Bone Mod [A17]

MOD Desc
[Description:]Build stuff out of bone!

When butchering animals, you will now also receive some bone material. These bones can then be used to build anything that could normally be stuffed out of wood. This includes walls, doors, furniture, workbenches, weapons, and some armors.

[Good For:] Tribal play-throughs, before stone-cutting is researched. Bone has no flammability, so can be used to fireproof parts of your early base.
Extreme biomes, where wood is scarce.
Chicken farmers! Build your hens a new coop out of the bones of their family!
Cultists. After all, alters to elder gods are best made out of bone!
Any hunting heavy colony. Before long, you’ll be able to build EVERYTHING out of bone!
Cannibals. Got to do something with all those human bones

[Bone Stats:]Version 1.4 of this mod has bone with identical stats to wood, with the following exceptions

Flammability is reduced to 0 (Bones aren’t very flammable).
Sale value of bone items reduced to 75% of similar wood items (hopefully, if I set the correct values).
Bone can’t be used to fuel fire items (campfire, stove, generator, etc)
Sharp and Blunt multipliers swapped.


Q: Butchers are taking the bones to stockpiles before meat. Any way to fix this?

Q: The amount of bones is too high. Please change it.
A: See Ludeon Forums page for how to change it yourself. It’s literally one number.

[Future Plans:]

*Bone floors? For now, the stuffed floor mods will have to suffice.
*Skull Lamps and Skull Throne – Pending art assets.

[Translations:] (feel free to send translations to me. I’ll add them)



Nightinggale – New bone add code. Patches no longer required.
Razzoriel – For pointing out the alternate XML tags for butchering.
damngrl – For initial fish industry patch.
Dark_Inquisitor – New bone textures.
bonesbro – Crematorium bug fix
ekfkr9292 – Korean translation

[License]You are hereby allowed to modify this in any way for your own personal use. Please do not re-release this mod anywhere else.

If you wish to include this in a modpack, please PM me for permission.

  • I haven’t been able to use the recipe to make bone ash. I have researched the electric crematorium and the bone refining recipes (but not advanced bone refining). I’ve built a slate electric crematorium. But the recipe to make bone china does not appear in the crematorium’s bills. I have two other mods that affect the crematorium’s bills: RF Fertile Fields and the Cthulhu mods. I also have miniaturization. (And, like, 80 others, but I think those are the only two that affect the crematorium).
  • Suggestions!Maybe adding a food recipe for broth (bone soup). A plain boring one (worse then a simple meal), just made with bones. And 2 more popular versions, which inlcude meat or a veggie (better then simple meal).Bone flute, A joy item. Bone hair clip. Basically a pretty hat that looks like a bone but offers little protection. Especially liked by hunters and cannibals. Nose bone. Same as the hair clip only in the middle of the face.Fertility (porn) bones. Small(about the size of rats&squirrels) artwork that look like fat large breasted little women and phalluses. Just stone age art, has no effect on actual fertility. Especially liked by nudists.Bone meal. Can be used to replace plant ingredient when making kibble. Maybe make it usable as basic fuel, as well, for basic camp fires, torches and the like?
  • Ah ha! I think I figured it out! Rimworld is crazy case-sensitive in places, but the case of the definitions is inconsistent. In BoneRefinePatch.xml, this one works: */ThingDef[defName = ‘Refinery’]/recipes. But this one does not: */ThingDef[defName = ‘ElectricCrematorium’]/recipesThe issue is that in /core/defs/thingdefs_builds/buildings_production.xml, the refinery is defined like this Refinery but the crematorium has different case on the tag ElectricCrematorium. I bet if we change the xpath to [DefName = ‘ElectricCrematorium’] it will work and I’m going to try it now.
  • There is an issue with people prioritizing the hauling of bone to THE BEST STOCKPILE, instead of the meat… This is very annoying, as I have a freezer close to the butcher table so that they will put hte meat in after butcerhing. Bone isn’t important to put in a stockpile, whereas getting meat into the freezer is. Can you change the order in which the items are given after butcerhing, to create the priority for the colonists to take the meat to BEST STOCKPILE instead of the bone? Otherwise, your mod has just created more work for me, and the bone isn’t a sufficient trade off for that. I do C#, and could possible assist in this manner, because god knows I like the mod, but hate the meat issue.

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