RimWorld

RimWorld

VX #2 Sep 3, 2021 @ 3:17am
Biosculpter pod biotuning feels very restrictive
It locks the pod for the last pawn that uses it for 60 days which is an entire year which is silly.

Not only that, if you turn off the power while not using it the biotuning timer doesn't go down at all.

The size is also quite big which means if you want to build one for each of your pawn it's going to take up a lot of space especially if you have more than 10 pawns, and it's going to consume a lot of power as well.

The duration of the pod functions itself are not bad imo especially when you are playing a transhumanist, but the ageing reversal probably should be shorter as you only reverse 1 year of ageing for your pawn.
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HunterSilver Sep 3, 2021 @ 3:24am 
Yeah, I'm inclined to agree that biosculpter pods feel bad in their current state. The current strategy is to just deconstruct them and rebuild them every time you need to swap colonists. It's basically a 60 steel, 1 component loss to skip the 60 day lock.
VX #2 Sep 3, 2021 @ 3:28am 
Originally posted by HunterSilver:
Yeah, I'm inclined to agree that biosculpter pods feel bad in their current state. The current strategy is to just deconstruct them and rebuild them every time you need to swap colonists. It's basically a 60 steel, 1 component loss to skip the 60 day lock.
That's what I've been doing.

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.
pauloandrade224 Sep 3, 2021 @ 3:36am 
There u go guys this makes biosculptures good if not too powerful for u guys.

For me a day or 11 hours of a pawn fully decommissioned is a fair trade personally.

Especially for the age treatment thing
HunterSilver Sep 3, 2021 @ 3:48am 
Originally posted by pauloandrade224:
There u go guys this makes biosculptures good if not too powerful for u guys.

For me a day or 11 hours of a pawn fully decommissioned is a fair trade personally.

Especially for the age treatment thing
Modding the biosculpter pod doesn't feel super necessary just yet, at least for me. Since launch they've been tweaked substantially and we've gone from 10 days for 1 year age reversal to as low as 3.5 days for 1 year age reversal. There are just lots of little things that feel bad, such as breaking them down and rebuilding them to bypass a pretty arbitrary restriction.

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.
pauloandrade224 Sep 3, 2021 @ 4:13am 
Originally posted by HunterSilver:
Originally posted by pauloandrade224:
There u go guys this makes biosculptures good if not too powerful for u guys.

For me a day or 11 hours of a pawn fully decommissioned is a fair trade personally.

Especially for the age treatment thing
Modding the biosculpter pod doesn't feel super necessary just yet, at least for me. Since launch they've been tweaked substantially and we've gone from 10 days for 1 year age reversal to as low as 3.5 days for 1 year age reversal. There are just lots of little things that feel bad, such as breaking them down and rebuilding them to bypass a pretty arbitrary restriction.

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.
Thats exactly what the mod i posted fixes actually.

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
Hykal Sep 3, 2021 @ 4:30am 
Biosculptors are currently being reworked in unstable. They require microelectronics and the bioregenation healing requires a separate research. Their nutrition requirement is different according to age reversal, healing, and the joy boost but the regeneration requires glitterworld meds. They're time costly yes, but the transhumanist meme drastically cuts it down. If you're not a transhumanist, it takes far longer.

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.
Last edited by Hykal; Sep 3, 2021 @ 4:31am
VoiD Sep 3, 2021 @ 4:31am 
I just ignored it and decided to eat a -10 mood on everyone from transhumanists, it's the worst thing I've seen added to the game since, ever.
VX #2 Sep 3, 2021 @ 4:35am 
Sure you can change all the gameplays in rimworld with mods, but I'm voicing my opinion regarding the gameplay design for the game itself.
Markus Reese Sep 3, 2021 @ 6:46am 
I dont understand why people would tear them down, unless they are running some modded colony letting them have 50 persons without issue.

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.
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Date Posted: Sep 3, 2021 @ 3:17am
Posts: 10