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Losing a bit of materials is not an issue, but it's very annoying to have to do it everytime I need to use the biosculpter for my other pawn.
It's also silly from the gameplay perspective you have to do such a thing to bypass the restriction.
For me a day or 11 hours of a pawn fully decommissioned is a fair trade personally.
Especially for the age treatment thing
My biggest complaint for biosculpture pods is mostly that they're so player-attention intensive and inconvenient. You can't just tell colonists to automatically use them when they desire age reversal, you have to set them to be loaded up again after every use, and even most conveniences that work for everything else like double clicking to select all on screen doesn't work for the biosculpture pods. Everything is more clicks and more attention from the player when everything else in the game can be just scheduled.
They do the age stuff automatically AND theres no biotuning anymore.
With that mod they sre actually great!
You do still need to set what you want to do with the pods but its only 2 clicks per pod imo not an inconvenience
I'm personally fine with biotuning because it's so cheap to build anyway, and a machine that requires that little resource to build, food to use, is I feel decently balanced. The unstable build is my fav version so far.
Considering how strong the transhumanist meme is late game, I consider the age reversal an appropriate balance.
As soon as you tear apart two, you wasted enough resource for one because of 50% resource loss.
So just build a biopod room. One per colonist and be done. I build the biopods right in the bedroom, with a couple in the medbay prepared for emergency healings. I rotate aging for pawns on a cycle, so never down any significant level of pawn.
It is a tradeoff for a relevant gain. Aging immortal pawns vs not.