RimWorld

RimWorld

52 ratings
CryoRegenesis Caskets
   
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
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Updated
1.814 MB
Aug 10, 2020 @ 7:56pm
Mar 15 @ 2:16am
12 Change Notes ( view )

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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.
• Resurrects dead Pawns that 1) have a brain and 2) haven’t been left unrefrigerated for more than 1 day. You’ll need a lot of Gold and Luciferium.

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)
9
Mar 15 @ 2:01am
Bug Reports
Wolfram Müller
66 Comments
DeltaStorm Jul 15 @ 8:11pm 
Any update for 1.6? Huge fan of this mod and want it with odyssey :)
.:CHG:. Hope  [author] Jul 11 @ 3:47pm 
@ExistentialMachine, it's only for dead bodies.
pgames-food May 24 @ 4:40pm 
ah nice @ chghope, sorry i missed that comment before, you might also like the minions mod :)

you can give minions spare weapons (but its better to give them defensive stuff, like fire extinguishers, and to use the spare weapons with Misc Turrets on mount bases :)
ExistentialMachine May 24 @ 1:27pm 
Does haul to casket have a specific requirement? Trying to haul to it but no ones doing it.
martingolding96 Jan 20 @ 1:11pm 
Stargate SG1 reference I like this mod.
.:CHG:. Hope  [author] Jun 7, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 4:41pm 
cool :)
.:CHG:. Hope  [author] Mar 15, 2024 @ 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.