RimWorld

RimWorld

Simple Regen hediff
24 Comments
[Call Me FlowerS!~] Aug 14 @ 5:48am 
But of their body was like, obliterated, then there dead cuz nun to get back up from.
[Call Me FlowerS!~] Aug 14 @ 5:47am 
I think it'd be nice to have resurrection, so like, even if your pawn dies, they will get back up after a day or something. With that kind of regen, one could argue that they could never truly die?
PsychShrew Jul 24 @ 1:55am 
I think it still works
kenneth0901 Jul 18 @ 9:26am 
1.6 please
stun  [author] Oct 13, 2024 @ 7:25pm 
Short answer: no.
They do different things anyway.

The ghoul regen is just called "regeneration", (unnatural) is a stage label for severity.
Kimo' Oct 13, 2024 @ 9:23am 
You're welcome, thanks you for the fix. I was wondering, since Anomaly introduced actual regeneration (the ghoul one, not healing factor) that get rid of scar and regrow any missing limb/organ, maybe it could be easier to implant a variant of that hediff with configurable healing amount? I tried to look for the ghoul regen hediff on dev mode, but couldn't find it
stun  [author] Oct 12, 2024 @ 10:48pm 
Not intended, confirmed the bug, fixed and updated. Thank you greatly for the report.
It was actually all tended wounds, it's just that it tends bleeding cuts itself.

The bug relates to the old system for healing scars that should have been commented out but was still active. Scars and cuts should now heal at the same rate as other injuries.
Kimo' Oct 12, 2024 @ 9:54pm 
No idea if it's intended or not, but it seems any bleeding wound is healed instantly, only bruises and cracks seems to heal at the expected rate
CrackaJack Jun 15, 2024 @ 5:57am 
interesting
stun  [author] Jun 15, 2024 @ 4:02am 
>i think you mean stuff like the scarless gene, i dont think theres real limb regeneration
In 1.5 they added actual regeneration. There's a hediff which has it and it's only used in anomaly and only on ghouls and the reward for clearing the monolith, and it has two set 'values' on the hediff but iirc only one of them exists because both ghouls and void touched or w/e it's called have the lower threshold. Maybe some temporary effect gives the stronger version with a duration but I've never seen it. It exists in the base game but nothing uses it there.
The 1.5 arachne rerelease uses the ludeon regeneration, for example.
CrackaJack Jun 15, 2024 @ 3:53am 
me neither, i think you mean stuff like the scarless gene, i dont think theres real limb regeneration.. all mods with regeneration i know of are dependant on some assembly.
this tho works like a charm^^ played around with it a bit
thank you! ok i´ll be sure to mention you+ChJees if i ever release anything with this built in
stun  [author] Jun 14, 2024 @ 11:58pm 
Yes, I don't care about IP. You don't need to say where you got it from if you copy my stuff. That said, like 90% or more of the code is ChJess's.
>yoink the assembly
The source is included, you can build your own with whatever changes.

There's a hardcoded base game regeneration mechanic in 1.5 anyway, though I'm not sure how it's limb regeneration actually works.
CrackaJack Jun 14, 2024 @ 10:46am 
can i yoink the assembly, if i ever want to make something using this? i´d mention you ofc
stun  [author] Aug 21, 2023 @ 12:14pm 
Just copypaste the code for bloodloss but point it at the relevant hediff for each one (those four all work on severity in the same way) and recompile
Shard Aug 21, 2023 @ 9:46am 
can you make it heal conditions and infections such as lung rot/toxin/hypothermia/anesthetic/etc.
stun  [author] Mar 22, 2023 @ 3:51am 
label: Organe Regeneration
defName: RegenHealingFactor
description: Very fast wound and bodypart healing

It always seemed to appear at the very top of the list for me but I guess that's probably caused by mod order
Nermal Mar 21, 2023 @ 3:49pm 
What is the hediff called? I can't seem to find it
A V.O.I.D Representative Jan 15, 2023 @ 6:07am 
Perfect.
zazizi74 Nov 18, 2022 @ 2:26pm 
beautiful...
stun  [author] Nov 15, 2022 @ 6:22pm 
The logann racemod is still around, mlie maintains the branch that's up to 1.4. If you want a colony or a world faction where everyone regenerates that's a lot more sane that's an option.
I don't know but I've been told that genes can tick so you could tie the healing to that but it'd have to be the exact same healing for every geneholder. You could make a gene that adds a hediff when it activates and just use the same logic as this but I'm not sure what options you'd have for setting the severity.
Biotech stuff mostly operates on rimworld logic (and the attendant arbitrary cooldowns) and not 'just reduce the severity of your wounds every 20 ticks lol' rules so you're going to run into problems like deathless regeneraters who heal lost bodyparts so fast you can't harvest organs as quickly as they grow back still getting 7d regen comas for wounds they heal in like an hour.
Michiko Nov 15, 2022 @ 11:30am 
Would be interesting if this could be a gene effect too for BioTech. Actually I dunno if something like that already exists but I haven't seen any yet so far.
Vardath Nov 14, 2022 @ 1:44pm 
Thankyou! So simple yet effective.
stun  [author] Nov 14, 2022 @ 7:51am 
Seifuku no Vampiress Lord, ch20 page 1
The best no-drama power fantasy romance
『Kara』 Nov 14, 2022 @ 7:38am 
Great mod!!! Do you have the source for the image you used?