RimWorld

RimWorld

Eternal Youth Implant
56 Comments
supasaiyajinrosekaiokenx 26 Mar @ 6:08am 
i have a gigantic mod list too.
supasaiyajinrosekaiokenx 26 Mar @ 6:07am 
it works with 1.5. been using it for a while now and it functions properly.
Magic_zak 5 Jan @ 8:30am 
whats the image at the top of the page.
Blue 31 Dec, 2024 @ 12:13am 
I wouldn't say no to 1.5.
wydscum 26 Oct, 2024 @ 9:08am 
need the 1.5 pleasee
Blake81 14 May, 2024 @ 2:15pm 
Will we have 1.5?
Art Student 18 Feb, 2024 @ 10:27pm 
is there any way to get this implant aside from the vfe viking tomb?
CTH2004 3 Sep, 2023 @ 7:05am 
So, basically an implanted Ageless gene (:

Perfect!
Erebus 28 Apr, 2023 @ 5:25am 
Well that 10% pain increase would be a fine addition to my pawns you know, pain is virtue really helps to make good drones.
Netzach Sloth  [author] 27 Apr, 2023 @ 4:50pm 
updated to 1.4
Dirt 12 Nov, 2022 @ 7:16am 
Does this run in 1.4?
Alexander Zagirov 9 Sep, 2022 @ 5:53am 
Started new playthrough recently and transferred one of the pawns with eternal youth implant. Works as intended, no errors or other problems. Also updated pawncleaner a bit to also reset Force exp timer for “SW – The Force” mod.
Alexander Zagirov 15 Aug, 2022 @ 10:05am 
I don’t know how exactly everything work so I can only speculate about potential problems. Well, I think just freezing biological age is fine, there is no need to go extra mile and forcibly make pawn young.

I uploaded pawn cleaner to google drive. For me everything works fine, but “Veteran Colonist” mod can f*ck up events so you should only use Wanderer Join event to transfer colonists. And if you don’t need to transfer them often, I recommend turning this mod off after doing so.

https://drive.google.com/file/d/1YzEQde1gYrHIWRPhk7uzvfuGOs1SmFLY/view?usp=sharing
Netzach Sloth  [author] 15 Aug, 2022 @ 8:08am 
There't wouldn't be issues with those. Backstories are only set on character creation, and they don't get removed when you age backward, and they don't get added, except by mod, when you age forward past childhood.

Lifestage would change exactly as you'd expect it should. One of the reasons why I limit this to once a minute, rather than just every tick, is that the agetick setter also enforces lifestage on biological age. The normal age tick doesn't handle that; I think by default it's only checked once a year.
Alexander Zagirov 15 Aug, 2022 @ 7:59am 
Then there will be problems with adult backstories and lifestages. Some alien races have huge lifespans.
As for "cleaner" I’ll see if I can upload it somewhere after returning home.
Netzach Sloth  [author] 15 Aug, 2022 @ 7:52am 
It's called "stasis" so immunity to age changing affects makes some sense.

The original version of the mod just patched into the agetick itself, so it got run for everybody. The last version worked well enough, but as you said, age affecting things bypassed it, so it wasn't really eternal youth, and a bigger issue is a lack of compatibility with age affecting mods

Even this isn't really eternal youth. It stops aging, even if you're old.

Maybe I should change that. My Space Time Mage mod uses an alternate version, where it has 14 and 20 as min and max ages, and just forces it to those if the tick gets too low or too high; maybe something like that would be better, or adding another implant for it.
Netzach Sloth  [author] 15 Aug, 2022 @ 7:44am 
I've mostly only ever done backend. I actually just started a full stack position, so I'm picking up Vue 3, so that's pretty neat. We use a headless CMS though, which surprised me, so I'm actually kinda bumbed out about the new job; it's way less coding than I expected.

Modding for Rimworld is crazy easy. To get started, all you really need is to install Visual Studio, and then reference the main Rimworld dlls.

This mod here is extremely simple, so if you remove the stuff I have that you don't need, it's a good place to start; I actually ripped it from hamu-taru originally, from their traits mod, and then I poked around Torran's ARoM stuff to figure out hediff comps.

I didn't know that about Veteran Colonist; I have been having issues with Character Editor. If you're willing to share your cleaner, I'd be interested.
Alexander Zagirov 15 Aug, 2022 @ 7:39am 
My current playthrough is fine. I didn’t see any problems with 3 pawns wearing those implants, but I’m not sure what will happen after transferring them to a new game. Also, with the way this mod currently doing things I foresee a problem with age reversing procedures. You will need to remove implants beforehand otherwise pawns will just return to their old age. In my opinion the way this mod worked before was much more… stable.
Alexander Zagirov 15 Aug, 2022 @ 7:29am 
I’m using “Veteran Colonist” mod for transfer. It just saves everything about a pawn into .xml file. Unlike with “Character Editor” you can transfer pawns with custom abilities from other mods (VFE – Ancients, Star Wars - The Force, etc.), dual wielded weapons, minified building in inventory, and so on. They even keep other settings like badges from “Pawn Badge” or outfits from “Appearance clothes”. This also creates problems so I had to write my own “cleaner” for those files, but I’m a web developer so creating a simple xml parser is very easy. Took some time to figure out what exactly needed to be cleaned. Honestly, if I had some free time to learn about Rimworld modding would’ve created my own mod for transferring colonists and items. Both “Veteran Colonist” and “Character Editor” have too many flaws.
Netzach Sloth  [author] 15 Aug, 2022 @ 5:16am 
Also, I didn't change the defs at all, except for the comps, so pawns that had the old version of the implant, should be fine? I'm not actually sure.

I expect that any old pawns you've saved, that when you load them, they'll work fine, and use the new behavior.

Do you mind checking that for me?
Netzach Sloth  [author] 15 Aug, 2022 @ 5:11am 
@Alexander, you should be fine, depending on what mod you use to save and load.

I save and load characters all the time with Character Editor.

When you load a character with Character Editor it creates a new pawn, and applies all the hediffs to them fresh, so it'll set the ageBiologicalTicks for the loaded character, at what it was when you saved the pawn.

The only issue I expect from that, is that because I'm not constantly resetting the age, I only do it every 60 seconds; when you load your pawn it won't get reset to the original age, it'll get reset to the age that it's at when it's loaded. Which might be anywhere from 0 to 60 seconds older.

Let me know if this is an issue. I might add a dependency to xml extensions, and make an option for this, or an option to increase the rate that the age is reset.
Alexander Zagirov 15 Aug, 2022 @ 4:22am 
@Netzach Sloth, I already wrote this before: “saving a tick would be a problem for people (like me) who uses mods to save/transfer colonists between games”. Does it save <ageBiologicalTicks> value and resets to it? If so than it should be fine, but if not than I’ll have to remove all of those implants.
Rince 14 Aug, 2022 @ 9:34pm 
wowie, dude its incredible, its really really legendary! Thanks big time! Gonna report if i find any major issues
Netzach Sloth  [author] 14 Aug, 2022 @ 2:28pm 
@Rince, I just pushed an update that should fix that.

I changed how the implant works. Before, it was reversing age by 1200 ticks, every 1200 ticks.

Now, it saves the initial age tick, and reapplies that to the pawn every 3600 ticks.

So, every 60 seconds real time, the pawn's age will be set back to what it was when they had the implant installed. I just tested it with smart aging and it seems to work fine.

I didn't test the change much, so let me know if there are any problems.
Rince 14 Aug, 2022 @ 11:07am 
i wanted to use it for generation playtrough with 20x smart aging, but pawn still age, any idea what i can do about it?
Netzach Sloth  [author] 23 Jul, 2022 @ 8:18pm 
As for the torso and brain issue, that happens with any implants if the body type was changed. If you've added something that changes pawn bodies in any way, then it could cause that problem.

There's nothing this mod does on it's own that should be able to cause that issue.
Netzach Sloth  [author] 23 Jul, 2022 @ 8:16pm 
If you're running Rim73, turn off the hediff option, it breaks pretty much everything, not just my my mod.
NonExistantFlower 22 Jul, 2022 @ 3:36pm 
this mod does not work for me, and Im not sure if its an incompatibility or the mod itself.

first off, whenever I apply it it says its applied to torso, and before when I used it it was applied to the brain

This does not seem to stop aging, as whenever I make a pawn with it I still get the birthday event along with all the negative symptoms
Netzach Sloth  [author] 16 Jul, 2022 @ 10:04am 
The cryptobleed implant also sometimes pops up in stores, but the legend event is much more reliable.
Netzach Sloth  [author] 16 Jul, 2022 @ 10:03am 
You can get the Archotech reward from anywhere you might normally get Archotech stuff, so quest or trader mostly.

The cryptobleed implant, you can get if you have VFE Vikings installed; there's a random event for a "legendary crypt" where you find "legends" in crypto sarcophaguses wearing crypto armor. That's all a part of the Vikings mod.

This mod adds a cryptobleed implant to those legends, so if you can capture them, you can remove the implant, and give it to a different pawn.

There's no way to research or build, just the methods above, and other mods shouldn't conflict.
Baum-San 16 Jul, 2022 @ 12:05am 
I kind of can't find it.
Do you have to research it?
Do you have to just get it?
Does the Expanded Prosthetics Mod mess it up?
Netzach Sloth  [author] 13 Jul, 2022 @ 1:03pm 
@popumu, shouldn't be.

That might happen though, if you install implant just before their birthday happens; within 20 seconds of it.

But other than that, you shouldn't be seeing birthday events on any pawns that have the implant installed.
popumu 13 Jul, 2022 @ 7:41am 
二十歳でも誕生日”喘息”のイベントが発生する。このMODの影響?
Netzach Sloth  [author] 10 Jul, 2022 @ 5:12pm 
That makes sense; I'll change how it does things, so that won't be an issue.
Alexander Zagirov 10 Jul, 2022 @ 12:10pm 
Saving a tick would be a problem for people (like me) who uses mods to save/transfer colonists between games.
Netzach Sloth  [author] 30 Jun, 2022 @ 7:25pm 
I changed the mod to act on the hediff instead of age tick, let me know if you see any problems.
Netzach Sloth  [author] 23 Mar, 2022 @ 8:56am 
Best use of the word by far is when Thief yoinks the sun in A Practical Guide To Evil.
Kenpa 21 Mar, 2022 @ 6:43pm 
10 points for finding a way to use the word "yoink". Oh, and thanks for creating this mod.
Netzach Sloth  [author] 9 Mar, 2022 @ 11:00am 
I might just remove the effect from the crypto armor alltogether. I already added a patch that gives a "crytpobleed" implant to any Legends found in crypts if you have the vikings mod, so right now, there's actually three ways to stop aging.

Get the archotech implant, get the crypto armor, or capture a legend (the dudes already in crytpo armor) and yoink their implant. The fact that legends have their aging stopped by both their armor and the implant I gave them is kinda silly, so I probably should remove the effect from the armor.
Hypnagogia 9 Mar, 2022 @ 9:08am 
Would it be possible to make the crypto armor functionality a toggle we can change in mod settings?
Osttruppen 17 Jan, 2022 @ 9:06am 
Thanks for including the source code.
Dragons 3 Jan, 2022 @ 9:09am 
history in the making lol
Netzach Sloth  [author] 2 Jan, 2022 @ 11:55pm 
That update's up. Pawns with crypto armor on won't age.

For now, the implant has the same name.
Dragons 2 Jan, 2022 @ 8:18pm 
ooo, that would be cool
Netzach Sloth  [author] 2 Jan, 2022 @ 8:10pm 
Cryptostasis chip gives me an idea; I can add a patch to make it so that if you're wearing the crypto armor from Vanilla Factions Expanded - Vikings, then it also stops aging.
Dragons 2 Jan, 2022 @ 7:32pm 
name: cryptostasis chip/serum/etc etc - wherever it goes lol
Alan Watts 30 Dec, 2021 @ 7:13am 
Name: archotech longevity serum.
TurtleShroom 29 Dec, 2021 @ 8:25am 
Ah, I see. That makes sense.
Netzach Sloth  [author] 28 Dec, 2021 @ 11:55am 
It's a swarm of archotech mechanites; doctors on the Rim don't really have what it takes to get them out.
TurtleShroom 28 Dec, 2021 @ 7:28am 
Why is there no way to reverse it except cheat codes? Shouldn't the implant be removable?