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I had a pair of pods in my hospital prepared with the healing configuration. Randy got mean suddenly and I was hit hard by a raid that had several rocket launchers attacking from multiple fronts. A few pawna got knocked down hard. One with a leg blown off and two hours. Another an arm and three hours.
So I just said to toss them in the pod cause so many injuries, somebody would die before I could treat all.
So yeah, there was a gunshot scar not healed, but they still got out of the pod a few days earlier. I can toss em into a regeneration configured pods later when I can spare their downtime.
This mod i use and it makes biosculptures really good only like 11 hours on a fully sterilized room for all things!
Any limbs get bionics instead.
It's a bit annoying with the scarifiacation healing, but at the same time it gives me a reason to do it over and over again and get some nice bonuses too
I honestly have felt like these pods are the single biggest issue with the transhumanist meme, I see no advantages whatsoever, it just gives them a negative mood for not wasting several days in a pod to get a minimal bonus for less time than they just wasted, it's horrible, transhumanist ideologies would be much stronger if these things didn't exist, and that's even after the recent buff and counting the fact that they spend half the time inside those things, still not worth it
However, I think they're great for long term and enduring rewards!
Age reversal means never having to suffer from age related ailments... that will never get old ;)
Biogeneration treating those annoying permanent little wounds, lost tidbits and itchy scars that used to sometimes be the straw that broke the camel's back is a godsend.
They do not spend half their time in them and the downtime doesn't have to be very long either if you choose a transhumanistic ideology with a body sculpting meme ;)
Regardless of the mood debuff for doing without them, I will now always provide Body Sculpting modules for each and every transhumanist pawn in my colonies in future. For the long game, they're invaluable!
Having said that, I would like to see a nerf for age reversal. It strikes me that enabling immortality for transhumanists through the use of this device should mean that they lose touch with some small part of their humanity... not having to age should bring some slight disadvantage to balance the longevity. So, perhaps they should have a chance of acquiring some sorts of slight to moderate inhuman traits/idiosyncrasies.
This is how I feel as well. Transhumanist meme has cool aesthetics, but can be annoying to play since your colonists demand to spend ~40% of their time in a pod.
Many people are saying the medic thing is a buff, I just don't agree. To me, it was a lot more valuable having a healing cycle that can cure scars in a pawn's brain, than a rapid medic cycle that acts as a very good doctor (but can't cure scars anymore, which is significantly more difficult to do). Being able to cure a scar that gives a constant -10 mood and -15 to social relations is more valuable to me than occasionally saving a pawn's life.
I'm not sure what could be done about the Transhumanist meme to make it less annoying though. The only thing I can think of is that the age reversal demand only hits when pawns reach 45 years of age, giving you 5 years time before old age diseases start kicking in. That and/or maybe having the biosculptor cut cycle time down by 75-80%. If pawns are going to demand age reversal, removing them from the game for several days isn't all that fun so reducing that is kind of a priority.
As it stands, despite the techs you can gain from it, transhumanism is a greater burden than the bonuses it provides.
I wouldn't mind more research that further cuts down cycle time either.
Heh, since Ideology was released, I've played around 250 hours over the course of two colonies, FFS 184 and FFS 185. I did have two pawns in FFS 184 that aged and one was hit with Frail and the other with Dementia. Unfortunately that run wasn't as a transhuman ideology.
FFS 185 is a different story... Archic Archism and I'm 2/3 of the way through the Archonexus quest chain ;)
BTW the oldest pawn I've ever had was 7124 years old ;)
- Biotuning should exist for all cycles except medic. Patching wounds shouldn't lock the machine to someone, but it should if it's healing scars/small missing limbs or reversing age.
- 1 day cycles might be too short. 2-4 days should be the minimum to account for room sterility. Nutrition shouldn't be adjusted either, I don't think I've ever struggled to cram food into pods.