RimWorld

RimWorld

Panfilo Aug 23, 2016 @ 9:17am
Head, shoulders, knees and toes!
I noticed there are a lot of body parts that can be affected in the game, but not much you could do about it. I think the devs should really consider adding more prosthetics to help offset this. It would also give a lot more flavor to the game as well.

Neolithic/Mid/Modern/Glitterworld tech:

Head: Fur wig/powdered wig/toupee/follicular implants: Allows a colonist to improve his appearance through hairpieces. Note that Modern/Glitterworld versions require actual human hair, gathered from scalps collected from neolithic tribes.

Nose: Animal snout/leather nose/filgree nose/cloned nose: Repairs a shot off nose, giving a marginal improvement in appearance. Obviously a guy with a pig snout for a nose isn't going to be much less offputting than a guy with a hole in his face, but its better than nothing.

Eyes: Eyepatch/Wooden eye/Glass Eye/Cybernetic Eye: Also helps offset apperance. Only cybernetic eye will correct manipulation penalties from having diminished vision; the others only improve apperance from scars and whatnot.

Ears: [none]/Horn/Hearing Aid/Cyber mic: Offsets penalties to being unable to hear when negotiating. Cyber mics allow the colonist to pick up on subtle changes in the person's voice, and give a boost to recruitment and discounts as well.

Hand: Hook/Grasping Hook/simple prosthetic hand/cybernetic hand: Hand replacements are cheaper than replacing the whole arm, and restore much more of the original manipulation. Cybernetic hands can offer over 100% manipulation. Note now that a full prosthetic/cybernetic arm can lose just the hand part in combat, and in the case of a prosthetic arm cannot have better than a prosthetic hand.

Spine: Bone brace/wood back brace/spine implants/Cybernetic spine: Bone brace only helps with a bad back, the others can allow a patient with a shattered spine to be able to walk albeit at a severe penalty. Even with a cybernetic spine the patient will not be at 100% (though with cybernetic legs they would).

Knees: Leg Splint/Simple Brace/Knee implant/Cybernetic Knee: Knees strongly affect movement in proportion to the legs as a whole. Having them remain damaged also causes pain for your colonist when not resting. Doing a knee prosthetic is less risky and almost as effective as replacing the leg outright, and the more advanced prosthetics are also proportionally cheaper than a prosthetic/cybernetic leg.

Foot: Leather/False/Orthopedic/Cybernetic foot: Replaces just the foot, helping to offset the penalties. Damaged/destroyed feet now (assuming they didn't already) give much greater movement penalites when moving over rough/swampy ground, and replacing them helps to offset or in the case of cybernetic feet, improve them beyond just organic feet.

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Showing 1-9 of 9 comments
Kronos Aug 23, 2016 @ 9:37am 
Extended Prostetics and Organ Engineering.
BlackSmokeDMax Aug 23, 2016 @ 9:39am 
Originally posted by Kronos:
Extended Prostetics and Organ Engineering.

and/or DESurgeries
ShunTheWitch Aug 23, 2016 @ 9:40am 
Is there a mod or do people think we should have animal prostetics? because when i looked at all my wolves alot of the older ones had a missing leg.
BlackSmokeDMax Aug 23, 2016 @ 9:42am 
"A Dog Said" is the mod for fixing up animals.
ShunTheWitch Aug 23, 2016 @ 9:43am 
Originally posted by BlackSmokeDMax:
"A Dog Said" is the mod for fixing up animals.
I thank you.
[BLA]Unmortal Aug 23, 2016 @ 10:07am 
do any of those mods also repair missing fingers? or missing toes?

i mean i would be nice .... i think crafting takes longer once you miss a well needed finger x.x
Kronos Aug 23, 2016 @ 10:25am 
Originally posted by BLAUnmortal:
do any of those mods also repair missing fingers? or missing toes?

i mean i would be nice .... i think crafting takes longer once you miss a well needed finger x.x
Nope. But bionic hands are pretty dank.
Mistress Aug 23, 2016 @ 10:28am 
Make a mod.
The dev is a one man team I believe and if you haven't done any programming before, you can't begin to imagin just how many bugs there are to deal with, and those things take time.
Better the developer works on the core game and mechanics before adding fluffy thing.
Zalzany Aug 23, 2016 @ 10:40am 
Yeah only prostetics mod in a15 is a pet one so far. Right now he has more pressing matters tweaking 15, prosthetics arealdy in mods. Only thing I would ever ask from him regaurding prosthetics is let us craft a hook hand, or generic cheapo arm, other wise use the a14 mod if you want fancey stuff for people, and the pet one for your critters.

Dev wants it harder already said he wants the bionics vanilla to be buyable only, it would be really OP if it just took some time but I could make my own bionic soliders with out any luck or saving of silver
Last edited by Zalzany; Aug 23, 2016 @ 10:41am
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Date Posted: Aug 23, 2016 @ 9:17am
Posts: 9