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− | {{Ideology}} | + | {{Ideology}}{{infobox main|misc| |
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| name = Biosculpter pod | | name = Biosculpter pod | ||
− | | image = Biosculpter pod.png | + | | image = Biosculpter pod.png|Biosculpter pod |
− | | description = An | + | | 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. |
| type = Building | | type = Building | ||
− | | type2 = | + | | type2 = Misc |
| 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 == | + | ==Acquisition== |
Biosculpter pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] 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}}. | Biosculpter pods can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] 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}}. | ||
− | == Summary == | + | ==Summary== |
− | + | Biosculpter pods 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. If the pod is reinstalled elsewhere, the nutrition is reset to 0. | |
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− | Biosculpter pods can perform four different operations on a | ||
− | + | 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%. This 80 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. | + | 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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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. | |
− | + | [[Food poisoning]] and [[toxic buildup]] similarly do not progress while in the pod. | |
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{| 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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[[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''' takes 6 days to complete. It heals all fresh wounds, | + | '''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 [[Infection]]s. | It can cure: [[Malaria]], [[Sleeping sickness]], [[Flu]], [[Plague]], [[Gut worms]], [[Muscle parasites]], and [[Infection]]s. | ||
− | + | ===Bioregeneration=== | |
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[[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''' | + | '''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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− | It | + | It can heal on the following permanent injuries: scars including brain scars, [[Frail]], [[Cataract]]s, [[Bad back]], [[Asthma]], [[Hearing loss]], and [[Artery blockage]]s. |
− | It does | + | 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=== | |
[[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''' takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of | + | '''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 | + | 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=== | |
[[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''' takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days. | + | '''Pleasure''' costs 5 nutrients and takes 4 days to complete. It grants '''Biosculptor Pleasure Cycle''' thought, giving +15 mood for 12 days. |
− | == 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. | |
− | + | 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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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]] (assuming, of course, that the pawn's ideoligion approves of drug use). 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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− | + | === 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. | ||
− | + | === Emergency auto-doc === | |
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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. | ||
− | === | + | To "re-untune" the dedicated healing pod without needing to wait, simply deconstruct it and replace it; this will of course result in a net loss of resources, but is less expensive in terms of resources and space than having an entire bank of untuned pods ready to go. |
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− | + | === Mini-rooms === | |
+ | [[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the interaction point shown overlaping the door]] | ||
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+ | 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.--> | |
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− | + | 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}} | ||
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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. | ||
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* [[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]] - | + | * [[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 | + | * [[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. |
* [[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 {{ | + | ** 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. | ||
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− | {{nav| | + | {{nav|misc|wide}} |
− | [[Category: | + | [[Category:Miscellaneous]] |