RimWorld

RimWorld

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A Dog Said... Animal Prosthetics 2
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Mod, 1.4, 1.5
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618.718 KB
3 May, 2024 @ 6:49am
19 Mar @ 8:13am
26 Change Notes ( view )

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A Dog Said... Animal Prosthetics 2

Description
Overview
This is a continuation/full rework of the iconic A Dog Said... Animal Prosthetics mod. Its creator has transferred the responsibility of maintaining the health and lives of RimWorld's animals to me, and the original mod will no longer be updated.

Features
  • Adds universal animal equivalents to most vanilla prosthetics and bionics. They are unlockable by their respective research projects.
  • Which prosthetics can and can't be installed onto a given animal is determined by the "category" system, which I inherited from the orignal mod and reworked.
    • Category 1 animals (rats, squirrels, and other critters) can only receive peg legs and the like.
    • Category 2 animals (cattle and other non-trainable and non-packable animals) are eligible for simple prosthetic limbs.
    • Category 3 ones (packable and trainable (and cats)) can have full blown bionics installed.
  • If you have XML Extensions active, the category system is optional and can be turned off, allowing your colony's vermin to transcend the limitations of flesh.
  • This mod is written in way that makes adding compatibility with modded animals extremely easy. See the ModCompat folder for examples.

Differences from the original
  • Animal scar healing with industrial medicine has been removed. If you want to heal permanent wounds on your animals, use the biosculpter pod with Animal Biosculpter and/or EPOE - Forked's ultratech healing system. I did this because I believe that scars should mean something.
  • Every animal prosthetic/bionic organ that didn't have a vanilla counterpart was removed. However, every artificial organ added by EPOE - Forked has an animal counterpart. After all, what sense does it make to be able to make artificial organs for your pets, but not for yourself?
  • The reseach projects for animal prosthetics/bionics are now only available after the respective human projects.
And as for switching from ADS to ADS2, it should not cause any major issues. However, every artificial part I didn't carry over to this version will vanish.

Compatibity
  • Not compatible with the original A Dog Said... Animal Prosthetics, obviously.
  • Built in full compatibility with Bionic icons, Expanded Prosthetics and Organ Engineering - Forked, Medical System Expansion 2, and Elite Bionics Framework.
  • Contains patches for the animals from all Vanilla Animals Expanded and ReGrowth mods, by me. For compatibility with other modded animals, see the Credits section. As for Alpha Animals, I offer no compatibility. It's too much work.
  • I loaded this into my main almost 300 big modlist, and there were no surface level issues. If you find any incompatibilities, please let me know.
  • Can be safely added to an active playthrough. Removing it will inevitably cause one-off errors and the disappearance of all prosthetics added by this mod, both installed and otherwise.
Feel free to submit your own patches for the mods you want there to be compatibility with, either through Github or DMs. I will review them, amend them if necessary, and then credit you. IF YOU ARE BUILDING COMPATIBLITY INTO YOUR MOD, MAKE SURE THAT IT IS LOADED BEFORE ADS2.

Known issues
Because of how the vanilla's melee attack system works, artificial body parts that are meant to replace natural parts capable of attacking have their own attack "tools" which override the pawn's original ones. Since various animals have various attack power, this causes some balance issues, meaning that installing a bionic animal leg on a husky will be a significant upgrade, while not being a whole lot on a bear.

Recommended mods
  • Expanded Prosthetics and Organ Engineering - Forked - allows you fully fix you pets instead of being limited to vanilla's system.
  • Medical System Expansion 2 - a proper rework of the prosthetics system, so that the bionic limbs actually have subparts like hands and fingers which replace their removed natural equivalents. Also adds "module slots" to some bionic parts, allowing to install things like power claws on top of the bionic part.
  • Elite Bionics Framework - scales the health of the prosthetic's owner. And if you have Medical System Expansion 2, it also adds armor modules.
  • Harvest Organs Post Mortem - allows you harvest implants from dead animals, along other things.
  • Compact Hediffs - makes the hediff display a lot more compact. Heavily customizable.
The preview image was made with everything above installed.

Credits

Translations

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269 Comments
Willow 8 hours ago 
Appreciate you keeping up with this, I know it must be a headache at times.
Heavy & Ze Medic 11 Jul @ 10:43am 
@Samuel_Bucher
Would you still be able to put the following into the "Known Issues" section, since a couple people, myself included, have had it?:
May cause issues where for animals, no operations tab opens up when you click "Add bill" in the Health tab. The incompatibility causing this is unknown, so please leave possible incompatible mods in the comments if you figure out what's causing it.
Samuel_Bucher  [author] 11 Jul @ 10:38am 
Of course, I just need to assess all the new animals first. I'll do it on the weekend.
Fuyu 11 Jul @ 10:35am 
Any chance on 1.6? :3
Samuel_Bucher  [author] 6 Jul @ 2:32pm 
@Heavy & Ze Medic
This mod is an XML only. It cannot remove a UI element like that. But don't let this stop you from looking for the source. I'm curious about what could be causing this issue for you.
Heavy & Ze Medic 6 Jul @ 2:19pm 
@Samuel_Bucher
Would you be able to add to the description that this mod may cause this issue? (Since as we know, there's a demographic of people who don't read comments and just type.) If I ever do find out what mod is conflicting, I'll follow-up.
Heavy & Ze Medic 6 Jul @ 2:17pm 
I know this was mentioned a while back, but this mod is causing the issue where for animals, no operations tab opens up when I click "Add bill" in the Health tab, but it works again when I remove this mod.

It's very strange, since I never had the issue with the original ADS. It might be some mod conflicting with this one but I have no clue what one it would be.

So I'm just leaving this here in case anyone else is having the same issue and is searching through their mods to find the culprit. It just might be this one, so give it a try.
Gidwelion 27 Jun @ 9:05am 
Is there any chance you will add something like a dedicated prosthetic crafting bench ?
The machining table is kinda suffering from being an omnipotent crafting spot for everything.

Or could you add an mod option that when EPOE is installed, all the recipes migrate to one of their benches ?
Gniwu 26 Jun @ 6:41am 
I only just realized that this mod doesn't cover the critters available via Save our Ship. Cosmopillars and Stellapedes are adorable, but just as short-lived as planetbound bugs! You're doing great work here, though, let that be said. :)
Fantasy System 25 Jun @ 4:39am 
Thanks for the quick reply, always loved a dog said for its potential for long term colonies.