RimWorld

RimWorld

Luci heals more!
243 Comments
Kimo' Sep 23 @ 7:31pm 
If I can offer a suggestion, could the speed at which limbs regrow scale with healing factor? It's a bit surprising that xenos with slow wound healing regrow limbs at the same speed as one with fast healing. It would also give more incentive to seek genes and implants to make the regrowing more potent. This mod is already great, I just think this would make it even better ! :ac6_heart:
ZzZombo Sep 23 @ 6:44pm 
Please write Steam Workshop update changelogs.
Karma Sep 23 @ 5:51pm 
tytyty <3
who_stole_my_name  [author] Sep 23 @ 10:16am 
Should be fixed now
Karma Sep 23 @ 4:37am 
I'm sorry to bother you again ^^' but wanted to let you know - the setting (checkmark itself) for "Increase biological age" doesn't save after you quit the game. So it resets the setting on every restart. This happens ONLY with this checkmark, I checked all the other settings - those stick.
Karma Sep 21 @ 2:44pm 
Works now! Thanks for such a quick fix :fhappy:
who_stole_my_name  [author] Sep 21 @ 5:12am 
Fixed. It was indeed an emberassing bug :steamfacepalm:
who_stole_my_name  [author] Sep 21 @ 3:33am 
Sounds like you've found a bug. I'll try to fix it, hopefully soon
Karma Sep 20 @ 5:36pm 
Feedback! I set my luci colonists to be 18 in the settings and turned on the de-aging/aging. But it seems like it still targets 21. My teen colonist ended up 21 and my older colonists also hover over that age.

To test, I set the age to 13 and.. it didn't try to reduce the age below 21. I then tried setting it to 1 - didn't reduce the age below 21. No matter the setting - it targets 21.

Also the age increase messages do not happen, only the age decrease ones (It still does increase the age if below 21)

Lastly, to clarify - I tried this on a new save with new colonists, as well as my running save. Same result. The mod is at the bottom of the list and the only one that affects Luciferium/Scarless.
Karma Sep 18 @ 5:04pm 
I actually really enjoy that this affects Scarless! Allows my sanguophages feel more resilient and grow back fingers and such (Regrowth is amazing <3) 2 sanguophages / 3 bionics with luciferium team. Thanks for keeping this up!
who_stole_my_name  [author] Sep 15 @ 2:25pm 
For each affected pawn every 1000 ticks (4 ingame hours) a calculation takes place, where the ingame dabase is read once, and then mostly reading some properties and doing some mathematical operations, which is very fast. I haven't really measured it, but it should be at the order of magnitude of a few microseconds.
So every 1000th tick is ~0.1-1% slower (assuming 1 millisecond per tick, late game 60 ticks per second, or 16 milliseconds per tick is not uncommon), which scales linearly with the amount of affected pawns (assuming their calculation starts on exact same tick, which is unlikely. For 100 affected pawns the probability of at least one collision is ~0.5% (same formula as for the birthday paradox))

TL;DR: I would classify the performance impact as insignificant.
Harry_Robinson1 Sep 14 @ 1:58pm 
What performance impact would this mod have? I just wanted to check since I really love this mod but slowdown is a real issue for me.
knopi Jul 17 @ 2:51am 
another thing to add to my laggy rimworld mods collection
who_stole_my_name  [author] Jul 15 @ 4:02am 
I've pushed those settings by a mistake, it is work in progress and doesn't work. If you want to test faster healing, there is a checkbox "debug luci healing", if you can't find it, you might need to enable dev mod in rimworld settings
OlafGrossBaff Jul 14 @ 8:55pm 
BUG : In the mod options I can't change the healing power, it's stuck at "vanilla". I cannot select the other options to regrow limb faster.
Sidhean Jul 14 @ 1:47pm 
Necessary mod spotted. The future is now, 21-year-old pawn-with-all-your-digits.
who_stole_my_name  [author] Jul 9 @ 8:40am 
Yes. The future is now, update to 1.6 is live
GamerRoman Jul 7 @ 8:04am 
Since nobody has asked yet; Will there be an update to 1.6 in the future?
Fluffy Gryphon Jan 15 @ 5:11pm 
An amazing mod that has me actually considering using luciferium before having cryocaskets.
Jippy Nov 16, 2024 @ 9:23am 
This looks interesting :O
Kimo' Sep 25, 2024 @ 4:04am 
Awesome, looking forward for thoses options! :steamthumbsup:
who_stole_my_name  [author] Sep 14, 2024 @ 2:41am 
Sorry guys, I wasn't actively checking steam lately. I will add new options in the future update
Kimo' Sep 9, 2024 @ 4:10pm 
Agreed! I'd love an option to set the speed of scarless (and luci) healing. Especially when trying to regrow limb!
skimaskalx Sep 1, 2024 @ 8:48pm 
can you add an option to change the time of when luciferium heals? also you should probably separate the luciferium healing and scarless healing!
who_stole_my_name  [author] Aug 3, 2024 @ 10:18am 
please keep in mind, that steam will scan the new version for viruses, so new changes will not appear immediately
[MaD] Aug 3, 2024 @ 10:17am 
thx
who_stole_my_name  [author] Aug 3, 2024 @ 10:12am 
Done, there were indeed about 100 mb of development packages. The source code itself is only several hundert kb in size per version. Since chinese players don't have access to github I insist on keeping the source code included.
[MaD] Aug 3, 2024 @ 6:05am 
Please slim down the mod files.
You have it on github so all the source files and development stuff are not needed for the end user.
who_stole_my_name  [author] Jun 3, 2024 @ 5:10am 
And in fact my calculation was wrong, the fixed point should be closer to 1.667 years
who_stole_my_name  [author] Jun 3, 2024 @ 5:07am 
Due how the algorithm works there is a fixed point where deaging catches up with the natural aging. If my quick calculation is correct, it will start to occur at the age difference of 2.5 years. You could try setting optimal age to 18, which should heoretically have a fixed point at 20.5 years. But I'll also review if the settings are working as intended after I get home, since bugs are always possible.
Reprogrammed Automaton Jun 2, 2024 @ 6:04pm 
Dumb question, but would it be possible to get the deaging to have a minimum value in the banding? I hate to poke about it again, but one of my pawns aged from 20 to 21 dispite me having set the optimal age as 20 in the settings.

I turned on the debug logging and it seems to be deaging them on occasion, so the only thing I can think is that either the settings aren't sticking.... or when they are close to the target age the de-aging effect cant actualy deage them faster then natural aging.

Sorry.
who_stole_my_name  [author] Jun 2, 2024 @ 12:31pm 
Added compatibility patch for "Big and Small - Genes & More" mod. My implementation will override the implementation of this mod for consistency with luciferium healing.
Reprogrammed Automaton May 31, 2024 @ 1:29pm 
That makes sense, and I found the debug option and turned it on, the messages let me know it was working.

It was a diffrence between 24 and 20 so it was adjusting by 1/2 day each time it seemed like and it was just very hard to notice at that point.

I apreciate the technical explanation though, it helps a lot.
who_stole_my_name  [author] May 31, 2024 @ 1:23pm 
It should be very noticible after a while.
The effect happens every 4 hours, each time reducing the age difference from the optimal age, 21 years, by 1/600. In a year this will happen 360 times, which means after a year this age difference will be reduced by 60 %.
For example lets say a colonist is 41 y.o. Age difference is 20, which means after a year his age will be reduced by 20*0.6 = 12 years.
A 81 years old colonist will be will be ~45 years old after a year, and ~30 after 2 years.
Reprogrammed Automaton May 30, 2024 @ 2:32am 
How fast is the aging/deaging? I... cant really tell if its working.
who_stole_my_name  [author] May 24, 2024 @ 9:01am 
The vanila way to do it, you first open a mod menu and save a modlist. Then you need to go to the save location. On windows it is under %AppData%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\ModLists
There is the modlist file. Since we are already there you might as well go one directory up and copy Player.log file. Not sure what is the best way to share those files with me, send me a friend request on steam, we will figure it out
Quentonis May 23, 2024 @ 3:27pm 
Have to apologize, how would i go about doing that for you? sorry for my cluelessness
who_stole_my_name  [author] May 23, 2024 @ 10:33am 
If your mod list isn't too big or compromising, you can just post it here. But I'm mostly interested in gene related mods
who_stole_my_name  [author] May 23, 2024 @ 10:14am 
I've just created a new game and tested with only my mod loaded, and it seems to work as intended. My most likely hypothesis is that there is a mod conflict with some gene mod. I haven't really tested this aspect, since my changes should be very unintrusive. Do you have any gene mods active?
who_stole_my_name  [author] May 23, 2024 @ 12:30am 
I'll check. Maybe there was some change in 1.5 that I've overlooked
Quentonis May 17, 2024 @ 5:36am 
Perhaps I am doing something wrong but this does not seem to be working with scarless at all yet i took some luci and it starts immediately uncertain what i could be doing wrong
Vulkandrache Feb 7, 2024 @ 9:01pm 
What surprised me was that in a previous run i used
https://steamcommunity.com/sharedfiles/filedetails/?id=2374079539&searchtext=Time+Kills
which didnt get removed.
I expected both to work the same but looking at the files
Mortality is coded as a chronic ailment while
Old Age is a treable disease (to delay death).

I assume then that makes a difference.
who_stole_my_name  [author] Feb 7, 2024 @ 11:53am 
In the current state of the mod I see no way how to accomplish it.

My mod looks at all pawn's hedifs and affects those that are either marked as permanent (like a scar or broken limb) or chronic (like bad back or frail). The only reliable way to exclude mortality would be by a black list. The problem is that this menu should contain hedif names as they are in the game database. I have no experience coding additional UI elements in rimworld, but I should be able to craft a crude, not user-friendly version. Unfortunately, I don't have much time. Maybe I'll have something functional on the weekend, but no promises.
Vulkandrache Feb 6, 2024 @ 12:38pm 
How do i tell this not to heal certain hediffs?
Having scarless remove mortality
https://steamcommunity.com/sharedfiles/filedetails/?id=3043858025
is not what i want.
|Zecke| Feb 3, 2023 @ 9:17am 
Okay it works. I had to debug change the Xenotype of my Sanguines and reimplant the Genes. With a new game it should work properly. I did add the Mod afterwards.
darthdud0 Feb 3, 2023 @ 9:08am 
zecke i am using the gene currently and it is working.
|Zecke| Feb 3, 2023 @ 9:06am 
I tried it with Luci. Luci regrows normaly but the Scarless Gene doesnt work.
darthdud0 Feb 2, 2023 @ 1:38pm 
zecke works for me on my end, maybe a mod conflict?
|Zecke| Feb 2, 2023 @ 1:35pm 
I hate to dissapoint :D Still not working on my end.
Setting is back to 200 but my Vampire is still missing a leg. His hungerrate offset ist 125%
|Zecke| Feb 2, 2023 @ 1:16pm 
ohhh..
will try that ASAP. I thought the slider was to set the Hunger offset for the regrowing, as a possibility to change the difficulty :D
Thanks for explaining