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RimWorld => Releases => Mods => Outdated => Topic started by: klassekatze on August 05, 2017, 06:06:54 PM

Title: [A17] Bionic Butchery - reclaim your bionics
Post by: klassekatze on August 05, 2017, 06:06:54 PM
Bionic Butchery

Description:
Retrieve your painstakingly crafted implants from your dead. Salvage natural organs from corpses. With appropriate research, co-opt your enemies bionics, as well. HugsLib required.

More info
I vaguely recall Tynan said somewhere you couldn't harvest corpses because OP because raiders, or something. Now I can't say that's not understandable, but I was a bit displeased when I empty my storehouse to make a fancy bionic whatsit and then my colonist goes and gets his head shot off. No big deal, except I can't retrieve his metal whatsit. Even though I made the whatsit. My whatsit has betrayed me?

So now you can do that. This mod makes it so if you are a callous monster willing to butcher your honored dead, you may retrieve their implants and assorted widgets. Enemy bionics will self-destruct without security codes you lack, so to collect those will require "Hostile bionics repossession" research, a branch off the ship AI core.

While I was in there natural organs was bugging me so I added some bits for that. If a body has not 'rotted' the amount you'd get in say, 20 minutes at 21C, you can butcher it and get things like kidney, liver, heart, stomach. Lungs last an hour. In practice... this is only useful to snowmen or if your prison/killbox+butchery is a freezer. Otherwise you'll find that a hard deadline. This requires "NHBD transplant theory" research branching off hospital beds.

Author
klassekatze

Download
Attached file. Also Dropbox here. (https://www.dropbox.com/s/yqp945byoiaea9w/BionicButchery.zip?dl=0)

How to install:
- Be sure you have HugsLib already.
- Unzip the contents and put them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
MIT License.
Can modpack makers include your mod in their modpack?: Yes.
Can other modders make derivative mods based on yours?: Yes.


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Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: tonsrd on August 05, 2017, 08:48:25 PM
does this work with epoe / any conflicts with de-surgrys ( other medical mods ) ?

nice mod congrats ( sounds op im all in )
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: klassekatze on August 05, 2017, 09:57:25 PM
I tested it with EPOE, and it worked fine. I haven't tried other mods but in the worst case it should just not harvest something. If that happens to anyone just mention it here and I can take a look!

I'd expect it to work with most things though. My code is similar to the stuff the core game is using when you consider surgery and such, so a surgery mod would have to do something really outlandish to mess it up.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: faltonico on August 05, 2017, 10:52:04 PM
Congratulations on the release!
Question, do reclaimed parts are ready to be used immediately with no further processing?
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Wilponderroci on August 05, 2017, 11:07:38 PM
brilliant! just brilliant... cant wait to test!
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: klassekatze on August 05, 2017, 11:49:55 PM
Quote from: faltonico on August 05, 2017, 10:52:04 PM
Congratulations on the release!
Question, do reclaimed parts are ready to be used immediately with no further processing?
Yes.

More specifically, the code attempts to match whatever "Harvest" / "Remove part" in surgery would produce. So whatever you'd get from removal from a live patient, that's what you get from the corpse at the butcher table. If a mod gave you something needing reprocessing instead, the same would apply here, but I don't know of any mods like that.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Canute on August 06, 2017, 03:24:52 AM
100% retrieval chance ?
If yes, i would lower the chance based on the butcher/cooking skill. Unskilled butcherer may chop the synthetic liver into 2 useless pieces.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: klassekatze on August 06, 2017, 12:04:36 PM
Quote from: Canute on August 06, 2017, 03:24:52 AM
100% retrieval chance ?
If yes, i would lower the chance based on the butcher/cooking skill. Unskilled butcherer may chop the synthetic liver into 2 useless pieces.
Maybe. It'd require fiddling to balance and would by design still leave room to lose precious things, sometimes ludicrously - a butcher shouldn't be able to evaporate a bionic leg made of plasteel into nothing whatsoever because he's a bad cook. (I've heard of burning water but...)

I could make it deconstruct things on failure and take a cut of the metals and any complex bits like chips, maybe. It gets tricky because its supposed to be one-mod-fits-all and it just makes the problem rear up again if another mod has super expensive multi-stage subcomponents and it loses them.

At the core of it I made this mod because I felt like the point of Rimworld was fun and legendmaking and losing an item you invested a lot into (research, mining, etc) and cannot afford to replace for thin reasons was unfun for me, really sucked. It would go against that to just turn around and lose the item at the butcher table.

I'm open to ideas, though.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Canute on August 06, 2017, 01:44:53 PM
Basicly that mod would be an huge improvement even if you could loose the implant during butchering since you wouldn't get anything without that mod.
I would say,  (50% + 2.5% each cooking skill) * butchery eff.

Ok, on a fail you can say you are geting 50-100% of the resources, but that can be tricky since most mods use item for the recipes. Or you just give these item back.

Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: FoxXeL on August 07, 2017, 06:59:01 AM
Hi, my prisoners started a prison break and some of them unfortunately died. One of them had a Ped Leg and a Steel Arm installed. How can I harvest them from the corpse? I researched both NHBD transplant and Hostile Bionics repossession. There's no "Operations" in "Health" tab.


I then thought that maybe it works only for more advanced implants, so I spawned a mercenary in my freezer and added an advanced bionic hand on him and asked my colonists to kill him. Still no way to harvest it from him. Am I doing something wrong? Thank you, great mod, I really want to be able to use it!
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Ratvar on August 07, 2017, 07:32:24 AM
I think you need to butcher your dead colonist with butchering table or something. Try it out, i will install mod myself and try to do the thing
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: FoxXeL on August 07, 2017, 09:04:37 AM
Quote from: Ratvar on August 07, 2017, 07:32:24 AM
I think you need to butcher your dead colonist with butchering table or something. Try it out, i will install mod myself and try to do the thing

You are right! Thank you!
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Razzoriel on August 07, 2017, 09:56:24 AM
Any chance you can release a version for bionics-only? Butchering organs from corpses is kind of OP.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: klassekatze on August 07, 2017, 10:28:10 AM
You can just not complete that research item. If you don't have the research, you won't receive organs.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Razzoriel on August 07, 2017, 12:39:59 PM
So if I remove the .xml entry for the research, it also becomes unusable, right? Ok, thanks.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Lupin III on August 18, 2017, 09:20:18 PM
Quote from: Razzoriel on August 07, 2017, 09:56:24 AM
Butchering organs from corpses is kind of OP.
I don't think it's OP. The window for it to be done is very short anyway. IRL people, who have just died, can be organ donors as well.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: Dellamorte on August 19, 2017, 05:28:02 AM
Any chance we could get a version of this for animals, I like to cyber my pets and it is such a shame when your cybernetically enhanced pet dies and you loose all that effort.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: shadowstitch on August 30, 2017, 09:01:39 PM
After considerable testing, I can confirm 100% that this mod disables thrumbos dropping horns upon butchering in A17, even with all research completed. 

I made a testbed colony with no mods enabled, dumped 10 dead thrumbos and some colonists in with butcher tables and saved the game. Told them to butcher, and watched the results. Horns dropped as expected. I exited to the main menu, enabled hugslib and bionicbutchery, started a new colony, did the same thing with a second testbed, no horns dropped out of 10. Just to make sure, I left bionicbutchery enabled, reloaded my first testbed, and had them butcher. No horns dropped.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: faltonico on August 30, 2017, 09:25:14 PM
Is your code keeping track of the TicksToRot from every human corpse in the map at all times? (even with no human corpses on the map? o.O) ¿or does it only checks when a corpse is going to be butchered?
How hard does this mod hits performance with hundreds upon hundreds of corpses laying around?
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: YourCyborg on September 06, 2017, 03:50:36 PM
Nice! Thank you! I may say goodbye to save scumming now that a death of an ally won't mean unfairly wasted bionics.

I have a balance suggesting involving the intellectual skill to recover individual enemy corpse organs.

So, harvesting bionics from enemy corpses was seen as a balance issue from the developer and they were explained as being tied to the nervous system.

The intellectual skill is something of a wasted skill later on in pawns. My suggestion would be killing two birds with one stone.

Would it be possible for each (enemy) organ to require timely research (research skill for something else! Woot! Could call it recalibration or something) before being used?

I don't know how modding in rimworld works. I.e. if you can say 'organ from enemy name is variable, new entity is variable + uncalibrated,' and then take away 'uncalibrated' and make it usable after calibrating it with the intellectual skill.

My thinking is that timely calibration (hacking firmware, whatever) to convert enemy bionics is still much more convenient than obtaining bionics otherwise, could put that intellectual skill to good use late game, and would lessen the 'OMG OP' aspect of taking mods from enemy corpses. I use EPOE mod already and while I love it, it does make the game objectively easier. This would do the same - making the game easier but also a quality-of-life thing for frustrating save-scumming moments where your decked out bionic pawn dies.

Anyways, please consider my proposal and thanks for your work!
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: tchiseen on September 12, 2017, 06:09:21 AM
I think this mod might conflict with Harvest Everything, but I am not sure. I can't get bionics off corpses. I tried butchering them after researching, but no dice.

I'm going to try to isolate this.
Title: Re: [A17] Bionic Butchery - reclaim your bionics
Post by: faltonico on September 13, 2017, 12:21:28 PM
Quote from: shadowstitch on August 30, 2017, 09:01:39 PM
After considerable testing, I can confirm 100% that this mod disables thrumbos dropping horns upon butchering in A17, even with all research completed. 

I made a testbed colony with no mods enabled, dumped 10 dead thrumbos and some colonists in with butcher tables and saved the game. Told them to butcher, and watched the results. Horns dropped as expected. I exited to the main menu, enabled hugslib and bionicbutchery, started a new colony, did the same thing with a second testbed, no horns dropped out of 10. Just to make sure, I left bionicbutchery enabled, reloaded my first testbed, and had them butcher. No horns dropped.
It happened to me as well, thank you for pointing it out, it would have been taken ages on my side to find that out.