RimWorld

RimWorld

Children, school and learning
Suggestion: add a rapid ageing drug - Acceler-age
I have a suggestion for something to add to this mod to help children mature more quickly: a new drug called Acceler-age. This is partly inspired by the "rapid ageing" status that raiders can show up with in the "Sometimes Raids Go Wrong" mod. Here's the flavor text:

"Originally a recipe for metabolism-enhancing mechanites for glitterworld athletes that turned out to have unforeseen side-effects, Glitterpsych Incorporated rebranded the drug as Acceler-age, an ageing and maturation accelerator mainly used by rimworld Thrumbo breeders. Use with extreme caution; once administered, the mechanites temporarily infect the body and will cause runaway cell division and senescence if not carefully mitigated."

It would be sold by exotic goods traders, and would be craftable after researching psychite refining with 2 flake, 1 neutroamine, and 1 luciferium.

Ingestion of Acceler-age would start a "metabolic mechanites" infection. Here's how I imagine the effects at each level of infection:

Trivial: 0-20%. Ageing x200%. Hunger rate x110%. Thirst rate x110%. Tiredness x110%. Pain +10%. Moving +10%. Breathing +10%. Blood Pumping +10%. Metabolism +10%.

Minor: 20-40%. Ageing x1000%. Hunger rate x200%. Thirst rate x200%. Tiredness x200%. Pain +20%. Moving +20%. Breathing +20%. Blood Pumping +20%. Metabolism +20%.

Moderate: 40-60%. Ageing x10000%. Hunger rate x300%. Thirst rate x300%. Tiredness x300%. Pain +30%. Consciousness -10%. Sight -10%. Moving -10%. Metabolism +30%.

Serious: 60-80%. Ageing x100000%. Hunger rate x500%. Thirst rate x500%. Tiredness x500%. Pain +50%. Consciousness -20%. Sight -20%. Hearing -20%. Moving -20%. Blood filtration x80%. Metabolism +50%.

Extreme: 80-100%. Ageing x1000000%. Hunger rate x1000%. Thirst rate x1000%. Tiredness x1000%. Pain +80%. Consciousness -50%. Sight -50%. Hearing -50%. Moving -50%. Blood filtration x50%. Metabolism +100%.

Death: 100%.

I feel like this could be useful for the breeding of animals with long gestation and maturation periods, and for raising children quickly if you are playing with one of the mods that has children and you want to play realistically with children being born at age 0. You'd just have to make sure to only administer this when you are prepared to stay on top of the infection with good treatment so that the disease doesn't get too far into the serious range, where the organism ages 1000 biological days (~16 years) for every chronological day that passes. And if things in your base do go haywire and you can't stay on top of it, you could end up with really ridiculous situations with colonists aging hundreds of years. I think the reason why you see that sort of thing in the "Raids go wrong" mod is that the raiders that show up with rapid ageing don't get it treated for like a whole day, and so by the time you capture them their rapid ageing is already serious. And I think the ageing with that ramps up in a similar exponential way as it does hypothetically here.

I think there are also mods where beings get stronger with age, like mods with vampires. This could be really fun and OP with that setup, trying to thread the needle and get the infection into the extreme range without outright killing the colonist.
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Showing 1-2 of 2 comments
Dylan  [developer] 11 Oct, 2021 @ 9:57am 
I will look into it with a future update, thanks for the detailed idea ^^

(Currently there are a lot of issues with even normal aging since RW1.3 so once that gets reliable again, it would be possible to work on stuff like this or similar like having the base game pod with an acclerate instead of reverse aging mode aswell etc.)
Desamii 30 Oct, 2021 @ 2:56pm 
I like this idea very much and would love to use it! Didn't Found a mod with an aging drug.
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Showing 1-2 of 2 comments
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