RimWorld

RimWorld

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CryoRegenesis Caskets
   
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Mod, 1.2, 1.3, 1.4, 1.5
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551.181 KB
Aug 10, 2020 @ 7:56pm
May 13 @ 3:56pm
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CryoRegenesis Caskets

In 1 collection by .:CHG:. Hope
HopeSeekr’s Better Rimworlds Mods
5 items
Description
With this Glittertech, all of your colonists (and pets, and even enemies, if you're so inclined!) can live forever young!

CryoRegenesis sarcophagi not only restore your pawns to their youthful vigor, they also cure all age-related infirmities as well as every physical injury!

• No more aging. Everyone can be in their 20s!
• Heals bad backs, permanent scars, even dimensia, Alzheimer's and bullets to the brain!
• Heals most diseases. There is no more need to die from the flu!
• Luciferium need cannot be cured, nor can psychological addictions, though physical tolerances will disappear.

Stock up on Uranium. You'll need a whole lot of it!

In a future version, I hope to add a "sarcophagus sickness" addiction to cryorepair that mirrors what happens in the Stargate universe[stargate.fandom.com].

Available on GitHub: https://github.com/BetterRimworlds/CryoRegenesis
Popular Discussions View All (1)
6
Mar 15 @ 1:09am
Bug Reports
Wolfram Müller
61 Comments
.:CHG:. Hope  [author] Jun 7 @ 9:23am 
@pgames-food. I’m still stuck on v1.2 because of hte damn animals. Via my Uplifted Animals mod, I currently have uplifted (e.g., set to v1.2 mode + hauling) Raccoons, horses, Thrombos, and Monkeys. I’m currently working on Pigs and Donkeys.
pgames-food May 13 @ 4:56pm 
nice :)
ive been using tons of uraniums to mostly cure one of my colonists, (who received a bad dose of old age from the Sometimes raids go wrong mod, which i was luckily to find via a smelting mod that turns chunks after heavy research, into precious metals + from a pristine ruins from the Real ruins mod, and even a bit from my mod's traveling tribal tailor in the form of uranium toggle buttons when smelted :lunar2019piginablanket: - all in my v1.2 game, assuming you are still mainly in v1.2 too :)
.:CHG:. Hope  [author] May 13 @ 3:57pm 
I successfully added the abiltiy to resurrect dead pawns, as long as they haven’t been unrefrigerated for longer than 1 day and have a brain… It is now 100% functionally equivalent to the Stargate universe’s Gao’uld Sarcophagus.
pgames-food Mar 15 @ 4:41pm 
cool :)
.:CHG:. Hope  [author] Mar 15 @ 1:06am 
I’ve updated this mod for Rimworld v1.5.

Of the Stargate mods collection (more of a DLC at this point), only the DeMaterializer, Stargate, and Stargate DHD mods haven’t been ported to v1.5…

Zatgun, ZPM, sarcophagus (this mod), SaveGame Shrinker, WakeUp Implant, and Uplifted Animals have all been migrated.
.:CHG:. Hope  [author] Mar 15 @ 1:00am 
After 1,333 days (3y 7m 23d) of experiencing the CryoRegenesis Quantum Anomaly (where a guest / prisoner / raider gets lost in space/time and cannot be ejected and the cryocasket can’t be destroyed except via devtool), I have finally solved it!!!

Rimworld treats guests as *animals* internally!! I didn’t figure it out until I created BetterRimworlds’ Uplifted Animals this week…

If you have a save with someone “stuck” in this state, then you can get them out after this upgrade. I’ts savegame compatible.

Detailed explanation: https://github.com/BetterRimworlds/CryoRegenesis/issues/6
SapkooV Dec 21, 2023 @ 11:50am 
Jaffa Kree
Robo Jul 31, 2023 @ 12:52pm 
I'm not able to extract pawn from the casket and it wont disassemble or break when damaged its health just gets stuck at 0
.:CHG:. Hope  [author] Jun 7, 2023 @ 4:41am 
@yavis,
> I put in a 5 year old pawn and he couldn’t get out.

It should automatically spit him out if he’s under the age of maturity (21 by default). Version 3 no longer allows pawns that will be automaticaly mothballed to be put in (older versions you had to destroy the cryopod via dev tools [plus the occupant inside, but he/she is already Schrondiger’s Cat]).

The only exception is if the pawn has damage and there’s not enough Uranium for a full healing. But you can still get the pawn out by clicking “Open” and having a colonist manually open it.
Nimn Jun 4, 2023 @ 1:28pm 
Ok, new issue. It removes mechlinks