Which Biosculpter Cycle to Run in RimWorld
Which Biosculpter Cycle to Run in RimWorld
This is an Ideology building. Research Biosculpting, load 5 nutrition that is not hay, then pick a cycle: medic for wounds and listed infections, bioregeneration with two glitterworld medicine for scars and small parts, age reversal for adults, or pleasure for mood. A grey gizmo is power, food, path, biotune, age, or missing research — not a broken pod.
RimWorld 1.6.4871Ideology numbers. The setup and speed planner page covers room math in more depth.
- Medic 6 days
- Pleasure 4 days · +15 mood / 12 days
- Age reversal 8 days · 1 year
- Bioregen 25 days · 2 glitterworld
The gizmo is grey for a named reason
The pod only starts a cycle when power is on, 5 nutrition is loaded, nobody is already inside, the pawn can walk to the interaction cell, and the pod is not biotuned to someone else. Age reversal also refuses anyone under adult age. Bioregeneration refuses a missing Bioregeneration project or missing glitterworld medicine.
A power cut during a cycle ejects the pawn after 1 cumulative unpowered day (60,000 ticks). Restoring power does not reset that counter. The pawn walks out with biosculpting sickness for 8,000–12,000 ticks: consciousness 0.8, moving and manipulation 0.9, plus vomiting. Batteries keep the 200 W draw alive. A solar flare does not.
Disease clocks freeze while the pawn is inside. That is why medic is the infection answer even when the 6-day wait looks long.
Four cycles, one interaction cell
What you research and where the pawn stands
Biosculpting (1500, hi-tech research bench, MicroelectronicsBasics) unlocks the pod. Bioregeneration (4000, hi-tech plus multi-analyzer, requires Biosculpting) unlocks the long heal. Construction skill 8. 120 steel and 4 components. Size 3×2, default facing south. You can uninstall it.
Place the pod in a small sterile hospital, not in the rec room. The interaction cell is two cells south of the building’s origin at default rotation — leave that tile and the door walk-through empty. Beds go on the sides.
Which cycle to run
Base durations assume speed 1.0. Sterile rooms, biotune and Transhumanist Accelerated all divide that time.
| Cycle | Days | Does | When |
|---|---|---|---|
| Medic | 6 | All fresh wounds, blood loss, and one random infection from the medic list (flu, plague, malaria, sleeping sickness, gut worms, muscle parasites, wound infection, scaria infection). | Default. Infections pause inside the pod. |
| Bioregeneration | 25 | Fresh wounds and listed small missing parts (eye, ear, nose, finger, toe, tongue). Then one random roll from remaining permanent injuries and eligible chronics (asthma, bad back, cataract, blindness, frail, hearing loss, heart artery blockage). | After Bioregeneration research and 2 glitterworld medicine on the map. |
| Age reversal | 8 | Subtracts 3,600,000 ticks (one year at default adult aging rate) of biological age, not below adult min age. Custom adult aging rate scales that year. | Adults. Transhumanist Age Reversal Demanded wants this yearly after 25. |
| Pleasure | 4 | Thought +15 mood for 12 days. | A break, not surgery. Stack limit 1. |
Medic does not grow back a finger. Bioregeneration does not replace a whole arm. Pleasure does not cure plague. Age reversal does not heal scars. If two infections are active, medic only rolls one; queue a second medic after they walk out.
Cycle day calculator
Actual days = base days ÷ (cleanliness speed × biotune 1.25 × Transhumanist Accelerated 2). Occupant speed starts at 1. Floor 0.1.
Medic in a +0.6 sterile room is about 5.2 days before biotune.
Biotune, sterile tiles, power
Biotune
A finished cycle locks the pod to that pawn at 1.25×. Anyone else sees “biotuned to another.” Unused, the lock lasts 80 days (4,800,000 ticks). Dedicated pods beat a shared one.
Room curve
Cleanliness −5 → 0.7×, −1 → 0.9×, 0 → 1.0×, +1 → 1.25×. Outdoors scores like a dirty room (0.7). Sterile tiles are +0.6 cleanliness each; a sterile box lands near 1.15×. See the speed planner for tile counts.
Transhumanist Biosculpting Accelerated is a 2× occupant multiplier on top of the room and biotune. Age Reversal Demanded is a yearly mood hit after 25 if you skip the 8-day cycle. Contents stay suspended: infections do not tick while they soak.
Inspection before you draft a carrier
- Power. Idle 50 W. Working 200 W. A flare still ejects after one cumulative unpowered day.
- Nutrition tab. 5 loaded. Hay is disallowed. Default filter also blocks insect jelly, lavish meals, chocolate and fertilized eggs.
- Path. The interaction cell south of a south-facing pod must be walkable. Furniture on that cell greys the gizmo as no path.
- Biotune label. The floating name is who owns the 1.25×. Wait out 80 unused days or build a second pod.
- Age reversal. Under adult min age. Kids use medic and pleasure, not the year-off cycle.
- Bioregen. Research Bioregeneration and keep 2 glitterworld in reach. Fingers and eyes, not whole limbs.
Scar, flare, console
Two infections
Medic picks one at random from its list. Scaria infection is on that list after the 1.6.4566 fix. Queue another medic if a second disease remains.
Solar flare
The pod is electric. A long flare can hit the cumulative 1-day eject. Keep a non-electric hospital bed as backup and do not start a 25-day bioregen if a flare letter just dropped.
Missing parts
Bioregeneration restores the listed small parts. A missing arm stays missing. Install a bionic or live with it.
Console and multiplayer
Console and multiplayer use the same cycle days and power numbers as PC 1.6. Mods that add extra cycles change this page.
Planner, kitchen, hospital neighbors
Tile-count cleanliness lives on the biosculpter setup and speed planner. Put the pod on a short walk from the kitchen so 5 nutrition actually arrives. Park it on the hospital branch of the compact hub.