Harvest Organs Post Mortem – 2.0

MOD Desc
A18 Version is now out! http://steamcommunity.com/sharedfiles/filedetails/?id=1204502413

NEW VERSION: 2.0 Thanks to help from Dna with C# coding, the mod is now what I originally planned it to be with pawn-specific organ harvest. I really could not do it without Dna.

A Dog Said Patch is now available: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1124971970

NB! This is a new improved mod of the one with same name. We decided to make a new page as this mod requires HugsLib, and we didn’t want to break the game for the 8.800 people who were subscribing to the previous version. You don’t need both mods, and I suggest that you unsubscribe to the former and subscribe to this one instead (as this one is better and more balanced).

Update 2.2:
– Changed the Basic Autopsy to use Butchers table rather than changing the core code of butchers table. Any mods that alter the code of the butchers table should now be compatible with this mod.

Update 2.1:
– Fixed glitterworld autopsy to unlock with correct research.
– Added A Dog Said Patch (see link to patch)

Update 2.0:
– Pawn-specific organ harvesting! (this means among other things that you can get bionic organs back from the dead)
– A new chance based organ drop system.
– New autopsy research and method: Glitterworld autopsy.
– Fixed autopsy table to be found in production tab, not furniture.
– Time limit to harvest bodies.
– Room stats and pawn skill now affect autopsy.

Now to show how the different autopsies function:
Basic Autopsy: 40% chance of organ drop (40% is upper limit after skill and room factor. 0% bionic organ drop. Can be performed at butchers table and autopsy table). 3 hour time limit.
Advanced Autopsy: 80% chance of organ drop. 60% bionic organ drop (remember, your pawn still needs to have the bionic organ). Can be performed at autopsy table. 6 hour time limit.
Glitterworld Autopsy: 95% chance of organ drop. 80% bionic organ drop. Can be performed at autopsy table. 12 hour time limit.

The time limit decides whether you will recieve organs or not from the autopsy. Bionic organs can be harvested until the bodies are rotten.

A lot of you will wonder if it is compatible with a lot of mods, and in most cases, yes it will be. EPOE for instance should work just fine. If you are curious about another mod compatibility, ask away.

If you find a bug, mod conflict or any other issue, please submit it in the bugs discussion.

Regarding saves:
This mod should be save compatible, and you should be able to uninstall the previous mod and install this mod without much problem. If you do encounter an issue, please let me know.

One issue that can arise is that your butcher table wont accept new bills. In which case you can simply deconstruct it and build a new one.

Non-Steam Link:

Old Version
Update 1.2:
– Fixed a bug where all operations where imposslble.

Turns out I had forgotten to change the name of the operation used to harvest organs medically, thus limiting all operations to the autopsy table πŸ˜› But no worries, it is fixed now, and it has nothing to do with other mods. Should be compatible with almost everything, such as EPOE.

Update 1.1 is here:
– Added autopsy table
– Added autopsy research
– Added ‘basic autopsy’ and ‘advanced autopsy’
– Balanced butchering debuff
– Balanced autopsy in general

Version 1.0:
Organs are valuable, so why should a person being dead stop us? It doesn’t really stop us in real life. How often do you ‘donate’ your heart while still alive, eh? This mod is very simple: it adds the option to harvest organs from dead bodies. You do so from the butcher table. You can harvest organs until the bodies are rotten.

From butchering a human for organs you can get the following:
– Heart x1
– Liver x1
– Lung x2
– Kidney x2
– The normal debuff from butchering a human (you can’t really expect that opening up a human for all his organs won’t upset someone).

  • Stack XXL works like a charm! Thank you kindly for the suggestion! Now the last problem to solve before my colonists can truly earn their daily bread (chocolade) with humble, honest organ trading is the manual bill problem. I use ‘Harvest everything’ (http://steamcommunity.com/sharedfiles/filedetails/?id=934666843) to harvest spare arms and legs for my colonists because bionics are the devils work!!!But butchering the corpses don’t give me any arms or legs. I have like 80 living Prisoners (without feet) here, that lie around waiting for surgery. But I have to manually commission every single bodypart on every single prisoner. Its so tedious. #RimWorldProblemsIt would be awesome if there would be a compatibility, as many people seem to use both mods together. If I am able to extract a heart from a corpse, I should be able to get arms and legs too, right? Maybe optionally in mod options. That would be amazing!
  • I had forgotten about the relationship modifier. I’ll see about that one. We thought about making one for bionics only, but personally I think it becomes a little bit much hassle with one mod for natural organs, one for bionics, and one for both, and a bit wonky to restrict it from eachother in the current mod.Regarding saves:This mod should be save compatible, and you should be able to uninstall the previous mod and install this mod without much problem. If you do encounter an issue, please let me know.One issue that can arise is that your butcher table wont accept new bills. In which case you can simply deconstruct it and build a new one.
  • Its not really a bug (I use HE). HE allows you to remove those parts so we allow to do the same. Basically, anything you can get by performing a Surgery you should be able to get by performing an Autopsy. It’s just the easiest way to have it working without problems with EPOE, HE and any other bionic/organ mods (Should also work with alien races but I do not use those). I tried to make it a little bit balanced by not allowing to harvest sub parts if parent parts were harvested. So, you won’t get a hand if the arm was harvested but will get it if the upper arm was damaged etc.(You can still cheat by removing that stuff before pawn dies) Its more problem in the base game itself that was not intended to track that stuff (you can spawn infinite hands and remove scars by removing and reattaching the same arm :p). But yes, with HE you can get ridiculous amounts of money if you try. (PS Allows for very fun ice planet runs)
  • I don’t really want to create a discussion about the ethical and characterization questions that arise with organ donation. However, I’m also very interested in the topic (writing my master thesis in psychology now, and working in a hospital), so I feel like clarifying a little bit. A person can donate organs while alive or dead. In the case of a patient that is dead, organs can be harvested for a brief period of time after legally declared dead. That’s why many countries have a organ donor card in their wallet so medical personell easily can find out. Bodies can also be placed in cooler units, making organ donation possible to delay for a little bit. If the body is exposed to normal/high temperature over a longer period of time, the body starts to rot, cell death occur etc.Luckily, this is a simple mod for a sci-fi game, so ethics is mostly thrown out the window πŸ˜› Thank you for playing with our mod, and good luck on your kidney harvest πŸ™‚
  • maybe splitting the hair with this, but you really cant take Organs from the dead. Thats why it is called donating and not taking. Still, this should work with artificial organs as they dont degrade with the death.A person got to be ‘alive’ when you take the stuff, otherwise the organs, blood, everything would degrade. This is the main cause for having so few organs – you gotta have people who are both alive and dead (no brain activity for example). There are many arguments over the status of being alive or dead but not over the fact that the donator has to be physical ‘alive'(studying sociology with some focus on medicin ethics)Still thanks for this mod, i will create some kidney harvesting farm in my icesea now πŸ˜€
  • i turned on debug and I get this error: JobDriver threw exception in initAction. Pawn=Emergency Responce Bot (Tier 3), Job=DoBill A=Thing_TableAutopsy368994 B=Thing_Human_Corpse201140 C=(285, 0, 250), Exception: System.NullReferenceException: Object reference not set to an instance of an objectat Verse.Corpse/c__Iterator22C.MoveNext () at Verse.GenRecipe/c__Iterator24D.MoveNext () at System.Collections.Generic.List`1.AddEnumerable (System.Collections.Generic.IEnumerable`1) at System.Collections.Generic.List`1..ctor (System.Collections.Generic.IEnumerable`1) at System.Linq.Enumerable.ToList

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