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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 :)
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
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.
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
> 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.
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.
**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.
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
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.
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) :)
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.
```
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.
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.
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 :)
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.
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).
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.
• 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…
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?