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No one is being defensive, there all just pointing out that if you point a gun at your foot and pull the trigger it's not the guns fault that there's a hole in your foot now.
On top of that the solution is very easy; Type in biosculpture in the workshop.
Ok, did you even read the rest of my response or you just cropped the first line and answered with the same repeated answer that OP got which is the one I reply to and choose to ignore it.
All the game needs to do is check whether there's an increased aging modifier present in the storyteller and either multiply or divide the aging process in the biosculpter. It's not that hard guys and it's not unreasonable to ask this either.
I personally think the biosculpter is highly under utilized and not as cool as it could be either. At the very least it is ridiculously cheap for what it 'potentially' can do but utterly fails to properly do. I'd much rather see it be much more expensive to research and build and increase its usefulness proportionally. The cool down for biotuning is also a gamey bs mechanic. You telling me you can't factory reset that thing? lol whatever
Not realistically. If you have an old colonist and give them a bionic heart then they will probably live for as long as you intend to play. Immunity gain speed slowly reduces until it stops at 50% reduced speed at age 120 and beyond, this used to be mildly dangerous for some diseases in theory but immunoenhancers and luciferium means they can survive anything, and now the increased immunity gain genes makes it even easier. So no, in practice age doesn't really matter all that much and dying of "old age" has never been a thing and still isn't.
But all that is only true in the endgame when you can just slap bionics on everyone and everything.
Before that high age pawns are a real liability.
As for OP, i agree that it doesn't feel right that every ideology would behave as you'd expect even if you crank the storyteller setting to 1000% aging, except transhumanists get absolutely shafted.
It's only really relevant in the endgame. Humans can only natural generate up to the low 90s, and it's extremely rare to see any above 70. You probably aren't going to recruit an existing 90 year old because they will have like every age related condition at that point, but even if you do they aren't likely to die or get any worse before you get bionics in them. We are talking age 100+ for diseases to become really dangerous without enhancements (unless you only have herbal meds). Even without a bionic heart you can usually keep an old pawn alive by just tending the occasional heart attacks (there is some chance for near instant death with heart attacks, but it's not very likely). Whether they are a liability or not wasn't the discussion, it was whether they can "die of old age" which just isn't a thing in RimWorld.
Yeah, but there is also very good reason to adjust it. For starters, leaving it that way you will find yourself getting a bunch of teenagers in a colony that are teenagers that catch up to effectively a never aging population.
The birth system just doesn't play well at a 100% time frame. So yes, having it so regeneration cycles are more potent or take less time would be the balance.
Personally that is what I would have it do. Is the time multiplier would multiply the effect as opposed to the frequency.
Yup that seems like an easy solution. It won't throw off any other balance issues that way.
I personally also like to play with 4x time speed for realism and the experience of time passing.
HOWEVER, the better question is why can't we adjust Bio Sculptor pod times in the settings.
Actually the problem solved itself. It is only for the first deaging-process, that the age is reversed by a year. As soon as the pod is linked to the colonist, the age will be reduced by 4 years from the second time onwards (which fits my 4 times aging option).
I really don't know why it doesn't do it right from the start... but I can live with that.
You haven't seen the raiders I tend to get early game when I need to boost population. It's like they dressed a whole rest home in rags, handed them some rusty knives and old handguns they found in the swamp and sent them shambling at my colony in small groups with the promise of apple sauce and their kids visiting if they manage to hit someone.
From vanilla, the age ranges and their weights.
<li>(14,0)</li>
<li>(16,100)</li>
<li>(50,100)</li>
<li>(60,30)</li>
<li>(70,18)</li>
<li>(80,10)</li>
<li>(90,3)</li>
<li>(100,0)</li>
Total weights is 261. Age 70 weight = 18
18/261 = 0.083 x 100% = 8.3%
The total chance someone is 70 or older = 18 + 10 + 3 = 31 weight
31/261 = 0.1187 X 100% = 11.87%
I don't think 8.3% or 11.87% is 'extremely rare'.
(p.s biotech changes some of the numbers but the odds are still around 5% or more)
It's not a weighted list, it's a curve. 16,100 and 50,100 are not two numbers on a list, they are essentially 35 separate values of 100 for each age in that range, between them is 17, 100 / 18, 100 / 19, 100 etc. The chance for a pawn to spawn above age 70 is definitely below 5%. Though I was looking at those numbers when I made the post and was thinking the 80,10 and 90,3 range when I typed "above 70."