RimWorld

RimWorld

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Rim of Madness - Bones
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
106.108 MB
25 Oct, 2017 @ 10:54am
11 Jul @ 12:35pm
21 Change Notes ( view )

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Rim of Madness - Bones

Description
Build stuff out of bone!

When butchering animals, you will now also receive some bone material. These bones can then be used to build anything that could normally be stuffed out of wood. This includes walls, doors, furniture, workbenches, weapons, and some armors.

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Good For?

Tribal play-throughs, before stone-cutting is researched. Bone has no flammability, so can be used to fireproof parts of your early base.
Extreme biomes, where wood is scarce.
Chicken farmers! Build your hens a new coop out of the bones of their family!
Cultists. After all, alters to elder gods are best made out of bone!
Any hunting heavy colony. Before long, you'll be able to build EVERYTHING out of bone!
Cannibals. Got to do something with all those human bones

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How to obtain:

Bones - Butcher any non-mechanoid creature.
Calcium Polymer - A metal material obtained after the first bone research. 40 bones + refinery = 50 calcium polymer.
Bonecrete - A stone material obtained after the first bone research. 60 bones + refinery = 40 bonecrete.
Bone china - An art material obtained after the first bone research. Created at the Crematorium (not the refinery).

Plasteel - After the second research, Plasteel can be made with steel + calcium polymer at the refinery.


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F.A.Q

Q: Help! This mod is making me use the bone thrones for Royalty requirements.
A: This is a load order issue. Place Bones as high as you can in the load order. I've been using this mod myself for years and have never had this issue.

Q: I don't like how many/few bones I get. Change it!
A: Mod setting for bone amount exists. Use it.

Q: I don't like (*insert stat here*). Change it.
A: This mod is 99% xml. Edit it yourself.

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Bone Stats:
Version 2.0 of this mod has bone with identical stats to wood, with the following exceptions

Flammability is reduced to 0 (Bones aren't very flammable).
Sale value of bone items reduced to 75% of similar wood items (hopefully, if I set the correct values).
Bone can't be used to fuel fire items (campfire, stove, generator, etc)
Sharp and Blunt multipliers swapped.

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Authors

SihvMan (Me)

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Contributors

Razzoriel - For pointing out the alternate XML tags for butchering.
Maelstrom - 1.5 patch, QoL changes, throne fixes, etc
Sauergesicht - New bone textures.
bonesbro - Crematorium bug fix
Nightinggale - Patch Generating Code. HUGE TIMESAVER.

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License
You are hereby allowed to modify this in any way for your own personal use. Please do not re-release this mod anywhere else.

If you wish to include this in a modpack, please PM me for permission.

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https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Bones

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Want to Donate?
Here's my PayPal[www.paypal.com]
Popular Discussions View All (17)
8
6 Aug, 2024 @ 8:19am
Potential bug: All titles require bone thrones and wont accept normal thrones
DSandman
7
9 Sep @ 11:58pm
Bones do not decay
Asterai
3
17 Feb, 2023 @ 9:38pm
Skull throne bug when rotated
Criarino
1,098 Comments
FireSloth 17 Sep @ 9:31pm 
Sweet! Thank you for working on it!!
The Deadliest Joltik  [author] 17 Sep @ 8:25pm 
Once again, I've reactivated the mod fork, as I cannot push my changes directly to the main mod.

Link here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3252977437

Main changes:

Bug fix for Bone Walls, removing a red error

Trimmed 80+ MB of developer data (which can still be found on the github)
The Deadliest Joltik  [author] 17 Sep @ 10:12am 
Alright, so I just ran into the steam issue where only the original author can push changes to the main mod. As such, I will likely be resurrecting my unofficial port.

Current plans are compatibility patches with Outland - Core, Medieval Overhaul - Bones, and figuring out the bone throne issue.
Balthazad 17 Sep @ 5:54am 
do you know what happens if this mod meets "Outland - Core"...? it got bones too and they function the same way
FireSloth 15 Sep @ 9:48pm 
I put my error output into ChatGPT and it had me comment out a line in the XML file related to the bonethrone. I find AI is really useful in figuring this kind of thing out for those of us who aren't into actual modding.
EvilNecroid 15 Sep @ 4:36am 
i just got an error. something about bonethrone east north and south textures?
Virtuous 13 Sep @ 11:04pm 
is therre a patch to remove the overlap with Medival Overhauls Bones?
The Deadliest Joltik  [author] 10 Sep @ 11:34am 
Alright. I'm waiting for a response from the original authors, and if I don't get one within the next week I'll push the changes.
Sophie the Opossum 10 Sep @ 8:33am 
there's a link to the git in the description here? so I think it's fine to remove that.

i suppose the source is accessible in the git repo, so ppl can always go there if they need it

the idea and vs folders are probably autogenerated, so I'm sure ppl can survive without those

tldr.... yeah I think removing those is absolutely fine
Balthazad 10 Sep @ 8:31am 
go for it =)
i hope you're taking care of ROM bones enchantment right next, really miss those bone china floors & statues x))