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{{Ideology}}
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{{Ideology}}{{Image wanted|reason=[https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights}}{{infobox main|misc|
{{Image wanted|reason=[https://www.reddit.com/r/RimWorld/comments/phdtik/efficiently_tiling_biosculpture_pods/ Tesselation pattern like this] but nice screenshot/copyrights}}
 
{{Infobox main|misc
 
 
| name = Biosculpter pod
 
| name = Biosculpter pod
| image = Biosculpter pod.png
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| image = Biosculpter pod.png|Biosculpter pod
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|imagesize= 250px
 
| 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.
 
| 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 = Ideology (Buildings)
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| type2 = Misc
 
| placeable = true
 
| placeable = true
 
| path cost = 42
 
| path cost = 42
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== Summary ==
 
== Summary ==
{{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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{{Stub|section=1|reason=ideology mechanics relating to it. Does tuning tick down while the pod is minified and/or unpowered?}}
{{Image wanted|section=1|reason=Pod colors}}
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Biosculpter pods can perform four different operations on a colonist. Pawns inside a pod are frozen as if in [[cryptosleep]]; for example, [[disease]]s are frozen, and will remain unaffected unless the Medic cycle cures them.
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.
 
  
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.}}
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All cycles require 5 non-[[hay]] [[nutrition|nutrients]] loaded to start and complete. Things like [[human meat]] and [[kibble]] can be used with no penalty. Canceling the cycle before it has started won't consume it, but the food can't be retrieved. Nutrition is reset if the pod is reinstalled.
  
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.  
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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 pawn is ejected and will gain [[biosculpting sickness]].
  
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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===Time===
 
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Each operation takes between 4 to 25 [[Time|days]] to complete, before modifiers:
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.
 
 
 
=== Time ===
 
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:
 
* 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.
 
  
 
{| 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}})
 
|}
 
|}
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*Biosculpter pods work faster with Cleanliness. 0.6 cleanliness, equivalent to a clean, [[sterile tile]]d room, grants a 115% speed-factor.
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*Transhumanists will always have the [[precept]] Biosculpting: Accelerated, which halves the time for each cycle.
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*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.
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Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.
  
=== Cycles ===
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==Cycles==
 
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.
 
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=== Medic ===
==== 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''' takes 6 days to complete. It heals all fresh wounds, [[blood loss]] and one random [[disease]].
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'''Medic''' 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.
  
A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.
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=== Bioregeneration ===
 
 
==== 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''' 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.  
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'''Bioregeneration''' takes 25 days to complete, and additionally costs 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 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?}}
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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 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.
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It does not heal: [[Alzheimer's]], [[Dementia]], [[Toxic buildup]], [[Carcinoma]], [[Chemical Damage]] missing body parts, [[Luciferium]] need, addictions or [[diseases]].
  
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.
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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.
  
A warning will inform the player when attempting to place a pawn in this cycle that would not have any conditions healed.
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=== Age reversal ===
 
 
==== 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 13.  
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'''Age reversal''' takes 8 days to complete. It reverses one year of aging, to a minimum colonist age of 18(13 if the Biotech DLC is installed).  
  
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.
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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 ? 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}}
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==== Mini-rooms ====
 
==== Mini-rooms ====
[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the door built over the interaction point]]
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[[File:Tiny biosculpter room.png|thumb|left|150px|A biosculpter "mini-room" with the interaction point shown overlaping the door]]
  
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.
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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.
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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.
  
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.
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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.-->
  
As a bonus, the pawn will be unconscious during biosculpting, so the small room space will have no mood effect.
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The pawn during biosculpting does not care about the tiny space.
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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 cycle ===
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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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}}
  
 
=== Healing cycles ===
 
=== Healing cycles ===
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==== Pleasure cycle as a time saver ====
 
==== 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.  
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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.
 
 
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. 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.
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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.
 
* [[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.
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** 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.
 
  
{{nav|ideology|wide}}
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{{nav|misc|wide}}
[[Category:Ideology (Buildings)]]
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[[Category:Miscellaneous]]

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