边缘世界 RimWorld

边缘世界 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
文件大小
发表于
更新日期
1.176 MB
2021 年 8 月 6 日 上午 3:05
7 月 26 日 上午 11:05
9 项改动说明 ( 查看 )

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Reclaim, Reuse, Recycle (Continued)

在 Mlie 的 1 个合集中
Mlie's resurrected mods
968 件物品
描述

Update of DoctorVanGoghs mod
https://psteamcommunity.yuanyoumao.com/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.
  • Always post your log using the Log Uploader
  • 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
169 条留言
SpaceDorf 10 月 1 日 下午 1:06 
you can modify this one to allow rotten bodies.
danzloblaha13 10 月 1 日 上午 9:55 
i am blindly searching for mod like a madman cause i saw on one of my saves a structure (Abandoned mechanitor base) with like 2 dozens of corpses (skeletons) which had each one some bionic or implant ... spamming bionic legs / arms, hearts, armor glands, spines, aestetic shapers, stomachs, learning assistants like over dozen bionics but they were Skeletons !!! :steamsad::steamsalty:
John DeWolf 9 月 27 日 上午 12:34 
@Mlie Ok. So the good news is that I figured out why it wasn't working. The issue is that if the mod options are set so the "recoverable as a non-sterile item" doesn't reach %100 it will not recognize corpses.
John DeWolf 9 月 27 日 上午 12:04 
I spawned a raider, gave them some bionics using the debug health tab menu. Then used the kill command. I also used every harvest recipe. (deleting them from the que as they didn't work). I only initially went about testing it because an ancient merc I just killed had a detox kidney I wanted and got confused why I wasn't allowed to harvest it.
Mlie  [作者] 9 月 26 日 下午 10:47 
@John DeWolf Are you using the right recipe and is the corpse fresh?
John DeWolf 9 月 26 日 下午 9:28 
I, appear to be unable to harvest ANY bionics whatsoever, even with only this mod and harmony installed. Bionic hearts, prosthetic arms, peg legs, when I try to force it, the workbench says "Cannot harvest: Missing: 1 x corpse" even though there is one with all of the above in the stockpile right next to it.
SpaceDorf 9 月 21 日 下午 9:54 
I use RBSE which works fine
Leo 9 月 21 日 下午 8:14 
Hi, is this mod compatible with EPOE Forked or RBSE?
SpaceDorf 9 月 16 日 上午 1:14 
@John Helldiver
This is from ye olden times when you could get a Blade Implant from downed Scythers, and from dead ones with this mod.
Today it does nothing
Mlie  [作者] 9 月 15 日 下午 9:37 
@John Helldiver This is for implants and bionics, not mechs