RimWorld

RimWorld

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EM Tattoos and Piercings
   
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9 Mar, 2018 @ 6:03pm
4 Apr, 2018 @ 10:17am
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EM Tattoos and Piercings

In 1 collection by u wot u wot
Early Man Tribal Content
8 items
Description
Colonists tired of not being able to really express themselves?
Devilstrand duster just not doing it for you anymore?
Then look no further!

Ancient secrets lost to most are jealously guarded - the ability to wake long dormant mechanites from the very soil of the planet and imbue them in sacred (ability enhacing) art.

Intended as a very early game expansion on prosthetics.
Pigments are crafted at a pigment pit from various plants, the pigments are then used to create designs.
Each of the designs offers various strengths of benefit and drawback.

These cannot be used at the same time as prosthetics- in order offer a different approach for early-tech runs or an alternative in late-tech runs.
Surgery can still go wrong whilst applying tattoos/piercings, the risk/reward is intended.

Jewellery (ear and nose rings) are made at a camp fire and installed as surgery - offering small bonuses.
Necklaces and belts are crafted and worn as normal.

If you like this then check out the other mods in the Early Man pack for tribal fun and frolicks!
https://steamproxy.net/sharedfiles/filedetails/?id=1342138383
38 Comments
u wot u wot  [author] 8 Dec, 2020 @ 4:36am 
God bless you Mlie
Mlie 21 Mar, 2020 @ 12:44pm 
Made an update of this for RimWorld 1.1
https://steamproxy.net/sharedfiles/filedetails/?id=2030227116
Hope this helps anyone!
Dr. Quackers M.D. 7 Jan, 2019 @ 7:00pm 
Please update tyo 1.0 I loved this mod!
Slickcharms 30 Aug, 2018 @ 7:34pm 
will this be updated to .19? will it work without being updated?
Juniana Weaver 12 May, 2018 @ 6:43am 
I think this mod might be incompatible with "Tiamat 2018 - Stone Age No Research"
u wot u wot  [author] 14 Apr, 2018 @ 8:31am 
Part of it was to imitate the more high-tech prosthetics and just so you have an option for a playing a game with more tribal options without being hamstrung.
Lauri7x3 13 Apr, 2018 @ 1:48pm 
rly like the idea, but the efficency boost doesnt make sense. a social impact would be quite resonable, but body part efficency?
u wot u wot  [author] 10 Apr, 2018 @ 10:49am 
I'll have a look into it, I'm not totally well up on how to do it which is why it wasn't included originally but if you think it would be useful then guess I better get studying haha
Omega13 9 Apr, 2018 @ 4:34pm 
As a possible suggestion - maybe there could be a later research that allows tattoos to be removed? (Or make it part of one of the advanced tattoo researches.) That way if you decided you don't want one of the drawbacks anymore there's a way out of it. (That was how I ended up with two tattoos in one slot - I was trying to remove a tattoo I no longer wanted.)
Omega13 9 Apr, 2018 @ 4:28pm 
I accidentally put more than one tattoo on the same slot on a colonist as well. I hope I didn't break something.