
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. Note: Drug highs and tolerances do not decay while in a pod, but the time for scheduled use still progresses. strats for its use.įor ease of reading, the analysis is broken down into general - analysis of parts consistent accross all cycles, and the analyses for each cycle. Reason: Has basics but analysis is limited and theres room for significantly more depth inc. You can help RimWorld Wiki by expanding it. Note that the Transhumanist speed boost is per pawn, and so is not reflected in the pod UI.Ĭonditions 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. This 80-day time limit is renewed every time the pawn completes a cycle. This forbids usage by other colonists for 80 days, but speeds subsequent cycles by 25%.

Biosculpter pods work faster with Cleanliness.If 24 hours pass without power, the pawn is ejected and will gain biosculpting sickness.Įach operation takes between 4 to 25 days to complete, before modifiers:

If power is lost, biosculpting will pause until it is restored. Nutrition is reset if the pod is reinstalled.īiosculpters consume 200W of power when running a cycle, and 50W otherwise. Canceling the cycle before it has started won't consume it, but the food can't be retrieved. Things like human meat and kibble can be used with no penalty. Pawns inside a pod are frozen as if in cryptosleep for example, diseases are frozen, and will remain unaffected unless the Medic cycle cures them.Īll cycles require 5 non- hay nutrients loaded to start and complete. Reason: Ideology mechanics relating to it? Does tuning tick down while the pod is minified and/or unpowered? Operating colors?.īiosculpter pods can perform four different operations on a colonist.

