RimWorld

RimWorld

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Reclaim, Reuse, Recycle
   
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Mod, 1.0, 1.1
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449.263 KB
Aug 26, 2017 @ 3:44am
Apr 19, 2020 @ 12:53pm
5 Change Notes ( view )

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Reclaim, Reuse, Recycle

Description
Harvest implants & 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 & 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 & glittertech.
Those tiers mostly correspond to tech levels Animal-Medieval, Industrial-Spacer & 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

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




Popular Discussions View All (3)
1
May 11, 2020 @ 2:55pm
EPOE-Forked Compatibility Issue
Lord Maelstrom
0
Nov 4, 2017 @ 5:19pm
Recent error message seen when trying to harvest implants from Fallout Mod
Aladar
196 Comments
TheJazzProphet Sep 25, 2021 @ 2:26pm 
Does this work with the parts from Vanilla Expanded?
Mlie Aug 6, 2021 @ 3:08am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2567364887
Hope it helps anyone!
Mickey Surviving RNG Aug 4, 2021 @ 5:51am 
@Guedez oh i know, but i still prefer the mechanic from this mod where you have to clean and or fix cybernetics you remove, feels more balanced :)
Guedez Aug 4, 2021 @ 5:14am 
@Mickey Surviving RNG You can change the chances in the configs, put cybernetics to 100%
Mickey Surviving RNG Jul 30, 2021 @ 10:29am 
i second that, i love this mod, it's awesome to be able to remove cybernetics from corpses and then clean them or repair them
There is Harvest Organs Post Mortem but not a fan of that style, i prefer 100% chance to get the cybernetic i want and then have to clean and even fix the cybernetics, as opposed to having a dice roll to get random anythings from the corpse
Xain Jul 25, 2021 @ 3:24am 
Any reboot or alternative mod for 1.3?
ЯEБAЛ Jan 20, 2021 @ 1:28am 
Really waiting for someone to update. Also it may be interesting to make it compatible with mods that add different alcohol - to use it for sterilization
PGMP Jan 7, 2021 @ 12:21am 
Hoping for 1.2 update thank you so much for the mod ! :cozydarkseer::summer2019boost::lunar2019shockedpig:
Marlboro Reds Nov 29, 2020 @ 12:07am 
I've been using this mod for a bit now and i was wondering if we could get the option to whitelist parts. I am trying to reclaim some organic enhancements i put in a colonist and it wont let me because the item is considered to not be a prosthetic. so if that possible or am i stuck with it in them?
Zersetzung Nov 11, 2020 @ 10:04pm 
Does this mod work with 1.2?