RimWorld

RimWorld

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Medieval Prosthetics
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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967.559 KB
18 May, 2020 @ 6:46pm
20 Sep @ 12:33pm
13 Change Notes ( view )

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Medieval Prosthetics

In 1 collection by Nuno
Medieval Alternatives
4 items
Description

A collection of limbs that are a fusion of reality and fantasy to give more prosthetic options to medieval playthroughs. Inspired by Expanded Prosthetics and Organ Engineering.



Prosthetic Tiers:

Crude/Wooden - Roughly on par with a peg leg in vanilla

Artificial - Slightly better than the previous tier

Mechanical/Intricate - More complex limbs with more functionality

"Parésian" - (Formerly "Ambroisen" in 1.4) Fantasy limbs named in honor of Ambroise Paré. These are on par with normal limbs but are quite expensive

Included Limbs:
Legs, Feet, Toes
Arms, Hands, Fingers
Eyes, Ears, Nose



I opted to make it quite time and resource intensive to make it tougher to spam limb replacements. In version 1.5 there is a settings menu where users can adjust the amount of work required for each prosthetic tier. I am open to suggestions!

There shouldn't be any compatibility issues or errors. Of course if you see any let me know!



If you enjoy my mods or find them useful, consider showing your appreciation by becoming a supporter over on ko-fi!

[ko-fi.com]

Have a suggestion? Join my Discord and let me know!

[discord.gg]
155 Comments
Shinichi Izumi 27 Sep @ 10:24pm 
Can you make this compatible with Medieval Overhaul by changing over your ingredients to the "Basic Component" that we can make? Normal Components don't exist in Medieval Overhaul.
KeiwaM 27 Sep @ 12:57pm 
How does this work in conjunction with Medieval Overhaul? I notice that it still requires regular components, but you can only really make the Medieval Overhaul-specific "Basic Component".

Is it intended so you can only trade to these components or is it an oversight?
Alexander Zagirov 20 Sep @ 3:47pm 
@Nuno I recommend using XML Extensions for mod settings. This way it will be xml-only mod and there won’t be a need to recompile assembly every time game updates.
Nuno  [author] 20 Sep @ 12:37pm 
Mod has been updated to 1.6. Besides getting the freshest Unity GUI dll, nothing else has changed in the mod. Please let me know if there are any issues with this mod in 1.6, thanks.
Nuno  [author] 20 Sep @ 12:27pm 
@Post Millenial, there should be a patch that exists for this already. I'm not sure if it's updated as of right now, though.

@Nopeacesigns & @cheep deer, I've just realized that I did away with crafting those a while ago. Crude parts are not crafted as tangible bodyparts, they're treated as peg legs are: the ingredients (1 log) are gathered by the surgeon and installed directly.
Alexander Zagirov 18 Sep @ 12:39pm 
If author isn’t coming back, I can try to update this mod later, but I’ll have to recreate mod settings using xml extensions as I don’t know how Rimworld programming works.
LaSchuii <3 31 Aug @ 8:47am 
*patiently waiting for 1.6* thank you so much for this great mod :GhostFlowerHappy:
ggfirst 31 Aug @ 12:46am 
How come finger / arm / hand can have same work ammount? I think it kinda weired
cheep deer 10 Aug @ 5:05am 
Having the same issue as Nopeace D: Cannot find anywhere to make the limbs!
lewisdoom 21 Jul @ 4:29pm 
Doing a medieval playthrough right now and would absolutely love this up to date, all my poor pawns keep losing eyes and itd be great to have an eye patch or glass eye for them

no stress if its particularly hard to get working tho