Forum Discussion
Kyr0e
4 years agoSeasoned Ace
Simming Tips #14: Send In The Clones
Sleek chrome-disc housing, sloping outward into the points of an X.
Ventilation slots north, south, and intermediate points.
Opposing, slip-resistant, rubber steps.
Glowing green impression lining.
Heat dissipation pores.
Three-point glowing green lights, pulsating at left and center.
A rapid, thrumming heartbeat.
The Cloning Machine is one of 6 scientific inventions (1 of 21 breakthroughs), born of 2 common metals and 2 common crystals. Whilst its initial function is the replication of most items, at level 8 of the Scientist career, one can upgrade its functionality to the replication of sims, as well.
Predating the spells, "Duplicato" and "Copypasto", Get To Work brought with it a gameplay object with a lot more going on under the hood, than one would expect. Unlike the aforementioned spells, the machine can not only clone objects and oneself, but other sims (regardless of whether or not they are a part of one's household)...and yet it's a lot more nuanced than that.
Cloneable (playable) lifestates and lifestages:
Non-Cloneable lifestates and lifestages:
CAS
Retain:
Do not retain:
If the cloning process does not go as intended, the resulting clone will be an "evil" one. Evil clones can have any combination of the following aspects:
Personality
Retain:
Do not retain:
Condition
Retain:
Do not retain:
Knowledge
Retain:
Do not retain:
Social
Retain:
Do not retain:
Notes:
So now that we've run the gamut regarding what does and does not carry over to one's carbon copy, let's delve into gameplay potential.
The Cloning Machine isn't exactly one's run-of-the-mill household appliance, and can struggle to simply blend into one's more mundane playthroughs. It can, however, be carried in one's inventory, stored in the household inventory, and stored in the ICYA - Chest (DU) or the Sticker Storage Box (Eco) (Though I'm assuming one has to disassemble it for such compact storage) so it's not as though there aren't places to keep it out of the way (much like Clark's spaceship under the Kents' barn).
As for the actual story value...this might take some slight liberties regarding "mundanity"...
1 - The Only Child - Given that any sim resulting from the cloning process is born as the sibling of the original, one could use it to give themself a sibling, or perhaps as a gift, grant their friend/significant other their own. This could also work as a story in which our hypothetical sim's parents had always wanted a large family, but never had the time, money, (or ability). Now that they're too old (or getting there) to conceive, cloning becomes a way to give them that.
2 - Expecting Parents - Piggybacking off of the previously-mentioned parental angle, perhaps one or both parents are scientists, and instead of conception or adoption, they opt for cloning, instead. In fact, one could have a family of children brought into the fold in different ways: adoption, conception, guardianship, and cloning.
Let's flip this on its head, however, and go a darker route: Perhaps instead of having their own child, the parent(s) instead clone someone else's, taking the clone under their guardianship. This could make for a story wherein the clone meets its original one day, perhaps becoming at-odds with its creator(s), or even going so far as to try to replace the original altogether.
Want to push it further? Perhaps the clone is fine with its origins, opting to carry on the torch by cloning others into the family (like a twisted Legacy Challenge of sorts).
3 - The Loner - Not everyone has "The One". Even if we all do, the sheer number of variables between one person and another make it almost impossible that both parties would ever meet. Even if one ascribes to the fact that "The One" isn't a coalescence of cosmic serendipity, one could still make the case that anyone can be "The One" with work, synergy, and a bit of luck. Perhaps one believes neither, and a relationship either works, or it does not. Whatever your romantic philosophy, one thing is certain: it would all be a lot easier if the person in one's imagination were both real, and within reach.
As such, perhaps our hypothetical sim seeks to clone someone and make them theirs. A blank slate with all of the benefits of the desired other, but untainted by external influence (they're even single by default).
Let's go darker... Perhaps our hypothetical sim has such high standards and specific expectations, they decide to not only create an entire living being, but craft its persona to their liking. For this, we'll go back one lifestage to teenhood. The teen is procured, cloned, and sent on their way, not remembering a thing. There are a multitude of things that can aid in the storytelling:
The clone is then taken into guardianship, character values fine-tuned, grades and skills honed, trust and admiration cemented, and traits chosen to one's desires.
For the patient (or immortal), this can be akin to caring for a garden. For the impatient, there are two ways to "skip a few years":
Once aged up, all romantic restrictions are lifted. The perfect partner is now complete.
4 - The Immortal - Chugging "Age Away" serums/Eternal Youth potions...gambling with one's life at the Whispering Wishing Well...it's all well and good, but perhaps there's a weirder way to obtain pseudo-immortality.
Given that clones start at the beginning of their originals' lifestages, a clone could be used as the replacement for an aging sim. Even on the day of their aging-up, a clone can be created with nary a day past 0 on their counter.
Our hypothetical sim has lived a life. Full? No, but a life, nonetheless. As their days of spritely youth fade into the background, they retire from the world to a place of peace (possibly a waterfront property in Sulani). In their stead, a clone - rife with all of their earned skills and unique persona - steps into the spotlight, ready to carve their original's name into the minds of all they encounter. Since the clone has none of the relationships (besides familial) of the original, they will not feel the passing of those the original once knew, sparing them the sorrow. Since they have no romantic ties, they are free to love and be loved as they wish. With everything inherited, they can only go up from where their predecessor left off (or down...I mean it can be as much of a rollercoaster as you like). After they have fulfilled their purpose, they step onto the
Cloning Machine...just as their predecessor had before them.
Want to spice this up? Maybe they're not the only "Immortal" lineage.
5 - One People - Have you ever pondered, "What If...?". If you have, then perhaps instead of pondering it, our hypothetical sim can instead live it. What if they settled down and had a family? What if they dated around, forever a single soul? What if they were a homewrecker? What if they were a vampire? What if they were a mermaid? What if they were an adventurer, camping out in all the worlds? What if they were a celebrity? Etcetera...etcetera.
Our sim creates a clone, lets them loose on the world, and keeps in touch every now and then. Through their eyes, we see every possibility...all played out in the same save. Our sim, however, acts as the immortal overseer of it all (keep your "Age Away" serums/Potions of Youth handy).
6 - Serial Fanatic - The silver screen. The world stage. A best-selling novel. A beloved painting. Fame comes in many forms...but to so few sims.
Our hypothetical sim isn't famous, but they are imaginative...oh, and let's not forget obsessive. Their eyes are set on a beloved sim, fans crowding their every appearance, and every breath worth more than the earth itself. This gilded figure is up so, so high, the clouds are the only worthwhile setting for them to walk upon. Every now and then these earthbound demi-gods deign to look upon our sim's mortal form, perhaps even granting the temporary privilege of their warmth.
The danger of imagination is found when one develops the tools to make it a reality...and now our sim has the cloning machine. Once again, you decide how to get them there, perhaps putting them into a daze with a well-timed joke, or perhaps a few swigs of kava. Whatever the method, they either won't remember a thing...or they'll never leave the house.
Our sim becomes best friends with their creation, sends them out to replace their original, then decides what to do with the celestial being they have at home.
Perhaps an autograph will save them...
Perhaps, like Icarus, they flew too close to the sun...
With their urn now adorning our sim's home, the autograph becomes that much more valuable upon re-appraisal. The clone basks in the lifestyle, whilst at our sim's beck-and-call. It's fun for a time...
Oh, but who's this? Ah, looks like a new star, poised to fall...
Sleek chrome-disc housing, sloping outward into the points of an X.
Ventilation slots north, south, and intermediate points.
Opposing, slip-resistant, rubber steps.
Glowing green impression lining.
Heat dissipation pores.
Three-point glowing green lights, pulsating at left and center.
A rapid, thrumming heartbeat.
Spoiler
https://i.imgur.com/JOsqzSD.png
Probably costs as much power to use, as it does ethics.
https://i.imgur.com/JOsqzSD.png
Probably costs as much power to use, as it does ethics.
The Cloning Machine is one of 6 scientific inventions (1 of 21 breakthroughs), born of 2 common metals and 2 common crystals. Whilst its initial function is the replication of most items, at level 8 of the Scientist career, one can upgrade its functionality to the replication of sims, as well.
Predating the spells, "Duplicato" and "Copypasto", Get To Work brought with it a gameplay object with a lot more going on under the hood, than one would expect. Unlike the aforementioned spells, the machine can not only clone objects and oneself, but other sims (regardless of whether or not they are a part of one's household)...and yet it's a lot more nuanced than that.
Cloneable (playable) lifestates and lifestages:
- Children
- Teens
- Young-Adults
- Adults
- Elders
- Ghosts
- Aliens
- Vampires
- Spellcasters
- Servos
Non-Cloneable lifestates and lifestages:
- Babies
- Toddlers
- Pets
CAS
Retain:
- Surname
- Voice
- Occult Type
- Walkstyle
- Gender Settings
- CAS Assets
- Body Shape
- Fit/Fat Levels
- Skintone*
- Preferences (Likes/Dislikes)
- Aspiration Choice Trait
- Personality Traits
- Secondary Form CAS Assets (Disguise, Dark Form, Mer Form)
Do not retain:
- First (given) name (Randomized)
- Aspiration (Randomized, despite retaining the original's aspiration choice trait).
If the cloning process does not go as intended, the resulting clone will be an "evil" one. Evil clones can have any combination of the following aspects:
- "Evil" and/or "Mean" replace(s) one or two of their originals' traits.
- Red eyes
- Goatee (if male)
Personality
Retain:
- Aspiration Reward Traits
- Character Value Traits
- Gameplay Reward Traits
- Reward Store Traits
- Potion-Imbued Traits
- Fame Quirks
- Servo Behavior Modules and Statuses (Enabled/Disabled)
- Phone Colour
- Umbrella Colour
- Weather Preferences
Do not retain:
- Character Values Progress
- Favourite Drink (Randomized)
- Fruitcake Like/Dislike
- Utensil Preference (Resets to forks)
- Holiday Resolution
Condition
Retain:
- Death Type (Ghosts)
- Handedness
Do not retain:
- Age Progress (Clones start at the beginning of their originals' lifestages)
- Moodlets (Clones start out happy due to high needs)
- Needs Levels (Clones start with full needs)
- Satisfaction Points*
- Inventory*
- Spellcaster Curses
Knowledge
Retain:
- Skill levels and Progress
- Food Recipes
- Spellcaster Rank and Progress
- Spellcaster Perks
- Spellcaster Spells and Potion Recipes
- University Degree(s) (If the original graduated)
- Vampire Rank and Progress
- Vampire Powers, Weaknesses, and Movement Type (Bat, Mist, Super-Speed, None)
Do not retain:
- Aspiration Progress/Completion*
- Notebook Entries
- Scientific Breakthroughs
- Servo Enhancement Progress Level
- Spellcaster Talent Points
- Vampire Power/Weakness Points
Social
Retain:
- Fame Progress and Level
- Reputation
- Fame Perks
- Familial Ties (Clones are designated as the siblings of their originals)
- University Alma Mater (If the original graduated)
- Secret Society Greeting (When greeting other members/ex-members)
Do not retain:
- Relationship Levels* (Clones are "acquaintances" with all household members, and "friends" with their siblings.)
- Career/Schooling*
- Clubs
- University Organisations
- Fame Points*
- Spotlight Status (Clones start out with fame enabled)
- Influence Points*
Notes:
- Clones may retain Fame, Influence, and Satisfaction Points in rare cases.
- Clones may start as "friends" with their parents, even if they are not within the household.
- The first clone created may start out as "acquaintances" with their original.
- Clones of children and teens will retain their "careers" due to schooling being mandatory for both lifestages, as well as automatically gain the requisite homework books.
- Spellcasters will gain Glimmerstones automatically.
- Clones do not retain aspiration progress/completion, but may start with them automatically progressed/completed if the requisite variables are present (occult status, skill level, etc).
- Clones may have entirely different skintones from their originals.
- A sim cloned whilst under the influence of the 'Ghost Goo' serum creates a ghost clone with the "Old Age" death type, making them an actual ghost, not a temporary one.
- Child clones will glitch out, snapping in and out of T-pose whilst not moving. Simply exit to 'Manage Worlds' and load back into the household to fix the issue.
So now that we've run the gamut regarding what does and does not carry over to one's carbon copy, let's delve into gameplay potential.
The Cloning Machine isn't exactly one's run-of-the-mill household appliance, and can struggle to simply blend into one's more mundane playthroughs. It can, however, be carried in one's inventory, stored in the household inventory, and stored in the ICYA - Chest (DU) or the Sticker Storage Box (Eco) (Though I'm assuming one has to disassemble it for such compact storage) so it's not as though there aren't places to keep it out of the way (much like Clark's spaceship under the Kents' barn).
As for the actual story value...this might take some slight liberties regarding "mundanity"...
1 - The Only Child - Given that any sim resulting from the cloning process is born as the sibling of the original, one could use it to give themself a sibling, or perhaps as a gift, grant their friend/significant other their own. This could also work as a story in which our hypothetical sim's parents had always wanted a large family, but never had the time, money, (or ability). Now that they're too old (or getting there) to conceive, cloning becomes a way to give them that.
2 - Expecting Parents - Piggybacking off of the previously-mentioned parental angle, perhaps one or both parents are scientists, and instead of conception or adoption, they opt for cloning, instead. In fact, one could have a family of children brought into the fold in different ways: adoption, conception, guardianship, and cloning.
Let's flip this on its head, however, and go a darker route: Perhaps instead of having their own child, the parent(s) instead clone someone else's, taking the clone under their guardianship. This could make for a story wherein the clone meets its original one day, perhaps becoming at-odds with its creator(s), or even going so far as to try to replace the original altogether.
Want to push it further? Perhaps the clone is fine with its origins, opting to carry on the torch by cloning others into the family (like a twisted Legacy Challenge of sorts).
3 - The Loner - Not everyone has "The One". Even if we all do, the sheer number of variables between one person and another make it almost impossible that both parties would ever meet. Even if one ascribes to the fact that "The One" isn't a coalescence of cosmic serendipity, one could still make the case that anyone can be "The One" with work, synergy, and a bit of luck. Perhaps one believes neither, and a relationship either works, or it does not. Whatever your romantic philosophy, one thing is certain: it would all be a lot easier if the person in one's imagination were both real, and within reach.
As such, perhaps our hypothetical sim seeks to clone someone and make them theirs. A blank slate with all of the benefits of the desired other, but untainted by external influence (they're even single by default).
Let's go darker... Perhaps our hypothetical sim has such high standards and specific expectations, they decide to not only create an entire living being, but craft its persona to their liking. For this, we'll go back one lifestage to teenhood. The teen is procured, cloned, and sent on their way, not remembering a thing. There are a multitude of things that can aid in the storytelling:
- Weaponized Joke ('Joke Star' aspiration reward)
- Mesmerise/Irresistible Slumber/Influence Emotion (Dazed) (Vampires)
- Deliriate (Spellcasters)
- Multiple Kava drinks in a row (Kava Root + Kava Bowl)
- Grand Meal (Holiday tradition)
- "Knockout" (Satellite Invention)
The clone is then taken into guardianship, character values fine-tuned, grades and skills honed, trust and admiration cemented, and traits chosen to one's desires.
For the patient (or immortal), this can be akin to caring for a garden. For the impatient, there are two ways to "skip a few years":
- The Whispering Wishing Well (Romantic Garden - $7,775) - If one makes the Well angry (Just donate the lowest possible amount), bringing it to the point of wearing a hood, one of the bad outcomes of wishing for youth is instant aging to the next lifestage. The caveats are that this can go badly enough that the sim is instead made a ghost (perhaps karmic retribution?), and the sim will be sad upon aging up.
- Death Flower Arrangement (Seasons) - Documented in my Simming Tips #7, at level 9 of Flower Arranging, a sim can scent an arrangement using a Death Flower. This resulting arrangement, when gifted, ages up a sim by one lifestage. The caveats for this method are the cost (either in time or money) of acquiring/grafting a Death Flower, and the need to increase the requisite skill to make the arrangement.
Once aged up, all romantic restrictions are lifted. The perfect partner is now complete.
4 - The Immortal - Chugging "Age Away" serums/Eternal Youth potions...gambling with one's life at the Whispering Wishing Well...it's all well and good, but perhaps there's a weirder way to obtain pseudo-immortality.
Given that clones start at the beginning of their originals' lifestages, a clone could be used as the replacement for an aging sim. Even on the day of their aging-up, a clone can be created with nary a day past 0 on their counter.
Our hypothetical sim has lived a life. Full? No, but a life, nonetheless. As their days of spritely youth fade into the background, they retire from the world to a place of peace (possibly a waterfront property in Sulani). In their stead, a clone - rife with all of their earned skills and unique persona - steps into the spotlight, ready to carve their original's name into the minds of all they encounter. Since the clone has none of the relationships (besides familial) of the original, they will not feel the passing of those the original once knew, sparing them the sorrow. Since they have no romantic ties, they are free to love and be loved as they wish. With everything inherited, they can only go up from where their predecessor left off (or down...I mean it can be as much of a rollercoaster as you like). After they have fulfilled their purpose, they step onto the
Cloning Machine...just as their predecessor had before them.
Want to spice this up? Maybe they're not the only "Immortal" lineage.
5 - One People - Have you ever pondered, "What If...?". If you have, then perhaps instead of pondering it, our hypothetical sim can instead live it. What if they settled down and had a family? What if they dated around, forever a single soul? What if they were a homewrecker? What if they were a vampire? What if they were a mermaid? What if they were an adventurer, camping out in all the worlds? What if they were a celebrity? Etcetera...etcetera.
Our sim creates a clone, lets them loose on the world, and keeps in touch every now and then. Through their eyes, we see every possibility...all played out in the same save. Our sim, however, acts as the immortal overseer of it all (keep your "Age Away" serums/Potions of Youth handy).
6 - Serial Fanatic - The silver screen. The world stage. A best-selling novel. A beloved painting. Fame comes in many forms...but to so few sims.
Our hypothetical sim isn't famous, but they are imaginative...oh, and let's not forget obsessive. Their eyes are set on a beloved sim, fans crowding their every appearance, and every breath worth more than the earth itself. This gilded figure is up so, so high, the clouds are the only worthwhile setting for them to walk upon. Every now and then these earthbound demi-gods deign to look upon our sim's mortal form, perhaps even granting the temporary privilege of their warmth.
The danger of imagination is found when one develops the tools to make it a reality...and now our sim has the cloning machine. Once again, you decide how to get them there, perhaps putting them into a daze with a well-timed joke, or perhaps a few swigs of kava. Whatever the method, they either won't remember a thing...or they'll never leave the house.
Our sim becomes best friends with their creation, sends them out to replace their original, then decides what to do with the celestial being they have at home.
Perhaps an autograph will save them...
Perhaps, like Icarus, they flew too close to the sun...
With their urn now adorning our sim's home, the autograph becomes that much more valuable upon re-appraisal. The clone basks in the lifestyle, whilst at our sim's beck-and-call. It's fun for a time...
Oh, but who's this? Ah, looks like a new star, poised to fall...