RimWorld

RimWorld

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Yet another prosthetic expansion mod - Core
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Mod, 1.3, 1.4, 1.5
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2.767 MB
16 May, 2022 @ 5:14am
22 Jun, 2024 @ 8:09am
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Yet another prosthetic expansion mod - Core

Description
Because patching someone else’s mod somehow takes longer than making your own.

Content

This mod, like a lot of other mods like it, adds more prosthetics to fill the gaps in the vanilla game while also bringing in something new. For example:

-all tiers now have replacements for all organs

-all tiers (with the exception of ultratech and archotech) have replacements for hands, feet, toes and fingers

-a new ultratech tier of bionics, a not-so-new advanced tier of bionics and a “new” biological tier (a sidegrade to standard bionics and a way to keep your body purist sane, if you haven’t gotten rid of them yet)

Some Details


Simple body part replacement made out of steel and industrial components. They’re usually less effective than their natural counterparts, but 85% is still better than 0%.

Craftable at the machining table.





Body parts equal in efficiency to their natural counterparts.
They have a slightly different crafting method than other artificial body parts:

1. Converted raw food of any kind needs into organic slurry at the drug lab

2.Selected The desired body part at the organ cultivation vat. A colonist will then “fuel” the vat with the right amount of organic slurry.

3.Wait 25 days (value subject to change, maybe)

4.Claim the grown body part (a colonist will do it for you)

While they don't provide any buffs, these body parts (other than the initial investment needed for the vat) are pretty cheap to make, even (arguably) undesirable food like insect meat can be turned into a useful organ replacement.



Standard vanilla bionics, this mod doesn’t change much about them, except (like mentioned before) it adds more to cover the ones that are missing like lungs, hands, kidneys etc.



Basically better, but more expensive version of standard bionics. Lots of other bionic mods have this tier, I think they’re neat so I’ve decided this one could too.



I thought it is kind of odd that there are barely (if any....honestly at this point I have no idea if those implants from Royalty are even ultratech) any ultratech prosthetics in the base game. The empire faction (the bases at least) sells them very often, but without the Royalty DLC they might function pretty much like Archotech ones function in vanilla, still, I like the flavor so eh.



Other than adding ones for the missing body parts, archotech prosthetics have been buffed to 200% efficiency, mainly because I thought it is a bit weird that such a complex device is only slightly better than a spacer-era one...and y’know, with advanced bionics claiming the 150% efficiency there weren’t a lot of other good solutions.

I’ve also made sure that they cause no duplicates when used with Save our Ship 2 (Sos2). They’ve been given the same DefNames (no, this will not cause errors, those only happen when the duplicates are from the same mod), so this mod’s version will overwrite them, for that reason it is recommended to load this mod AFTER Sos2, nothing serious will happen if you don’t, it will just cause them to be at 150% efficiency instead of the desired 200%. Oh yeah and I’ve made it so the archotech stomach only reduced the required food intake by 60%, because not ever having to eat was honestly kind of ridiculous and sometimes detrimental (good food can give some decent mood buffs).

Balancing

I’ve tried to keep crafting costs within “vanilla range”.

The only issue I have with balancing is that I’m not sure if the adaptive/biological replacements are fair. Currently they cost x2-x3 more in nutrients than a biosculpor session, but without needing the patient to stay in it for the entire process.

Extra Details/content

-body part replacements of the prosthetic, bionic and advanced bionic tiers can be salvaged for resources at the machining table. Should work with most vanilla and modded implants, though if you feel like a specific one yields too little or too much, let me know.

-other than the ultratech and archotech skin this mod adds no implants, only replacement. This has been done to avoid possible overlap with other mods. I have ideas for possible implants, but they will only appear in other modules. Feel free to share any ideas you have.

-some replacements have been given extra stat improvements other than their efficiency, a bionic nose also improves breathing, an ultratech stomach lovers the hunger gain rate, an archotech spine improves manipulation etc. This has been done because some body parts don’t really have that big of an impact, even with high efficiency.

Compatibility

-Like I’ve mentioned before, this is compatible with Sos2, but it is recommended to load this after it

-This should be compatible with other bionic expansion mods, though be prepared for a lot of duplicates

-CE - patched by the CE team

-Elite Bionics Framework - artificial body parts get bonus hp if this is active

-Elite Archotech - causes bufs to archotech parts added by that mod to stack ones with this one, may or may not be a good thing

Mod recommended to use with this

High quality textures: https://sp.zhabite.com/sharedfiles/filedetails/?id=1676969930
Elite Bionics Framework: https://sp.zhabite.com/workshop/filedetails/?id=1665403571
Popular Discussions View All (6)
47
24 Oct, 2022 @ 2:47pm
Implant ideas for the Miscellaneous module
MrKociak
40
23 Jul, 2024 @ 11:43am
Suggestion pile.
MrKociak
9
23 Jan, 2023 @ 3:17am
Issue pile
MrKociak
319 Comments
Kokorocodon 26 May @ 3:14pm 
As a fellow student I can understand
MrKociak  [author] 26 May @ 10:28am 
@Kokorocodon yeah, but sadly life and college happened so I ain't doing it 'till the semester's done lel
Kokorocodon 26 May @ 12:21am 
Were you planning a new update for this mod or I'm tripping?
A small detail, but the research project for ultra implants is.. spacer. Also, I doubt you could do much, but would versions like fsf advanced bionics be possible, such as power or production arms?
Oh, I am dumb, thank you.
MrKociak  [author] 15 Jan @ 6:03am 
@Xyllisa Meem Paradox Station aren't they already? There should be the option to make it so in the mod settings at least.
I might be wrong cuz it's been ages since I've touched this mod, but do check the mod options
Any way ultratech implants could be craftable? Trading with the empire requires progressing half way through their honor system or using mods to disable it, so I would rather sink techprints and a ton of spacer components.
Has Pusspuss 17 Dec, 2024 @ 7:34pm 
Hey! I wanted to ask about the possibility of Prosthetic, Advanced Bionic and Ultratech eyes having different graphics like how Bionic and Archotech eyes do. I have had this mod for YEARS and I think that's the one thing that's really missing.

It's been so long I feel like I have asked this question in this thread already multiple times, But i just want to make sure I am heard
MrKociak  [author] 16 Oct, 2024 @ 2:04pm 
@BlackSparrow in some form, yes.
It kinda evolved into a massive mod with, at the time of me writing this, 300+ implants. The main gimmick/features is that said implants can be installed on bionics, so a gun arm implant and a bionic arm can be both installed on the same arm.

I'm trying to shove it a bit to the side cuz it has been eating up my time and I'd like to actually release some small mods too hah
RamboTurkey 14 Oct, 2024 @ 12:22pm 
how do i install bionics