RimWorld

RimWorld

Bags Nov 18, 2022 @ 11:00pm
Sanguophage healing properties
so i started a play though from the mechanist start with a Sanguophage (Vampire) character, its been pretty fun with my only worry being fire and having blood sacks of prisoners. although i now have two vamp colonist, my first colonist has lost his eyes from a fight. seeing that the DLC is new does anyone know if the Vamps healing powers will regrow the eyes, im thinking the Scarless perk might do so. ill update this post on the results if i dont replace them with bionic soon
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Showing 1-15 of 27 comments
boytype Nov 18, 2022 @ 11:04pm 
They do not regrow limbs or organs, including eyes, as far as I have seen or read.
The Biosculpter pods Bioregeneration cycle will regrow eyeballs though.
Last edited by boytype; Nov 18, 2022 @ 11:08pm
Illuna Nov 18, 2022 @ 11:09pm 
They will only regenerate body parts required to survive. Heart, kidneys, lungs, brain.
boytype Nov 18, 2022 @ 11:12pm 
They will not regenerate Hearts, kidneys, or lungs if they are fully destroyed or removed.

Unless this has changed in the last 2 days. I have had 3 "deathresting" vamps in a cell with no hearts, kidneys, or lungs for 10 in-game years, and they have never regenerated a single hp of any of these organs.

If they have no heart, lungs, or kidneys, they will go into permanent deathrest and never wake up, until you replace their vital organs. They need at least 1 lung, 1 kidney, and a heart to ever regain consciousness. If they have zero of any of these organs, they go into perma- death rest.

And if their brain is destroyed, it will not heal. They are dead forever.
Last edited by boytype; Nov 18, 2022 @ 11:20pm
Bags Nov 18, 2022 @ 11:20pm 
Ight thanks, i have Bionics researching now anyway, and my people are transhumanist so imma have some cyborg vampires
Markus Reese Nov 19, 2022 @ 1:08am 
Originally posted by Bags:
Ight thanks, i have Bionics researching now anyway, and my people are transhumanist so imma have some cyborg vampires

Much fun.

Keep in mind of course cybernetics increase your wealth so it does make raids harder. But bionic legged vampires are scary.

Get a pair of archotech, toss on some stoneskin and some heavy armor and you have somebody that can shred armies!
Last edited by Markus Reese; Nov 19, 2022 @ 1:09am
who_stole_my_name Nov 19, 2022 @ 2:49am 
There is a mod for that (as always)
https://steamcommunity.com/sharedfiles/filedetails/?id=965087548

Initialy I've developed it for luciferium healing, but since scarless under the hood is the same a luciferium healing I now support it as well. After you've installed it you just need to enable regrowing bodyparts in the mod options.
Playzr 🐵 Nov 19, 2022 @ 6:06am 
What do you do when there's a fire though? Surely you'd need some colonists that aren't afraid of fire. No wonder Dracula's castle is made out of stone.
Markus Reese Nov 19, 2022 @ 9:14am 
yeah, the fire side can get very annoying indeed.

What I have actually done in one colony is I had a couple original and ran extractions on them. Cannot seem to luck in extracting the arclite traits like scarless though. :-(
Jaasrg Nov 19, 2022 @ 9:24am 
Originally posted by twistedmelon:
Cannot seem to luck in extracting the arclite traits like scarless though. :-(
You're gonna need a mod for that.
Markus Reese Nov 19, 2022 @ 10:13am 
Originally posted by Jaasrg:
Originally posted by twistedmelon:
Cannot seem to luck in extracting the arclite traits like scarless though. :-(
You're gonna need a mod for that.
Really? That is wierd. What are the vanilla Archite capsules for then? Or are Archite genes only purchasable somewhere cause never seen one.
Last edited by Markus Reese; Nov 19, 2022 @ 10:14am
di eshor ribly Nov 19, 2022 @ 10:17am 
Originally posted by twistedmelon:
Originally posted by Jaasrg:
You're gonna need a mod for that.
Really? That is wierd. What are the vanilla Archite capsules for then? Or are Archite genes only purchasable somewhere cause never seen one.

Exotic and Combat trade ships mostly. There's a biotech trade ship mod as well. Personally I run the "extract everything" and "gene ripper" mods. I can extract anything, but only one gene at a time and it kills the donor. It takes time and a lot of donors to get everything I want.

Edit: forgot to add the capsules are used for adding whatever archotech genes you happen to find to new xenogerms.
Last edited by di eshor ribly; Nov 19, 2022 @ 10:18am
Markus Reese Nov 19, 2022 @ 10:23am 
I play the game vanilla. Always have. The number of genes vs the frequency and quantity in vanilla trade ships though does get pretty frustrating. So many years in and my selection of genetics is pretty limited and most of those came from long time harvesting a couple of lucky prisoners.

Or if you want a certain flavour of society, you cannot make the xenogerm's able to be passed down unless it is a custom bio you have for your group at the start.

But even then you are limited because unless you devote to imbreeding (?), you will soon have a case of hybrids and that is done.
di eshor ribly Nov 19, 2022 @ 10:32am 
Originally posted by twistedmelon:
But even then you are limited because unless you devote to imbreeding (?), you will soon have a case of hybrids and that is done.

A couple workarounds for the inbreeding problem:

A) Use the "Gene Implanter" gene on your starting custom xenotype. You can then convert new pawns to your xenotype (and even have it be inheritable) to add fresh stock.
B) Meticulous care in using IVF procedures (either with growth vats or implanting into female pawns). Stockpile ovum from your "broodmother" or prisoners and have your stud fertilize them. Keep the resulting embryo stored until you need to grow a new pawn.

Not having your "certain flavor" being passed down can be solved by just implanting new xenogerms into your spawn. Having them be inheritable traits is just to save you time in the long run, but it's not too much of a problem.
Jay Nov 19, 2022 @ 11:37am 
Just some things I noticed with sanguophage's, they can shred raids easily if you use blunt weapons and feed on raiders as they go down. The piercing spine is armor piercing and the only projectile I know of that can exit a shield. Choosing ideal cattle is just as important as choosing good sanguophages. You ideally want the wimp trait so so if they go berserk they immediately go down over losing limbs.

Coagulate is immensely powerful with the sanguophages healing each other back and forth and the increased healing speed.

But you are going to need firefoam packs and poppers, there is no way around it you need both.
Bags Nov 19, 2022 @ 5:00pm 
Originally posted by Рlαγζr 🐵:
What do you do when there's a fire though? Surely you'd need some colonists that aren't afraid of fire. No wonder Dracula's castle is made out of stone.
well funny enough the playthrough ended when a normal colonist shot a flamethrower at a boar and missed, then proceeded to get mauled by said boar, while all vampires were in their death rest, the whole place burned down from the missed shot
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Date Posted: Nov 18, 2022 @ 11:00pm
Posts: 27