RimWorld

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
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Aug 6, 2021 @ 3:05am
Apr 2, 2024 @ 1:04pm
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Reclaim, Reuse, Recycle (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of DoctorVanGoghs mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1120445716



[dsc.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.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • 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


133 Comments
Mlie  [author] May 19 @ 3:20am 
@hellyfire07 The description list how to extract implants. Whether a specific modded implant can be harvested is up to the mod-author that defines it.
hellyfire07 May 19 @ 2:35am 
is there a way to harvest every single implant from corpse? Such as V.O.I.D brain implant.
Farbott Apr 26 @ 11:12am 
Oddly enough a royalty dlc nuclear stomach either isnt harvestable and im going to be dissapointed very soon or theeres a bug with it, they're trying to feed the corpse to the tree despite the storage only being for fully harvested bodies rather than dump it in my recycle room
PapaJuicy Apr 18 @ 5:55pm 
is there a reason i cant harvest an aesthetic nose?
Mlie  [author] Dec 22, 2024 @ 11:08pm 
@ST3WI3101 Please see the Reporting Issues section described above
ST3WI3101 Dec 22, 2024 @ 2:54pm 
I have been stumbling upon an issue i guess you can say? Pawns and mech keep trying to harvest a corpse over and over again with nothing happening to it. If a pawn does it once in awhile it says failed in catastrophic way, sometimes not, a mech doesn't say anything.
Mlie  [author] Dec 2, 2024 @ 12:31am 
@ST3WI3101 Sounds like bad luck, there are no special rules regarding what will get harvested.
ST3WI3101 Dec 1, 2024 @ 2:26pm 
If i end up harvesting a corpse with a bionics and a death acidifier, the acidifier is the only one that gets harvested every time. Is that suppose to happen, bad luck or a setting i can change?
Marconius Oct 29, 2024 @ 6:11pm 
I ran into another issue: Fleshbeasts from Anomaly seem to be treated as having harvestable parts. My colonists actually tried to perform a harvest job, but got nothing; and then kept trying, over and over, on the same Fleshbeast.
Mlie  [author] Oct 10, 2024 @ 2:06pm 
@Marconius No, all vanilla have their properties correctly set afaik