RimWorld

RimWorld

235 ratings
Simple Restraint Belt
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.917 MB
May 4 @ 8:40am
Jun 20 @ 9:15am
10 Change Notes ( view )

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Simple Restraint Belt

In 1 collection by amefurashi
Ame's All MOD
19 items
Description
- INTRODUCTION -

Have you ever had trouble with these issues when immobilizing an enemy or troublemaker?

-"don't have enough medicine to keep under anesthesia."

-"It will be a while before can use MOD-made restraints."

-"It's so barbaric to have to remove legs and spine!"

...That's true, I empathize.
But today, a new war crime has been born that may solve your problems!


- CONTENT -

This mod adds a simple, cheap, sustainable and strong restraint belt to the RIMWORLD that can be crafted at a sewing table using 60 pieces of leather.

acquired, attaching it to a victim through the surgery menu will prevent the victim from moving (they can still crawl) unless Release is performed through the surgery menu.
Once this happens there is nothing the victim can do.
Do RJW, see how many parts you can remove before they die, give them horrible scars, sell them to slavers, you name it!

Have fun!

When pawn release a victim from the belt restraints, the restraint belt will drop, so pawn can reuse it over and over again.

Great ecology!


- RECOMENDED -

:: Xenobionic Patcher ::
https://steamcommunity.com/sharedfiles/filedetails/?id=1911273785&searchtext=xenobionic
It's possible that creatures that cannot be restrained due to their special body structure can be restrained

:: War Crimes Expanded 2 Core ::
https://steamcommunity.com/sharedfiles/filedetails/?id=3032870787&searchtext=war+crime
It's fun

:: Harvest Everything! ::
https://steamcommunity.com/sharedfiles/filedetails/?id=2007485974&searchtext=harvest
It's economical

:: Just cut it off! (Emergency Surgery) ::
https://steamcommunity.com/sharedfiles/filedetails/?id=2560133727&searchtext=cut+it
Cheap and Unpunished Organ Harvesting


- LANGUAGE -

-English

-Japanese


- NEED HELP -

I am looking for a way to swap Hediff from A to B using only xml, in order to implement some kind of restraint aftereffect that briefly plagues the victim upon release from restraint.
(The above functionality was made possible thanks to code contributed by @Seeki! Thanks!)

Additionally, I am looking for a way to fine-tune the graphics rendered directly onto the body using <workerClass>PawnRenderNodeWorker_AttachmentBody</workerClass>, like the ghoul's augmentation parts, separately for each body type.

If you have found a specific answer to the above two questions, I would appreciate it if you could share it with me.


- EXTERNAL LINKS -

- :: skeb ::
https://skeb.jp/@natunosita
Commission reception window with intermediary

- :: bluesky ::
https://bsky.app/profile/natunosita.bsky.social
Twitter-like SNS (current my main base)

94 Comments
lpoxb Sep 24 @ 1:26am 
i know what you are...

bottom bubble (⌒_⌒;)
amefurashi  [author] Sep 18 @ 12:04pm 
You guys know, but I have no idea...
LevidThyseen Sep 18 @ 9:48am 
espera... conozco esas esposas :0
amefurashi  [author] Sep 15 @ 7:59am 
Thank y'all. I was surprised to see that it had reached 5 stars.
I'm happy!:steamhappy:
Cart Sep 15 @ 1:26am 
this is such a freaky mod, anyways, im installing
Yuka Sep 13 @ 10:59am 
cute art
Dj0z Aug 20 @ 11:23am 
You're welcome, there aren't many mods like this and I want to keep the ability to control my werewolves intact :-) Also, yay improvements!
amefurashi  [author] Aug 20 @ 10:10am 
Thank you for reporting it. I was aware of the issue, but since it was an error that did not affect gameplay, I put it off. I will fix it in a little while.
I recently gained some new insight into the drawdata of useHediffAnchor, so I plan to make some improvements at the same time.
Dj0z Aug 20 @ 9:30am 
Error for reference:
XML error: <useHediffAnchor>true</useHediffAnchor> doesn't correspond to any field in type DrawData.
Context: <drawData>
<scaleOffsetByBodySize>true</scaleOffsetByBodySize>
<useHediffAnchor>true</useHediffAnchor>
<childScale>0.7</childScale>
<bodyTypeScales><Female>0.8</Female><Hulk>1.2</Hulk><Fat>1</Fat><Thin>0.78</Thin></bodyTypeScales>
<defaultData><layer>65</layer></defaultData>
<dataNorth><rotationOffset>0</rotationOffset><flip>true</flip></dataNorth>
<dataEast><rotationOffset>0</rotationOffset></dataEast>
<dataSouth><rotationOffset>0</rotationOffset></dataSouth>
<dataWest><rotationOffset>0</rotationOffset><flip>true</flip></dataWest>
</drawData>

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(etc...)
Dj0z Aug 20 @ 9:25am 
Just a heads up: this causes a red error on game startup because of the useHediffAnchor block. Happens even with just this mod active. The item still seems to do its job properly.
Should be an easy fix, right? Someone on the Discord who helped me find the issue said maybe it should be "useBodyPartAnchor" instead, which is vanilla.