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Rimworld Organ Harvesting Mod: How to Build a Successful Organ Farming Colony

  • broodosytmiccari
  • Aug 13, 2023
  • 5 min read


If you play RimWorld for its spiraling organic storytelling, then 1-2-3 Personalities is the perfect mod for you. It isn't too intrusive on the gameplay (coming with different module levels for you to pick from) but adds an extra level of flair to your pawn's characteristics.




Rimworld Organ Harvesting Mod




The Multiplayer mod completely transforms RimWorld from a largely solo operation into a colony run by several of your friends. Multiplayer was never a key part of RimWorld on release, but it didn't stop it from being one of the highest-rated Steam games of the last decade. If you do want to play with friends, this is the mod to do it. Build impressive bases, work together to create the perfect organ harvesting business, and mess about with your colony pals.


Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, and outright cannibalism. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.


"Normal" colonists in base game (Core RimWorld) receive penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but not butchering) even while on a caravan, or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.


Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed. However, reserving these mood regulators for your organ farm could mean that a poorly timed psychic drone on top could seriously mess with your colony.


Organ harvesting requires a live pawn, a doctor and 2 units of herbal medicine or better. Organs must be undamaged; diseased organs are not available to harvest. The kidneys, lungs, liver and heart are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:


If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of 1900. If a prosthetic heart is available, then you'll profit to 2870. If the organ "donor" is still alive, they'll receive a -30 mood penalty per organ removed, at 75% stacking, up to 5 times. Expect survivors to break, so check their melee skill accordingly. Alternatively, you can install peg legs and wooden hands to reduce their effectiveness, at the cost of 1 wood and even more medicine.


Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable ideoligion, or massive mood buffs to function.


Slavery in Core RimWorld is the sale of prisoners to other factions. Humans have a base value of 1750. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and faction bases, and only the last of which is reliably available for trade but requires caravaning.


A healthy pawn can give a lung, a kidney, and a heart/liver, worth 3100, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn is highly valuable, then they'll likely have skills or traits valuable to you, so consider recruiting them instead.


In the Royalty DLC, prisoners can also be sold for honor to a Royal Tribute Collector - 3 honor each, equal to 200 gold or 2000 silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ( 1900), then convert the prisoner into honor. Like slavers, the empire only comes every so often.


Selling slaves incurs a smaller mood decrease than organ harvest. Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby faction base.


Prisoners can be kept to continually scan in a Subcore softscanner to prevent dealing with scanning sickness in your colonists while producing standard subcores or ripscanned killed in subcore ripscanner to create high subcores. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.


This mod also adds a new autopsy table which allows for advanced autopsy (a research is required). This improves medical skills, and takes half the amount of work as the butchering table, but requires a skill of 8.The mod also modifies the mood debuff caused by the organ harvesting so that the colony is not so affected by it. The person doing the butchering will be more affected than the rest of the colony: the butcher will get a mood debuff from -6 to -5 and the rest of the colony from -6 to -1. The duration of this debuff is also reduced with this mod.By butchering a human for organs you will get the following body parts:if(typeof ez_ad_units!='undefined')ez_ad_units.push([[300,250],'rimworldbase_com-box-4','ezslot_9',126,'0','0']);__ez_fad_position('div-gpt-ad-rimworldbase_com-box-4-0');


Currently the mod is made so the body parts acquired are only the ones listed above, and not the ones that the corpse actually possessed. For example, if the pawn had a bionic eye, or a destroyed liver, you would still get the same as anyone else. This issue may be corrected in the future.Compatiblity notesThe Harvest Organs Post Mortem Mod should be compatible with almost everything, including the EPOE mod.if(typeof ez_ad_units!='undefined')ez_ad_units.push([[300,250],'rimworldbase_com-banner-1','ezslot_8',114,'0','0']);__ez_fad_position('div-gpt-ad-rimworldbase_com-banner-1-0');This mod is compatible with existing saves, it does not require you to start a new game.


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