RimWorld

RimWorld

2,830 ratings
EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
12
6
18
2
4
2
4
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
8.395 MB
27 Dec, 2019 @ 8:14am
13 Jun @ 1:00pm
80 Change Notes ( view )

Subscribe to download
EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked

Description





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
  • Two new orbital ship traders: Prosthesis and Textile trader (An extra way to access synthread and hyperweave)
  • 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!
Popular Discussions View All (10)
181
9 May @ 7:54pm
PINNED: Bug Reports
Victorique
78
2 Jul @ 9:56am
PINNED: Ideas and Suggestions
Victorique
7
20 Jun, 2024 @ 3:56am
Compatible with [FSF] Advanced Bionics Expansion?
Vaarelsauce
1,346 Comments
Tyrannidae 11 Jul @ 5:48am 
Your suggestion to load Death Rattle after this mod fixed the error!
Leozingameplays 10 Jul @ 8:22pm 
Oh, nice to know. Thanks
Tarojun  [author] 10 Jul @ 7:32pm 
You need brain surgery research
Leozingameplays 10 Jul @ 3:56pm 
I bought an Auxiliary AI and can't find in the health tab a bill to implant it in any pawn.
Tarojun  [author] 10 Jul @ 1:39pm 
Or whatever patch mod that adds the surgery.
Tarojun  [author] 10 Jul @ 1:38pm 
@挽墨
That surgery don't appear to be one of ours. If I have to guess though, it hints from being from Death Rattle? If that is the case, Death Rattle needs to be loaded after EPOE so it can find the parent node.
挽墨 10 Jul @ 11:07am 
Because it is too long, it can only be sent in sections
挽墨 10 Jul @ 11:05am 
This is the red letter that appears, please take a look
挽墨 10 Jul @ 11:05am 
XML error: Could not find parent node named "EPIA_SurgerySyntheticRepair" for node "RecipeDef". Full node: <RecipeDef ParentName="EPIA_SurgerySyntheticRepair"><defName>EPOE_SurgeryRemoveDRBrainDamage</defName><label>heal brain damage</label><description>Install a neuro-cure framework to treat brain damage.</description><descriptionHyperlinks><ThingDef>NeurocureFramework</ThingDef><HediffDef>BrainDamage</HediffDef></descriptionHyperlinks><jobString>Treating brain damage.</jobString><removesHediff>BrainDamage</removesHediff><successfullyRemovedHediffMessage>{0} has successfully treated {1}'s brain damage.</successfullyRemovedHediffMessage><surgerySuccessChanceFactor>0.75</surgerySuccessChanceFactor><deathOnFailedSurgeryChance>0.05</deathOnFailedSurgeryChance><workerClass>Recipe_RemoveHediff</
挽墨 10 Jul @ 11:04am 
workerClass><workAmount>3000</workAmount><ingredients><li><filter><categories><li>Medicine</li></categories></filter><count>3</count></li><li><filter><thingDefs><li>NeurocureFramework</li></thingDefs></filter><count>1</count></li></ingredients><fixedIngredientFilter><categories><li>Medicine</li></categories><thingDefs><li>NeurocureFramework</li></thingDefs></fixedIngredientFilter><skillRequirements><Medicine>13</Medicine></skillRequirements><appliedOnFixedBodyParts><li>Brain</li></appliedOnFixedBodyParts><researchPrerequisite>BrainSurgery</researchPrerequisite></RecipeDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()