Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
For example, the Xenotype Pigskin comes with Trotter Hands, which negatively impacts manipulation.
If you install Prosthetic hands, the negative headiff should be removed too?
To not overshadow the advanced bionic or archotech eyes, the tactical bionic eye has less overall efficiency outside of combat.
Although the cornea version can combo with the optimizers for more bonuses combined than the bionic version, you give up being able to bleed, scar, feel pain and way more expensive overall, as a trade off.
Yes, this mod adds the surgery to remove them. Requires level 13 medicine and brain surgery research, with 10% chance of death on failure.
Check it out
Sorry for not asking beforehand – if you’re not okay with it, just let me know and I’ll take it down immediately.
Thanks for your great work!
Modifying mechanical decomposition products affects other relevant mods.
You can check out this mod if it fits you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967228692
surgeries for mending normal scars with synthetic tissue work OK
my mod renames them back
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427083244
It is mentioned in the mod description in-game. Will correct the oversight for the workshop page description.
someone tells:
trying to replace an arm my colonist lost by cutting off the arm of one of my prisoners but every time they cut it off, i dont get the arm, its like it dont exist anymore
the dude using EPOE dismember mechanics i think this mod has issue with this Harvest Everything![Adopted] https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2007485974
Never had any such issues on my end, but I do remember people in this comment section screwing up the load order or enabling mods that don't play well with EPOE - resulting in something similar to what you described below.