RimWorld

RimWorld

[WYD] Bone
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Update: 14 Oct @ 11:10pm

[Auto-generated text]: Update on 10/15/2025 7:10:08 AM.

Changed

- Fine Ironwood Floor Patch

Changed the patch that removes the fine Ironwood floor from VG Vegetable Garden to only run if Royalty DLC is running. If that DLC is not enabled, this patch will no longer run, and so will no longer throw up the error complaining it can't remove something that doesn't exist.

Please note that the Bone mod's version of the fine Ironwood floor is unaffected, and will still be available regardless, with the caveat that Veggie Garden is enabled. That patch basically just removed the duplicate version that requires that DLC.

Update: 20 Sep @ 12:06pm

[Auto-generated text]: Update on 9/20/2025 8:06:48 PM.

Changed

- Bone Stock
- Bone Broth

Reduced the number of bones required to make bone stock, given that bones have been reduced in number overall. Bone broth now requires an animal skull in addition to bone stock to craft. Given that there's only one other use for animal skulls, this should help keep them stocking up too much. Besides, it just made sense to cook all that meaty goodness stuck in the skull into the broth XD

Update: 17 Sep @ 7:20am

[Auto-generated text]: Update on 9/17/2025 3:20:35 PM.

Fixed

That thing what I broke D:

Changed

- All Bone Paving

Given that bone bone got a overhaul, I went through and changed most of the stuff that utilises them to compliment. However, I missed out the floors. This has not been rectified, and the following changes were made:

- Removed bone floors from stone floor drop-downs.

This was only ever a temporary measure, and I got lazy and never changed it.

- Bone Flagstone is now called Bone Path, and uses a new graphic.

Swapped out the stone flagstone graphic for a unique graphic on the same veins as the skull path and skeleton path. This is now very quick to make, and just requires long bones. Perfect for temporary flooring. It is however, not pretty and slightly flammable. In the off chance it does catch fire, I also made a burnt variant to cover this.

- Bone Tile is now called Bone Floor, and uses a new graphic.

Swapped out the stone tile texture for one more suited to its current texture - the wood floor texture. This is slower to make than the both path, but is much quicker than it used to be as a stone tile variant. As this is a basic floor, it has a beauty value of 0, similar to wood flooring, but is much less flammable.

- Skull Path has changed slightly.

The recipe cost has reverted to the original cost of 4 human skull, and 4 longbones. These tiles are not supposed to be mass produced. This tile is no longer considered a "fine tile" for the purposes of Royalty but retains it's high beauty of 5 due to it's creepily fascinating aspect.

- Skeleton Path has changed somewhat.

The cost requirements to 1 human skull, and 35 long bones to match the new drop count a of humanlike corpse. Effectively one can get a single tile worth per butchered humanlike corpse. These tiles are not supposed to be mass produced. This tile is no longer considered a "fine tile" for the purposes of Royalty but retains it's high beauty of 8 due to it's creepily fascinating aspect.

Added

- Drop-down Categories

Added two drop-downs for flooring, and fine flooring. Plank-based flooring like wood, and bone can be found in these drop-downs.

- Fine Flooring

A new floor type has been added with a unique graphic, and serves as an upgrade to plank-based flooring, increasing their beauty level from 0 to 2, and is suitable for nobles if the associated DLC is enabled. These take some time crafting, but not nearly as long as fine stone tiles. The following floors are covered by this new type:

- Fine Bone Floor: An upgrade to bone flooring.
- Fine Wood Floor: An upgrade to wood flooring
- Fine Bamboo Floor: An upgrade to bamboo flooring (requires the mod VGP Vegetable Garden
- Fine Ironwood Floor: An upgrade to ironwood flooring (requires the mod VGP Vegetable Garden

Bamboo, and Ironwood flooring notes

In order to get things to mesh well together, the existing values on these floors needed a few tweaks, and have been changed. They now share the same texture as wood flooring, with colour coding to match the old textures. They have been moved into the new drop-down category along with wood floor, and bone floor, and have had their beauty reset to 0, down from 1.

Additionally, I had to remove the pre-existing, patch-based Fine Ironwood Floor and rebuild it in order for it to mesh well with the new fine floors, because patch-added defs are a pain in the crotch. No matter what I tried (even when I used patches to fix everything else) the damned thing would not sit in the drop-down order correctly. In the end I reluctantly just patched it out, and added it back in as a new version.

Update: 16 Sep @ 7:35pm

I screwed something up, lemme just fix that

Update: 16 Sep @ 7:20pm

[Auto-generated text]: Update on 9/17/2025 3:20:44 AM.

Update: 16 Sep @ 1:54am

[Auto-generated text]: Update on 9/16/2025 9:54:10 AM.

Added

- Skull Spike compatibility

Patched the skull spike from Ideology DLC so that it can be made from stony matierial as well, so that bone skull spikes are a viable option. TBH iunno why stone was disallowed in the first place. Additionally, I fixed up the texture so it looks more like a skull on a spike, and less like a skull on a brick

Update: 3 Sep @ 11:20pm

[Auto-generated text]: Update on 9/4/2025 7:20:33 AM.

Changed

- Animals

Animals now drop animal skulls instead of the human skulls. This is a generic animal skull not specific to each animal coz that would be crazy. This is pretty much just a new graphic, and the old defName is kept the same

Added

- Human Skull

Humans drop a new skull version specific for them. This uses the old skull graphic, since it was human. As such, the floors now require human skulls, and can no longer be crafted with animal ones.

Update: 3 Sep @ 8:59pm

[Auto-generated text]: Update on 9/4/2025 4:59:34 AM.

Fixed

- "None" error

Fixed the display issue where items made from skulls or bone plate were showing as made from "none" rather than the material. Completely a cosmetic issue, but now it's fixed :P

Update: 3 Sep @ 1:06pm

[Auto-generated text]: Update on 9/3/2025 9:06:10 PM.

Change

- Bone amount per animal/type

Previously all animals had the same amount of longbones drop, regardless of their size. This has been changed to drop an amount loosely based on their type/meat amount. For animals that have a sub-group, they will drop the same amount based on that, for those without a sub-group, I had to individually patch each one, so the bone amount is directly related to the meat amount. For reference, bone is at a 1:4 ratio compared to it's meat amount - the average ratio IRL.

Please note that as this is a pain-staking process, only the vanilla animals, the DLC Odyssey animals and my own animal mods, Neutro Animals and Mamuffalo Reworked have patches affecting their bone amount. All other modded animals will use the generic amount of 35, based off the standard meat amount of 140.

Update: 1 Sep @ 10:33pm

[Auto-generated text]: Update on 9/2/2025 6:33:00 AM.


Changed

- Drying Long Bones (again)

Okay, so if you have Processor Framework enabled, the mod will continue to use the mechanics therein to automate bone drying with the Bone Stack[/b] buildings. However, if you so not have that mod enabled, then the old recipes will be available on your stoves again.

Hopefully this keeps everyone happy.