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RimWorld => Ideas => Topic started by: sadpickle on September 17, 2016, 09:59:29 PM

Title: Make doctoring bionic parts require the crafting skill
Post by: sadpickle on September 17, 2016, 09:59:29 PM
Not sure if it's possible, but, if a pawn with a bionic implant needs medical attention, it would be interesting if this required crafting (or perhaps construction?) skill, to reflect the mechanical nature of augmentations. If they're wholesale limb replacements they're probably going to need servicing anyway, could be an entire sub-industry, but I wonder if the medical code can even differ between bionic and organic limbs? Expertise welcome.
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: Lightzy on September 19, 2016, 05:32:08 AM
Yeah lets make everything in the game require the crafting skill :/
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: O Negative on September 19, 2016, 06:24:45 AM
There's a mod that allows you to make simple, bionic and advanced prosthesis via the crafting skill. Check it out, man :)

I do think that prosthetics should require "treatment" as a sort of maintenance every so often, though.
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: nccvoyager on September 19, 2016, 05:50:28 PM
If I understand correctly, the suggestion is that bionic limbs (when damaged during combat) should require crafting skill to repair instead of doctoring skill to, well, bandage.

At the moment:
Doctor: "Oh yes, I see there's a gunshot through your bionic arm!  Let's bandage that up, and it will heal good as new!"
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: Wex on September 19, 2016, 05:56:43 PM
I see a nice and warm spot for the research skill.
It should be sciency.
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: sadpickle on September 19, 2016, 06:33:01 PM
Quote from: nccvoyager on September 19, 2016, 05:50:28 PM
If I understand correctly, the suggestion is that bionic limbs (when damaged during combat) should require crafting skill to repair instead of doctoring skill to, well, bandage.
That is correct.

I like the idea of research over crafting, honestly. It SHOULD be sciency; also unless I'm mistaken, research is the only skill with a shelf life. Once you exhaust the tech tree, what is there in vanilla?

QuoteThere's a mod that allows you to make simple, bionic and advanced prosthesis via the crafting skill. Check it out, man :)
EPOE is practically an essential mod for me.
Title: Re: Make doctoring bionic parts require the crafting skill
Post by: nccvoyager on September 19, 2016, 07:24:21 PM
The only other thing I don't really understand is, when a doctor "fails" at installing a simple prosthetic or bionic limb, why is the limb just "gone" after?
If it's a major failure, I can understand.  He sawed the bionic limb in half while attempting to install it.
But, a minor failure?
What, a scratch on the surface of this bionic limb is going to permanently stop it from functioning?
We are talking about the same bionic limb that, while being made from metal, manages to heal over time right?

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