RimWorld

RimWorld

waffeboy Jul 24, 2021 @ 8:18am
Biosclupter pods, what's the point?
I've tried using the heal cycle 8 times to remove permanent statuses and it has not removed a single one. One pawn has 2 cataracts, not removed. One is frail and bad back, not removed, one has a scar on torso, not removed. I placed them all into the pods while fully healthy with only the permanent statuses. Are these a total waste of time?

What do they actually fix?

Also taking one year off per cycle is pretty lame. It would be great if you could set it to 5, 10, 20 years based on how long they stay in the pod.
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Showing 1-15 of 18 comments
Perro Grande Jul 24, 2021 @ 8:37am 
Strange pretty sure I saw them fixxing my pawns scars when I tested them in dev mode when the ideology first came out. Also I totally agree 1 year / cycle is kinda bad but 5 years or more seems like overkill / overpowered. Modding it would probably be easy tho, it's just 1 number.
HunterSilver Jul 24, 2021 @ 8:44am 
Biosculpting pods seem to only target scars and will not otherwise heal missing or destroyed body parts. So if you set one to healing and then put a colonist with a brain scar in it, you can remove the brain scar. I had no luck fixing a shattered nose, missing toes, or a lost kidney with them, but every scar has healed nicely.

They can also be used if someone is on the brink of death after a fight and there isn't time to properly patch them up. They no only stabilize them and prevent all infections, but also heal all injuries. I had a colonist get hit in the neck by a scyther with only 1.5 hours before bleeding out. I stuffed her into a biosculpting pod out of desperation and she came out completely healthy after that.

I'm not sure why you weren't able to heal a scar though, that should be the thing they specifically do.

I'm inclined to agree with the age thing though, removing 1 year of age for like 5 days worth of labor is a bad trade-off. The opportunity cost to substantially reduce the age of a colonist is extremely high. You basically have to just not have a colonist for the next 2 years if you want to bring them down from being 60 to being in their 30s.
adobo Jul 24, 2021 @ 8:55am 
Does it fix frail and bad back? What about chemical brain damage?
Hykal Jul 24, 2021 @ 9:00am 
Biopods can 100% heal scars, I've had one fixed already.
Astasia Jul 24, 2021 @ 10:30am 
The deaging isn't meant to be very good, it's a demand transhumanists will get after a certain expectation level that you have to fulfill, one of the downsides of that meme. They will demand it even if they are like 30. There's no significant benefit for dealing with age with how the game works unless you are one of those people that play 20+ year games, there's no real difference between a colonist that is 20 and one that is 60, and above that you might see a pawn that comes with health conditions but the chance of having a 70 year old colonist age up and get a new health condition is fairly low. So unless you are playing for many years with very old colonists it's not really something that was ever concerning, and if you are playing a 20 year game, shoving a colonist in a pod for a year to deage them by a few decades probably seems a lot more worthwhile.
HunterSilver Jul 24, 2021 @ 1:51pm 
Originally posted by majikero:
Does it fix frail and bad back? What about chemical brain damage?
Doesn't seem to fix bad back. I'll try it on frail and chemical brain damage when those pop up, but it seems to be just for scars at this time.
Syndicake ☠ Jul 24, 2021 @ 10:20pm 
Conditions like bad back, frail, dementia are all linked to physical age. If you lower it enough they might disappear.
Rocketeer Jul 24, 2021 @ 10:26pm 
Originally posted by waffeboy:
I've tried using the heal cycle 8 times to remove permanent statuses and it has not removed a single one. One pawn has 2 cataracts, not removed. One is frail and bad back, not removed, one has a scar on torso, not removed. I placed them all into the pods while fully healthy with only the permanent statuses. Are these a total waste of time?

What do they actually fix?

Also taking one year off per cycle is pretty lame. It would be great if you could set it to 5, 10, 20 years based on how long they stay in the pod.
the thing is, it only reverts by a year, new wounds will get removed easy, but a scar from many years ago wont.
Rocketeer Jul 24, 2021 @ 10:27pm 
the main reason they are a yearly requirement is so that it can keep the pawn from aging forward, not to heal the old stuff, i believe.
Syndicake ☠ Jul 24, 2021 @ 10:34pm 
You can put them right back in the pod after the cycle finishes. I de-aged a pawn from 60 to 20. Though it took a while.
Gespenst Gaming Jul 25, 2021 @ 2:15pm 
I've had a biopod fix a permanent gunshot brain injury. But not a missing toe/finger.
ZippyVtuber Jul 25, 2021 @ 3:16pm 
Originally posted by Syndicake ☠:
You can put them right back in the pod after the cycle finishes. I de-aged a pawn from 60 to 20. Though it took a while.
Now that’s what I like to see xD
To Dream Jul 25, 2021 @ 4:28pm 
I had mine technically restore vision to a pawn who was blinded by eye scars.

It took three cycles (the first healed an arm scar), but they went from 0 vision to 70 after the second run, and back to 100 after the third.
ROE Jul 27, 2021 @ 6:28am 
Anyone know if it can cure a luciferium addiction?
Hykal Jul 27, 2021 @ 6:49am 
Originally posted by ROE:
Anyone know if it can cure a luciferium addiction?

It cannot. Nothing can.
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Date Posted: Jul 24, 2021 @ 8:18am
Posts: 18