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https://rimworldwiki.com/wiki/Biosculpter_pod
https://rimworldwiki.com/wiki/Healer_mech_serum
Well you got to imagine that it comes with the bionic ability to sense chemicals, also known as smelling to us humans, which is probably worth an advanced component or two.
Or just use the biosculpter pod, though it takes quite a few days before your pawn is back, something like ~22 days if you keep the room sterile ... which is honestly probably not worth it if you can just give him a bionic nose lol.
Yeah that's true but that's still only a couple of days shaved off all things considered. 19 vs 22 days.
That's not much of a difference. You also have to pay for the increased nutrient input though that is quite trivial honestly.
Personally I use a biosculpter mod that speeds it up so it's much more useful at the cost of the pod costing way more to build and is spacer tech. It makes no sense that it is industrial tech level imho. Also the time it takes for a pod to un-attune makes no sense. Just wipe that sucker's harddrive or something lol, how hard can it be?
I'm thinking about writing a patch that turns the medic cycle into the regeneration cycle and the actual regeneration cycle into a full blown recover body parts cycle for those flesh purists out there. Afaik there's no safe way to restore body parts unless you're willing to resort to using quest items (RNG based and cannot be relied on) or luciferium (not gonne subject my pawns to lifelong addictions lol).
I'd rather have a more powerful and versatile version that is far more expensive in terms of resources and research than the one we got right now. It's ridiculously cheap but also ridiculously slow. You can say balance but that's extremely subjective. Losing a pawn for 25 days is not balanced, just an annoyance. The same level of annoyance when the empire requests you to send over a pawn for labor for like more than a quadrum lol, like no thanks. Maybe if I had spare slaves.
Under the righ circumstances you can actually use the pods to save food costs as the time they are in the pod they don't require food and this can be an enormous nutritional saver if done right and you're in a food pinch. Makes no sense that a medic cycle of 6 days takes as much nutrition as a regen cycle of 25 days now does it?
They also have a relative equivalent function as cryptosleep caskets in terms of storing pawns during psychic drones or other pawn emergencies while retaining the benefit of ejecting them without the cryptosleep sickness, making them actually much more useful than the much more expensive cryptosleep caskets.
Now there's a way to fix it, but it has to come with a meaningful downside. That downside is 16 days in a tuned pod in a sterile environment, or 8 days for transhumanists. It was faster when Ideology released but it was a bit overpowered so the time was basically doubled, which I agree with honestly.
I wouldn't be opposed to a change where the time required was based on the injury, like 16 days for brain damage or 2 days for a missing finger, but that's probably a fair amount more developer work for something that isn't particularly worthwhile anyway. There's not much reason to fix a missing finger or destroyed nose early to mid game, the downsides are minimal. You can upgrade them to bionics later, which you generally want to do anyway, so using the biosculpting pod to fix something that can be replaced by a bionic is always going to be a "waste of time" regardless of if that's 1 day or 16.
Except if you're a body purist ... eventually those toes and fingers start adding up. Compound that with the fact that even if you put your guys in power armor their digits are still not protected in vanilla and those tend to get shredded the fastest. Would be nice indeed if the body regeneration was based on injuries tho, that'd be awesome.
R o l e p l a y i n g ...