A Dog Said… Animal Prosthetics

MOD Desc
please don’t ask me to add/change things, I have stopped modding and am simply keeping the mod updated and trying to help people with bugs
Adds prosthetics/bionics and surgeries for VANILLA animals.
MODDED animals only supported if a patch for said mod is available.
NO new save needed

THIS IS COMPATIBLE WITH EPOE and RBSE, no patches needed!
it has also been made compatible in CE!

for Problems please go here first! http://steamcommunity.com/workshop/filedetails/discussion/746425621/1291817837615538375/

Translations:

Chinese by Shavius
Russian by kr33man
Spanish (Castillian)/Spanish (Latin America) by CANALETA
Polish by OMGHA

Following parts are added to the game:

A Dog Said Research Tab: Simple Animal Prosthetics, Animal Bionics, Animal Healing

* animal brain stimulator
* bionic animal eyes
* bionic animal heart
* bionic animal lung
* bionic animal kidney
* bionic animal liver
* bionic animal stomach
* simple/bionic animal ears
* simple/bionic animal jaw
* simple/bionic animal spine
* simple/bionic animal arms (UPDATE: the game doesnt consider Megasloths ‘animals with arms’ anymore so only Monkeys can have arms!)
* peglegs
* simple/bionic animal legs
* simple prosthetic tail
* simple prosthetic nose
* power claws as leg replacements

All parts can be obtained from traders, except peglegs.
All parts can be crafted at the animal prosthetics bench, after research of electricity and simple animal prosthetics

All parts need medicine skill and 1 medicine to be installed.

Animal Healing of old wounds requires research, min med skill of 10 and 5 normal medicine. (make sure animals are set to receive it, applies to all animal categories)

Animals and what part they can receive have been divided into 3 categories as follows:

Category 1: can receive peglegs, simple jaws, noses and tails (where applicable)

Alphabeaver
Boomrat
Capybara
Cassowary
Chicken
♥♥♥♥♥hilla
Cobra
Deer
Duck
Emu
Gazelle
Goose
Guinea Pig
Hare
Hare Snow
Ibex
Iguana
Megascarab
Raccoon
Rat
Squirrel
Tortoise
Turkey

Category 2: can receive all category 1 + simple prosthetics, ears/eyes/organs

Boomalope
Caribou
Cat
Cow
Donkey
Elk
Fox Fennec
Fox Arctic
Fox Red
Goat
Monkey
Ostrich
Pig
Sheep
Spelopede
Wild Boar
Yorkie

Category 3: can receive all categories 1+2 + bionics, powerclaws

Bear Grizzly
Bison
Alpaca
Bear Polar
Cougar
Dromedary
Elphant
Horse
Husky
Labrador
Lynx
Megasloth
Megaspider
Muffalo
Panther
Rhino
Thrumbo
Warg
Wolf Arctic
Wolf Timber
Yak

if you want a version with no categories instead (all animals can have all parts) here is a link
https://www.dropbox.com/s/4yu3y0epp1i0gm0/A_Dog_Said_nocategories_1.1.zip?dl=0
but beware, small animals can get extremely OP so don’t come whining.

Ludeon Forum Link[ludeon.com]


  • There’s a huge problem somewhere with one of my mods.I installed a prosthetic limb on my cat a couple of days (half an in game year) ago.Tracking back through the saves i found out that that’s when the cat broke.The ‘thinker’ part of the pawn in missing, causing null reference exceptions whenever the game to tick the cat and find it a job. If i manually do something with the cat the entire renderer and with it the GUI breaks.I have tracked the causes down to this mod (it handles animal prosthetics which started the problem), facial stuff (it throws error with prosthetics and also with the cat in question though i don’t know whether that’s because the cat is already broken, or because of only the prosthetics), and animal logic, (which handles the automatic job giving to animal pawns).So-ADS-Animal Logic-Facial StuffOne of these seems to do something that completely breaks the game.
  • the categories were there once but honestly those categories was what I didnt like about the mod. esp since you werent able to craft the parts and it was awful to get them. I dont know how to compromise for the no crafting folks bc i dont like taking away even more space from traders if i increase the quantity of animal bionics they carry. im not sure about the caravan traders, whether they use carrylimits and such. now i dont mind the compromise to only make different sizes for legs and jaws, BUT logically it wouldnt make sense why then the spines or nose etc dont have to be sized. I would also have to remove the powerclaw and scytherblade as viable options on smaller animals and just allow them on certain types. anyway, i will think on it, but before A18 i will not release any such big updates bc that would be rather gamebreaking.
  • Hello, i love the mod , never understood why something like this wasnt in the Base game. Anyways i came to a problem , my late game save got absolutly devasted because of a bug that occured.Basically i managed to gave my one husky all the Bionic upgrades , and was on the way to give a second one all of them. when i realized that my one husky was nowhere to be found in the Tradetab or Animal tab.After i searched aroundi found the Husky being frozen in my Craftmans room. i wasnt able to interact with him , he Didnt move at all , i saved and activated dev mode , gone into game damaged him to down , he couldnt be saved , no animal with the rescure training picked him up and every colonist ignored him , and rightclicking gave me no option to rescue him either , so i thought Killing the husky and ressurecting it might work , well The dog completly dissapeard when i did it and the next auto save window just became stuck and didnt go away.
  • ‘ …is if I either made parts for specific animals or animal size categories. Both solutions are horrible in my opinion… ‘ Granted, having parts for each animal would be ridiculous. But, having just three size categories – small, medium and large – would go a long way towards fixing this balance issue. Of course, it would not be perfect. But it would be a major improvement, IMO.On the concern that it would clutter up storage: We’re just talking about three size categories. And it would only be for certain parts that inflict damage, like limbs and jaws.On the concern about getting the right parts from traders: Kind of valid… but only kind of. Players can still have them crafted. Also, couldn’t you just slightly increase the quantity or variety of bionic parts to compensate?

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