Rah’s Bionics and Surgery Expansion – Hardcore Edition

MOD Desc
Rah’s Bionics and Surgery Expansion – Hardcore Edition
Main forum thread: https://ludeon.com/forums/index.php?topic=28731.0

Hello fellow rimworlders ! This mod aims to enrich the bionics and surgery gameplay as much as possible, without being intrusive to the vanilla experience. While originally intended to be a streamlined and ‘improved’ version of Expanded Prosthetics and Organ Engineering, which it still is to some degree, it is now closer to a standalone and complete medical mod. This mod features all kinds of prostheses and bionic parts, bone repairs and scar healing surgeries, for your needs.

Your colonists will, however, struggle for a while if they lose limbs or become severely crippled in the early game, until you manage to craft the rare and expensive bionic parts. You can still make simple prostheses and repair shattered bones relatively fast after researching it, but the resource cost is quite high for most things. Peg legs, wooden feet and dentures are of course always available for free. πŸ˜‰ Early colony life was never easy !

– RBSE Hardcore Edition: This version has higher resource costs, and is therefore best suited for players who are looking for a bigger challenge. Works great on the harder difficulties, especially with Cassandra. (Normal version below.)

— RBSE is a standalone bionics and surgery mod. Do not install RBSE with EPOE —

Main features:
– 2 workbenches.
– Bionic Workbench: craft an array of bionic prostheses. (simple parts available at a machining table)
– Advanced Medical Station: craft advanced bionic prostheses, synthetic organs and brain implants.
– Bone repairs for clavicles, femurs, tibias etc. (spinal fusion included)
– Old scars and gunshot wounds can be cured with Glitterworld medicine after research. (brain scars must be cured in other ways)
– All bionic parts cost quite a bit of resources, mainly in plasteel and components. (ex: 1 bionic arm costs 140 plasteel and 6 components.)
– Most simple prosthetic parts cost steel and components. (ex: 1 simple prosthetic arm costs 140 steel and 4 components.)
– Balanced bionic parts: Decked out bionic pawns are powerful, but not game breakingly overpowered.
– Organ rejection system for natural organ transplants. (vanilla friendly) (can be toggled on/off in mod settings)
– Organs need refrigeration to avoid rot and decay.
– 3 new chronic diseases: Chronic kidney disease, congenital heart defect, chronic stomach disorder.
– 3 new brain implants for the late game and for brain damaged colonists.
– Hook hand available through the ‘Smithing’ research.
– Bionics and surgery research tree with its own research tab.
– Archotech parts cannot be crafted, just like in vanilla. They are also slightly superior to advanced bionic parts.
– 3 implant colors: Light blue for simple parts, blue for bionics and purple for advanced parts.
– Medicine and Glitterworld Medicine have original red colors from A16.
– White textures for Royalty parts to better fit the medical theme.
– Redundancy kept to a minimum.
– Bug fixes and balance work.

Extras:
RBSE Normal Version: The normal version is a bit more ‘fair’, in terms of resource costs, compared to the Hardcore Edition. Great for medium difficulties, especially on Randy and Phoebe.
RBSE parts spreadsheet:[docs.google.com] All RBSE part values. If you would like to help edit and maintain it, let me know.
A Dog Said link. Don’t need a patch !
1.0 Hardcore Armors Advanced power armor mod. Vanilla friendly !

Translations: Special thanks to Ghrull for the SPANISH translation.
Special thanks to Well for the RUSSIAN translation.
Special thanks to AmUnRA for the GERMAN translation.
Special thanks to Duduluu for the CHINESE translation.
Special thanks to MilSu-UpZa for the KOREAN translation.
Special thanks to Jozay for the FRENCH translation.
Special thanks to Cpl.Hicks for the POLISH translation.

Big thanks to Ykara for his EPOE mod, Minus for his Extended Surgery mod, and kaptain_kavern and Aristocat for some of the coding / inspiration. Also thanks to all the people who have offered feedback and suggestions. And a big thanks to Haplo and K for their dll files.

[ko-fi.com]

If you like this mod, don’t hesitate to give it a thumbs up ! And if you’re feeling generous, feel free to donate a coffee in the link above !

Enjoy <3


  • Fair enough. I’d been using another modder’s supplementary mod to this one that added prosthetic fingers (though it doesn’t really seem to work anymore for some reason) and the only real oddity I’d noticed is that after I researched bionics I inevitably ended up with a pile of now-obsolete fingers until someone wanted to buy them. Regarding the change to the neurostimulator, though – recently I watched a Let’s Play that had the EPOE version of this device, which similarly presented a chance to mental break upon being used. That player (and the audience) ultimately reflected that the mental breaks happened so frequently and with such intensity that the implant was, overall, more of a danger than a benefit. Does this one present similar dangers? It sounds from the description that it might, and I have a few lightly brain damaged colonists I’d like to repair, but want to know exactly what I may be signing on for.
  • Because, see for example: https://medlineplus.gov/ency/article/000815.htm States in part: *If* rejection begins, medicines that suppress the immune system may stop the rejection. *Most* people need to take these medicines for the rest of their life.Emphasis added. I get that your mechanic is meant to model the anti-rejection drugs. But, as you see from the quote, not all cases cause rejection, it might be a small number that do not require ongoing drugs currently – but that’s real world today – we’re talking distant future glittertech world. First organ transplant was 1954 and look how far things have come since. Do we think organ rejection will be common in the distant future?Whether you agree or not, thank you again for awesome mod and your reply! :o)
  • Getting a error with the new update [RBSE Hardcore Edition] Patch operation Verse.PatchOperationFindMod(Royalty) failedfile: C:Program Files (x86)Steamsteamappsworkshopcontent2941008504280561.1PatchesHediffColors.xmlVerse.Log:Error(String, Boolean)Verse.PatchOperation:Complete(String)Verse.LoadedModManager:ClearCachedPatches()Verse.LoadedModManager:LoadAllActiveMods()Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.c:b__6_1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.c:b__27_0()System.Threading.ThreadHelper:ThreadStart_Context(Object)System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)System.Threading.ThreadHelper:ThreadStart()
  • Hi Rah! Thank you for the reply and an awesome mod! Your mod was my first choice but the rejection system being rejection-in-every-case was unexpected and has completely disrupted my organ harvesting plans and sent me to EPOE. :o)I read your comment as to why it’s there. It’s your mod and your choice of course. I suggest when we’re talking about a future where inter-galactic space travel, bionics and synthetic organs are possible, I believe transplants without rejection should be possible also. If necessary you could tie no-rejection to research, or a chance of rejection (so further attempts may be successful if you have enough organs available) and/or high medical skill etc. If the option was there I’d simply turn it off or make chances of rejection low, like 20% or something.
  • post 1 of 2. I really like your mod. I think there’s a conflict with some default vanilla parts though. For example, the standard wooden foot has 80% efficiency, while the prosthetic foot also has 80% efficiency, meaning it is useless. Haven’t checked if the other low-tech vanilla part values overlap, but I suspect they do. Additionally, some of the highest tier vanilla royalty bionics cost 400-450 work to make and are much cheaper in comparison, while your highest tier parts cost around 600 work for the last step, and about a 1000 work in total. Would be nice if there were options in the mod to adjust work and cost values so they are in line with vanilla values. (or adjust the vanilla values upwards). I’m not a modder so maybe my suggestions are not very good, but couldn’t you combine your normal and your hardcore mod into one mod, and just put a hardcore toggle in the mod settings? Since it’s just a difference in values.

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