1,926 ratings
Rah's Bionics and Surgery Expansion
Mod, 1.0, 1.1, 1.2
File Size
4.803 MB
Jan 26, 2017 @ 1:41am
Aug 15, 2020 @ 5:30am
107 Change Notes ( view )

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Rah's Bionics and Surgery Expansion

Rah's Bionics and Surgery Expansion

Main forum thread:

Hello fellow rimworlders ! This mod aims to enrich the bionics and surgery gameplay as much as possible, without being intrusive to the vanilla experience. While originally intended to be a streamlined and 'improved' version of Expanded Prosthetics and Organ Engineering, which it still is to some degree, it is now closer to a standalone and complete medical mod. This mod features all kinds of prostheses and bionic parts, bone repairs and scar healing surgeries, for your needs.

Your colonists will, however, struggle for a while if they lose limbs or become severely crippled in the early game, until you manage to craft the rare and expensive bionic parts. You can still make simple prostheses and repair shattered bones relatively fast after researching it, but the resource cost is quite high for most things. Peg legs, wooden feet and dentures are of course always available for free. ;-) Early colony life was never easy !

Rah's Bionics and Surgery Expansion: The normal version is a bit more 'fair', in terms of resource costs, compared to the Hardcore Edition. Great for medium difficulties, especially on Randy and Phoebe.

-- RBSE is a standalone bionics and surgery mod. Do not install RBSE with EPOE --

Main features:

- 2 workbenches.
- Bionic Workbench: craft an array of bionic prostheses. (simple parts available at a machining table)
- Advanced Medical Station: craft advanced bionic prostheses, synthetic organs and brain implants.
- Bone repairs for clavicles, femurs, tibias etc. (spinal fusion included)
- Old scars and gunshot wounds can be cured with Glitterworld medicine after research. (brain scars must be cured in other ways)
- All bionic parts cost quite a bit of resources, mainly in plasteel and components. (ex: 1 bionic arm costs 80 plasteel and 6 components.)
- Most simple prosthetic parts cost steel and components. (ex: 1 simple prosthetic arm costs 120 steel and 4 components.)
- Balanced bionic parts: Decked out bionic pawns are powerful, but not game breakingly overpowered.
- Organ rejection system for natural organ transplants. (vanilla friendly) (can be toggled on/off in mod settings)
- Organs need refrigeration to avoid rot and decay.
- 3 new chronic diseases: Chronic kidney disease, congenital heart defect, chronic stomach disorder.
- 3 new brain implants for the late game and for brain damaged colonists.
- Hook hand available through the "Smithing" research.
- Bionics and surgery research tree with its own research tab.
- Archotech parts cannot be crafted, just like in vanilla. They are also slightly superior to advanced bionic parts.
- 3 implant colors: Light blue for simple parts, blue for bionics and purple for advanced parts.
- Medicine and Glitterworld Medicine have original red colors from A16.
- White textures for Royalty parts to better fit the medical theme.
- Redundancy kept to a minimum.
- Bug fixes and balance work.


- RBSE Hardcore Edition: This version has higher resource costs, and is therefore best suited for players who are looking for a bigger challenge. Works great on the harder difficulties, especially with Cassandra.
- RBSE parts spreadsheet:[docs.google.com] All RBSE part values. If you would like to help edit and maintain it, let me know.
- A Dog Said link. Don't need a patch !
- 1.0 Hardcore Armors Advanced power armor mod. Vanilla friendly !

Special thanks to Ghrull for the SPANISH translation.
Special thanks to Well for the RUSSIAN translation.
Special thanks to AmUnRA for the GERMAN translation.
Special thanks to Duduluu for the CHINESE translation.
Special thanks to MilSu-UpZa for the KOREAN translation.
Special thanks to Jozay for the FRENCH translation.
Special thanks to Cpl.Hicks for the POLISH translation.

Big thanks to Ykara for his EPOE mod, Minus for his Extended Surgery mod, and kaptain_kavern and Aristocat for some of the coding / inspiration. Also thanks to all the people who have offered feedback and suggestions. And a big thanks to Haplo and K for their dll files.


If you like this mod, don't hesitate to give it a thumbs up ! And if you're feeling generous, feel free to donate a coffee in the link above !

Enjoy <3
Popular Discussions View All (15)
Dec 29, 2019 @ 9:32pm
[BUG] Unable to craft Bionic Arm
Feb 1, 2020 @ 4:13pm
is there a way to counter organ rejection
Jul 25, 2019 @ 8:35am
Could not resolve
< >
Phant 16 hours ago 
I get an error with combat extended, mod works though
[Combat Extended] Patch operation Verse.PatchOperationFindMod(Rah's Bionics and Surgery Expansion) failed
file: /home/phant/.local/share/Steam/steamapps/workshop/content/294100/1631756268/Patches/RBSE/Bionics.xml
[FD] Tomatohead Mar 28 @ 3:22pm 
I thought so but people on the rimworld discord were incistant that this wasn't the case. Thank you for clearifying.
Nesano Mar 28 @ 2:46pm 
Ya have to be able to make them to install them. Like, having the research.
[FD] Tomatohead Mar 28 @ 2:35pm 
I can't seem to install a synthetic lung or spine dispite me fulfilling all the requirements. I hope you could help me out otherwise it might be a bug. https://imgur.com/xvyBvFd
Kirisame_MOrisa Mar 26 @ 3:32am 
@MuthSera Have u already solved the ce compatibility problem? I have the red line :steamsad:
Nesano Mar 26 @ 12:31am 
Nevermind. Looks like you need the Synthetic Organs research to install synthetic organs and not just to make them.
Nesano Mar 26 @ 12:25am 
I've got a colonist with a congenital heart defect and there's no bill to install or even harvest a heart. My other colonist with a healthy heart gives me the option to harvest, but not install the synthetic heart I have ready.
Rah  [author] Mar 24 @ 1:31pm 
<3 feel free to post a suggestion. cheers
Nuit_ Mar 23 @ 4:48pm 
Totally respect that decision! Although I do wish the organ transplant system was a touch different, this is an awesome mod and I prefer it over the vanilla system :)
Rah  [author] Mar 20 @ 1:38pm 
It was basically done to make the natural organ system viable, and to make the early game a bit harder. With low tier organs available you would pretty much be able to skip over natural organs completely. So it was kind of a game balance decision.