8/8/2023 0 Comments Rimworld cloth harvestBut now with this mod you have the option to reclaim those parts you want - or if you feel like making a recycling industry out of your raiders, you can do that - it's just a bit more involved than 'Click, get bionics'. I've decided against simply 'vomiting' out the final usable bionics directly in the harvesting job, since that makes bionic acquisition way too easy. While the complexity might not be 100% as expected for 'weird' extra parts it will always guess something and thus allow reclamation & reuse of the part(s). What I have not tried so far is Craftable Mutants and the Extended Human Body Simulation but since it is based on epoe you may quote me on that and refer all complaints to me. XeoNovaDans Surgery Tweaks, Better Surgery,Birds and Bees, Children and Pregnancies, DESurgeries, RBSE-Hardcore, Epoe, ADogSaid, EPOE Limb Harvesting, Harvest Everything, JTFieldSurgerie, More Consumables and Mutagens, Malfunction, Mod Medicine Patch, Quality Surgeon, sd_medicaddons, fluffies medical tab and of course : Quote from: SpaceDorf on August 05, 2017, 10:24:05 PMįrom experience I have no conflicts with : It also should support any and all additional parts from 3rd party mods. Mod load order should not matter for this mod. If you want to make it use any corpse, make sure to activate Unharvested corpses too (but why would you?). The vanilla Butcher corpse job get's changed to only use Harvested corpses by default. Harvested corpses contain no reclaimable parts, while Unharvested corpses ultimately could have (some) parts removed. This mods adds special filters to the corpse categories for fully harvested corpses and corpses with parts of a certain complexity. Success chance is multiplied by 1.5 compared to regular surgeries to accomodate for the composite nature of the harvesting job as well as the lack of 'supporting' medicine (Room stats still apply for biological harvests).Ī minor failure will typically still allow extraction of a (mostly) undamaged part, while catastrophic failure will almost certainly destroy the part. Failures work similar to surgery and are in fact calculated from the surgery/mechanoid extraction success chance of the executing pawn. The extraction can fail and that failure is calculated per part. Primitive needs Herbal Medicine (plus wood/cloth), Advanced uses regular Medicine (plus steel/components) and Glittertech requires Glitterworld Medicine (plus components & plasteel).Įxtraction is a composite job that will always try to remove all possible parts in a corpse. This complexity is derived from the extracted part by internal tags, techlevel or ultimately price and should account for all mod-added parts.Įach complexity level corresponds to the medicine (and possibly other materials) needed to make the part usable again. Parts are categorized by Complexity (a visible stat on the reclaimed part). Non-sterile parts only need the part and medicine to be usable again, while mangled parts need additional material(s) for restoration. (Defaults are 100%-85%: non-sterile, 85%-50%: mangled, otherwise: non reclaimable). The thresholds for non-sterile/mangled/no extraction can be changed in the mod options. Undamaged (or slightly damaged) parts are extracted as non-sterile, while moderately damaged parts get extracted as mangled versions. Reclaimed parts (which can be any added part or implant that could be removed from a corresponding live pawn) are either extracted in a non-sterile or mangled variant. For the time being harvesting will count as butchering/crafting. Removed the specialized workGivers for harvesting. No more carving up shellfish looking for implants. Non corpse corpses are no longer valid harvesting targets. Harvesting & Refurbishment are their own dedicated work types (located under Crafting). Those benches have a massive bonus to workspeed & harvesting success chance if installed adjacent to each other. Harvesting & Refurbishment are now done at dedicated workbenches. It is 20% more flammable than most other textiles, and 300% as flammable as Devilstrand and Hyperweave.- New versioning scheme (-minor). While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale. It is also used to make carpet flooring, medicine (after being researched), armchairs or billiards tables. It can be used for creating clothes at an electric tailor bench or hand tailor bench, though it does not provide good clothing quality overall. A basic plant-based fabric that can be grown by planting the cotton plant.
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