RimWorld

RimWorld

RBSE Back to Basics
24 Comments
DarkAngelFurioso Jul 17 @ 12:16pm 
exodus dropped and RBSE hasnt updated...anyone gonna take on the mantle?
zzx123zz Nov 29, 2023 @ 8:17am 
Please help add the effect of hiding the eyes of this MOD in the MOD option, as it may affect the appearance
troopersmith1 Mar 29, 2020 @ 5:41pm 
Done. Took less time than I anticipated. Here's a link to the 1.1 version: https://steamcommunity.com/sharedfiles/filedetails/?id=2040569399
troopersmith1 Mar 29, 2020 @ 5:04pm 
I'm working on updating this to 1.1 right now, should have a release in a few hours.
Tyrant Mar 11, 2020 @ 6:23pm 
I hope this isn't abandoned.
17 Feb 29, 2020 @ 4:59pm 
An update to 1.1 would be greatly appreciated, when you have time, thank you
General Profit Feb 7, 2020 @ 12:34pm 
don't know if you are still modding but i'd like to let you know that the peg leg (crafting cost 50 wood) part is not returned when removing it from a patient, only 1 wood is returned
Frydendahl Oct 18, 2019 @ 11:17am 
@Bishop Great!
Bishop  [author] Oct 18, 2019 @ 9:42am 
@Frydendahl eye patches, ear patches, hook hand, wooden foot, peg leg, steel arm, dentures. All need to be crafted at a smithy.
Frydendahl Oct 18, 2019 @ 12:59am 
Does this add eye patches back?
Anon Oct 16, 2019 @ 5:03am 
Thanks for the instructions, but I agree with you to separate some more advanced bionics from the other recipes for the fabrication bench and also there would be too much clutter in it.
Bishop  [author] Oct 15, 2019 @ 4:17pm 
I've decided to leave the advanced bionics and synthetics at the medical station, but I'd still like to help you get where you want. Here are the exact steps you can take to see the change that you want: 1) Make a local copy of this mod. Then in the Patches folder, open the file titled Unbuild_Patches.xml
2) At the very bottom where you see <li>MakeBionicArm</li>, copy and paste all the tags from this text file into the list: https://gitgud.io/Bishop/rbse-basics/blob/master/add_all.txt

Then when you create your modlist, use the local copy instead of the steam workshop copy. I hope this helps you to play the game the way you would like :)
Bishop  [author] Oct 15, 2019 @ 4:03pm 
@Nickdos I deliberated on that idea for a while when I made this patch, because as you said the reasons "for" are all reasons that I used for moving the bionics to the fabrication bench. But I had many reasons "against" which made me ultimately decide not to move the medical station bills to the fabrication bench.
-bionics were vanilla items, originally crafted at the fabrication bench. adv bionics and synth organs are new items only brought to life through Rah's mod
-moving everything to the fab bench meant sending another 17 recipes to it, which would be even more clutter against the 'every day' fab bench uses like components
-thematically, it felt like an advanced medical station was a more appropriate facility to craft organs. i know they're just names, but when I think of a fabrication bench, I think of electronics, and circuitry and the like. crafting flesh at the same place as this seemed a bit off for me.
Anon Oct 15, 2019 @ 11:34am 
Could you just move the synthetic organs to the fabrication bench too?
>They're usually like 1 and done kind of things whenever a pawn happens to need a part. This also plays nice with Oskar Potocki's Vanilla Production Module custom linkables
Also applies to it
NECEROS Oct 12, 2019 @ 12:41pm 
I love this mod.
NECEROS Oct 11, 2019 @ 12:17pm 
Appreciate it! Thanks for the answer
Bishop  [author] Oct 11, 2019 @ 10:16am 
Updated to v1.1.0 Updated 'Bionics' ResearchProjectDef description. Removed market value patches, Rah has updated his mods to use these new prices!
Bishop  [author] Oct 11, 2019 @ 9:11am 
@NECEROS I removed the bionics bench in this expansion mod. I wanted to return them to the fabrication bench like in vanilla. I liked this because it means less benches, and crafting bionic parts is such a niche crafting recipe. They're usually like 1 and done kind of things whenever a pawn happens to need a part. This also plays nice with Oskar Potocki's Vanilla Production Module custom linkables. :)

Thank you for the screenshot. I'll be sure to update the description for that research project immediately. Also, Rah has included my new part prices in both RBSE and Hardcore Edition, so I'll remove that patch, too.
NECEROS Oct 10, 2019 @ 10:00pm 
Ah, I see in the patch file you've moved them to the fabrication bench. Is the bionics bench simply removed?
NECEROS Oct 10, 2019 @ 9:57pm 
https://i.imgur.com/Z4nqKuz.png - Says it adds it, but it's not listed in the buildings granted section.
NECEROS Oct 10, 2019 @ 9:53pm 
I can't seem to find the Bionics workbench after researching Bionics. Is this something you've touched, or... am I just missing something here? The bench is under Production, right?
Bishop  [author] Oct 8, 2019 @ 12:04pm 
@Paladin Sorry, I don't know what formula Rah used to set market values.Formula I used is from RimWorld wiki.
Bishop  [author] Oct 8, 2019 @ 11:03am 
https://gitgud.io/Bishop/rbse-basics/blob/master/prices.ods Here is a link to the formulas used to calculate prices. It is a .ods, you will need LibreOffice or OpenOffice to view.

In instances where the price difference was major, I rounded up 50-200 silver. Everything has come down in price, except for the neuro implants that use AI Persona Core. The market value of a persona core is 4,000 silver, but the implants were around 2700 market value. Those implants are about 4400 now, so they've gone up a lot. But they are the only items that increased in market value.
Paladin Oct 8, 2019 @ 10:31am 
May you give more info about pricing in rahs? You gave your formula, but not original Rahs to compare with. Many thanks.