RimWorld

RimWorld

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A Dog Said... Animal Prosthetics 2
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Mod, 1.4, 1.5, 1.6
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867.560 KB
May 3, 2024 @ 6:49am
Jul 26 @ 3:35am
31 Change Notes ( view )

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A Dog Said... Animal Prosthetics 2

Description
Overview
This is a continuation/full rework of the iconic A Dog Said... Animal Prosthetics mod. Its creator has transferred the responsibility of maintaining the health and lives of RimWorld's animals to me, and the original mod will no longer be updated.

Features
  • Adds universal animal equivalents to most vanilla prosthetics and bionics. They are unlockable by their respective research projects.
  • Which prosthetics can and can't be installed onto a given animal is determined by the "category" system, which I inherited from the orignal mod and reworked.
    • Category 1 animals (rats, squirrels, and other critters) can only receive peg legs and the like.
    • Category 2 animals (cattle and other non-trainable and non-packable animals) are eligible for simple prosthetic limbs.
    • Category 3 ones (packable and trainable (and cats)) can have full blown bionics installed.
  • If you have XML Extensions active, the category system is optional and can be turned off, allowing your colony's vermin to transcend the limitations of flesh.
  • This mod is written in way that makes adding compatibility with modded animals extremely easy. See the ModCompat folder for examples.

Differences from the original
  • Animal scar healing with industrial medicine has been removed. If you want to heal permanent wounds on your animals, use the biosculpter pod with Animal Biosculpter and/or EPOE - Forked's ultratech healing system. I did this because I believe that scars should mean something.
  • Every animal prosthetic/bionic organ that didn't have a vanilla counterpart was removed. However, every artificial organ added by EPOE - Forked has an animal counterpart. After all, what sense does it make to be able to make artificial organs for your pets, but not for yourself?
  • The reseach projects for animal prosthetics/bionics are now only available after the respective human projects.
And as for switching from ADS to ADS2, it should not cause any major issues. However, every artificial part I didn't carry over to this version will vanish.

Compatibity
  • Not compatible with the original A Dog Said... Animal Prosthetics, obviously.
  • Built in full compatibility with Bionic icons, Expanded Prosthetics and Organ Engineering - Forked, Medical System Expansion 2, and Elite Bionics Framework.
  • Contains patches for the animals from all Vanilla Animals Expanded and ReGrowth mods, by me. For compatibility with other modded animals, see the Credits section. As for Alpha Animals, I offer no compatibility. It's too much work.
  • I loaded this into my main almost 300 big modlist, and there were no surface level issues. If you find any incompatibilities, please let me know.
  • Can be safely added to an active playthrough. Removing it will inevitably cause one-off errors and the disappearance of all prosthetics added by this mod, both installed and otherwise.
Feel free to submit your own patches for the mods you want there to be compatibility with, either through Github or DMs. I will review them, amend them if necessary, and then credit you. IF YOU ARE BUILDING COMPATIBLITY INTO YOUR MOD, MAKE SURE THAT IT IS LOADED BEFORE ADS2.

Known issues
May cause issues where for animals, no operations tab opens up when you click "Add bill" in the Health tab. The incompatibility causing this is unknown, so please leave possible incompatible mods in the comments if you figure out what's causing it.

Recommended mods
  • Expanded Prosthetics and Organ Engineering - Forked - allows you fully fix you pets instead of being limited to vanilla's system.
  • Medical System Expansion 2 - a proper rework of the prosthetics system, so that the bionic limbs actually have subparts like hands and fingers which replace their removed natural equivalents. Also adds "module slots" to some bionic parts, allowing to install things like power claws on top of the bionic part.
  • Elite Bionics Framework - scales the health of the prosthetic's owner. And if you have Medical System Expansion 2, it also adds armor modules.
  • Harvest Organs Post Mortem - allows you harvest implants from dead animals, along other things.
  • Compact Hediffs - makes the hediff display a lot more compact. Heavily customizable.
The preview image was made with everything above installed.

Credits

Translations

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336 Comments
Samuel_Bucher  [author] 3 minutes ago 
@cucumpear
I would prefer if you sent me your patch so that I could integrate it. Could you do it? The Github link is at the top of the description.
cucumpear 2 hours ago 
Hi, I finally finalised the 1.6/Odyssey update for Animal Collab Project, and I'm seeing a huge number of errors with the patch. I disabled it locally and made my own which is basically the same thing but works for some reason.
Could you look into what's going on or disable your patch so I can have mine run (that update isn't live, obviously)? I don't mind either way, but since I have two load folders depending on whether Odyssey is active or not it might be easier to patch on my end.
Jaruh Caz Aug 21 @ 5:08am 
"dam my galatross got some early cataracts, but doesnt matter cuz good ol ADS got my back!
ADS:shakes head in denial" :deadrat:
good thing to come is that now i know a lot more of extra fauna mods :balatro_egg:
Onix Nidhogg Aug 20 @ 10:41am 
Hello, seems this mod is incompatible with Dark Ages : Beasts and Monsters, as the options to install prosthetics do not appear.
Mr. T-XP x64 Crosby Edition Aug 15 @ 2:57pm 
Would it be possible to get the removed parts as a separate mod? I understand the rationale behind separating the ones not present in the base game, but its impossible rn to find a bionic animal liver to tack onto this mod.
Ememf Aug 7 @ 7:00am 
Bionic animal tongue unable to implant on thurmbo or hive queen (not shown on surgery list)
Bionic animal tail unable to implant on thurmbo (I remember it used to work)
Any plan for insectoid inplant? (bionic pronotum and elytra, etc)
Samuel_Bucher  [author] Aug 6 @ 11:48pm 
@chocoavena
Should be compatible, but there is a lot of overlap. Probably no reason to have both mods at the same time.
chocoavena Aug 6 @ 6:09pm 
is this compatible with cyber fauna or will it just overlap?
Samuel_Bucher  [author] Aug 6 @ 7:22am 
@Le Seegert
No.
Le Seegert Aug 6 @ 6:51am 
Hey quick question. When you say patched for vanilla expanded animals, does that include genetics expanded?