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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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7.975 MB
27 DIC 2019 a las 8:14 a. m.
9 JUN a las 10:21 p. m.
78 notas sobre cambios ( ver )

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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked

Descripción





Originally inspired by Ykara's EPOE, this mod sought to fix the reduntant, downright byzantine lines of code as well as bring the values of most prosthetics back in fold with the vanilla experience.

Today, EPOE Forked prides itself with near-impeccable item balance with intricate relations between cost and balance, as well as being written to seamlessly fit into the base game, ensuring only the best experience for its users.
Regularly updated and constantly evolving, EPOE Forked will scratch that super-soldier itch you've been having, while staying true to the vision of the game's creator.



EPOE Forked features the following:
  • 70+ new, well-balanced prosthetics, all true to the vanilla format
  • Additional prosthetic tiers, such as the advanced bionic tier that fills gaps in the base game medical system
  • Specific soldier pawn upgrades, aimed at adding more flavour to combat scenarios
  • Organic and instinct optimising nanobots, specifically designed for those pesky Body Purist pawns
  • Engaging AI Persona Core implant that pushes a pawn to his/her limits, but beware the potential consequences
  • Frameworks for fixing a pawn's illnesses or defects, such as frailty, dementia or alzheimer's disease
  • Synthetic tissue for erasing those nasty scars that make Bob the most unpopular pawn on the Rim
  • 2 work stations that can link with each other and the fabrication workbench for increased efficiency.
  • Flawlessly implemented systems that ensure perfect compatibility with most mods, and open up opportunity for other mod authors to cooperate in the future
  • Disassembling (recycling) of all the abovementioned items as well as other mods' prosthetics, fulfilling your dreams of keeping the Rim a clean place
  • With XML Extension active in your mod list, unlocks new mod settings to be used.

Prosthesis/Bionic mod comparison spreadsheet for RimWorld 1.5[docs.google.com]
Those and many more, all at the click of a single button.
The list is ever-expanding, as the mod is actively being worked on and new ideas are being developed.



There are additional modules to further customise the mod, courtesy of Tarojun:
Royalty DLC Expansion

Remove workbench module**
Direct Crafting ONLY module **
Normal Crafting + Direct Crafting module **

** If you have XML Extension mod, you do not need these in your mod list, as the new options provided will have them as an inbuilt setting to toggle.
XML Extensions menu are accessed in Options, in a button directly below your normal Mod Settings button, named "More Mod Settings".

Textures
Scorpio's Fixes 'n Texture Pack by Scorpio, containing textures for the workbenches.
EPOE retexture [JGH] by jeonggihun, for workbench, MA-AI Chip and unfinished prosthesis textures.



Tarojun - Lead programmer
Aurani - Github and Rimworld Discord PR manager, tester
Victorique - Brand manager, design and balance lead

Contributors and special mentions go to:

dninemfive - Author of the EPOE Replacement Expansion and this mod's first supporter
Leafzxg - Chinese translation contributor
Erdnussbrot - German translation contributor
Imranfish - Author of XML Extensions, which has allowed us additional tools to create mod settings.
Midworld Expanded Team - This team of mods kindly provided a more up to date texture for all the prosthetic items. You may check out their one of their projects here on this link!



Unable to equip gloves/boots when having both bionic arms/legs
This is a vanilla issue in how it classes added body parts. How it works is anything below the attached part is classified as removed. When it comes to equipping apparels, such as the gloves as an example, when you have both bionic arms, the game no longer consider the colonist having hands, resulting in it not able to equip them. Of course, by the logic stand point, they do have hands.
Use this mod: Prosthetic No Missing Body Parts. This will solve your problem.

I can't add bionic hands/foot to my bionic arms/legs
Lore-wise, the bionic leg/arm includes its own hand/foot section. You don't add what something already has.

How many rib implants can I install into a colonist?
You can use one of each type of rib implant together at the same time. This means you are not limited to only being allowed a total of only one single rib implant contrary to popular belief.

Translations:
Chinese Forked Translation
Chinese Forked Royalty DLC Translation

ATTENTION:

This mod is not compatible with Rah's Bionics and Surgery Expansion or with original EPOE.
If you're wondering if you can add this mod mid-game or remove it from your current colony, fret not, as it can be done without any issues. You're encouraged to keep a backup save in all situations, but we can all but guarantee it won't affect your save.

Combat Extended have an integrated patch in their mod, therefore this mod is CE Compatible.
We have also added support for the Elite Bionics Framework!

With the use of XML Extension mod by Imranfish, brand new settings options is unlocked! Make sure to check out this mod!

Prosthetic No Missing Body Parts is a must have mod if you want your colonists to wear gloves and boots like normal when they have both bionic arms or legs.

If you have Research Reinvented: Stepping Stones - It changes surgery requirements, thus seemingly create the illusion of a bug that prevents installing parts. Go to mod options and disable. Alternatively, get the Penoxycyline research.

Don't forget to rate and favourite the mod if you like it!
Discusiones populares Ver todo (10)
170
27 JUL a las 3:07 p. m.
FIJO: Bug Reports
Victorique
7
20 JUN a las 3:56 a. m.
Compatible with [FSF] Advanced Bionics Expansion?
Vaarelsauce
71
26 ABR a las 10:03 p. m.
FIJO: Ideas and Suggestions
Victorique
1,257 comentarios
Windows XP hace 6 horas 
does anyone else have an issue where none of the vanilla body parts can be installed in pawns in 1.5? The issue is the same on this mod and also the other epoe mod for 1.5. I can't add an arm to a pawn without an arm for example because the bill for it is missing,
kongkim 4 AGO a las 11:48 p. m. 
@Tarojun Found the problem :)
You change the whole Def, of the work table when some option are turned on in the settings so had to change to two places for it to work.
Tarojun  [autor] 4 AGO a las 12:49 p. m. 
What is the error you are getting? I don't have anything manipulating the TableBionics for it to be removed in XML Extensions. The only thing that gets changed is if it can be buildable or not.
kongkim 4 AGO a las 4:32 a. m. 
Hi there, I'm trying to add compatibility to my mod "Paintable Spots & Objects". But when I try to patch in <shaderType>CutoutComplex</shaderType> and <color>(28,55,135)</color> it does not work on the defName="TableBionics" if I have "XML Extension" installed.

It works in everything else...
I tried to change some of the texture settings you have in the XML menu but it did not help. So what does it do so it does not work on that table alone?

Could really use some help here :)
csc001 19 JUL a las 7:36 a. m. 
Can this mod add compatibility for healing animal scars? I really don't want to see my Big animal Brother weakening day by day due to scars caused by constant fighting. Lastly thanks again for your genius idea!
CuuLaaaBu 17 JUL a las 7:15 p. m. 
Hi, I dont know if its possible, but can you add combat information in the combat body parts' info window? I have wikirim to precheck items I want, and do some comparisons to my existing similar substitutes to determine if I want to make it. but for body parts, I can never know their combat data so I dont know if its better than the weapons at hand.
TheChinCollector 5 JUL a las 3:24 p. m. 
I’m still toying with this mod and I think I’ve reached an issue. What am I supposed to do with the damaged scyther blades you get from scythers? I’ve been trying to figure it out for a while now but I don’t have any idea what I’m supposed to do. The description says they can be repaired at a prosthetic workbench (which isn’t a real workbench) but even the bionics workbench doesn’t have any usable recipes for it.
Jagme64 4 JUL a las 6:46 p. m. 
Inconsistencies are plentiful, but they usually serve a gameplay purpose, like not making the player wait 18 actual years for a pawn to grow from baby to adult. In this case, they just add potentially lethal consequences to a surgery which already offered very meager rewards.

Thankfully I did find a mod with eye patches that address my complaints. Thanks for replying regardless.
The mod for those interested
Enamel Snake 4 JUL a las 12:10 p. m. 
@Kaz nope, no research changing mods
Kaz 4 JUL a las 11:33 a. m. 
@Enamel Snake If you have Research Reinvented: Stepping Stones, have a look at the last bit of the description. You may not have the required tech.