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Medieval Prosthetics Recipes Patch 1.3
   
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Mod, 1.3
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298.892 KB
10 Jun, 2022 @ 3:42pm
1 Oct, 2022 @ 11:31pm
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Medieval Prosthetics Recipes Patch 1.3

In 1 collection by JoeOwnage
JoeOwnage Medieval Fantasy 1.3
319 items
Description
[ko-fi.com]


1.4+ version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883228057

Available on GitHub: https://github.com/JoeOwnage67/NewMedievalProstheticsPatch

Medieval Prosthetics is a collection of prosthetic limbs that are a fusion of reality and fantasy to give more prosthetic options to medieval runs, originally created by Nuno.

Load after Medieval Overhaul, Medieval Prosthetics, Medieval Medicines and Chirurgie Patch.

Thanks to SirLalaPyon, Nuno, Awan, Ogam, TruGerman, dltslt, SirMashedPotato and Mlie for all of their mods and their help.

What this mod does:

- Updates components in Medieval Prosthetics recipes to use Basic Components from MO instead of industrial components.

- Adds emerald as an ingredient in Ambroisen Prosthetic Limbs. These limbs are meant to be imbued with magical energy. The magical properties of the emerald are the ingredient that allows a man-made prosthetic to function equivalent to a natural limb.

- Sensory Ambroisen Prosthetics can actually restore sight, hearing and smell, also thanks to the magical properties of the emerald. They may not be on par with a natural eye, ear or nose, but they will allow your pawn to function mostly normally again. Increased component cost in recipe to account for this.

- Made prosthetics recipes stuffable where possible so you can choose which materials to use. (Metallic, Woody, etc.)

- Research projects and tabs were reworked by Awan in the Chirurgie Patch, which is now required. Work ticks needed to craft prosthetics and medicine has also been adjusted by this patch.

- Added support for all of Medieval Overhaul's alcoholic items to work as ingredients when creating medicines that require alcohol. Various alcohols from Morrowrim - Alcohol Remade are also supported but mod is not required. There is also support for VFE Medieval's Wine, VFE Settlers' Chemshine and VFE Vikings' Mead, but none of them are required either.

- All Medieval Medicines are craftable at the Drug Lab, Medieval Overhaul Workbench, and Crafting Spot.

- All Medieval Prosthetics are craftable at the Medieval Overhaul Workbench and Crafting Spot.

- Prosthetics should now satisfy Transhumanist trait.
Popular Discussions View All (1)
3
25 Sep, 2022 @ 3:52pm
2022-09-25 update breaks right clicking on building items
madamelic
21 Comments
jvzr 25 Sep, 2022 @ 9:02am 
Thaml you, Joe! I'll test that asap
JoeOwnage  [author] 25 Sep, 2022 @ 12:06am 
@jvzr you should have support for lots of liquors now
JoeOwnage  [author] 21 Sep, 2022 @ 4:40am 
Should be active now
dltslt 21 Sep, 2022 @ 4:07am 
hey. can you activate the issues page in the repository settings? that would serve that purpose. thanks
JoeOwnage  [author] 20 Sep, 2022 @ 1:59pm 
I've been working with help from SirMashedPotato and dltslt to change the format of this patch and incorporate all of the MO liquors as ingredients for medicine.

If anyone wants to take a look at it for me any input would be appreciated.

https://github.com/JoeOwnage67/NewMedievalProstheticsPatch
JoeOwnage  [author] 8 Sep, 2022 @ 4:58am 
Thanks man I'll check this out
dltslt 30 Aug, 2022 @ 1:42am 
this is what i will use for the time being: see github [github.com]

i commented the sections and i think you can find almost all common uses you might need. just copy the code to your favorite editor and shrink the sections to get a better overview. have fun :)

such a file usually goes to Common/Patches or 1.3/Patches, depending on your folder structure. for inspiration and finding solutions on patches i found the simple chains mods or any other bigger one extremely helpful; as i am also not really coding myself.
JoeOwnage  [author] 29 Aug, 2022 @ 5:23pm 
I'm very interested to see what you come up with. I'm no coder that's for sure.
dltslt 29 Aug, 2022 @ 6:38am 
hi there.

i just went through your files because i considered using a modified version locally for my own playthroughs as i don't use medieval overhaul. i discovered that you are not using the xml patch operations to change the original files but rather overwrite them. while testing i could also load your mod with only the prosthetics mod loaded, thus creating unintended sideeffects from items and bills that are not actually present in the game (moddependencies in the about.xml is missing, as is loadafter for this approach).

perhaps there was a design reason for this approach. otherwise feel encouraged to switch over to patches in some future update. i can gladly provide you with what i will use for myself as a template once i have created it.