RimWorld

RimWorld

Non-Functional Prosthetics
22 Comments
Limey Lassen Aug 17 @ 7:47pm 
I think this is incompatible with either Quality Bionics or Elite Bionics Framework. My game wasn't booting and removing this solved the problem.
Mlie May 26, 2024 @ 12:42pm 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
DaChickenPlayz May 18, 2024 @ 11:22am 
never mind it still works! :D
DaChickenPlayz May 18, 2024 @ 11:21am 
hi update to 1.5 pls
Radiant Dreamer  [author] Jun 16, 2023 @ 4:44pm 
@usurpine That's a problem with the base game's Gastro-analyzer. (You can't combine both an Aesthetic Nose and a Gastro-analyzer, either)
usurpine Jun 16, 2023 @ 2:22pm 
I have a chef cook with a shattered nose and i wanted to install him a Gastro-analyzer, but this mod is not helpful. I installed him a plasteel nose but still its not possible to install the Gastro-analyzer. So this mod is not perfect in resolving shattered noses!:steamthumbsdown:
Thundercraft Mar 25, 2022 @ 1:49am 
Due to a report of this working fine in 1.3, it seems that Mlie has added this to the list of his No Version Warning mod. (This removes the in-game warning of this mod not being designed for v1.3.)
Swinfough Mar 8, 2022 @ 7:33pm 
This still works with 1.3, right?
Space Cowboy Oct 24, 2020 @ 2:26pm 
Does this work with update 1.2?
MikeLayne Jun 1, 2020 @ 7:22am 
I have a red error message.
Config error in vnfp_PlasteelNose_hediff: description has trailing whitespace
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Laerr Mar 19, 2020 @ 12:03am 
Thanks for update!! <3
Radiant Dreamer  [author] Mar 17, 2020 @ 7:47pm 
Okay. Everything SHOULD be straightened out now. Enjoy!
Radiant Dreamer  [author] Mar 17, 2020 @ 7:36pm 
Sorry for all the issues with updating to 1.1, folks. Please bear with me as I get it sorted.
Laerr Mar 12, 2020 @ 4:01pm 
Must have update
An oversized grapefruit Mar 6, 2020 @ 12:32pm 
@Dire its extra weird how we can craft ears but not noses
Freverof Feb 17, 2020 @ 2:07am 
In the MOD manager,its name is "non-functional",kindof confusing:-)
Freverof Feb 17, 2020 @ 1:51am 
Thanks for sharing
Carolina Cavalier Aug 3, 2019 @ 4:10pm 
@Radiant Dreamer Tycho Brahe would like a word.
Dire Jun 16, 2019 @ 8:21pm 
This mod is underrated. I have 5 colonist with shattered noses, this should help a ton!

It's kind of weird how Tynan allowed us to craft bionics in general, such as bionic eyes, arms ect. but didn't include something as simple as a nose.
Radiant Dreamer  [author] Mar 25, 2019 @ 6:26pm 
@dreffy No particular reason. Maybe a general thought that something fabricated from plasteel would look more "convincing" than a nose out of gold.
LongSworD Mar 25, 2019 @ 12:31pm 
Why plasteel and not silver or gold?
greyghostie Dec 19, 2018 @ 3:12pm 
How much more plasteel for a beak attack?