RimWorld

RimWorld

[WYD] Bone
32 Comments
LZIM 7 Jul @ 6:16pm 
will try that
Monkey Magic  [author] 7 Jul @ 1:47am 
@LZIM - Wait...

Are you trying to extract bones from rotten, and desiccated corpses at the butcher table ? Because you should be using the Stonecutter's Table for that. Butcher's table is for fresh meat - don't wanna cross contaminate D:
LZIM 6 Jul @ 6:38pm 
i must be doing something wrong in 1.6

there's no interaction or bill for butchering rotten or desiccated that drops bone

Added another mod or two that explicitly are supposed to allow butchering rotten, so the pawn does grab a desiccated corpse and does the interaction but no bones drop (or anything else)
Monkey Magic  [author] 5 Jul @ 9:16am 
@LZIM - Okay, lemme know how it goes. I downgraded back to 1.5 after updating almost all my mods (a few were held back coz they were waiting on other mods, or similar reasons) to continue playing my current games so I can't check myself without a lot of faff :P

If you confirm there is a problem I'll look into it though
LZIM 5 Jul @ 9:12am 
yes

as Cassandra sent a great bounty of elephant sick with the scaria. as per usual, half were tainted rotten, but my diligent pawns put them in cold storage and refused to touch those. others were skeletons already so wasnt sure why they were in the freezer instead of cremated. so cant tell if they'd had bones extracted... and so the 17 or so rotten elephants I put outside to skeletonize and so waiting on them to become desiccated and will try again to extract the bones from those.
Monkey Magic  [author] 4 Jul @ 10:22am 
@LZIM - Not to my knowledge, but I wouldn't have thought so - do you happen to know if you have desiccated corpses available that were scaria victims?

Once long bones have been extracted, there should be nothing left behind. If they are modded animals, that may be the cause of the problem, if they use a different base
LZIM 3 Jul @ 6:42pm 
silly question.. does 1.6 scaria affect this mod such that you cant butcher scaria affected corpses? also I have several desiccated corpses that pawns wont touch to extract long bones (unless they did and theres still a full skeleton left behind.. how can you tell ?
pgames-food 3 Jul @ 3:52am 
ah ok many thanks :)
Monkey Magic  [author] 30 Jun @ 3:25am 
@pgames-food - Yeah, no worries.

In general, mods, and patch-mods that either work in tandem with, or utilise a mod as a dependency are perfectly fine even without having to ask. They actively promote the mod in question, since they provide additional benefit or are required to function after all.

It's really only compilations, and mod-packs that are ever an issue, and need an authors consent.
pgames-food 30 Jun @ 2:36am 
(basically my mod uses bone fragments and teeth, to make bonemeal glue and sandpapers etc) :o)
pgames-food 30 Jun @ 2:35am 
hi monkey magic (i remember that tv show) :lunar2019piginablanket:

this is probably something for the future (as im still trying to finish my mod and catch up on some updates etc), but when i get to making an addon for mod crossovers, are you ok for me to include a patch or something for your bones, for my Rimside Recycling mod?
Monkey Magic  [author] 29 Jun @ 11:18pm 
@moo - there's 90 long bones in the human body, which I think is what I used as a basis for the mod. I get that smaller animals should generate less, and larger ones more, but I couldn't get it to work that way without breaking other aspects of the mod. With that in mind, I figured it averages out overall, so I left it as is.

Thanks for the suggestion, but as far as I am concerned, this mod is finished. I don't plan on adding anything further to it other than the odd tweak or fix when required.
moo 29 Jun @ 9:41pm 
Thanks! Three more suggestions and I think your mod will be top tier!

The first - I'm noticing a lot of bones are being generated by animal corpses through butchering, if that can be countered with a calculation of body size or something.

The second/third - With both Dubs Hygiene and VE-Cooking both out now, that means condiments and fertilizer chains for the more technological colonies!
- I'd suggest breaking down bones, skulls and bone blocks into a (bone meal) calcium supplement as a condiment (I dunno, 5% injury recovery and 5% pain resist)
- For dubs, maybe bone meal could be put into the composter?
Monkey Magic  [author] 29 Jun @ 2:11am 
@moo - done. That is to say, skulls and long bones will now deteriorate over time, similar to the vanilla skull.
moo 28 Jun @ 11:35pm 
Hi. Can you turn on environmental degradation for your items (ie: long bones)

Thanks!
NeveHanter 23 May, 2024 @ 6:21pm 
I would assume Windows (or Steam for Windows) doesn't update files on case-sensitivity changes as NTFS is case-insensitive by default (you can tune it for every folder though). WSL docs around this describe how Windows works with that: https://learn.microsoft.com/en-us/windows/wsl/case-sensitivity .

Anyway, thanks for the info ;) In the mean-time I applied local fix for all of the mods with common directory.
Monkey Magic  [author] 22 May, 2024 @ 2:25am 
@NeveHanter - yeah, apparently Linux has issues. I have made the change locally for my mods, but when I updated the files, Steam did not update the case for the common folder. I can only assume the platform does not see a case change as a file change to save?

For now, I suggest making those changes locally, until there's an update with more content.
NeveHanter 19 May, 2024 @ 3:44pm 
Hey, just a heads-up that Linux has case-sensitive paths, so you should this mod's common folder Common, otherwise it doesn't work correctly ;) I was wondering how nobody is reporting missing textures from this mod and the log spam I was getting.

I've found that issue with the following mod IDs (probably applies to all of your mods, but I did not subscribe every one):
3195547844
3235525117
3230723822
3219861022
3209070506
3208333941
3021936443
3016949197
Monkey Magic  [author] 28 Apr, 2024 @ 9:29am 
@cjoysarkar - if you butcher a fresh body at a butcher table, or butcher spot you will get a skull, and bunch of bones in addition to the standard items, yes. But you can also harvest bones from rotten and desiccated corpses at the stonecutter table to extract even more bones

Please note that bones in this mod are considered "stoney" rather than "woody" so some furniture that is woody/metallic exclusive (such as the butcher table) can not be made from bone. Check out my other mod Synthetic Polymers in which one can craft fibreglass, a material that is considered "woody"
cjoysarkar 28 Apr, 2024 @ 9:16am 
bro does it mean if i butcher a dead body i will get bones? i was looking for a mod like this is my desert play through where wood is limited.
Monkey Magic  [author] 14 Apr, 2024 @ 3:58pm 
@handfullofdust - given that all the defNames are unique, in theory it should not have any issue running alongside another bone based mod, but bare that neither is the mod intended to run alongside another bone based mod.

Two different bone based mods are likely to try an insert their content into the same objects, and probably in the same way. This may, or may not cause a conflict depending on the mods in question, and the load order. They may outright conflict making running both not viable; they may over-write some content; or they may simply coexist without issue - it really depends on how the mods in question work :/

IAH, iunno coz I don't use other bone mods ¯\_(ツ)_/¯
ALE199 14 Apr, 2024 @ 3:54pm 
you probably shouldn't use this with that mod
handfullofdust 14 Apr, 2024 @ 3:44pm 
Question- How does this interact with Rim of Madness's Bones?
Monkey Magic  [author] 7 Apr, 2024 @ 5:35am 
Please note, if you have a wall of screaming red errors, please either ignore them (not recommended) or disable all your mods, and repopulate them to remove any issues caused by the name changes in the 7th April 2024 update
LZIM 5 Apr, 2024 @ 9:21am 
game badly requires an in-game method of generating and updating recipes with wtv ingredients are available (like adding bone marrow to bone broth). noticed bone broth appearing when no bill was active for it since I had no idea it was even a thing, which is fine because more food, but colonists refuse to eat it and will eat literally anything else and get food poisoning or starve. they can eat it when told to and have no complaints.

also noted unlike both long bones have no market value.. very occasionally (when we're swimming in stock) will I have to sell bones (from Bones mods) since they do have a good value. that value comes from Bone China, Bone Marrow, and making blocks similar to Bone mod. Would be great to get both mods on board to include ingredients from their respective recipes. And for those long bones to be clubs without any extra effort.
Monkey Magic  [author] 26 Mar, 2024 @ 10:55am 
I did not plan to assign thoughtdefs to tiles, walls and furniture. Once processed into bone block it's just crafting material. My intent was to attach thoughtdefs to the processing phase

The thoughtdefs worked fine, no errors.They should have spooked normal pawns, and let cannibals, psychopaths and bloodlust pawns work without issue. My guess is it requires some stuff that would require some assembly or other. Would need help with that, so it's gonna stay locked for now.

After much deliberation, I decided on a compromise.

I have lifted the block on carving up dead people, and put in a caveat that the default switch is for animals. I will leave it up to the player's own conscious whether they wanna click that tick and force regular pawns to chop up their peers or not, and turn a blind eye to the lack of significant consequence.

Those pawns will get the default "observed a rotting corpse" debuff while carving them up anyway.
LZIM 26 Mar, 2024 @ 8:18am 
wondering if it requires a new ThoughtDef and workerClass for mood boosts, neutral and omg the bones run away crying.. re:

From these
<defName>HumanLeatherApparelHappy</defName>
<defName>DeadMansApparel</defName>

versus

<defName>HumanBoneFloorTilesHappy</defName>
<defName>HumanRemainsUnderFootHappy</defName>
<workerClass>ThoughtWorker_HumanRemainsFloorTiles</workerClass>
or
<workerClass>ThoughtWorker_HumanBoneFloorTiles</workerClass>

Despite the -4 beauty whatever boost you get from Bloodlust Cannibal and Psychopath etc would make a permanent boost being on those tiles ?
LZIM 23 Mar, 2024 @ 5:43am 
Marvelous indeed
Monkey Magic  [author] 23 Mar, 2024 @ 1:22am 
@LZIM - My guess would be other bone mods don't utilise desiccated corpses is coz they did not know how to. It was kinda awkward to figure out given they can not be referenced specifically.

As for the flooring, initially I thought they would just be stark white like the walls, and look dreadful en mass, so I did not include them. I have since checked it out, and they look the same as other stone tiles and stuff, so I will update shortly to include floors.
LZIM 22 Mar, 2024 @ 6:57pm 
"This is all well and good, but those mods don't make use of desiccated corpses that will ultimately litter your map. "

This part, its true. So hopefully your mod will complement what those mods ignored for whatever reason. Also that the materials dont work for floors. Doesnt make sense.
Monkey Magic  [author] 22 Mar, 2024 @ 5:59pm 
Not entirely sure what you're trying to say here. I just wanted a simple mod that makes use of desiccated remains without adding a ton of code that would bog down the game. As such each desiccated corpse will transform (with a bit of work) into 20 bone blocks regardless of the size (based on the amount a stone chunk yields)

While this means that smaller corpses may give more than one might expect, larger corpses give less than one might expect, so it all works out in the end. If players wanna farm small animals for bone blocks, that's their prerogative. Personally, I'd rather have the meat XD
LZIM 22 Mar, 2024 @ 3:06pm 
Bone mods, like Ashes in particular, may add Recipes for Cremation and Butchering to produce products like Bones and Bone Ash which you can then use as Ingredients for Recipes that produce Blocks (Ash Concrete, Ash Blocks, Bone China etc) at an appropriate Work Bench. I don't see it being redundant to make a Recipe for a work bench that does the same thing directly (hilariously I made a tweet about this exact process being a necessary but unlikely shortcut that some might consider "cheating").. as long as you dont magically delete the remains (also produces 'Remains' which could be burned). 1 Corpse = .5 Blocks (re: youtube -h6zBbVkuQI ) = 12Kg of 'Bones' though that should depend on dry weight, body size and species etc