RimWorld

RimWorld

Sad about the bio sculpture pod nerf
it's already mid-late game technology. Medic mode seems like a strictly worse version of healing, and now you need to invest 4k more spacer-tier research to fix a scar your pawn got on day 3 from a f*kn squirrel. idk.

i'm sad about this nerf. I feel that bio sculpture pods were reasonably balanced and the healing was a pillar of that balance.
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Showing 1-15 of 33 comments
Markus Reese Aug 26, 2021 @ 12:56am 
I dont think is a nerf because regeneration mode is more powerful. The healing mode is awesome because in adjustment to the no scars/etc healing, it also takes less time and less nutrition.

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.
pauloandrade224 Aug 26, 2021 @ 1:54am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2560741422

This mod i use and it makes biosculptures really good only like 11 hours on a fully sterilized room for all things!
VoiD Aug 26, 2021 @ 1:57am 
I'm still using the best cure of all, Luciferium.

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
pauloandrade224 Aug 26, 2021 @ 1:59am 
Originally posted by VoiD:
I'm still using the best cure of all, Luciferium.

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
Thats why i love the mod i put above making them actually super strong for a mid to late game tech!
VoiD Aug 26, 2021 @ 2:00am 
Originally posted by pauloandrade224:
Originally posted by VoiD:
I'm still using the best cure of all, Luciferium.

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
Thats why i love the mod i put above making them actually super strong for a mid to late game tech!
Yeah, the mod's description is spot on, says everything it needs to be said about bio pods
Astasia Aug 26, 2021 @ 2:10am 
The pods were buffed not nerfed. It doesn't look like they were buffed by enough though, or perhaps more accurately the pods are fine and it's the transhumanist meme that needs adjusting at this point.
T1-M4T Aug 26, 2021 @ 2:23am 
Transhumanism is annoying with those vanilla biosculptors but hey at least you aren't flesh purists who get... right, nothing. Wait no, "medical specialist," our slightly better doctor is here to maybe save us all from permanent wounds they can't fix.
VoiD Aug 26, 2021 @ 2:37am 
Originally posted by Astasia:
The pods were buffed not nerfed. It doesn't look like they were buffed by enough though, or perhaps more accurately the pods are fine and it's the transhumanist meme that needs adjusting at this point.
That's true
grapplehoeker Aug 26, 2021 @ 2:47am 
Originally posted by VoiD:
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
If you're only concerned with short term rewards, then perhaps you're right.
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.
Last edited by grapplehoeker; Aug 26, 2021 @ 2:58am
Originally posted by VoiD:
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

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.


Originally posted by grapplehoeker:
Originally posted by VoiD:
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.

No way! You'd have to put in dozens, probably hundreds of hours into a game for a pawn to get into 'seriously inhuman' aging territory. Considering that age reversal is almost a purely aesthetic thing, I don't think it should be nerfed. The only time it isn't an aesthetic thing is when you de-age a pawn to keep them below 50, but the time and energy it takes to do that definitely balance out the benefits of age reversal, imo.

pauloandrade224 Aug 26, 2021 @ 11:54am 
Thats what the mod i recommended fixes and it makes them an actual late game building (plus its a bit expensive to build and the research is far enough to justify it.)
pauloandrade224 Aug 26, 2021 @ 11:54am 
Sorry i couldn't quote u it showed as u saying the thing i wanted to say ups
Pizzarugi Aug 26, 2021 @ 12:21pm 
Medic cycle would be alright if the healing cycle took like two days which is usually how long it takes for a bandaged pawn to recover, assuming they don't get any infections.

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.
Last edited by Pizzarugi; Aug 26, 2021 @ 12:26pm
grapplehoeker Aug 26, 2021 @ 12:25pm 
Originally posted by a three-colored carp:
No way! You'd have to put in dozens, probably hundreds of hours into a game for a pawn to get into 'seriously inhuman' aging territory.
Yes, so? Don't you?
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 ;)
Last edited by grapplehoeker; Aug 26, 2021 @ 12:28pm
Pizzarugi Aug 26, 2021 @ 12:36pm 
Originally posted by pauloandrade224:
https://steamcommunity.com/sharedfiles/filedetails/?id=2560741422

This mod i use and it makes biosculptures really good only like 11 hours on a fully sterilized room for all things!
I use the mod because it addresses some of my issues with vanilla, but I think some changes it provides makes the biosculptor OP.

- 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.
Last edited by Pizzarugi; Aug 26, 2021 @ 12:43pm
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Date Posted: Aug 25, 2021 @ 9:55pm
Posts: 33