RimWorld

RimWorld

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Yet another prosthetic expansion mod - Core
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Mod, 1.3, 1.4, 1.5, 1.6
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3.702 MB
16 May, 2022 @ 5:14am
14 Jul @ 7:19am
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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.




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
-ultratech body part replacements can be made craftable in the mod's settings

-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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1676969930
Elite Bionics Framework: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1665403571
Popular Discussions View All (6)
47
24 Oct, 2022 @ 2:47pm
Implant ideas for the Miscellaneous module
MrKociak
43
5 Jul @ 1:51pm
Suggestion pile.
MrKociak
9
23 Jan, 2023 @ 3:17am
Issue pile
MrKociak
338 Comments
MrKociak  [author] 15 hours ago 
@Callistron Released the update just now. The skin implants and lung replacements should now give vacuum resistance [the higher the tier, the higher the amount].
A pair of archotech lungs [+28% each] and archotech skin [+45%] will be enough to reach 101% vacuum resistane and therefore be safe in space without a suit.
MrKociak  [author] 13 Jul @ 2:24pm 
@NuanKi I don't have one for this mod sadly. Tho, they all follow the same pattern pretty much, all important/losable body parts are covered and their strenght level is explained in the description.

Ig the only interesting parts would be stuff like bionic noses boosting breathing, for example.
NuanKi 13 Jul @ 1:59pm 
Do you have something like a spreadsheet or list with all the bionics and their bonuses? So we can compare with other bionics mods?
Btw, this one looks really interesting.
Callistron 13 Jul @ 11:23am 
@MrKociak Yaaaaay :D
MrKociak  [author] 13 Jul @ 10:49am 
@Callistron I can prob throw that in now that the DLC's out
Callistron 13 Jul @ 1:56am 
Hey first off i just wanna say this mod is amazing.
I was wondering tho if there is a way to add vacuum resistance to the archotech skin since the flavour text says it should do. (I know it would be op but i guess archotech is supposed to be op)
lloki 11 Jul @ 11:52am 
yaaay my favorite bionics mod :) thanks for the update
Knuti 11 Jul @ 11:41am 
@MrKociak Many thanks for the quick reply and the even quicker fix!
MrKociak  [author] 11 Jul @ 11:32am 
@Knuti oh yeah, that patch. I removed it just now. I wasn't getting the same error as you , but the way jaw replacements deal with tongues appears to have been changed somewhat, cuz pawn's weren't getting the "disfigured" opinion from having a jaw replacement even withouth the patch.
TLDR: at BEST the patch was doing nothing, so I removed it
Knuti 11 Jul @ 11:19am 
Thanks for the update. There seems to be an issue with "tongues"...

'[Yet another prosthetic expansion mod - Core] Patch operation Verse.PatchOperationReplace(Defs/BodyPartDef[defName="Tongue"]/beautyRelated) failed
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run'