RimWorld
nubcake -MeoW- 2020 年 4 月 14 日 下午 7:00
How to remove prisoner bionic eye (and other parts)
I am unable to remove *some* bionics from prisoners without installing a replacement.

For example, does anyone know how to remove a bionic eye from a prisoner?


More detail:

I can remove bionic arms/legs (and I think hands/feet etc) easily as there is an operation that allows for 'remove part' and then the prisoner is left with 'removed' (or similar) description for the missing part. Also importantly there's no mood debuff for 'organ harvesting' when removing bionic arms/legs etc.

However... there's no option to remove bionic eyes for example (and other items).

I have 'Harvest Everything' and 'RBSE Hardcore' mods already installed.

What I see currently is that I can 'harvest' the natural eye of my prisoner, but there's no option to remove or harvest the bionic eye.

Currently how I 'remove' the bionic eye is by harvesting an natural eye (from the same or another prisoner) I install that which removes the bionic. However, harvesting natural eyes results in a mood debuff, requires two operations in stead of one to get the bionic and just seems cheesy.

I believe it is realistic to be able to remove bionics in the context of everything else that is possible in game. Particularly non-essential things like eyes and possibly also lungs, kidneys etc (but perhaps not brain implants that might be too well 'integrated' to be removed or liver, heart etc that are essential).

Does anyone know how to, for example, remove a bionic eye, or a mod that allows for this?
最后由 nubcake -MeoW- 编辑于; 2020 年 4 月 14 日 下午 7:09
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BurlsoL 2020 年 4 月 14 日 下午 8:57 
IIRC, intentionally disabled in vanilla to limit wealth gain from pulling bionics out of prisoners without suffering a related mood debuff for the handful of exceptions. Same reason as biocoded weapons, deadmans clothes, and acidifier.

Wealth, in this game, is usually a bad thing since it affects the intensity of events. The value of a bionic or other expensive item early on can equate to the difference between an early raid being 3 people with melee weapons, or 6 people with guns. As the 6 people with guns adds more wealth than the 3 with melee after completing, unusual wealth gains should be looked at as a long term multiplicative thing. The standard way to lose wealth is by having a colonist die, the difference is that with unusual wealth gains, what would have been 1 colonist dying in an event usually ends up being more than one because of the increased intensity.
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发帖日期: 2020 年 4 月 14 日 下午 7:00
回复数: 1