RimWorld

RimWorld

30 ratings
[WYD] Bone
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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6.835 MB
22 Mar, 2024 @ 1:22am
14 Oct @ 11:10pm
33 Change Notes ( view )

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[WYD] Bone

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Environment Changes [1.5]
23 items
Description
This mod adds long bones, and skulls that can be extracted from desiccated corpses at the stonecutting bench. The are also obtained as a bi-product when butchering. Long bones can be used for a variety of purposes, including building material, neolithic armour and weaponry, and even as a food source.

I know there are a few bone mods already out there, but those add bone as a drop from butchering. This is all well and good, but those mods don't make use of desiccated corpses that will ultimately litter your map. There's a nice mod out there called Butcher Rotten that has adjustable sliders to allow the player to obtain a small amount of products from rotting corpses, but that mod doesn't use desiccated corpses either :(

That's why I decided to make this mod! Now one can finally get make use out of the desiccated corpses scattered around the map! With Bone, one can:

-extract long bones, and skulls from rotten, and desiccated corpses.
-process long bones into bone blocks at the new bone pile!*.
-build walls, doors and other structures from bone blocks
-craft a bone club from a bone block.
-build most furniture from bone blocks (Pool table looks nice)
-build an array of other items from bone blocks
-now build floors too!

Alternatively:

-use your long bones to craft bone plate stuffable resources, and research the new Bone Crafting tech to craft them into armour.
-craft an armoured bone chest plate using bone plates.
-craft some armoured bone legguards using bone plates.
-craft a bone helm from the skull of a corpse.

Feeling hungry?

-put those leftover bones to good use, and make bone broth. One must first render the bones down into bone stock, which takes a while, but the resulting powder is a food ingredient that can be stored indefinitely. Bone stock can be used as either an ingredient for meals, or cooked alone to produce bone broth.

Bone broth requires 5 bone stock to craft, provides 0.45 nutrition, and has an extended expiry date. It can also be used as substitute baby food when necessary.

Please Note: Given that one can not specify desiccated corpses, rotten corpses are also available for use. Please bear this in mind if you are also using Butcher Rotten, and prioritise you chosen tasks as needed.

Also Note: Insect corpses do not have bones, so they will not drop bones in this mod. You can check out my other mod, Chitin where insect corpses drop, well...chitin.

Now with That's Not A Knife.., Rag'n'Bone Man, Stylish, And Effective, Strap Bones To Ya Chest!, Strap Bones To Ya Legs!, Mmmm, Tasty....Probably and Walking On Headshells**.achievements! (requires Vanilla Achievements mod)



[ko-fi.com]


*The Bone Pile uses the mod Processor Framework (Continued) to automate freeing up pawns and stoves for other purposes! It ill only be available if you have that mod enabled. If you do not, the old recipes on stoves will be available for you.

**Please note that Walking On Headshells. is currently inactive due to limitations on trackers for the Vanilla Achievements Mod. This will be activated as soon as a suitable tracker (that can track placing floor tiles) had been made (either by the mod author, or someone who knows C+ or whatever - not me though)
46 Comments
Shootnik 10 Oct @ 1:45pm 
Love this mod
Krankus Wrexus 9 Sep @ 5:37pm 
Endless sorrow fills me thank you for answering though
Monkey Magic  [author] 9 Sep @ 2:34pm 
@Krankus - no, bone is not air-tight, just like IRL D:

I mean, it's prolly fine to use in your interior, but maybe not have any outer walls of bone XD
Krankus Wrexus 9 Sep @ 10:42am 
Are any of the bone walls space proof
Monkey Magic  [author] 5 Sep @ 5:43pm 
@Anker - It's not a tab dedicated to just bone research. It's a tab for all my mods that have research. I pulled them all out of the main tab, because it gets messy in there with all the vanilla, and every DLC moving stuff around each time, and other singular mods adding in their own research.

If it's just the one in there for you, then you're missing out on a ton of cool mods. If you like Bone you should check out Chitin for instance. I have around 90 Rimworld mods now - not all of them add research for a decent amount do XD
Anker 5 Sep @ 1:46pm 
Otherwise, I do like the mod!
Anker 5 Sep @ 1:45pm 
I would recommend nixing the bone research being in it's own tab and just fold it into the Main tab.

Nobody likes crowding out your research tabs (of which you only have so many spaces available before projects disappear entirely, and you need to use Research Tree to research them at all), only to have that tab be dedicated to a singular research. Dedicating an entire tab for research only makes sense when it's a long tree that would crowd out the regular menu.
Monkey Magic  [author] 1 Sep @ 10:36pm 
@Aquifel - I use a fair few mods that run through Processor Framework , and I've need had an issue with it. For me, it's just one mod more that uses something I have enabled anyway. But I'll have a poke around over the weekend, and see if I can't do some patch magic and figure something out D:

EDIT - This was easier than I thought it would be. Enjoy
Aquifel 1 Sep @ 2:40pm 
Seconded on processor framework, I am using the new version, but I'm not a fan either. Beyond the mod incompatibilities and various weirdness I've seen with that framework, I don't really care for the default options and the unification it does. If I wanted there to be less variety in my rimworld, I'd just subscribe to fewer mods. All of that is fixable but the easiest fix is to just stop using it.

Obviously your choice and still appreciate you and your mod here, but if you changed your mind on the way forward, there are some of us who would be happier for it.
Monkey Magic  [author] 1 Sep @ 9:11am 
@TTV/4lph4hhuhn - It says in the change notes D:

Bone blocks are no longer crafted over a heat source, they are dried automatically at a bone pile (new building, takes 4 long bones) pawns will drop them in, and they will dry over time using the processing mechanics provided by [SYR] Processor Framework .

This was done to free up pawns for other tasks, as "cooking" was taking up a lot of time. The cooking recipe was always a stop-gap, not the intention, since when I first made Bone I wasn't entirely sure how the framework worked. This method frees the stoves, and pawns for more important tasks since all they need to now is haul to the bone piles, instead of having wait around "cooking" them.

If you are having crashes, you probably have the old version of the framework. Make sure you are using the continued version listed here, and not the original.