RimWorld

RimWorld

Ambrosial Longevity
72 Comments
Zarniwoop 27 Jul, 2024 @ 7:21pm 
Still works in 1.5
Richard 9 Jul, 2024 @ 1:54pm 
it would be cool if you could make a potion out of ambrosia and other drugs to create a potion of youth
dninemfive  [author] 12 Mar, 2023 @ 12:21pm 
@Aahzrevian i actually looked at fixing that way back when, and people actually said they appreciated being able to rapidly age pawns. If i ever end up making an update, i'll try to make that a mod setting.
Aahzrevian 12 Mar, 2023 @ 11:23am 
Make sure to keep away from kids, Will age them up.
Sen'val 29 Dec, 2022 @ 2:16pm 
I'll be testing it out next, if it doesn't work I'll post again, if it does, you won't hear from me.
ParagonRenegade 30 Nov, 2022 @ 5:56pm 
This still works like a charm with 1.4, in case anyone wants another corroborating anecdote.
Ancalagon 26 Nov, 2022 @ 7:50pm 
This mod appears to be working just fine, and it's even more important now due to some pawns' demands to be de-aged!
dninemfive  [author] 10 Nov, 2022 @ 1:16pm 
Thanks. You too!
The Blind One 10 Nov, 2022 @ 8:55am 
I understand man, live your best life <3
dninemfive  [author] 10 Nov, 2022 @ 7:42am 
i appreciate the kind words, and i would like to update this at some point, but getting asked for updates dozens of times each time a new Rimworld version happens gets very frustrating.
The Blind One 10 Nov, 2022 @ 1:57am 
But I did teehee :P

Is okay if you dun't want to just thought this was a cool mod idea that deserves to continue its existence.
dninemfive  [author] 9 Nov, 2022 @ 2:19pm 
@The Blind One please don't.
The Blind One 9 Nov, 2022 @ 1:19pm 
1.4? pweaze?
Victorraze 21 Dec, 2021 @ 1:01am 
@ Neresium Yes. So long as they keep taking the Ambrosia and don't die of disease, war, or an army of rats, they can live forever.
Tony Bays 17 Dec, 2021 @ 3:58pm 
does this mean they are capable of living forever?
Haruhya 17 Oct, 2021 @ 5:12pm 
@bAkAwAlly: Thank you so much for mentioning this! I just found this mod and was immediately heartbroken that it wouldn't be compatible with 1.3. I'm so glad that it is! This ticks off the need to find a mod that gives anti-aging effects without getting into the science and research routes.
dninemfive  [author] 21 Sep, 2021 @ 6:49am 
@Kemal Well I commend your instinct - if you want to mod, you're headed in the right direction!
dninemfive  [author] 20 Sep, 2021 @ 11:11pm 
@Kemal Could you not simplify this to /Defs/HediffDef[isBad = "True"]?
Cassus 31 Jul, 2021 @ 11:28pm 
thanx! I was too lazy to test :)
bAkAwAlly 31 Jul, 2021 @ 3:44am 
For anyone interested. Tested this out in 1.3, still works fine with no errors.
Krazyfan1 4 Jan, 2021 @ 2:00pm 
fair enough.
Was thinking that after enough time limbs and organs could be possible, but Luciferium would probably be fine.
dninemfive  [author] 4 Jan, 2021 @ 1:35pm 
@Krazyfan1 Healing wounds would require pretty extensive work on my end, unless you mean the same healing as Luciferium, in which case it's easy enough that you can do it yourself (you just need to copy the appropriate comp to my patch).
Krazyfan1 4 Jan, 2021 @ 1:32pm 
Would it be possible to add config options to allow the ambrosia to also do other stuff as well?
I.e healing wounds?
dninemfive  [author] 7 Oct, 2020 @ 10:15am 
@condottiere Assuming they use the same defs as the vanilla ones, that mod is already supported.
condottiere 7 Oct, 2020 @ 9:49am 
I know you said this is a low priority for you, but FYI the Deafness and Blindness mod (continued by Mlie) has progressive deafness and blindness that are changed from the vanilla effects.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2019740307

I really like how this changed my attitude towards ambrosia finds!
PompousAuratus 31 Aug, 2020 @ 12:14am 
Holy moly just found this mod and man do I find it cool! Thanks for the mod!
Luneyl 23 Aug, 2020 @ 9:46am 
It looks like it still work in 1.2 properly. At least in my game.
dninemfive  [author] 22 Jul, 2020 @ 12:13pm 
@Ashen That is correct for humans. I don't know what you're doing wrong with that formula, it sounds right to me. I'll take a look if/when I rewrite this mod, but it's a low priority right now.
Ashen 22 Jul, 2020 @ 10:26am 
So the age floor for all humans would be 18 since that's the oldest lifestage smaller than 80/2, correct?

I'm still having a bit of trouble predicting the target age though. I have a pawn with bio age 14 and chrono age 1. The target age should therefore be (18 + ((1 - 14)%(27 - 18))) which comes out as 23, yet the ingame target age is apparently 14 at that moment. Where am I going wrong here?
dninemfive  [author] 22 Jul, 2020 @ 9:52am 
@Ashen The age floor is found by iterating over all the lifestages and stopping once the selected lifestage's minAge value is half of the pawn's race's lifeExpectancy value.

The ceiling is 1.5 times the age floor.

I haven't considered the effects of ambrosia on pawns younger than the target value, but what you describe sounds potentially accurate. You would have to wait for the chronological age to increase in that case, so once you hit that 13-14 age range just let them grow up normally.
Ashen 22 Jul, 2020 @ 4:28am 
To be a bit more specific about the intent behind my question, I'm trying to use this mod as a method of growing up age 0 children from Children, School & Learning, but they seem to only grow until 14 before their age target gets stuck revolving between 13 and 14.
Ashen 22 Jul, 2020 @ 4:25am 
I'm confused about the formula, mainly because I'm not really sure what values would go into some of the variables. Chronological and biological age are self-explanatory, but what would the age floor and age ceilings be for, say a human? Does "Oldest lifestage" mean the very oldest lifestage for that species or a lifestage in relation to the pawn's current lifestage, and what happens to age floor if it is more than half the pawn's life expectancy?
benai 12 Jun, 2020 @ 1:30pm 
Interesting mod so its a fountain of youth instead of immortality. But that also works for me.
I have a mad scientists scenario. So i want them also to crave for immortality. It would be boring when the only surviving people would be the androids and beasts they created^^.
dninemfive  [author] 29 Apr, 2020 @ 11:29am 
@Winter No.
Winter 29 Apr, 2020 @ 10:19am 
Does this mod increase the chance of the ambrosia sprout event occurring? It may just be random, but where most of my colonies in the past had one or two sprout events during their lifetime, my current colony generally has two or three ambrosia fields active at the same time.
Think3r 23 Apr, 2020 @ 10:43am 
Now, I got it. Thank you! Despite the rewrite, I guess it's worth mentioning in the desc, too. ;)
Greetings
dninemfive  [author] 23 Apr, 2020 @ 9:16am 
@Think3r That's true. Each time it ticks, the pawn's age is reduced by one year.

Looking at my code now, this needs a rewrite, and I'll probably change that into some asymptotic formula, but that's how it works now.
Think3r 23 Apr, 2020 @ 7:42am 
@dninemfive Yes, thank you. But imagine a 50 year old pawn eating ambrosia: I know his target age, but I don't know how long it will take him to reach that age. I know from the description, that the age will move every 4-12 hours, but how much does it move? I consider that knowledge very important. Cheers!
dninemfive  [author] 22 Apr, 2020 @ 10:38am 
@Think3r I admit the description may not be clear, but most of that information is in the Details section. The age ceiling is 1.5 times the age floor, which for humans is 18. The pawn's age will move towards the value given in the formula every 4-12 hours as long as the pawn has the ambrosia warmth hediff, which lasts approximately 16 hours per ambrosia consumed.
Think3r 22 Apr, 2020 @ 10:13am 
I read through the comments but couldn't find an answer to how long it takes for a pawn to reach its target age? I guess, ambrosia warmth from a single ingestion lasts for a fixed amount of time (do you know how long?), right? How much will it reduce the age during that span? The age floor is probably 18 and the age ceiling...?
nako 1 Apr, 2020 @ 6:40am 
What an awesome idea for a mod. Thank you!
dninemfive  [author] 12 Mar, 2020 @ 11:22am 
@floboug Pawns can still get addicted, yes. Ambrosia doesn't cause any illness in the base game, however, and this mod doesn't change that.
floboug 12 Mar, 2020 @ 8:33am 
Do the use of ambrosia still give dependance and illness ?
motokosworld 6 Mar, 2020 @ 8:24pm 
Thanks for the update!
dninemfive  [author] 28 Feb, 2020 @ 11:19pm 
@Victorraze Updated!
Victorraze 28 Feb, 2020 @ 9:20pm 
Would love to see it updated for 1.1
Dam Son 22 Feb, 2020 @ 11:13pm 
Perfect addition to my LoTR self-insert human getting too old. Thanks, duder!
Mistletoe The Bard 10 Jan, 2020 @ 6:33pm 
@TengetialThreat Ya, you can just assign feeding ambrosia to animal as a operation as well. This mod is definitely really freakin op. However, I think it is more or less a joke mod, so I only use it in less serious playthrough. Anything related to becoming younger is breaking the game balancing anyways, no matter how small it is. It's just for fun.
dninemfive  [author] 10 Jan, 2020 @ 2:49pm 
@TangentialThreat I don't think adding mod options to this is a good use of my time, but thanks for the feedback. I'll do a rebalancing pass at some point.
TangentialThreat 10 Jan, 2020 @ 2:04pm 
One successful ambrosia harvest is enough to de-age a whole colony. It cures bad backs. I tried force-feeding surplus ambrosia to an elderly horse from Vanilla Animals Expanded and she regained fertility and had foals.

I can edit the files, but some sliders to de-OP ambrosia would be handy.