RimWorld

RimWorld

2,943 ratings
Harvest Organs Post Mortem
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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413.294 KB
Nov 18, 2017 @ 8:51am
Apr 13 @ 11:20pm
26 Change Notes ( view )

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Harvest Organs Post Mortem

Description
Harvest Organs Post Mortem (HOPM) is now available in 1.5.

NB! The A Dog Said patch is no longer needed as per 3.0 it is merged with the main mod.

Supported Languages:
- Simplified Chinese
- French
- Brazilian Portuguese
- Russian
- Spanish

Note that the mod require a hugslib.


How the mod works:
After you have researched basic autopsy, you are able to perform such autopsies from the autopsy table. If within the time limit (see below), you will recieve organs. With more advanced autopsy, you have a higher chance of organ drop, and a longer time limit.

How the different autopsies function:
Basic Autopsy: 40% chance of organ drop (40% is upper limit after skill and room factor. 0% bionic organ drop. Can be performed at butchers table and autopsy table). 3 hour time limit.
Advanced Autopsy: 80% chance of organ drop. 40% bionic organ drop (remember, your pawn still needs to have the bionic organ). Can be performed at autopsy table. 6 hour time limit.
Glitterworld Autopsy: 95% chance of organ drop. 80% bionic organ drop. Can be performed at autopsy table. 12 hour time limit. Requires medicine to perform this particular surgery.

The time limit decides whether you will recieve organs or not from the autopsy. Bionic organs can be harvested until the bodies are rotten.

NB! You can alter these drop chances and more in the Mod settings.

Compatibility:
A lot of you will wonder if it is compatible with a lot of mods, and in most cases, yes it will be. EPOE for instance should work just fine. If you are curious about another mod compatibility, ask away.

If you find a bug, mod conflict or any other issue, please submit it in the bugs discussion.

Incompatible with the Butchery Counts Meat Types mod.
Incompatible with the Bulk Stonecutting mod.

Regarding saves:
This mod should be save compatible, and you should be able to uninstall the previous mod and install this mod without much problem. If you do encounter an issue, please let me know. A very small sample have reported a flashing bug when uninstalling the mod. If you are running a very mod heavy late game and you don't want this mod anymore, I would recommend that you back up your save file in case.

One issue that can arise is that your butcher table wont accept new bills. In which case you can simply deconstruct it and build a new one.

FAQ:
Q: I don't get anything from the bills, why is that?
A: The corpses have a time limit before the organs are unusable. The time limit varies between what bill you are using. The time limit can be temporarely stopped by freezing the corpse. Also, the bills have a percentage chance of body part drops. Try adjusting the body age in the mod settings.

Q: It says I don't have the materials, why?
A: It can be a couple of things. Firstly, the material (corpse) can't be used if it is rotten. Remember that all autopsies require medicine. Check the bills tab.

Can't get it to work? Try the How to Use/Troubleshooting discussion for help. Happy harvest!

Non-Steam Link (Here you can find B18):
https://github.com/DenJur/RimwoldAutopsy/releases

A17 Link:
http://steamcommunity.com/sharedfiles/filedetails/?id=1121625983
Popular Discussions View All (15)
186
Mar 13 @ 8:06pm
Bugs and Troubleshooting
Smuffle
1
Feb 3 @ 7:49pm
Option to Remove all Bionics
Music Cunt
9
Mar 15, 2021 @ 2:00am
The How?
Gun_Shy
1,098 Comments
Kaje May 9 @ 9:34am 
Any known incompatibilities with this? For some reason, despite having bodies store in a fridge which are definitely fresh, there are no available 'bills' for the autopsy table.
Frig May 8 @ 1:59am 
@GibbleJams27 @76561198022277442

Had a similar issue. I wasn't getting an exception.

I fucked around with the autopsy table until it worked again. The table had a Butcher for Organs bill that was set to Do Forever and set to only a specific colonist (my doctor). I switched the bill to a different random colonist and let them complete an autopsy, which seemed to have fixed the issue. After this, I could switch the bill back to my original doctor without issue.

The only thing I can think of that may have caused this was that I had recently appointed my doctor to be leader of my ideoligion. Idk. Kinda hard to figure out why when I'm not getting a stack trace.
LaSchuii <3 May 7 @ 9:04am 
The ideology of my colony accepts organ use but whenever a pawn uses the autopsy table to harvest organs from a corpse they still get the "I harvested organs" debuff. :BEgloomy: Am I missing something or how can I get it to be in line with ideology precepts?

Regardless, thank you for a very cool mod :) :BEjoyful:
Cretz May 7 @ 3:36am 
Organ harvesting appears to only work on baseliner xenotypes
Alexander The Great May 4 @ 4:03pm 
ye anomaly entities can be butchered for human organs with infinite exploitability lmao

imma just refrain from doing that
Hayooo May 3 @ 9:22pm 
it has an oversight with Anomaly expansion. anomaly creatures seemed to be counted as "Humans" despite its appearance and without an option like "possible or possible harvest" it will keep doing surgery on anomaly creatures endlessly
Extra Fluffy May 1 @ 1:52am 
@GibbleJams27
Same here, using Rimworld 1.4.
Tried with baseliners and non baseliners, autopsy "happens" but spews an error at the end, medicine is not consumed either.
Tried disabling performance optimization mods (Performance Fish, Rocketman & Performance optimizer), error persists too.

Here's a snippet from the exception stack :
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction

I also see the follwing methods in my stack trace :
Autopsy.NewMedicalRecipesUtility.IsCleanAndDroppable
Autopsy.NewMedicalRecipesUtility.TryGetParts
Autopsy.NewMedicalRecipesUtility.TraverseBody
Autopsy.MakeRecipeProductsPatch.Postfix

I can post the full error but I fear Steam's formatting will make it illegible.
GibbleJams27 Apr 30 @ 5:46pm 
Anyone have this problem? With all my mods, I did a test and killed a pawn and successfully performed an autopsy at the beginning of the game (once I landed). So I figure no mod conflict. Then an hour or two of playing I kill a pawn and attempt an autopsy.

The result is no autopsy. The body just stays on the table after going throw the motions of an autopsy. To make sure it wasn't a body timer, I euthanized then performed the autopsy immediately and adjusted the timers to 24 hrs for all autopsy types.

Any ideas? I have no idea what is causing this.
Shade of Oblivion Apr 28 @ 4:37pm 
@shimizu01 complete body. I typically have my Revia sacrifice the body after harvesting for bloodstones. ;)
shimizu01 Apr 27 @ 8:20am 
What remains after autopsy? Is there any flesh left or the complete body?