RimWorld

RimWorld

CryoRegenesis Caskets
66 Comments
DeltaStorm 15 Jul @ 8:11pm 
Any update for 1.6? Huge fan of this mod and want it with odyssey :)
.:CHG:. Hope  [author] 11 Jul @ 3:47pm 
@ExistentialMachine, it's only for dead bodies.
pgames-food 24 May @ 4:40pm 
ah nice @ chghope, sorry i missed that comment before, you might also like the minions mod :)

you can give minions spare weapons (but its better to give them defensive stuff, like fire extinguishers, and to use the spare weapons with Misc Turrets on mount bases :)
ExistentialMachine 24 May @ 1:27pm 
Does haul to casket have a specific requirement? Trying to haul to it but no ones doing it.
martingolding96 20 Jan @ 1:11pm 
Stargate SG1 reference I like this mod.
.:CHG:. Hope  [author] 7 Jun, 2024 @ 9:23am 
@pgames-food. I’m still stuck on v1.2 because of hte damn animals. Via my Uplifted Animals mod, I currently have uplifted (e.g., set to v1.2 mode + hauling) Raccoons, horses, Thrombos, and Monkeys. I’m currently working on Pigs and Donkeys.
pgames-food 13 May, 2024 @ 4:56pm 
nice :)
ive been using tons of uraniums to mostly cure one of my colonists, (who received a bad dose of old age from the Sometimes raids go wrong mod, which i was luckily to find via a smelting mod that turns chunks after heavy research, into precious metals + from a pristine ruins from the Real ruins mod, and even a bit from my mod's traveling tribal tailor in the form of uranium toggle buttons when smelted :lunar2019piginablanket: - all in my v1.2 game, assuming you are still mainly in v1.2 too :)
.:CHG:. Hope  [author] 13 May, 2024 @ 3:57pm 
I successfully added the abiltiy to resurrect dead pawns, as long as they haven’t been unrefrigerated for longer than 1 day and have a brain… It is now 100% functionally equivalent to the Stargate universe’s Gao’uld Sarcophagus.
pgames-food 15 Mar, 2024 @ 4:41pm 
cool :)
.:CHG:. Hope  [author] 15 Mar, 2024 @ 1:06am 
I’ve updated this mod for Rimworld v1.5.

Of the Stargate mods collection (more of a DLC at this point), only the DeMaterializer, Stargate, and Stargate DHD mods haven’t been ported to v1.5…

Zatgun, ZPM, sarcophagus (this mod), SaveGame Shrinker, WakeUp Implant, and Uplifted Animals have all been migrated.
.:CHG:. Hope  [author] 15 Mar, 2024 @ 1:00am 
After 1,333 days (3y 7m 23d) of experiencing the CryoRegenesis Quantum Anomaly (where a guest / prisoner / raider gets lost in space/time and cannot be ejected and the cryocasket can’t be destroyed except via devtool), I have finally solved it!!!

Rimworld treats guests as *animals* internally!! I didn’t figure it out until I created BetterRimworlds’ Uplifted Animals this week…

If you have a save with someone “stuck” in this state, then you can get them out after this upgrade. I’ts savegame compatible.

Detailed explanation: https://github.com/BetterRimworlds/CryoRegenesis/issues/6
SapkooV 21 Dec, 2023 @ 11:50am 
Jaffa Kree
Robo 31 Jul, 2023 @ 12:52pm 
I'm not able to extract pawn from the casket and it wont disassemble or break when damaged its health just gets stuck at 0
.:CHG:. Hope  [author] 7 Jun, 2023 @ 4:41am 
@yavis,
> I put in a 5 year old pawn and he couldn’t get out.

It should automatically spit him out if he’s under the age of maturity (21 by default). Version 3 no longer allows pawns that will be automaticaly mothballed to be put in (older versions you had to destroy the cryopod via dev tools [plus the occupant inside, but he/she is already Schrondiger’s Cat]).

The only exception is if the pawn has damage and there’s not enough Uranium for a full healing. But you can still get the pawn out by clicking “Open” and having a colonist manually open it.
Nimn 4 Jun, 2023 @ 1:28pm 
Ok, new issue. It removes mechlinks
yavis 29 May, 2023 @ 4:21am 
I put in a 5 year old pawn and he couldn't get out.
I used Character Editor to edit his age to 15 to get back to normal.

Put in a pregnant woman, the fetus is gone, but also reasonable, because it is Cryo.
.:CHG:. Hope  [author] 28 May, 2023 @ 2:26am 
You can de-age pawns with Trauma Savant, just pull them out before the To Heal countdown goes to zero. Serious condtions are always healed last, anyway.
.:CHG:. Hope  [author] 28 May, 2023 @ 2:24am 
OK, now it’s updated. I apologize for that :-/
.:CHG:. Hope  [author] 28 May, 2023 @ 2:13am 
Hmm… Steam says that this plugin was last updated Jan 13 @ 6:07am… That’s why you can’t find the mod options...
Minosha 22 May, 2023 @ 11:18pm 
How do i access the mod options? Cant find the setting in the in-game mod menu -.-
.:CHG:. Hope  [author] 22 May, 2023 @ 12:05am 
Version 3.0.0 is released!

**Version 3.0: 2023-05-22**
* Re-added more hair colors.
* Added Mod Settings.
* Enabled the new optional debug messaging system.
* Added a new option to only regen until the pawn is healed.
* Added a new option for the target age of Human pawns.
* Added an option to not try to heal anything that isn’t tendable.
* Added functionality to never heal implants.
* Block non-colonist humans from being placed in the casket.
General Jame Macheal 21 May, 2023 @ 11:38am 
nice chg hope, that dog is having one lovely life
.:CHG:. Hope  [author] 21 May, 2023 @ 8:43am 
Update since 13 January 2023:

My immortal pup, Cargo, is now an incredible 107 years old :O
His wife, Iodine, is 43 years old.

https://user-images.githubusercontent.com/1125541/239752142-e76d8ca0-2616-44d6-9f7e-f89fa014a633.png
.:CHG:. Hope  [author] 21 May, 2023 @ 3:42am 
I’ve created a new mod: WakeUp Implant. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2978721013

And unfortunately, CryoRegenesis is removing it.

So I’m going to create mod settings for this plugin that offer the following:
* Ignore all implants except Simple Prosthetics and Wooden Limbs.

Then this should be compatible with every mod. I’ll even enable both options by default.
General Jame Macheal 7 Feb, 2023 @ 11:47am 
is it possible to make the cryoregenesis be classified as a hospital bed?, i remade my hospital room with them and the pawns instead move the injurted into a normal bed rather than the regenesis pods
pgames-food 21 Jan, 2023 @ 4:50pm 
(btw there might be a way with rimmsquol mod, to edit in game which health diffs the pod "cures" - i havent tried but could be an easy way without coding needed)
Nimn 21 Jan, 2023 @ 4:46pm 
It heals zenith body parts. I'd personally recommend a feature similar to the medpod but with age reversal included. Not the most friendly towards modded implants but otherwise a very much needed mod for any of my playthroughs. Generally anything labeled positive should be ignored and negative removed. I don't really know the behind the scenes to mod making or running so the best i got is that idea. Still, pretty damned good even with that issue.
pgames-food 21 Jan, 2023 @ 4:37pm 
ah cool many thanks for the infos.

hehe, im still on a v1.2 version of rimworld, with about 440 mods, running and older versions of rimthreaded :) works fine most of the time, just a few mods recently added have some quirks.
(if you need a mod you cant find for it, let me know and i might have it) :)
.:CHG:. Hope  [author] 21 Jan, 2023 @ 3:52pm 
@pgames-found The Stargate mod is probably in a publishable state, for Rimworld v1.2 and v1.3.

https://github.com/BetterRimworlds/Rimworld-Stargate/releases/tag/v7.0.0%2Bv1.3

There are so many changes needed to support v1.4, I won’t have time to get to them for a couple more months.
.:CHG:. Hope  [author] 21 Jan, 2023 @ 3:50pm 
@Nimm: It will ignore implants that have the word “bionic” or “archotech” in their label.

```
h => h.Part == curP
&& h.def.countsAsAddedPartOrImplant
&& (h.def.label.Contains("bionic") || h.def.label.Contains("archotech"))
```

It also ignores
“joywire”,
“painstopper”,
“luciferium”,
“penoxycyline”,
“cryptosleep sickness”,

Everything else, it will attempt to cure, except drug addictions.

The nanites refer to the Pawns’ core biology in most exceptions. This is to revert them to their state of natural being at age 21.
.:CHG:. Hope  [author] 21 Jan, 2023 @ 3:46pm 
@pgames-food All of my mods support v1.2, v1.3, and v1.4. I am personally still stuck on Rimworld v1.2, largely because of the changes to animal farming.

Fun fact: I was stuck on A16 for years and years, solely because Jaxxa’s Stargate mod last supported that version. I had to teach myself (a lot) of C# to upgrade it, and now I’ve overwritten 95% of the lines and greatly expanded it.

But yeah, I was stuck on A16 from 2016 until August 2020, when I personally ported the stargate mod to Rimworld v1.0.
Nimn 15 Jan, 2023 @ 11:52pm 
So, only problem i seem to have, this also "heals" implants and body parts that are supposed to be there. None of the "healed" implants are negative.
pgames-food 13 Jan, 2023 @ 5:51pm 
(ooh i just saw this line on github :) "Changes necessary for Rimworld v1.2" :)
pgames-food 13 Jan, 2023 @ 5:49pm 
hi your stargate mod sounds cool :) do you know if it will also be able to work on v1.2 of rimworld?

i added this cryoregenesis to my game, to help me cure some of the rapid-ageing from Sometimes raids go wrong, mod :) but maybe it can work on minions too from the minions mod if it works on your husky :)
.:CHG:. Hope  [author] 13 Jan, 2023 @ 4:29am 
Cargo is my 65 year-old husky. He goes with my immortal pawn Lucee (also addicted to Luciferium) from world to world via my Stargate mod. Their main mission in life is to build nice roads on various rims connecting settlements to the spaceship quest location (takes about 10-30 years). And eventually a Stargate to get offworld (takes about another 5-10 years with a prosperous colony).

Lucee is currently 159 biological years old (259 chronologically), but she’s only spent about 20 years in cryosleep. The group is led by Ana who was born in 2017 and stayed in an Ancient cryo casket until Year 5519 since age 17 (3,485 years in cryo). She’s the oldest, chronologically, of any pawn I’ve ever found in Rimworld.
.:CHG:. Hope  [author] 13 Jan, 2023 @ 4:22am 
@Stakedex: Rimworld pawns treat CryoRegenesis as a lesser version of Crypto caskets. They’ll always prefer Ancient Danger -> Ship Crypto to CryoRegenesis, so make sure those are locked up tight if you want them to put a pawn in a CryoRegenesis casket. Also, tranquilize animals to be able to put them inside without hurting them (heatstroke is also OK).
.:CHG:. Hope  [author] 13 Jan, 2023 @ 4:19am 
@Earthworm Chris: Since you made your comment, I did make a Zat’nik’tel (zatgun): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881581785

There is also my unpublished Stargate mod: https://github.com/BetterRimworlds/Rimworld-Stargate/releases/tag/v7.0.0%2Bv1.3 Although it doesn’t support v1.4 yet (major changes needed).
.:CHG:. Hope  [author] 13 Jan, 2023 @ 4:15am 
@Hippolytah: Updated to v1.4!!
Stakedexx 11 Jan, 2023 @ 7:55am 
Is there a way for settlers not to put pets or dead animals?
Hippolytah 29 Oct, 2022 @ 11:23am 
Will this mod be updated to the new version? I tried putting in a pawn with injuries and she disappeared from the game.
YANG 25 May, 2022 @ 12:17am 
I put my favorite colonist to reverse his age but sadly all his psylink levels were also removed. he still has the psycasts but he has no psylink level at all. I don't know if this is intended but I just wanted to let you know. Cheers!
Zyzyx 19 Mar, 2022 @ 8:11am 
Zyzyx 19 Mar, 2022 @ 8:08am 
Love this one, finally the ruler can be like Ra from the stargate movie. Also love the ZPM is really balanced as I still haven't been able to make it because the cost, but very cool to have like a goal to get that Ancient Atlantis feel. One thing though if you're playing with RJW mods the cryogenesis treats sex organs as diseases and removes them. Not a big problem as you can just add them back again with "add hediff" in development mode, not like rimworld has ironman achievements anyways.

If you are still making Stargate mods one thing I think would be cool is the Jaffa helmet, where undrafted you can see the pawn head, and drafted it covers up. Basically like this https://gifer.com/en/MmII

I'm no modder though so don't know if it's possible. Looking forward to your stargate mod.
Denjin09 29 Jan, 2022 @ 7:07pm 
can I use race mods together with the races are very late adult for example only with 200 or are they then also 18 again after the use of the capsule ? sorry for the bad english have machine translated
.:CHG:. Hope  [author] 29 Jan, 2022 @ 12:50pm 
New in Version 2.5.0:
• MAJOR: Ignores bionics and arcotech add-ons, but replaces prosethetics or worse.
• Heal the pawn no matter what (pregnancies no longer block).
• Eject the pawn when there are no more injuries.
• Reverse age any pawn that enters healthy.
• Completely ignore missing body parts due to bionics.
• Properly determine healing frequency for species with lower life expenctancies.
• Increased the cost to build by 250 Gold.
• Properly count Old Age disabilities.
• Now the chamber reanalyzes for new injuries after each healing.

I’m also releasing my long-awaited ZPM and Stargate mods today as well…
patashnik 28 Jan, 2022 @ 9:17pm 
Instant download for me. Love the Stargate inspiration. I do get an SG vibe from the game sometimes.
.:CHG:. Hope  [author] 28 Jan, 2022 @ 6:13am 
@CtrlAltSilent I am not an artist by any means. If you find suitable clipart that works with Rimworld, please submit it as an Issue at the repo: https://github.com/BetterRimworlds/CryoRegenesis
Piss guy 28 Jan, 2022 @ 3:51am 
I love this mod, but honestly it's just too overpowered for me. Could you add a settings menu to let us change stuff like what the pod will heal?
Wolfram Müller 1 Nov, 2021 @ 11:11pm 
after having a world 100 hours in, my main concern would be preserving my colonists, however it broke recently, and now seeing your update I can once again place this back into my world. now all I have to do is wait for a few more mods to update
Thundercraft 21 Aug, 2021 @ 5:04am 
This sounds similar to the Biosculpter pod in the Ideology DLC. However, there are a few differences:

Healing - Healing costs 10 nutrients and takes 10 days to complete. It heals all fresh wounds and one random injury. It can heal scars, including brain scars. It does not heal: Alzheimer's, Dementia, Frail, Cataracts, Frail, Bad back, Asthma, Toxic buildup, missing body parts, Luciferium need, addictions or diseases.

Age reversal - Age reversal costs 10 nutrients and takes 10 days to complete. It reverses one year of aging, to a minimum colonist age of 18.

So, yeah, this can do a few things (diseases) it can't. But to be more appealing to players, I think a heavy Uranium requirement should be nerfed or removed in favor of needing food or something else. And/or maybe cure some types of addiction?