RimWorld

RimWorld

Rah's Bionics and Surgery Expansion
2,522 Comments
Tequila 12 Jul @ 9:41am 
if you update this there is a decent chance i will remember to come back and download it so please do that inshallah
Morozov 11 Jul @ 11:59am 
are you planning to update this?
Ayruwi 11 Jul @ 7:50am 
update pls uwu :MHRISE_Felyne:
Yautja 27 Jun @ 7:06am 
Hey Rah, I've got an exoskeleton in a quest, but I can't install it on pawns (there is no option for it, like other prosthetics), do I need to research anything before it? Reading the other comment below, I wonder if it's locked behind needing to have medical beds...
t34beb 19 Jun @ 2:30am 
one of the best mods for bionics but scar cure feature is useless because u cant cure brain scars the only ones that matter why thou?
ChthonicKnight 18 Jun @ 7:53pm 
Hey Rah, thanks for the mod! I noticed on the main page there was a mention a while back on the absence of the option to cure Sear scars. I did confirm that I have Regenerative medicine researched. I checked for the recipe in RIMMSqol, but it seems to be absent there as well.
https://imgur.com/qBcEh4R
Ray 15 Jun @ 3:23am 
I had a bionic leg and had researched the tech, but could not install it. Until I had a medical bed. This requirement isn't stated in the research, item or action description, but I think it should be, as it can be very confusing, if one assumes that the mod is buggy.
Leif 14 Jun @ 6:44am 
How do I install bionics I find, i.e. I have a joywire but no option to install.
Silver 25 May @ 8:14am 
no offense but that was not my question
Rah  [author] 24 May @ 3:01am 
@silver, you can turn off active rejection in mod setting.
@Hatokungz, if it doesn't include bionic stuff, then probably.
@Viaos, not atm.
Viaos 21 May @ 7:02pm 
Hello, is there an option for a vasectomy or something similar?
Hatokungz 11 May @ 5:34pm 
Is this mod compatible with More Injuries {LINK REMOVED}
Silver 27 Apr @ 5:13pm 
Is it possible to have organ transplant rejection as it's own mod? This is the only mod that does that for the current version, but it's bundled in and all
Rah  [author] 12 Apr @ 7:31pm 
sry, been really busy.

@superarim, I think that might be another mod adding something to this one. I can also see CE has one issue there. Maybe try to disable mods and see if you can find which one is causing problems?
@Thomas, no all you need is an available natural organ, but much like the real world, they will cause some rejection, which has to be treated every now and then.
@hesperides4, that's correct, you need some amount of research before you can install the parts. F.ex Advanced bionics will require regular bionic tech.
@Spoonman, They shouldn't do that no, sounds odd. Maybe check mod list.
Spoonman 10 Apr @ 8:56am 
whenever my pawn with two power arms attacks in melee, the bionic gets destroyed receives a 'miscellaneous wound'. is this intentional?
hesperides4 6 Apr @ 2:30am 
Hang on, I've just found that I can't install any body parts that I haven't already researched (apart from the wooden stuff). So I've bought an advanced bionic arm for my armless colonist, except because I haven't invested the huge research costs into learning how to make advanced bionics, I can't perform the surgery?

Was this mod always like this or is this a bug? Does that mean I can't install even Archotech stuff, which base Rimworld has always allowed?
Thomas 31 Mar @ 9:37pm 
Sorry to be a bother, any chance you could explain how the rejection system works? Am I looking at trying a bunch of transplants until one sticks or is there a way to check compatibility?
superarim 31 Mar @ 5:36am 
@Rah first time installing the two, red text error occurs at line 256 and 259 in pastebin link.
Error appears in logs immediately when the game is launched. I don't know what it means.
https://pastebin.com/QTqHW4Aq
Rah  [author] 30 Mar @ 10:00pm 
@2_Modray, locate the mod in your steam folder, go to 1.5 and delete the OriginalMedicineColors file.
@superarim, that's odd. is it a new problem?
superarim 27 Mar @ 8:28pm 
Combat extended patch I don't think works for this mod now. I get XML error with just the two mods.
2_Modray 17 Mar @ 10:11am 
Is there a way to disable the medicine texture replacement for medicine? I personally prefer the blue-cross look.
Rah  [author] 12 Mar @ 3:51pm 
Hi, unfortunately I don't have much time for patches, but I think as long as it doesn't overlap like epoe it should work ok with rbse.
Hustler One 8 Mar @ 8:12pm 
Thank you Rah!
Please consider implementing a compatibility patch with FSF Advanced Bionics so we can have even more implants!
Hustler One 8 Mar @ 8:12pm 
Hey brothers and sisters, I have been using this mod for about 2+ months now and it is super legit. I have not tested its compatibility with FSF advanced bionics, though---I am hoping Rah might make a compatibility patch. I have ran this mod (RBSE) in several modlists and had no conflicts with LTS (Integrated Implants) nor the LTS - Anomaly submod.

The really cool thing about this mod is that you can craft some cool brain implants from persona cores, so if you're like me and you don't want to build a ship to escape the planet, this is really useful for when you do find persona cores you otherwise would not use.

When installing "advanced power arm" or "power arm" as an extra arm (LTS - Integrated Implants), the limb will work, and in fact it appears to use the limb as a weapon in combat (for limbs with special attacks, like the power arm.) It's really cool to kit up your super-cyborg pawn with extra power arms from this mod in this really neat cross-mod interaction.
Ssjx7squall 11 Feb @ 9:51pm 
Ah I am going to guess this isn’t compatible with alpha implants huh?
Joee 10 Feb @ 6:26pm 
Is the Advanced Medical Station in the Production category? I cant find it but when i search for it the Production category is highlighted. I've already researched the only 2 projects available too. And im pretty confident im not using another bionics mod.
Rah  [author] 10 Feb @ 9:17am 
Can't answer that, but I recommend playing with only one bionics mod.
Hustler One 31 Jan @ 2:58pm 
Is this compatible with Quality Bionics (continued)?
Rah  [author] 25 Jan @ 9:54pm 
Yeah, brain scars is the exception. You can cure it with the neurostimulator, mech serum or luciferium.
Dexetro 20 Jan @ 12:49pm 
Hey i really like this mod! Here to ask a question thati never really had to meet with before. Regenerative medicine says that it allows to cure scars and old wounds with glitter medicine but im not sure how to exactly do that. It is a brain scar so i also wonder whetever i would need to actually unlock neuroscience to cure it.
Rah  [author] 13 Jan @ 7:54am 
There's always the natural route. That's why this mod does not have a low tier artifical organ category, which in my opinion, would make the classic organ harvesting system less relevant. Pawns with broken organs can get new ones quite early, but with some inconveniences until you reach higher tech. So they don't actually have to suffer until synthetic organs.

Now, your point about the research requirement to simply install acquired synthetic organs is not bad, but I come back to the emphasis on the classic harvesting system, in the early game. I will note it down though, and consider it for the next update.
Angelin01 9 Jan @ 3:51pm 
That's a fair assessment. I'd say that maybe synthetics, being "biological" and closer to the "real thing" should be easier than bionics or archotechs, but that is beside the point, since you could also argue the other way, in that bionics and arcotechs have technology that assists you in the install! So I'm inclined to agree with you here.

My pawn with a 60% and 90% failing kidneys, however, would probably disagree, but they'll just have to live with it! Thanks!
Rah  [author] 9 Jan @ 12:26pm 
@Tinda, nope, that's not a feature
@Vengorin, interesting idea, surprised nobody has made a mod like that. If I get some more time, I might look into it. As a workaround you could forbid the surgery room doors until you need to use the room.
@Sefalon Zophry, base chance. the game will not remember that the pawn had an illness like that.
@Angelin01, good question. It actually used to be more strict, but after a few requests, I made it so that you can install regular bionic parts after the Prosthetics research. I guess I make a distinction between organs and limbs, in terms of complexity. You can argue that bionic parts are complicated too, especially the spine and eyes, but overall, organs seems like a step up from the bionics category, like they should be a bit harder to slap into someone. The logic behind it is not perfect, but it's Rimworld!
Angelin01 8 Jan @ 5:46pm 
Thanks for the mod! I'd like a clarification about synthetic organs.

I bought a synthetic kidney off a trader, but the bill to install it doesn't show up, even with the Organ Transplantation research complete. Upon some testing with the dev tool, it seems I also need the Synthetic Organs research.

This seems like it is inconsistent with the vanilla game or the rest of RBSE, where if you acquired a bionic or archotech part, you can simply install it without any further research. For example, the bill for Bionic Spine shows up. Looking at the Recipe_Synthetics.xml, it seems like this behaviour has been the same since 1.3, which makes me believe it is, indeed, intended.

Is this behaviour intended for balance reasons? Or is it maybe an oversight? Thanks!
Harkan Alexander Cross 8 Jan @ 11:56am 
If I use nanomedicine to remove frail, what are the chances of it coming back?
Vengorin 8 Jan @ 8:42am 
Hi Rah ..... i would like to make a request if im being pest just ignore me please.

Honestly years of playing Rimworld and years of setting up Hospital type rooms in my games ...

All i want is a simple Function to Assign / Un-assign Beds for Surgery Only.

I like making full Operating Rooms with Operating Tables and such ... its a real pain that almost every time pawns either go there for normal medical bed rest ... or the pawn set for surgery goes to a normal Hospital bed.

Even more annoying in time critical situations.

... I have tried looking into how to make a mod my self to do this but what i read may as well of been written in a alien language ... i have no clue where to even begin.

If you able to do this thanks ... if not thanks for your mods anyway.
Tinda 8 Jan @ 3:49am 
I've been looking for a mod that lets transplanted eyes (and maybe other parts) remember their original colour. Is this mod it?
Rah  [author] 8 Jan @ 12:54am 
nanomedicine research
ERJOPS 6 Jan @ 6:35pm 
It has Russian in mod already!
Harkan Alexander Cross 6 Jan @ 3:25pm 
What ways does this mod have to fix or negate the effects of frail torso?
Rah  [author] 29 Dec, 2024 @ 6:30pm 
CE compatibility issues should be fixed shortly as well, in their next update.
Rah  [author] 29 Dec, 2024 @ 7:20am 
update 3.4: Power arms buffed, cleanliness debuff on workbenches removed. enjoy !
Rah  [author] 24 Dec, 2024 @ 5:57pm 
@dybal, in Rimworld, bionic arms and legs come complete with hands and feet, so you can't put the latter on top of arms and legs. That's just part of the vanilla game. there are mods that can change that, but it could make gameplay unbalanced.
Spiderbot7 24 Dec, 2024 @ 4:33pm 
Nevermind, I was deleting the wrong .xml. I had to delete the one specifically in 1.5, rather than the generic one in the folder itself. I have deleted both now, but I'm pretty sure it was just the 1.5 one messing with my medicine textures.
Spiderbot7 24 Dec, 2024 @ 4:24pm 
@Rah Different person, same problem as Swolo but from a totally different direction. When I remove (delete) the OriginalMedicineColors file in the patches mod folder, accessed through Rimpy, it still uses the ugly old medicine textures.
dybal 24 Dec, 2024 @ 9:39am 
I really like this mod, but I have run into some problems:
- for parts that can have sub-parts (arms and legs), you can't know how many sub-parts (and which ones) they have when they are listed in the trade UI;
- for parts that can have sub-parts, if you actually have them you can tell how many sub-parts they have, but not which ones, so you can't know which sub-part you need to craft: you have to craft and then see if you can add the sub-part to the part;
- if you have an incomplete part, you still can add an operation bill to install the part on a pawn (so that UI "sees" the part as available), but you can't actually get a pawn to perform the operation (the UI says there is no part available;
- arcotech parts (bought or found in ancient dangers) are incomplete, so can't be installed... can you add a bionic foot and internal support to an arcotech leg to make it complete?
Rah  [author] 21 Dec, 2024 @ 2:13pm 
@Swolo, that's the original Rimworld medicine textures from A17. They only removed it because of copyright issues. You can remove it by removing the OriginalMedicineColors file in the patches mod folder in steamApps/workshop/content.
@Bambaryła, you still getting an error?
Bambaryła 14 Dec, 2024 @ 12:44am 
Defs\ThingDefs_Buildings\Buildings_AdvancedStation.xml line 48 is missing a parenthesis sir.
Swolo 2 Dec, 2024 @ 9:49am 
@yolofee i cant cherry pick textures or i dont know how to tried lots of things but i could only fix it by changing textures in the mod folder with core medicine textures .
yolofee 1 Dec, 2024 @ 3:46pm 
@Swolo get cherry picker and disable it lol