RimWorld

RimWorld

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Reclaim, Reuse, Recycle (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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1.176 MB
6 Aug, 2021 @ 3:05am
26 Jul @ 11:05am
9 Change Notes ( view )

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Reclaim, Reuse, Recycle (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
957 items
Description

Update of DoctorVanGoghs mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1120445716



[discord.gg]
[github.com]


Harvest implants and bionics from corpses and prepare them for reuse by your colonists

This mods adds a new "Harvesting bench" with a new job: Harvesting corpses for artificial parts. Those parts can then be refurbished to allow reuse (or sale) by your colonists at a "refurbushment bench".

Parts are separated into 'complexity' tiers and all mod added parts are supported.

Research integration
Part harvesting and refurbuishment is gated by tiered research projects.


Harvested parts
Parts are either reclaimed as 'Non-Sterile' or 'Mangled' (or not at all) depending on their damage state. The thresholds for the different types of reclamation can be changed in the mod settings.

'Non-Sterile' parts simply need some medicine to wipe them down and to be reusable again.
'Mangled' parts need some basic materials on top of that before they can be reused.

I've decided against simply 'vomiting' out the final usable bionics directly in the harvesting job, since that makes bionic aquisition way too easy. But now with this mod you have the option to reclaim those parts you want - or if you feel like making a recycling industry out of your raiders, you can do that - it's just a bit more involved than 'Click, get bionics' .

Also: Harvesting parts can fail in the same way as medical operations can. So better get your good doctor/engineer to carve up those corpses, or you might loose more than you gain. (Success is mapped to the 'medical operation'/'mechanoid disassembly' chance you can see in your colonists info).

Part 'Complexity'
This mod separates reclaimable parts into three 'complexity' tiers: primitive, advanced and glittertech.
Those tiers mostly correspond to tech levels Animal-Medieval, Industrial-Spacer and Ultra and above but also take some other stats like price into account. The effect of this should be that all parts from any mod should be supported with this mod.

Changes to vanilla gameplay
This mod adds some special filters to the 'corpses' category of stockpile and recipe ingredients which correspond to corpses without any parts, or with parts of a certain complexity.
The vanilla 'butcher corpse' recipe default get's modified to only use corpses without any parts. You can manually enable the use of corpses with parts if you so like.

(Un-)Installation
To install simply subscribe to this mod. Load order does not matter.

To Uninstall just make sure you have no reclaimed parts and no harvesting/refurbishment jobs active. You can then simply deactivate the mod. There will be a bunch of red error messages after load, but the save should load and run fine. Those errors will be gone on subsequent loads.


Uninstalled 3rd party mods:
If you hve a reclaimed part in your colony and you uninstall the mod that introduces the base part for that you will get an error on load. You should dispose of any reclaimed parts coresponding to a 3rd party mod before you remove that mod.

Ludeon forum thread
A non steam version is available at https://ludeon.com/forums/index.php?topic=35322.0

Looking for an older version?
Get it from github[github.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: reuse, bionics
155 Comments
Mave 27 Aug @ 2:43pm 
Could you please move refubrishing task from doctoring to craft since it requires crafter skill inside of doctoring one? Assigning crafters to doctor task is really bad for medical operations
Mlie  [author] 25 Aug @ 11:37pm 
@Mave I dont know what that is
Mave 25 Aug @ 11:35pm 
Any plans to make this compatible with integrated implants?
SpaceDorf 31 Jul @ 10:24pm 
true, the first two tech levels of the mod are just an additional waiting period
Nasser 30 Jul @ 3:35pm 
It was my fault. I didnt realize that every bionic was glittertech. I was expecting them to be spacer/industrial tech since you can craft them but cant craft glitter medicine or archotech bionics.
SpaceDorf 30 Jul @ 10:50am 
@Mlie Thanks :) I was also trying to help Nasser.
The mod is working perfect for me.
Mlie  [author] 30 Jul @ 10:41am 
@SpaceDorf Generally 24 hours is the max time to harvest unless the body is frozen
SpaceDorf 30 Jul @ 9:18am 
is it a fresh body ?
I remember the mod needing some „convincing“ to harvest rotten bodies
Mlie  [author] 29 Jul @ 10:30pm 
@Nasser Are you using the right recipe for the level of bionic?