

There are three types of cryptosleep casket: the standard (this article), ship and ancient. It is also useful to save enemies/animals for recruitment and taming until an inspiration, particularly - thrumbos and enemies with high resistance.Īfter waking from cryptosleep, a humanoid will have cryptosleep sickness for a short time, which reduces consciousness and manipulation and causes vomiting. With the use of anesthetic, prisoners can also be stored temporarily to lessen the drain on colony resources while they await sale, harvesting or, if the Royalty DLC is installed, exchanged for Honor. Additionally, pawns addicted to a drug will not progress through withdrawal during stasis, making the casket a handy way of avoiding withdrawal-induced mental breaks in the event of drug shortages - this technique can be used to save the life of a Luciferium-user, or decrease total demand over time. This device can help relieve a colony during a crisis such as an intense psychic wave or medicine shortage by safely storing pawns until the problem is resolved. When a cryptosleep casket is severely damaged it will spark briefly then explode. This can be done violently, by applying anesthesia followed by manually directing a colonist to carry them inside or if they have a brain implant, they can also be EMPed to cause brain shock to quickly and cheaply down them. Alternatively, if the colonist is downed, another colonist can be ordered to carry the downed pawn to the casket.Īnimals or prisoners can be put into cryptosleep caskets, but they need to be downed first. To have a colonist enter a cryptosleep casket, simply select the colonist, then right-click a cryptosleep casket, and choose "Enter cryptosleep casket". The player may select a cryptosleep casket and look at the inspect pane to see if it is empty or occupied. The pawns stats and status effects will similarly be frozen (this is not completely true some effects, such as mood and social, do tick down while in cryptosleep) - their hunger will not decrease, any injuries won't progress and any drug doses will remain the same. Each requires 180 Steel, 5 Uranium, 4 Component, 1 Advanced component, 3,200 of work, and a Construction skill of 8.ĭuring cryptosleep, the occupants biological functions are suspended and they will not age biologically, only chronologically. It would be nice to see beforehand what injuries are to be expected, as it's pretty gamechanging (as the above example, having my only gunner and miner go to 40% speed, 56% manipulation and 30% sight is a preeeetty big deal).Cryptosleep caskets can only be constructed once the Cryptosleep casket research project has been completed.


Thing is, right now, I play with not being allowed to reroll, and only being allowed to change a few specific things (changing one skill and either rerolling a single trait or lowering the age by 10 years) but people tend to be pretty heavy on the injuries anyway (just started a character lowered from 65 to 55, and he started frail with bad back and cataracts in both eyes). Does changing the age of the colonist prevent age-related injuries from spawning? If it is possible, is it possible to change it, other than to outright disable age injuries?ģ. Is it possible to view beforehand what injuries a colonist would have? With the standard system we can see this, but I couldn't find anything when using PC.Ģ. Hi! I have a few questions related to injuries at character creation, using Prepare Carefully.ġ.
