RimWorld

RimWorld

Medieval Prosthetics
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
Geneva 17 Jul @ 1:01pm 
MO compatibility would be badass
Looking forward for the update <3
Post Millenial 15 Jul @ 5:22pm 
@Nuno any plans to make the mod compatible with Medieval overhaul so it can use basic components from that mod in the recipe or is that off the table?
Nuno  [author] 9 Jul @ 1:39pm 
@Nopeacesigns, I will have a look at it and add the recipes to those stations when I go to update to 1.6.

@Kris, the eye transplant is meant to be decorative and to "fill the hole" more or less. Since it's a medieval implant it doesn't actually do anything to improve your sight.

@LaSchuii, A tongue could probably be added, I'll have a read about historical tongue replacements and see if there's anything interesting.
Nopeacesigns 6 Jul @ 1:20pm 
i cannot make the crude limbs in workbenches or crafting spots
Deankiller Turnupseed 11 May @ 7:24am 
@Kris what did you expect from a medieval eye transplant
Kris 22 Apr @ 11:08pm 
I dont know if its intended, but the eye has 0% part efficiency which means my pawn is blind after installing it. Doesnt matter what quality - its every eye.
LaSchuii <3 19 Apr @ 2:43pm 
i usually prefer medieval playthroughs and this mod saved so many of my pawns. :BEjoyful:
would you consider adding a tongue as well? :BEheart: my poor guy can't talk after a raid lol
Shadowrunner3 17 Apr @ 3:26am 
I built the eye patch but I couldn't install it on my pawn
Tenchi 29 Mar @ 1:15pm 
Why is the research so expensive? Costs more than vanilla research.
lean311200 2 Mar @ 1:04pm 
nevermind reloading my save fixed it
lean311200 2 Mar @ 11:44am 
i have many mods, so it could be a mod conflict, rather than an issue within this mod
lean311200 2 Mar @ 11:43am 
in my case, research is needed to unlock the prosthetics, but researching crude limbs unlocks nothing
Hakkai 2 Mar @ 5:27am 
It seems that there is no research required to make the prosthetics, yet there is crude limbs research which seems to unlock nothing? is that intended or am i doing something wrong?
Zerofelx 20 Nov, 2024 @ 7:34am 
It would be great to add some prosthetic that exceeds 100% functionality or that recovers sight/hearing linked to some magic mod
Nuno  [author] 12 Nov, 2024 @ 6:49pm 
@Gravity, I think there's a compatibility mod that exists for this mod. Otherwise you could go edit the recipes in the XML files of the mod itself
Gravity 11 Nov, 2024 @ 12:05pm 
Hi! I play with Medieval Overhaul and I cant make the regular components that are required for some of the prosthetics. Is there a way to edit that?
Joeseatat 30 Oct, 2024 @ 11:58am 
Oh thank you, kind soul! I've got two armless pawns that thank you as well! Finally! They can eat at a table rather than jamming their faces into the shelf of food!
Corgrarr 15 Oct, 2024 @ 12:45am 
It say you need X25 ingredents
lydocia 22 Sep, 2024 @ 4:06pm 
what are the researches needed to install these prosthetics? I can for example craft an artificial nose but can't install it?
AtrociousLee 2 Aug, 2024 @ 7:19am 
had a colony that pulled their eyes out, medieval run so no replacements, they all changed religions, now they running around with two eye patches
CantPlayJack 20 Jul, 2024 @ 7:45pm 
You're awesome!
Nuno  [author] 18 Jul, 2024 @ 10:20am 
Mod has been updated. Pre-1.5 versions of the mod are unchanged. Please report any issues you encounter.
TheBronzeWarrior 22 Jun, 2024 @ 7:54pm 
am excited to be able to use in 1.5 without constantly worrying
LyNX_019 21 Jun, 2024 @ 5:56pm 
looking forward for the update:steamthumbsup:
Nuno  [author] 12 Jun, 2024 @ 1:49pm 
Mod update is in progress. I am rebalancing the mod and adding settings so players can tweak things to their liking.

If you are currently using this mod in a 1.5 save, please make a local copy ASAP because the mod is being restructured and your save will break. Pre-1.5 saves will not be affected.
CantPlayJack 10 Jun, 2024 @ 11:21am 
This mod seems to work "okay" with 1.5, but an update would be great. Hopefully your semester goes well!
Monad 5 Jun, 2024 @ 11:06am 
any plans to make it for 1.5?
Nuno  [author] 25 Apr, 2024 @ 10:36am 
@Abiboi I agree, I intend to add a settings menu for this mod after my semester ends so users can just tweak the work needed to their liking.
Abiboi 10 Apr, 2024 @ 2:17pm 
2K work for a toe is so much that my artist colonist made a statue of my crafting colonist work on it for a whole year
n0753\/\/ 14 Mar, 2024 @ 2:02pm 
I'm not 100% sure of this, but I don't think any of these parts satisfy the "Boddy Modder" trait. How would you implement that? (Self-modding XML file instructions are fine)
Nuno  [author] 13 Nov, 2023 @ 1:25pm 
It's something I want to change, once I have time I plan on coming back to my Rimworld mods and rebalancing/cleaning up to fix things like this.
Content *******ed 12 Nov, 2023 @ 10:44am 
why do smaller prostetics crave equal amount of effort as bigger
Nuno  [author] 5 Oct, 2023 @ 3:22pm 
Yes, the idea I was going for with these is that they're ornamental. If you lose an eye, you're never getting it back (without magic or something like that), so instead you can make it look nice and get rid of the disfigured debuff/social maluses.
Raven 5 Oct, 2023 @ 3:51am 
Quick question, is it intentional that at all tiers delicate things have a 0% efficiency (ears, eyes)?
Nuno  [author] 9 Sep, 2023 @ 7:50pm 
@lydocia, Wooden parts are made at a crafting spot and in order to be able to install a body part you must have a copy of the desired part made and on your colony map somewhere.
Nuno  [author] 9 Sep, 2023 @ 7:48pm 
@Renee, A few things I would say for this.

1. In the meantime I can write some instructions on editing xml files in the context of Rimworld mods: https://pastebin.com/5xAAgJDN

2. While I recognize that the Medieval Overhaul mod is "the" medieval mod, I do not use it because of bloat/performance and personal preference. I may heavily edit it for my own personal use but otherwise I do not use the mod. That said, another user has made a patch for all of my mods and Medieval Overhaul: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2883228057

3. I intended to add a mod settings page with a slider so that users could configure the work times for their own tastes but I never got around to it. I'll have a look at it right now and see if I can quickly implement that feature.
lydocia 9 Sep, 2023 @ 11:39am 
Hi, I've researched the first two tiers of prosthetics but am still unable to add a wooden nose to my pawn. Am I missing something, like a workbench or crafting recipe or anything?
Renee 8 Sep, 2023 @ 3:17pm 
@Nuno could you post instructions on how to edit your mod for people who aren't modders. Based on your reply below you'd like us to to adjust the mod to our own liking. Like everyone else has said, the balance is way off (1000 work for what is basically a slightly better peg leg :zaglol:) and people are having issues getting it to work with Medieval Overhaul, THE medieval rimworld mod. I could edit it myself for you and upload a fixed version if you want, as this is the only medieval prosthetics mod out there.
Shyyster 6 Jul, 2023 @ 2:47am 
@Hellebus

You really are a trash human being to be disrespectful to someone who takes the time to give something free to others. Grow up leech.
Nuno  [author] 3 Jul, 2023 @ 12:51pm 
Modding is something one does on their own volition. Modders are not paid but people still like to make demands of them. Modifying XML is really not something that is hard to do. In the time it took you to write your two comments you could have changed the values you do not like. I will come back to this mod whenever I decide I would like to.