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The bottom line is that you'll still be able clone colonists and not have any hediffs be in the genome template. The feature can be toggled on and off.
>if things with that tag were passed on does that mean you could clone implants and bionics?
Since I'm only going to be including specific hediffs that I write in compatibility for, this shouldn't be an issue.
Would be a fair bit more effort to code in then manually coding in support, but will be more efficent/less time costing in the long run while also making everyone happy regardless of how they play or what they want snce they can just choose. Want bionics heddifs to pass down? Set them in the settings. Want any pawn with a limb specific hediff to be cloned without that limb since the original was missing a natural one? Change it in the settings. Want your mutated monstrosity from another mod to pass it's semi-natural or mutated hediffs like from pawnmorpher or evolved organs? Set it in the settings.
Basically something like that. If a config system like that is implemented most you would need to do is troubleshoot and add in normal names for modded hediffs so they just aren't using the ingame Def name for them if you wanted too. Last I checked dual wielding mod has a similar system for all weapons ingame, even modded, so definatly possible to do
I'm still working out the finer points of the implementation, but that's the basic idea so far!
Can shove a bunch of new clones in cryptosleep for spare bodies when you get muscle parasites or a 90 infection with less immunity. Super usful when both used together