Difference between revisions of "Biosculpter pod"

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{{Ideology}}{{infobox main|misc|
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{{Ideology}}
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{{Image wanted|reason=[https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights}}
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{{Infobox main|misc
 
| name = Biosculpter pod
 
| name = Biosculpter pod
| image = Biosculpter pod.png|Biosculpter pod
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| image = Biosculpter pod.png
| description = 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.
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| description = An immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving. The pod becomes biotuned to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.
 
| type = Building
 
| type = Building
| type2 = Misc
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| type2 = Ideology (Buildings)
 
| placeable = true
 
| placeable = true
 
| path cost = 42
 
| path cost = 42
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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 [[ideoligion]]s, but other colonies can still build and use it.
 
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 [[ideoligion]]s, but other colonies can still build and use it.
  
==Acquisition==
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== Acquisition ==
Biosculpter pods can be constructed once the [[Research#Biosculpting|Biosculpting]] project is researched. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work and a [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
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{{Acquisition}}
  
==Summary==
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== Summary ==
It can perform four different operations on a colonist. All cycles require 5 [[nutrition|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.
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{{Stub|section=1|reason=Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors? Is cleanliness to speed multiplier linear between (0,100%) and (0.6, 115%) and if so is it linear when dirty? Who can be placed in a pod and how - downed raiders (if so what happens when they come out), prisoners, slaves, do they need to be downed first etc? }}
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{{Image wanted|section=1|reason=Pod colors}}
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Biosculpter pods can perform four different operations on a pawn, however some mechanics are consistent across all options. All cycles consume 5 non-[[hay]] [[nutrition]], which must be loaded by [[Work#Haul|haulers]] prior to selecting and starting a cycle. The pod will glow green when sufficient nutrition has been loaded. Canceling the cycle before it has started won't consume the stored nutrition, but the food cannot be retrieved once loaded. Nutrition is reset if the pod is reinstalled. Foods that inflict a negative moodlet when eaten, such as [[raw food]], [[human meat]], or [[kibble]], can be used without penalty by any occupant regardless of their dietary requirements. Additional cycle ingredients will be retrieved by the pawn initiating the cycle.
  
Each operation takes between 4 to 25 [[Time|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 ([[Sterile tile]] flooring) 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%.  
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Pawns can load themselves into a pod, either by selecting the pawn and using the right-click menu to select a cycle, or automatically for age reversal cycles with the toggle activated. Pawns can load other pawns into the pod.{{Check Tag|Detail|How, what work type (if any) etc.}}
  
A colonist inside the biosculpting pod will have the progression of any [[diseases]] stopped for the duration of the pod operation. The pod will not cure the disease or have any other effect on it.
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Pawns inside a pod are suspended as if in [[cryptosleep]]; for example, [[disease]] progression is frozen for the duration of the cycle. 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.  
  
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.
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Biosculpters consume 200W of [[power]] when running a cycle, and 50W otherwise. If power is lost, biosculpting will pause until it is restored. If 24 hours pass without power, the cycle is cancelled and pawn is ejected with [[biosculpting sickness]]. The remaining time before ejection will be displayed on the pod's info box if selected.
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 +
Pawns can also be manually ejected from the pod,{{Check Tag|Detail}} which will also cause biosculpting sickness.
  
 
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.
 
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.
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=== Time ===
[[Food poisoning]] and [[toxic buildup]] similarly do not progress while in the pod.
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Each operation takes between 4 to 25 [[Time|days]] to complete, before modifiers. The base values{{Check Tag|Cleanliness?|Does the tooltip account for current pod room cleanliness?}} for both normal and transhumanist pawns can be seen by mousing over the cycle's gizmo. They will also be displayed when selecting a cycle from the right click menu.{{Check Tag|Per pawn?|Does this time display for the currently selected pawn i.e. if a transhumanist will it show the reduced time?}} The final time is affected by the following modifiers:
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* Room [[Cleanliness]] - Biosculpter speed scales with cleanliness, with cleaner being faster. 0.6 cleanliness, equivalent to a clean, [[sterile tile]]d room, grants a 115% speed-factor.
 +
* Pawns with the [[Ideoligion#Biosculpting|Biosculpting: Accelerated]] precept will have the time for each cycle halved. Note that this precept is mandatory for [[Ideoligion#Transhumanist|Transhumanist]]s and is unique to them.
 +
* After an operation is completed, the pod becomes attuned to that colonist. This forbids usage by other colonists for 80 days, but speeds subsequent cycles by 25%. This 80-day time limit is renewed every time the pawn completes a cycle. The time limit does not decay while the pod is powered off.
  
 
{| class="wikitable"
 
{| class="wikitable"
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| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: pleasureTime}} round 2}})
 
| {{#expr: (0.5/1.15)*{{#var: medicTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: medicTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: regenTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: regenTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var:ageTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var:ageTime}} round 2}})|| {{#expr: (0.5/1.15)*{{#var: pleasureTime}} round 2}} ({{#expr: 0.75 * (0.5/1.15)*{{#var: pleasureTime}} round 2}})
 
|}
 
|}
Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.
 
  
===Medic===
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=== Cycles ===
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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.
 +
 
 +
==== Medic ====
 
[[File:BiosculpterCycleHealing.png|left|frameless]]
 
[[File:BiosculpterCycleHealing.png|left|frameless]]
 
{{quote|Heal all fresh wounds, blood loss, and one random infectious disease|Tooltip}}
 
{{quote|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]].
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'''Medic''' takes 6 days to complete. It heals all fresh wounds, [[blood loss]] and one random [[disease]].
  
 
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.
 
It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s.
  
===Bioregeneration===
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A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.
 +
 
 +
==== Bioregeneration ====
 
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]
 
[[File:BiosculpterCycleBioregeneration.png|left|frameless|64px]]
 
{{quote|Heal all fresh wounds, heal one random permanent injury, and restore small missing body parts like fingers and toes.|Tooltip}}
 
{{quote|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 {{icon small|Glitterworld medicine}} 2 [[glitterworld medicine]] and takes 25 days to complete. The [[Research#Bioregeneration|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.  
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'''Bioregeneration''' takes 25 days to complete, and additionally costs {{Icon Small|Glitterworld medicine}} 2 [[glitterworld medicine]]. The [[Research#Bioregeneration|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]], [[Cataract]]s, [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.
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It can heal one of the following permanent injuries: scars (including brain scars),  [[Frail]], [[Cataract]]s, [[Blindness]], [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s.{{Check Tag|Sometimes multiple scars?|Very anecdotal evidence suggests that it can heal multiple scars in one cycle if those scars are on body parts that it can regenerate an unlimited amount of (like eyes). If true, will it also fix one scar on a major body part in addition?}}
  
It does not heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], missing body parts, [[Luciferium]] need, addictions or [[diseases]].
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It will restore all of the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes that have been replaced by an [[Artificial body parts#Eyes|artificial part]], or if the pawn's [[ideoligion]] approves of blindness.
  
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.
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It does '''not''' heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], [[Carcinoma]], [[Chemical damage]], [[Trauma savant]],{{Check Tag|Verify}} missing major body parts (like arms, legs, jaw and lungs), [[Luciferium]] need, addictions, [[diseases]] or any types of fertility procedures.
  
===Age reversal===
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A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.
 +
 
 +
==== Age reversal ====
 
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]
 
[[File:BiosculpterCycleAgeReversal.png|left|frameless]]
 
{{quote|Reverse one year of aging.|Tooltip}}
 
{{quote|Reverse one year of aging.|Tooltip}}
 
[[File:BiosculpterAutoAgeReversal.png|thumb|64px|Automatic age reverse toggle]]
 
[[File:BiosculpterAutoAgeReversal.png|thumb|64px|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.  
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'''Age reversal''' takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 13.  
  
Colonists with Transhumanist ideoligions are granted '''Received age reversal''' thought, which adds 3 mood for 4 days, but they will expect yearly treatments and experience a ? penalty without them. Additionally, they can instructed to automatically receive their yearly age reversal cycle by enabling the “Auto age reverse” toggle on a biotuned pod.
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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 gradually increasing {{--|4/−7/−10}} mood 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===
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==== Pleasure ====
 
[[File:BiosculpterCyclePleasure.png|left|frameless]]
 
[[File:BiosculpterCyclePleasure.png|left|frameless]]
 
{{quote|Temporarily reshape the nervous system to deliver elevated levels of happiness for a time.|Tooltip}}
 
{{quote|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.
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'''Pleasure''' takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days.
  
==Analysis==
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== 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.
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For ease of reading, the analysis is broken down into general - analysis of parts consistent accross all cycles, and the analyses for each cycle.
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 +
=== General ===
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'''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.
 +
 
 +
<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]].  
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==== Tuning ====
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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]], but the tuning time is extended while the pod is powered down.
  
 
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 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.
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==== Mini-rooms ====
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[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the door built over the interaction point]]
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If the door is built over the interaction spot, the smallest possible room size that can contain a single biosculpter is a mere 6 tiles. This is perfect for pods reserved for emergency situations, or for a smaller colony as it saves space, cleaning time, and construction resources- the pattern can be repeated by placing pods side-by-side with one door per pod.
  
=== Pleasure cycle as a time saver ===
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As a room's [[cleanliness]] stat affects the sculptor's speed, the room's smaller size also makes it cheaper to tile the entire room with [[sterile tile]]s. It is important to note that the game does not consider the flooring material underneath a door for a room's cleanliness, but it does consider any dirt or debris in the doorway: a Sterile Tile under the doorway is not needed, but the doorway should still be kept clean for maximum efficiency. You can even leave the door open for faster travel, at risk of allowing raiders easy access to your expensive machinery.
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.
 
  
=== Emergency auto-doc ===
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As a bonus, the pawn will be unconscious during biosculpting, so the small room space will have no mood effect.
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 +
=== Age reversal cycle ===
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For regular ideoligions, 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 likely at age 80. The [[Mood#Social|Lovin' mood boost]] can be significant, especially when combined with a [[love enhancer]].{{RoyaltyIcon}}
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 +
Many [[Ailments]] have a chance to develop with age. Keeping your colonist young reduces the chance of getting these conditions.
 +
 
 +
The [[Chronophagy]] psychic ritual{{AnomalyIcon}} may provide a more appealing alternative or supplement to Transhumanist colonies looking to address age reversal demands, as it requires significantly less down time and can remove many years at once. Unlike biosculpting however, it requires psychic sensitivity and it cannot scale with colonist count and may not be feasible as the only source of age reversal in very large colonies.
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=== Medic cycles ===
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Medic cycles can be utilized to heal pawns that have [[Genes#Slow Wound Healing|slow wound healing]]{{BiotechIcon}} recover faster as their natural recovery will be far slower usually, [[Yttakin]]{{BiotechIcon}} as a example are prone to getting into social fights and getting long-term injuries from them impacting their overall work efficiency and performance in combat. It can also be utilized to treat long-term diseases that can be a hinderance to a pawn's productiveness to wait out such as sleeping sickness, muscle parasites and gut worms.
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 +
==== 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.  
  
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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.
 +
 +
=== Bio-Regeneration cycles ===
 +
Bio-regeneration can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. treating these scars would otherwise require a rare [[Healer mech serum]] or a permanent commitment to [[luciferium]], it is also helpful to save on advanced components or to treat [[Traits#body_purist|Body purist]] scars and missing small limbs without replacing the entire arm or leg. It is worth noting Chronophagy {{AnomalyIcon}} can also heal scars and age-related ailments much faster then bio-regeneration albeit it can't restore limbs, requires the age to be lowered to a certain amount to treat age ailments and is limited to pawns with psychic sensitivity, unlike biosculpter pods chronophagy can heal dementia, alzheimers and carcinomas. As chronophagy is limited by colony rather than by resources or by pawn, it may also be preferable to use it for its intended use and supplement with a biosculpter pod for scars and minor issues.
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 +
=== Pleasure cycle  ===
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{{stub|section=1|reason=More detailed analysis. Inc. but not limited to: Better breakdown of meal and drug costs etc - what does 12 days of psychite tea cost, lavish meals etc}}
 +
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, taking only 4 days when untuned, but still biotunes the pod. Meanwhile tuning reduces the length of the  bioregeneration cycle from 25 days to 18.75, or a 6.25 day reduction. Therefore, ''if the pod is untuned'', it is 2.25 days faster to use the pleasure cycle and then a bioregeneration cycle, than it is to perform bioregeneration cycle alone.
 +
 +
As all the biosculpting time reductions are multiplicative, this combination is always faster when using an untuned pod, however the quantitative difference may shrink. For example, the combination only saves transhumanists in a sterile room 0.98 days instead of 2.25.
  
 
{{Heal Option Table}}
 
{{Heal Option Table}}
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* [[Version/1.3.3067|1.3.3067]] - Now plays a sound when nutrition is added.
 
* [[Version/1.3.3067|1.3.3067]] - Now plays a sound when nutrition is added.
 
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
 
* [[Version/1.3.3069|1.3.3069]] - Reduce nutrition required for biosculpting from 20 to 10 for healing and age reversal cycles.
 +
* [[Version/1.3.3074|1.3.3074]] - Fix: Pawns under 18 can use age reversal.
 
* [[Version/1.3.3076|1.3.3076]] - Cancelling a cycle before it has started now won't consume nutrition.
 
* [[Version/1.3.3076|1.3.3076]] - Cancelling a cycle before it has started now won't consume nutrition.
 
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to "pokeball" colonists, suspending them safely and indefinitely.  
 
* [[Version/1.3.3080|1.3.3080]] - Now ejects pawns when uninstalled, previously could be exploited to "pokeball" colonists, suspending them safely and indefinitely.  
* [[Version/1.3.3087|1.3.3087]] - biosculpter timers reset after archonexus resettlement.
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* [[Version/1.3.3087|1.3.3087]] - Biosculpter timers reset after archonexus resettlement.
 
* [[Version/1.3.3101|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.
 
* [[Version/1.3.3101|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.
* [[Version/1.3.3117|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.
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* [[Version/1.3.3117|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. We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
 
* [[Version/1.3.3159|1.3.3159]] -  
 
* [[Version/1.3.3159|1.3.3159]] -  
 
** Added “Auto age reverse” option.  
 
** Added “Auto age reverse” option.  
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** Biotuning duration 60 days -> 80 days
 
** Biotuning duration 60 days -> 80 days
 
** Deconstruct yield 50% -> 25%.  
 
** Deconstruct yield 50% -> 25%.  
** Construct cost {{icon small|component}} 3 components -> {{icon small|component}} 4 components.
+
** Construct cost {{Icon Small|component}} 3 components -> {{Icon Small|component}} 4 components.
 
** No longer heal missing eyes if the pawn's ideoligion approves of blindness.
 
** No longer heal missing eyes if the pawn's ideoligion approves of blindness.
 
** No longer removes Gastro-analyzer.
 
** No longer removes Gastro-analyzer.
 
** Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.
 
** Fix: Biosculpter nutrition not incremented if same food def added to pod before and after biosculpter update.
 +
* [[Version/1.3.3200|1.3.3200]] - Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip. When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
 +
* [[Version/1.3.3287|1.3.3287]] - Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.
 +
* [[Version/1.4.3523|1.4.3523]] - Fix: Hay is listed as possible nutrition in biosculpter pods. Fix: SetBiotuned() method resets the biosculpter timer.
 +
* [[Version/1.4.3523|1.4.3523]] or later - Minimum age reduction age reduced from 18 to 13.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Second sentence of the biosculpter age reversal complete message begins in lower case.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.
  
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{{nav|ideology|wide}}
[[Category:Miscellaneous]]
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[[Category:Ideology (Buildings)]]

Latest revision as of 02:18, 8 October 2024

Biosculpter pod

Biosculpter pod

An immersion pod full of bioactive gel. It can perform a variety of biological alterations including age reversal and pleasure-giving. The pod becomes biotuned to its user at the end of a cycle. While biotuned, it cannot be used by anyone else, but cycles will complete 25% more quickly. Biotuning resets if the pod is unused for 80 days.

Base Stats

Type
BuildingIdeology (Buildings)
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[edit]

Biosculpter pods can be constructed once the biosculpting research project has been completed. Each requires Steel 120 Steel, Component 4 Components, 28,000 ticks (7.78 mins) of work modified by the construction speed of the builder, and a construction skill of 8.

Summary[edit]

Biosculpter pods can perform four different operations on a pawn, however some mechanics are consistent across all options. All cycles consume 5 non-hay nutrition, which must be loaded by haulers prior to selecting and starting a cycle. The pod will glow green when sufficient nutrition has been loaded. Canceling the cycle before it has started won't consume the stored nutrition, but the food cannot be retrieved once loaded. Nutrition is reset if the pod is reinstalled. Foods that inflict a negative moodlet when eaten, such as raw food, human meat, or kibble, can be used without penalty by any occupant regardless of their dietary requirements. Additional cycle ingredients will be retrieved by the pawn initiating the cycle.

Pawns can load themselves into a pod, either by selecting the pawn and using the right-click menu to select a cycle, or automatically for age reversal cycles with the toggle activated. Pawns can load other pawns into the pod.[Detail]

Pawns inside a pod are suspended as if in cryptosleep; for example, disease progression is frozen for the duration of the cycle. 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.

Biosculpters consume 200W of power when running a cycle, and 50W otherwise. If power is lost, biosculpting will pause until it is restored. If 24 hours pass without power, the cycle is cancelled and pawn is ejected with biosculpting sickness. The remaining time before ejection will be displayed on the pod's info box if selected.

Pawns can also be manually ejected from the pod,[Detail] which will also cause biosculpting sickness.

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.

Time[edit]

Each operation takes between 4 to 25 days to complete, before modifiers. The base values[Cleanliness?] for both normal and transhumanist pawns can be seen by mousing over the cycle's gizmo. They will also be displayed when selecting a cycle from the right click menu.[Per pawn?] The final time is affected by the following modifiers:

  • Room Cleanliness - Biosculpter speed scales with cleanliness, with cleaner being faster. 0.6 cleanliness, equivalent to a clean, sterile tiled room, grants a 115% speed-factor.
  • Pawns with the Biosculpting: Accelerated precept will have the time for each cycle halved. Note that this precept is mandatory for Transhumanists and is unique to them.
  • After an operation is completed, the pod becomes attuned to that colonist. This forbids usage by other colonists for 80 days, but speeds subsequent cycles by 25%. This 80-day time limit is renewed every time the pawn completes a cycle. The time limit does not decay while the pod is powered off.
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)

Cycles[edit]

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.

Medic[edit]

BiosculpterCycleHealing.png

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

— Tooltip

Medic takes 6 days to complete. It heals all fresh wounds, blood loss and one random disease.

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

A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.

Bioregeneration[edit]

BiosculpterCycleBioregeneration.png

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

— Tooltip

Bioregeneration takes 25 days to complete, and additionally costs Glitterworld medicine 2 glitterworld medicine. 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 one of the following permanent injuries: scars (including brain scars), Frail, Cataracts, Blindness, Bad back, Asthma, Hearing loss, and Artery blockages.[Sometimes multiple scars?]

It will restore all of the following body parts: Eye, Ear, Nose, Finger, Toe, and Tongue. It will not heal missing eyes that have been replaced by an artificial part, or if the pawn's ideoligion approves of blindness.

It does not heal: Alzheimer's, Dementia, Toxic buildup, Carcinoma, Chemical damage, Trauma savant,[Verify] missing major body parts (like arms, legs, jaw and lungs), Luciferium need, addictions, diseases or any types of fertility procedures.

A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.

Age reversal[edit]

BiosculpterCycleAgeReversal.png

Reverse one year of aging.

— Tooltip
Automatic age reverse toggle

Age reversal takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 13.

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 gradually increasing −4/−7/−10 mood 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[edit]

BiosculpterCyclePleasure.png

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

— Tooltip

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

Analysis[edit]

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[edit]

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.

<General value proposition goes here>

Tuning[edit]

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, but the tuning time is extended while the pod is powered down.

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[edit]

A biosculpter "mini-room" with the door built over the interaction point

If the door is built over the interaction spot, the smallest possible room size that can contain a single biosculpter is a mere 6 tiles. This is perfect for pods reserved for emergency situations, or for a smaller colony as it saves space, cleaning time, and construction resources- the pattern can be repeated by placing pods side-by-side with one door per pod.

As a room's cleanliness stat affects the sculptor's speed, the room's smaller size also makes it cheaper to tile the entire room with sterile tiles. It is important to note that the game does not consider the flooring material underneath a door for a room's cleanliness, but it does consider any dirt or debris in the doorway: a Sterile Tile under the doorway is not needed, but the doorway should still be kept clean for maximum efficiency. You can even leave the door open for faster travel, at risk of allowing raiders easy access to your expensive machinery.

As a bonus, the pawn will be unconscious during biosculpting, so the small room space will have no mood effect.

Age reversal cycle[edit]

For regular ideoligions, 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 likely at age 80. The Lovin' mood boost can be significant, especially when combined with a love enhancer.Content added by the Royalty DLC

Many Ailments have a chance to develop with age. Keeping your colonist young reduces the chance of getting these conditions.

The Chronophagy psychic ritualContent added by the Anomaly DLC may provide a more appealing alternative or supplement to Transhumanist colonies looking to address age reversal demands, as it requires significantly less down time and can remove many years at once. Unlike biosculpting however, it requires psychic sensitivity and it cannot scale with colonist count and may not be feasible as the only source of age reversal in very large colonies.

Medic cycles[edit]

Medic cycles can be utilized to heal pawns that have slow wound healingContent added by the Biotech DLC recover faster as their natural recovery will be far slower usually, YttakinContent added by the Biotech DLC as a example are prone to getting into social fights and getting long-term injuries from them impacting their overall work efficiency and performance in combat. It can also be utilized to treat long-term diseases that can be a hinderance to a pawn's productiveness to wait out such as sleeping sickness, muscle parasites and gut worms.

Emergency auto-doc[edit]

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.

Bio-Regeneration cycles[edit]

Bio-regeneration can be extremely valuable, especially for scars on the torso, neck, and head, which can't be replaced by bionics. treating these scars would otherwise require a rare Healer mech serum or a permanent commitment to luciferium, it is also helpful to save on advanced components or to treat Body purist scars and missing small limbs without replacing the entire arm or leg. It is worth noting Chronophagy Content added by the Anomaly DLC can also heal scars and age-related ailments much faster then bio-regeneration albeit it can't restore limbs, requires the age to be lowered to a certain amount to treat age ailments and is limited to pawns with psychic sensitivity, unlike biosculpter pods chronophagy can heal dementia, alzheimers and carcinomas. As chronophagy is limited by colony rather than by resources or by pawn, it may also be preferable to use it for its intended use and supplement with a biosculpter pod for scars and minor issues.

Pleasure cycle[edit]

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[edit]

The pleasure cycle is the shortest cycle, taking only 4 days when untuned, but still biotunes the pod. Meanwhile tuning reduces the length of the bioregeneration cycle from 25 days to 18.75, or a 6.25 day reduction. Therefore, if the pod is untuned, it is 2.25 days faster to use the pleasure cycle and then a bioregeneration cycle, than it is to perform bioregeneration cycle alone.

As all the biosculpting time reductions are multiplicative, this combination is always faster when using an untuned pod, however the quantitative difference may shrink. For example, the combination only saves transhumanists in a sterile room 0.98 days instead of 2.25.

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[edit]

  • 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.
  • 1.3.3074 - Fix: Pawns under 18 can use age reversal.
  • 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. We now warn the player if they are trying to put a pawn in a regeneration or medic cycle that would not heal any conditions.
  • 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.
  • 1.3.3200 - Show biosculpter cycle duration for both normal and transhumanist pawns in cycle button's tooltip. When you r-click on a biosculpter with a pawn selected, we now show biosculpter cycles' durations in the context menu.
  • 1.3.3287 - Fix: Blindness from resurrector mech serum is not cured by biosculpter regen cycle.
  • 1.4.3523 - Fix: Hay is listed as possible nutrition in biosculpter pods. Fix: SetBiotuned() method resets the biosculpter timer.
  • 1.4.3523 or later - Minimum age reduction age reduced from 18 to 13.
  • 1.4.3555 - Fix: Right clicking injured pawns can cause usage of un-researched bioregeneration cycle.
  • 1.4.3580 - Fix: Second sentence of the biosculpter age reversal complete message begins in lower case.
  • 1.4.3613 - Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.