安装 Steam						
					
				
				
									登录
											 | 
						语言
						
																																															繁體中文(繁体中文)
																													日本語(日语)
																													한국어(韩语)
																													ไทย(泰语)
																													български(保加利亚语)
																													Čeština(捷克语)
																													Dansk(丹麦语)
																													Deutsch(德语)
																													English(英语)
																													Español-España(西班牙语 - 西班牙)
																													Español - Latinoamérica(西班牙语 - 拉丁美洲)
																													Ελληνικά(希腊语)
																													Français(法语)
																													Italiano(意大利语)
																													Bahasa Indonesia(印度尼西亚语)
																													Magyar(匈牙利语)
																													Nederlands(荷兰语)
																													Norsk(挪威语)
																													Polski(波兰语)
																													Português(葡萄牙语 - 葡萄牙)
																													Português-Brasil(葡萄牙语 - 巴西)
																													Română(罗马尼亚语)
																													Русский(俄语)
																													Suomi(芬兰语)
																													Svenska(瑞典语)
																													Türkçe(土耳其语)
																													Tiếng Việt(越南语)
																													Українська(乌克兰语)
																									报告翻译问题
							
						
											




To test, I set the age to 13 and.. it didn't try to reduce the age below 21. I then tried setting it to 1 - didn't reduce the age below 21. No matter the setting - it targets 21.
Also the age increase messages do not happen, only the age decrease ones (It still does increase the age if below 21)
Lastly, to clarify - I tried this on a new save with new colonists, as well as my running save. Same result. The mod is at the bottom of the list and the only one that affects Luciferium/Scarless.
So every 1000th tick is ~0.1-1% slower (assuming 1 millisecond per tick, late game 60 ticks per second, or 16 milliseconds per tick is not uncommon), which scales linearly with the amount of affected pawns (assuming their calculation starts on exact same tick, which is unlikely. For 100 affected pawns the probability of at least one collision is ~0.5% (same formula as for the birthday paradox))
TL;DR: I would classify the performance impact as insignificant.
You have it on github so all the source files and development stuff are not needed for the end user.
I turned on the debug logging and it seems to be deaging them on occasion, so the only thing I can think is that either the settings aren't sticking.... or when they are close to the target age the de-aging effect cant actualy deage them faster then natural aging.
Sorry.
It was a diffrence between 24 and 20 so it was adjusting by 1/2 day each time it seemed like and it was just very hard to notice at that point.
I apreciate the technical explanation though, it helps a lot.
The effect happens every 4 hours, each time reducing the age difference from the optimal age, 21 years, by 1/600. In a year this will happen 360 times, which means after a year this age difference will be reduced by 60 %.
For example lets say a colonist is 41 y.o. Age difference is 20, which means after a year his age will be reduced by 20*0.6 = 12 years.
A 81 years old colonist will be will be ~45 years old after a year, and ~30 after 2 years.
There is the modlist file. Since we are already there you might as well go one directory up and copy Player.log file. Not sure what is the best way to share those files with me, send me a friend request on steam, we will figure it out
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2374079539&searchtext=Time+Kills
which didnt get removed.
I expected both to work the same but looking at the files
Mortality is coded as a chronic ailment while
Old Age is a treable disease (to delay death).
I assume then that makes a difference.
My mod looks at all pawn's hedifs and affects those that are either marked as permanent (like a scar or broken limb) or chronic (like bad back or frail). The only reliable way to exclude mortality would be by a black list. The problem is that this menu should contain hedif names as they are in the game database. I have no experience coding additional UI elements in rimworld, but I should be able to craft a crude, not user-friendly version. Unfortunately, I don't have much time. Maybe I'll have something functional on the weekend, but no promises.
Having scarless remove mortality
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3043858025
is not what i want.
Setting is back to 200 but my Vampire is still missing a leg. His hungerrate offset ist 125%