Difference between revisions of "Biosculpter pod"

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==Analysis==
 
==Analysis==
 
{{stub|section=1|reason=Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use}}
 
{{stub|section=1|reason=Has basics but analysis is limited and theres room for significantly more depth inc. strats for its use}}
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while. The chance to perform [[Lovin]]' is highest between the ages of 16 to 25, with a pawn only 63% as likely to engage in it at age 50, and 20% as like at age 80. The [[Mood#Social|Lovin' mood boost]] can be significant, especially when combined with a [[love enhancer]].{{RoyaltyIcon}}
+
For ease of reading, the analysis is broken down into general - analysis of parts consistent accross all cycles, and the analyses for each cycle.
 +
 
 +
=== General ===
 +
<General value proposition goes here>
  
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]].  
+
==== Tuning ====
 +
The 80 day tuning time is a significant problem if only a limited number of pods can be supported, so it can be tempting to simply deconstruct a tuned pod and use the resulting resources to build a fresh pod. However, due to the 75% loss of resources each time, it quickly becomes more efficient to simply have multiple pods. For every 4 pods deconstructed, 3 could have been built. If space or power is at issue, [[uninstall]] the pods or connect them to power via a [[power switch]].
  
 
Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row.  
 
Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row.  
  
Pleasure cycles are generally not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]]. This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.
+
==== Mini-rooms ====
 +
[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the interaction point shown overlaping the door]]
 +
 
 +
Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the pod itself, with the door at the interaction spot.
 +
This minimizes the acculation of dirt and allows the entire room to be sterile tiled for the minimum cost, but does increase the total area required if multiple pods are to be built in the same area. This is ideal for emergency auto-docs mentioned above, or for accomodating a small number of patients.
 +
 
 +
These rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.{{Check Tag|Clarification|If cleanliness of the flooring doesn't matter, why does filth?}}<!--If it benefits from both the tile having a bonus and not having filth, it should say so, if it doesn't then this weirdness should be reflected on pages about filth/cleanliness etc.-->
 +
 
 +
The pawn during biosculpting does not care about the tiny space.
 +
 
 +
The door can be held open to maximize speed of access while still maintaining the cleanliness bonus to allow easier nutritional loading and for emergency medic cycles. However, beware of enemies walking through the doorway unimpeded and breaking the pod apart, especially when using this technique on an emergency auto-doc on the outskirts of your colony.
  
=== Deconstruction detuning ===
+
=== Age reversal cycle ===
The 80 day tuning time is a significant problem if only a limited number of pods can be supported, so it can be tempting to simply deconstruct a tuned pod and use the resulting resources to build a fresh pod. However, due to the 75% loss of resources each time, it quickly becomes more efficient to simply have multiple pods. For every 4 pods deconstructed, 3 could have been built. If space or power is at issue, [[uninstall]] the pods or connect them to power via a [[power switch]].
+
Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while. The chance to perform [[Lovin]]' is highest between the ages of 16 to 25, with a pawn only 63% as likely to engage in it at age 50, and 20% as like at age 80. The [[Mood#Social|Lovin' mood boost]] can be significant, especially when combined with a [[love enhancer]].{{RoyaltyIcon}}
  
=== Pleasure cycle as a time saver ===
+
=== Healing cycles ===
The pleasure cycle is the shortest cycle of all, but it still does biotune the pod to the occupant just as the other cycles do. This creates a niche use for the cycle - namely where a bioregeneration cycle is to be performed in a non-biotuned pod, performing a pleasure cycle taking 4 days reduces the time of the bioregeneration cycle from 25 days to just 18.75, a reduction of 6.25 days. In other words, if the pod is untuned, it is 2.25 days faster to perform the pleasure cycle and then the bioregeneration cycle than it is to just perform the bioregeneration cycle. Due to the multiplicative nature of time reductions available, this qualitative improvement in time is maintained but the quantative difference shrinks - for example, performing both cycles is still faster for transhumanists in a sterile room, but the time reduction shrinks to only 0.98 days.
+
Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]].  
  
=== Emergency auto-doc ===
+
==== Emergency auto-doc ====
 
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist.  
 
It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist.  
  
Line 129: Line 143:
 
The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.
 
The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.
  
=== Mini-rooms ===
+
=== Pleasure cycle  ===
[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the interaction point shown overlaping the door]]
+
Pleasure cycles are generally not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as [[psychite tea]], which provides a +12 mood buff for a small amount of easily acquirable [[psychoid leaves]]. This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.
  
Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the pod itself, with the door at the interaction spot.
+
==== Pleasure cycle as a time saver ====
This minimizes the acculation of dirt and allows the entire room to be sterile tiled for the minimum cost, but does increase the total area required if multiple pods are to be built in the same area. This is ideal for emergency auto-docs mentioned above, or for accomodating a small number of patients.
+
The pleasure cycle is the shortest cycle of all, but it still does biotune the pod to the occupant just as the other cycles do. This creates a niche use for the cycle - namely where a bioregeneration cycle is to be performed in a non-biotuned pod, performing a pleasure cycle taking 4 days reduces the time of the bioregeneration cycle from 25 days to just 18.75, a reduction of 6.25 days. In other words, if the pod is untuned, it is 2.25 days faster to perform the pleasure cycle and then the bioregeneration cycle than it is to just perform the bioregeneration cycle. Due to the multiplicative nature of time reductions available, this qualitative improvement in time is maintained but the quantative difference shrinks - for example, performing both cycles is still faster for transhumanists in a sterile room, but the time reduction shrinks to only 0.98 days.
 
 
These rooms only require 6 tiles of [[sterile tile]] per pod for maximum cleanliness. While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.{{Check Tag|Clarification|If cleanliness of the flooring doesn't matter, why does filth?}}<!--If it benefits from both the tile having a bonus and not having filth, it should say so, if it doesn't then this weirdness should be reflected on pages about filth/cleanliness etc.-->
 
  
The pawn during biosculpting does not care about the tiny space.
 
 
The door can be held open to maximize speed of access while still maintaining the cleanliness bonus to allow easier nutritional loading and for emergency medic cycles. However, beware of enemies walking through the doorway unimpeded and breaking the pod apart, especially when using this technique on an emergency auto-doc on the outskirts of your colony.
 
{{clear}}
 
 
{{Heal Option Table}}
 
{{Heal Option Table}}
  

Revision as of 01:14, 30 September 2022

Biosculpter pod

Biosculpter pod

An immersive pod equipped with a biosculpting fluid injector and attached control system. It can perform a variety of biological alterations including age reversal and pleasure-giving. Each pod becomes biotuned to its user, and cannot be used by anyone else. Biotuning resets after 60 days. Believers in transhumanism believe biosculpter pods are of critical importance in their quest to transcend normal human physical limitations.

Base Stats

Type
BuildingMisc
Market Value
455 Silver [Note]
Mass
50 kg
Beauty
-5
HP
250
Flammability
50%
Path Cost
42 (24%)

Building

Size
3 × 2
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Terrain Affordance
Light
Power
-200 W

Creation

Required Research
Biosculpting
Skill Required
Construction 8
Work To Make
28,000 ticks (7.78 mins)
Resources to make
Steel 120 + Component 4
Deconstruct yield
Steel 30 + Component 1
Destroy yield
Steel 30 + Component 1
Technical
thingCategories
BuildingsMisc


The biosculpter pod is a miscellaneous building added by the Ideology DLC that can heal a variety of injuries and even reverse pawn aging. It's very important to colonies with Transhumanist ideoligions, but other colonies can still build and use it.

Acquisition

Biosculpter pods can be constructed once the Biosculpting project is researched. They require Steel 120 Steel, Component 4 Components, 28,000 ticks (7.78 mins) of work and a Construction skill of 8.

Summary

Biosculpter pods can perform four different operations on a colonist. All cycles require 5 nutrients to complete, which must be loaded by colonists. It accepts things like human meat and kibble, without mood impact on colonists, but does not accept hay. Nutrition must be added before the cycle is selected and the pod will glow green when sufficient nutrition is present. Cancelling a cycle before it has started will not consume the nutrition but the food itself cannot be retrieved once entered. Additional cycle ingredients will be retrieved by the pawn initiating the cycle. If the pod is reinstalled elsewhere, the nutrition is reset to 0.

Each operation takes between 4 to 25 days to complete before modifiers. The time to complete is affected by room cleanliness and is further reduced by half for colonists with Transhumanist ideoligion. Room cleanliness increases the speed of the biosculpting cycle, with cleaner rooms being faster. 0.6 cleanliness, equivalent to a clean, sterile tiled room, grants a 115% speed-factor. After an operation is completed, the pod becomes attuned to that colonist, forbidding usage by other colonists for 80 days but also speeding subsequent cycles for the tuned colonist by 25%. This 80-day time limit is renewed every time the pawn completes a cycle.

A colonist inside the biosculpting pod will have the progression of any diseases stopped for the duration of the pod operation. Unless the current cycle is a medic cycle, and the disease one cured by such a cycle, the pod will not cure the disease or have any other effect on it besides stopping its progress.

Biosculpters consume 200W of power when running a cycle, and 50W otherwise. In the case of power loss during a cycle, the biosculpting will pause until power is restored or 24 hours pass without power, at which point the biosculpting cycle will automatically be interrupted and the colonist will be ejected. They will get biosculpting sickness temporarily. The time to eject will be displayed on the pod's info box if selected.

Conditions that will be or can be healed by a biosculpter cycle will be listed in the confirmation dialog displayed when ordering a pawn to enter or load another into the biosculpter.

Note: Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. Thus a pawn may take a dose, get in a pod, have the timer to their next dose tick down, and then take a second scheduled dose while still under the effects of the first. This can turn otherwise safe or low risk drug schedules into dangerous ones and runs the risk of addictions. Food poisoning and toxic buildup similarly do not progress while in the pod.

Circumstances Cycle Days (Tuned Time)
Medic Bioregeneration Age reversal Pleasure
Default 6 (4.5) 25 (18.75) 8 (6) 4 (3)
Sterile 5.22 (3.91) 21.74 (16.3) 6.96 (5.22) 3.48 (2.61)
Transhumanist 3 (2.25) 12.5 (9.38) 4 (3) 2 (1.5)
Transhumanist and Sterile 2.61 (1.96) 10.87 (8.15) 3.48 (2.61) 1.74 (1.3)

Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.

Medic

BiosculpterCycleHealing.png

Heal all fresh wounds, blood loss, and one random infectious disease

— Tooltip

Medic costs 5 nutrients and takes 6 days to complete. It heals all fresh wounds, bloodloss and one random disease.

It can cure: Malaria, Sleeping sickness, Flu, Plague, Gut worms, Muscle parasites, and Infections.

Bioregeneration

BiosculpterCycleBioregeneration.png

Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.

— Tooltip

Bioregeneration costs 5 nutrients and Glitterworld medicine 2 glitterworld medicine and takes 25 days to complete. The Bioregeneration research project must be completed before it can be used. It heals all fresh wounds, one random permanent injury, and restores destroyed or missing minor body parts.

It can heal on the following permanent injuries: scars including brain scars, Frail, Cataracts, Bad back, Asthma, Hearing loss, and Artery blockages.

It does not heal: Alzheimer's, Dementia, Toxic buildup, missing body parts, Luciferium need, addictions or diseases.

It can restore the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes if the pawn's ideoligion approves of blindness.

Age reversal

BiosculpterCycleAgeReversal.png

Reverse one year of aging.

— Tooltip
Automatic age reverse toggle

Age reversal costs 5 nutrients and takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 18.

Colonists with Transhumanist ideoligions are granted Received age reversal thought, which adds 3 mood for 4 days, but they will expect yearly treatments after the age of 25 and experience a ? penalty without them. Additionally, they can be instructed to automatically receive their yearly age reversal cycle by enabling the “Auto age reverse” toggle on a biotuned pod.

Pleasure

BiosculpterCyclePleasure.png

Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.

— Tooltip

Pleasure costs 5 nutrients and takes 4 days to complete. It grants Biosculptor Pleasure Cycle thought, giving +15 mood for 12 days.

Analysis

For ease of reading, the analysis is broken down into general - analysis of parts consistent accross all cycles, and the analyses for each cycle.

General

<General value proposition goes here>

Tuning

The 80 day tuning time is a significant problem if only a limited number of pods can be supported, so it can be tempting to simply deconstruct a tuned pod and use the resulting resources to build a fresh pod. However, due to the 75% loss of resources each time, it quickly becomes more efficient to simply have multiple pods. For every 4 pods deconstructed, 3 could have been built. If space or power is at issue, uninstall the pods or connect them to power via a power switch.

Because of the 80 day delay before the pod can be used by another colonist, some colonies may find it effective to repeatedly biosculpt one colonist, giving them age reversal, all the healing they can accept, and a pleasure cycle all in a row.

Mini-rooms

A biosculpter "mini-room" with the interaction point shown overlaping the door

Because doors do not block the interaction spots of buildings, it's possible to build "mini-rooms" that are only large enough for the pod itself, with the door at the interaction spot. This minimizes the acculation of dirt and allows the entire room to be sterile tiled for the minimum cost, but does increase the total area required if multiple pods are to be built in the same area. This is ideal for emergency auto-docs mentioned above, or for accomodating a small number of patients.

These rooms only require 6 tiles of sterile tile per pod for maximum cleanliness. While the door's tile does not need to be sterile tile itself, it does need to be kept free of dirt for the best bonus to apply.[Clarification]

The pawn during biosculpting does not care about the tiny space.

The door can be held open to maximize speed of access while still maintaining the cleanliness bonus to allow easier nutritional loading and for emergency medic cycles. However, beware of enemies walking through the doorway unimpeded and breaking the pod apart, especially when using this technique on an emergency auto-doc on the outskirts of your colony.

Age reversal cycle

Age reversal is only important when a colonist is getting close to turning 50 years old biologically (the non-bracketed number listed for their age), or is already 50 or older. While you can do age reversal pre-emptively, it may be worthwhile to hold off unless the colonist has nothing to do for a while. The chance to perform Lovin' is highest between the ages of 16 to 25, with a pawn only 63% as likely to engage in it at age 50, and 20% as like at age 80. The Lovin' mood boost can be significant, especially when combined with a love enhancer.Content added by the Royalty DLC

Healing cycles

Healing can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. Repairing these scars would otherwise require a rare Healer mech serum or a permanent commitment to luciferium.

Emergency auto-doc

It can be very helpful to keep a pod with a healing cycle prepared, that isn't bound to any particular colonist.

This can not only save on medicine, but also save the life of a colonist that you might not otherwise have been able to treat in time. Having a waiting pod near your colony defenses allows pawns to rapidly be placed in the pod - as they are effectively suspended as soon as they enter the pod, and all injuries will be healed once the cycle is complete, this effectively guarantees that a pawn that makes it to the pod will survive, even if they had seconds to live. They will also be free of any risk of infection.

The downside to this is the increased healing time over traditional methods. Note that the pod being untuned will increase the length of the cycle, but having only tuned pods significantly increases the number of pods required for emergency treatment.

Pleasure cycle

Pleasure cycles are generally not worth the four days of inactivity, stuck in a pod. It only provides 12 days of +15 mood. By the time you have gotten the technology to use biosculpter pods, you should already have developed better mood management options, such as psychite tea, which provides a +12 mood buff for a small amount of easily acquirable psychoid leaves. This may be worth it if all the factors used to reduce cycle time are used however. More detailed analysis is needed.

Pleasure cycle as a time saver

The pleasure cycle is the shortest cycle of all, but it still does biotune the pod to the occupant just as the other cycles do. This creates a niche use for the cycle - namely where a bioregeneration cycle is to be performed in a non-biotuned pod, performing a pleasure cycle taking 4 days reduces the time of the bioregeneration cycle from 25 days to just 18.75, a reduction of 6.25 days. In other words, if the pod is untuned, it is 2.25 days faster to perform the pleasure cycle and then the bioregeneration cycle than it is to just perform the bioregeneration cycle. Due to the multiplicative nature of time reductions available, this qualitative improvement in time is maintained but the quantative difference shrinks - for example, performing both cycles is still faster for transhumanists in a sterile room, but the time reduction shrinks to only 0.98 days.

Healing method table

Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter podsContent added by the Ideology DLC may help, but each has its own unique list of what it can and cannot cure.

The full comparison table between healing methods is collapsed due to length. Expand to view.

Condition Transplant Bionics Healer mech serum Luciferium Biosculpter podContent added by the Ideology DLC ScarlessContent added by the Biotech DLC Unnatural healingContent added by the Anomaly DLC ChronophagyContent added by the Anomaly DLC
Alzheimer's Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Artery blockage Check.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Asthma Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC[One]
Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Bad back Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Carcinoma Ex.png Check.png Check.png Check.png Ex.png Check.png Check.png Check.png
Cataracts Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Dementia Ex.png Ex.png Check.png Check.png Ex.png Check.png Check.png Check.png
Frail Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Hearing loss Ex.png Check.png[One] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png[Both] Check.png
Chemical damage
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Chemical damage
- Other
Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Cirrhosis Check.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Toxic buildup Ex.png Ex.png Check.png Check.png Ex.png Ex.png Check.png Ex.png
Blood loss Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Food poisoning Ex.png Ex.pngContent from Rimworld core game only
Ex.pngContent added by the Royalty DLC[Prev]
Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Trauma savant Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Resurrection psychosis Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blindness Ex.png Check.png[One] Check.png[Both] Check.png Check.png[Both] Check.png[Both] Check.png[Both] Ex.png
Sterilized Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Damaged
- Heart
Check.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Liver
Check.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Kidney/Lung
Check.png[One] Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Digits/Eyes/Ears/Tongue
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Jaw
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Limbs/Stomach/Spine
Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Damaged
- Nose
Ex.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Royalty DLC
Check.png Ex.png Check.png Ex.png Check.png Ex.png
Scars
- Brain/Neck/Torso
Ex.png Ex.png Check.png Check.png Check.png Check.png Check.png Check.png
Scars
- Limbs/Eyes
Ex.png Check.png Check.png Check.png Check.png Check.png Check.png Check.png
Luciferium need Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png Ex.png
Addictions Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Malaria Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Sleeping sickness Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Flu Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Plague Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Gut worms Ex.png Check.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Muscle parasites Ex.png Ex.png Check.png Ex.png Check.png Ex.png Check.png Ex.png
Infection
- Limbs/Eyes
Ex.png Check.png Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Infection
- Other
Ex.png Ex.png[IGS] Check.png Ex.png[IGS] Check.png Ex.png Check.png Ex.png
Fibrous mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Sensory mechanites Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Paralytic abasia Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Scaria Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Blood rot Ex.png Ex.png Check.png Ex.png Ex.png Ex.png Check.png Ex.png
Organ decay
- Lung
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC/Content added by the Anomaly DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Kidney
Check.png Ex.pngContent from Rimworld core game only
Check.pngContent added by the Biotech DLC
Check.png[One] ? Ex.png Check.png[One] Check.png Ex.png
Organ decay
- Heart
Check.png Check.png Check.png ? Ex.png Check.png Check.png Ex.png
Revenant hypnosisContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Duplicate sicknessContent added by the Anomaly DLC ? ? Check.png[Note 1] ? ? ? Check.png[Note 1] Ex.png
Crumbling mindContent added by the Anomaly DLC ? ? Check.png[Note 2] ? ? ? Check.png[Note 2] Ex.png
Bliss lobotomyContent added by the Anomaly DLC ? ? Check.png ? ? ? Check.png Ex.png
Cube comaContent added by the Anomaly DLC ? ? ? ? ? ? ? Ex.png
Psychically deadContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
InhumanizedContent added by the Anomaly DLC ? ? Ex.png ? ? ? Ex.png Ex.png
^Both Heals both relevant organs if condition is present in both.
^One Heals only one organ, even if condition is present in both.
^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.
^Note 1 This only heals the pawn it is applied to. The other pawn that gained duplicate sickness with this pawn must be separately healed.
^Note 2 This condition can only be cured before it reaches its final stage, "crumbled mind". Once it has, it becomes permanently incurable.

Version history

  • Ideology DLC Release - Added.
  • 1.3.3067 - Now plays a sound when nutrition is added.
  • 1.3.3069 - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
  • 1.3.3076 - Cancelling a cycle before it has started now won't consume nutrition.
  • 1.3.3080 - Now ejects pawns when uninstalled, previously could be exploited to "pokeball" colonists, suspending them safely and indefinitely.
  • 1.3.3087 - biosculpter timers reset after archonexus resettlement.
  • 1.3.3101 - Added copy/paste gizmos for biosculpter nutrition settings. Now lists what can or will be cured in the tooltip. Split "Healing" cycle into "Medic" and "Bioregeneration" cycles. Added a new research project requiring multianalyzer and biosculpting that enables bioregeneration cycle. Medic cycle treats short-term wounds, while bioregeneration can heal permanent scars, age-related conditions, and some smaller missing limbs. Age reversal cycle duration 10 -> 8 days. Nutrition requirements of healing and age reversal 10 -> 5.
  • 1.3.3117 - Bioregeneration cycle now requires 2 glitterworld medicine. Integrated artwork for bioregeneration cycle gizmo, previously it used the healing cycle artwork. Pawns no longer get diseases while in the pod. Conditions that will be or can be healed by a cycle now listed in confirmation dialog.
  • 1.3.3159 -
    • Added “Auto age reverse” option.
    • All cycles now take 5 nutrition, and nutrition must be loaded before a cycle is selected instead of after. Extra cycle ingredients are collected and carried to the pod by the pawn initiating the cycle.
    • It now only requires a single player action to start a pawn on a biosculpter cycle.
    • Now glow green when nutrition is loaded and they’re ready for cycle selection.
    • Biotuned cycles 25% faster.
    • Biotuning now occurs upon cycle completion instead of upon entry.
    • Power consumption 150W all the time -> 200W if a cycle is running, 50W otherwise.
    • Minify time increased.
    • Age reversal demanded alert will fire 1 day after age reversal deadline (instead of 5 days before) if a pawn has a pod with Auto age reverse enabled. This reduces spam.
    • Nutrition no longer ejected if a cycle is cancelled.
    • If biosculpter loses power while occupied, we don't animate and we now show how long until eject in inspect string.
    • Pleasure cycle mood bonus +10 -> +15.
    • Biotuning duration 60 days -> 80 days
    • Deconstruct yield 50% -> 25%.
    • Construct cost Component 3 components -> Component 4 components.
    • No longer heal missing eyes if the pawn's ideoligion approves of blindness.
    • No longer removes Gastro-analyzer.
    • Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.