This complexity is derived from the extracted part by internal tags, techlevel or ultimately price and should account for all mod-added parts.Įach complexity level corresponds to the medicine (and possibly other materials) needed to make the part usable again. Parts are categorized by Complexity (a visible stat on the reclaimed part). Non-sterile parts only need the part and medicine to be usable again, while mangled parts need additional material(s) for restoration. (Defaults are 100%-85%: non-sterile, 85%-50%: mangled, otherwise: non reclaimable). The thresholds for non-sterile/mangled/no extraction can be changed in the mod options. Undamaged (or slightly damaged) parts are extracted as non-sterile, while moderately damaged parts get extracted as mangled versions. Reclaimed parts (which can be any added part or implant that could be removed from a corresponding live pawn) are either extracted in a non-sterile or mangled variant. For the time being harvesting will count as butchering/crafting. Removed the specialized workGivers for harvesting. No more carving up shellfish looking for implants. Non corpse corpses are no longer valid harvesting targets. Harvesting & Refurbishment are their own dedicated work types (located under Crafting). Those benches have a massive bonus to workspeed & harvesting success chance if installed adjacent to each other. Harvesting & Refurbishment are now done at dedicated workbenches.
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