Ради вашего удобства наш сайт использует cookies! Узнать больше! Мы используем cookies

Lightweight Regeneration Genes

Lightweight Regeneration Genes adds three regeneration genes: - Self-Regeneration - Hyper-Regeneration - Extreme Regeneration The difference between them is straightforward: higher-tier genes regenerate faster and cost less per HP restored. This mod does not make pawns instantly return to full health after being injured, and it does not heal every injury on the body at once. Instead, regeneration is handled as a more restrained recovery ability. Pawns recover gradually at a configurable interval, with only one injury repaired per cycle. Normal injuries are repaired first. Missing body parts can regenerate later, but they return with a remaining injury instead of being fully restored for free. 【Why I Made This Mod】 I wanted a regeneration mod that is somewhat balanced and friendlier to lower-end computers. Regeneration effects are appealing, but this type of ability usually has to make the pawn periodically check its own health state. Even if the pawn is not injured, as long as the regeneration effect is active, it may still check the pawn’s body state once per cycle. This is usually not a problem when only a few pawns have regeneration. However, the cost becomes more noticeable when many pawns have regeneration, or when those pawns have many implants, scars, diseases, status effects, or hediffs added by other mods. My own computer is not exactly powerful, so I wanted this mod to avoid unnecessary high-frequency processing where possible, while also giving players control over the regeneration cycle interval. If you want smoother healing, you can use a shorter interval. If you care more about performance, you can increase the interval. 【Three Regeneration Genes】 {Self-Regeneration} The basic regeneration gene. - Restores up to 100 HP per day - Each regeneration cycle repairs only 1 injury - Restoring 1 HP consumes 0.01 food - Restoring 1 HP consumes 0.002 rest Best suited for regular colonists, non-combatants, or pawns that only need light self-recovery. {Hyper-Regeneration} The mid-tier regeneration gene. - Restores up to 300 HP per day - Each regeneration cycle repairs only 1 injury - Restoring 1 HP consumes 0.006 food - Restoring 1 HP consumes 0.0012 rest Suitable for combat pawns, front-line colonists, or pawns that frequently take injuries. {Extreme Regeneration} The highest-tier regeneration gene. - Restores up to 600 HP per day - Each regeneration cycle repairs only 1 injury - Restoring 1 HP consumes 0.003 food - Restoring 1 HP consumes 0.0006 rest Best suited for pawns assigned to high-risk combat roles. Extreme Regeneration heals the fastest and has the best conversion efficiency. 【How Regeneration Works】 Regeneration is handled in this order: - Normal injuries are repaired first - Missing body parts are handled later - Regenerated missing parts return with a remaining injury - Each cycle repairs only 1 injury This makes regeneration feel more like gradual recovery rather than instant full-body reconstruction. 【Settings】 {Regeneration Interval} Range: 1–10 seconds. The slider snaps to whole seconds. Shorter intervals make regeneration feel smoother and more frequent. Longer intervals reduce how often the mod scans injuries, lowering its performance impact. If your computer is weaker, or if many pawns in your save have regeneration genes, you may want to use a longer interval. No matter whether you choose 1 second, 3 seconds, or 10 seconds, the total daily regeneration remains the same. The difference is only how the healing is distributed: - Short interval: more frequent healing, smaller amount per cycle - Long interval: less frequent healing, larger amount per cycle {Regeneration Consumes Internal Reserves} Enabled by default. When enabled, regeneration consumes food and rest. When disabled, regeneration does not consume food or rest. If a pawn has no food or rest need due to genes, abilities, or other mods, the corresponding cost is skipped automatically. 【Balance Note】 Regeneration consuming internal reserves is an intentional balance mechanic. This means that in extremely intense combat, pawns with regeneration genes may burn through food and rest faster while regenerating. They may even go down earlier due to malnutrition or low rest. This is not a bug, but part of the intended cost of regeneration. If you do not want this behavior, you can disable “Regeneration Consumes Internal Reserves” in the mod settings. 【Notes】 - Designed for RimWorld 1.6 - Requires Biotech - Adds 3 regeneration genes - Supports English and Simplified Chinese, following the in-game language - Regeneration interval can be adjusted in the mod settings - Regeneration cost can be disabled in the mod settings - Regeneration does not process all injuries at once - Higher-tier genes regenerate faster and are more efficient per HP restored - Missing body parts can regenerate, but they return with a remaining injury - Designed with lightweight performance in mind - Backing up saves before changing gameplay mods is still recommended This mod is not trying to provide effortless immortality. It is meant to offer a lighter, more restrained regeneration system that remains practical for long-running saves. If you only want colonists to recover faster after being hurt, Self-Regeneration is probably enough. If you want combat pawns to survive longer under pressure, Hyper-Regeneration or Extreme Regeneration may be more appropriate. If your computer is not very powerful, increasing the regeneration interval can make the mod friendlier to your game’s performance.