RimWorld

RimWorld

EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
1,347 Comments
Nimbaku 5 hours ago 
Accidentally put this mod before core and was wondering why it wouldn't work
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 ()
挽墨 10 Jul @ 11:04am 
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
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 ()
That_Guy 8 Jul @ 2:58pm 
Will the direct crafting be updated?
Tad 1 Jul @ 9:16am 
Hey Tarojun, Shouldn't the Prosthetic also replace genetic issues?

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?
200 30 Jun @ 7:22pm 
really cool but i wish death acidifiers couldn't be removed, or had more than 40% death chance on operation.
Tarojun  [author] 28 Jun @ 9:40am 
When we first cleaned up the mod into this forked version, those already existed doing exactly that. Over time, after reading suggestions or requests, I made a tactical bionic eye version that does the same thing in essence.

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.
DJCharlie 28 Jun @ 4:52am 
Why can you only install the tactical cornea on organic eyes? Is it a balancing thing or just a bug that it can't be installed on bionic/archotech eyes?
Gidwelion 27 Jun @ 9:18am 
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Tarojun  [author] 13 Jun @ 1:08pm 
Updated to show up for 1.6 unstable.
Tarojun  [author] 9 Jun @ 1:05pm 
@Attention Deficit Destroyer
Yes, this mod adds the surgery to remove them. Requires level 13 medicine and brain surgery research, with 10% chance of death on failure.
Can you remove joywires with this mod?
Anta'el Feir 4 Jun @ 8:18am 
The mod just disappeared from the list. Technically, it seems to be loading, but the game doesn't see it. RimPy too. I thought I would run the game in this format, but it just throws up a bunch of errors.
Frission 31 May @ 12:42pm 
I can't find the mod options, where are they? This mod is not showing up in the mod options list D:
NyxJen 29 May @ 5:08pm 
Hey I made a patch to add eye textures to the prostheses that are missing them.
Check it out
궁둥이 28 May @ 12:40pm 
Hi! I recently made and uploaded a small compatibility patch between Dead Man's Switch and your mod (EPOE). Would it be okay if I keep it up?
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!
alonlystalker 29 Apr @ 12:44pm 
is there any way to bring back an ability to use two cornea implants and similar ribs replacements in rib cage?
Clover 27 Apr @ 3:12pm 
Am I dumb or have you completely left out the Advanced Power Claw from the original mod? I want my funny stabby stabby!
莫名某某 9 Apr @ 11:41pm 
Can you add an option to turn off modification of the scyther disassembly product and the corresponding prosthetic part? pls
Modifying mechanical decomposition products affects other relevant mods.:steamsad:
Viribus Ego Vis 26 Mar @ 6:58am 
Having the same problem as @the clown, I think it might be because I switched This EPOE with the other 1.5 Update version mid save... Now even when switching back it is still broken. All prosthetics dont increase stats when installed, and since I dont have a save from before I think this one is borked,
Felonale 21 Mar @ 2:36am 
@MakBash I have had the similar problem with my gigachad strong-ass bionic woman.
You can check out this mod if it fits you:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967228692
MakBash 20 Mar @ 9:14am 
I have a pawn with Muscle Stimulators installed on both shoulders, and Exoskeleton suit. All of that supposed to increase Carryweight Capacity, but it does not. My pawn still has limit of 35 kgs.
Valikdu 10 Mar @ 12:41pm 
for some reason, I don't have the option for doing the "heal brain damage" or "mend brain scar" surgery even though I have some Neuro-Cure Frameworks;
surgeries for mending normal scars with synthetic tissue work OK
the clown 10 Mar @ 10:17am 
Is anyone else having a problem where certain prosthetics (such as power arm and hand talon) decrease the manipulation of the pawn instead of increasing it?
niɐɐa lamp 15 Feb @ 10:07pm 
my bad og. i thought it replaces it with a normal one. i only used the synthetic skin and bone
my mod renames them back
Tarojun  [author] 14 Feb @ 7:06pm 
They are not removed. They are "renamed" to synthetic heart and stomach. Aside from that, everything else is completely identical.
niɐɐa lamp 14 Feb @ 2:44am 
ok so i made a patch mod that adds the bionic heart and stomach back into the game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427083244
niɐɐa lamp 13 Feb @ 9:21am 
why does this mod remove bionic heart from the game?
phatkok 3 Jan @ 4:52pm 
i saw in a pic of RBSE it has transplant rejection does this mod have that?
kaczorski 31 Dec, 2024 @ 6:16am 
Hey guys, I've made an EPOE addon that adds dialog-based options to treat visitors for a few conditions (like bad back): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3394543625&searchtext=
Welchs 29 Dec, 2024 @ 9:09pm 
I can't make basic bionic parts. Do anyone know what's the problem?
Tarojun  [author] 27 Dec, 2024 @ 11:29am 
@Nocteran
It is mentioned in the mod description in-game. Will correct the oversight for the workshop page description.
Nocteran 26 Dec, 2024 @ 4:48pm 
Why is this mod adding Textiles Traders if it's not mentioned in the features?
Nihai 25 Dec, 2024 @ 3:32am 
nvm it fixed itself after a while, disregard my previous comment
Nihai 25 Dec, 2024 @ 2:53am 
Changing the production method setting to direct crafting only and restarting the game does not work at all. Do I need a new save?
sirduck 24 Dec, 2024 @ 5:01am 
good day and merry xmas, you can create patch for Harvest Everything![Adopted] for EPOE dismember mechanics

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
ZeroTheAbsolute 19 Dec, 2024 @ 4:05pm 
An option to adjust costs would be great.
[Z]ebra 19 Dec, 2024 @ 10:55am 
Tried switching from unmantained original mod to this - seems like all definitions were renamed here, so all items from that mod got despawned
hirisolv 16 Dec, 2024 @ 7:50pm 
help, i cant build the table bionic, i can only put it with dev mode "spawn thing". No logs neither
Victorique  [author] 6 Dec, 2024 @ 8:27pm 
@Syl As far as I know, unless something drastic has changed in how the game handles code, it is almost guaranteed to be a mod conflict of sorts.

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.
Syl 6 Dec, 2024 @ 1:45pm 
@Victorique haha, well, while funny I would like an option to disable that as it clutters the menus if possible