pod (
Genome,Full,Enhanced, orReconstructionwhen unlocked). - Load a valid subject:
- Living pawn for normal modes
- Corpse for reconstruction
- Assign calibration.
- Calibration uses the cloning workgiver and requires meeting medicine threshold.
- On calibration finish, host is ejected and incubation begins (if biomass is available).
- Pod consumes biomass at incubation start, then runs until emergence.
- Clone spawns at pod interaction cell with outcome letter + side effects.
- No biomass at incubation start: pod goes
Pauseduntil refueled. - Power loss during calibration: cycle fails and must be restarted.
- Power loss during incubation: progress pauses (does not advance while unpowered).
-
Abort incubationcommand: cancels cycle and discards pending clone. - Manual
Ejectcommand: removes occupant and resets cycle state.
If clone incidents are enabled, mass clone failure can occur and kill all pawns flagged as clones.
Practical meaning:
- Clone-heavy colonies should treat that setting as a major difficulty lever.
- Turning on cloning before your grid can handle sustained
~9kWactive draw. - Forgetting that stabilizers degrade and cannot be repaired.
- Running reconstruction without enough biomass reserve for full cycle completion.
- Using low-skill calibrators and assuming failures are impossible.
- Ignoring
Basicwork priority and wondering why calibration never starts.
- Build cloning in phases: power reserve -> biomass reserve -> first pod -> optimization facilities.
- Keep one pod lane for stable production and one lane for riskier experiments.
- Use stabilizers for expensive modes (
Enhanced,Reconstruction) where savings matter most. - Keep inducer powered continuously during active runs to avoid timeline drift.
- Decide early whether clone incidents stay enabled and plan colony doctrine around that choice.