Practical Prosthetics [B18]
An expansion of vanilla prosthetics and how they work, with parts that fill in certain gaps in replaceable body parts as well as a rebalancing of vanilla prosthetics, from simple prosthetic body parts to bionics.
**Features**
*Craft your own prosthetics on site - From peg legs to bionics, with the correct research and materials, enhancement of your colonists is no longer dependent on waiting for that next item stash or trade caravan!
*Practical Prosthetics research tab - It is now required to research the various levels of prosthetics in order to unlock their full potential. Vanilla prosthetics do not require research to install, but come with a different tradeoff.
*Vanilla Prosthetics Rebalance - Vanilla prosthetics now apply a "prefabbed" effect, and aren't as strong as they were before due to their "premade" nature. Thus they are a less effective "one size fits all" measure.
*Your resources are invested - All prosthetics are now assembled in a manner akin to the peg leg. You must have all of the required materials available to actually make and install your prosthetics. Meaning prosthetics are more of an investment than before.
*Cross-Training - Due to the nature of creating and installing prosthetics, now your medics must utilize crafting skill as well as medical skill in order to perform the more advanced operations. Highly advanced prosthetics also require artistic skill.
**Parts Added/Adjusted**
*Steel peg leg - A steel version of the peg leg. Not much more effective than the (wooden) vanilla peg leg, but requires steel to apply.
*Denture - Now labeled as wooden denture, and less effective than before. Now requires a wood log to make.
*Hook hands - You can now replace a colonist's torn off hands instead of their whole arm! The steel version is slightly more effective and has a scratch attack rather than the wooden version's poke.
*Tri-pronged hook hand - A three-pronged hook hand replacement. More effective than the actual hooks, but more expensive and time intensive than the basic hook hands.
*Eye patch - A simple cloth patch over the eye. Meant to get rid of damaged and painful eyes. And possibly look like a pirate. Doesn't provide any efficiency.
*False ear - A wooden ear replacement. Much like the eye patch, it is meant to get rid of painful scars on your colonist's ears. And perhaps resemble a certain Renaissance artist. Provides no efficiency.
*False finger - A simple replacement for fingers that have gone missing. Made of wood. Much less efficient than organic fingers.
*Prosthetic Arms and Legs - Less effective "prefabbed" versions replace the vanilla prosthetics. While more effective "custom" versions can be researched from the start of the game.
*Prosthetic Hands, Fingers, and Feet - More effective replacements for hands, fingers, and feet. No longer must the entire arm be replaced!
*Actuated Limbs - With the incorporation of components, these somewhat mechanical replacements are more effective than simple prosthetics, but not as effective as their natural counterparts. Come in arms, legs, hands, feet, fingers, and jaws.
*Organ Replacements - Along with actuated prosthetics, you can also replace your colonists' damaged organs! These replacements are more intensive in time and skill, but provide much more efficiency than a damaged organ.
*Advanced Prosthetics - More advanced prosthetics that are a slight enhancement over organic parts, but pale in comparison to bionics. Come in eyes, ears, organs, and the scissor claw; a less advanced version of the power claw.
*Toxin Removal System - An advanced-level part that replaces the liver. Increases toxic resistance at the expense of some part efficiency. Works best when paired with the filtration system at the same level.
*Dermal Implant - An advanced level operation to repair skin-covered parts such as the head, torso, waist, etc. For those repairs that aren't covered by other prosthetics or are relatively minor.
*Spinal Restructure - Another advanced level operation meant to repair a shattered spine. Restores 50% functionality, allowing your immobile vegetables to be functional again. Intensive in both work time as well as medical skill and resources.
*Steel Plate - Achieve your dreams of making your colonists more metal than bone with steel plates! Restores shattered non-spine bones to 70% functionality. Also intensive in work time and resources. Putting bones back together isn't easy!
*Hydraulics - Increase your industrial capabilities with these parts. While slow, these hydraulic prosthetics increase a colonist's ability to build, mine, and harvest plants!
*Technical Operations - These crafting intensive prosthetics increase a colonist's ability to do work. Namely in the form of the omnitool, which increases global work speed. It also includes the industrial frame implant, which while painful to wear, increases constructing ability.
*Bionics - Bionics now come in (more effective) custom versions compared to their vanilla availability. Also come in the form of hands, feet, and ears.
**Compatibility**
*Is compatible with a new game, obviously.
*Will not break a save game. But already installed prosthetics from vanilla will not be affected and will retain their label and vanilla effects.
*Seems to conflict in a weird way with EPOE, regardless of load order. I am not sure what the extent of this conflict is yet, but I will be updating this when I do.
**Special Thanks**
fyarn for creation of the cookiecutter mod that made this much easier to make.
Shotty for the idea of cross-training in Crafting as well as Medicine.
Chicken Plucker for the preview image and slideshow images.
Everyone who helped me by answering my questions about modding as well as XML.