RimWorld

RimWorld

EPOE-Forked: Remove workbench patch
26 Comments
Samuel_Bucher 3 Jun, 2024 @ 2:05pm 
I understand. Also, god damn people are stupid.
Tarojun  [author] 3 Jun, 2024 @ 1:17pm 
@Samuel_Bucher
I've done that before and many people came back asking why EPOE-Forked isn't compatible with XML Extensions instead, or they stop using the mod altogether because they see incompatible tag with X modules despite the options become integrated in the main mod with XML Extensions.

I've seen people continue to use module mods despite XML Extensions, they are still surprised that the menu comes integrated with that option and that they didn't need the module anymore.
The patches are essentially identical. I added a failsafe to just disable that option in the menu if both this and XML Extensions are together.

Either way, I can't win, people don't read.
Samuel_Bucher 3 Jun, 2024 @ 9:22am 
Could you mark this mod as incompatible with XML Extensions? I know that it technically isn't, but there is no reason to load both of them at the same time.
Tarojun  [author] 5 Nov, 2022 @ 11:09am 
@Evono
Only prosthetic tier items will appear in the machining table. Everything else will be at the bionic workbench or the synthetic nano printer.

If that is not the case, then do you have XML Extensions? If you do, it does have this mod's option built in and you may of enabled it without realising it.
Evono 4 Nov, 2022 @ 11:44pm 
i dont have this mod enabled yet all my recipes are in the machining table :/ any way to get dedicated workbenches?
Texas Redhawk 13 Mar, 2021 @ 12:27pm 
My thanks for working so quickly to make fixes!
Tarojun  [author] 13 Mar, 2021 @ 8:17am 
MSE2 has updated to fix this issue, so now this mod can be placed back in the original load order recommendation.
Tarojun  [author] 12 Mar, 2021 @ 1:41pm 
@Texas Redhawk
I checked MSE2's upgrade modules, and it would appear it reacts to moving all of them to our workbench, and this patch does not cover his abstracts.

Thanks for pointing this out, I will contact the author of MSE2 about this. In the mean time, I will apply a work around.

Load this mod after MSE2 to get the correct changes for now until that gets updated to check for this mod.
Texas Redhawk 12 Mar, 2021 @ 8:53am 
I can't seem to find the Medical System Expansion 2 bionic upgrade modules available for crafting anywhere on the machining table or fabrication bench, so I'm going to assume that this doesn't have a patch for that yet.
Karmapowered 16 Jan, 2021 @ 3:35pm 
It seems to work as I hoped then, which is great. Thank you very much for the clarification.
Tarojun  [author] 16 Jan, 2021 @ 3:23pm 
Having this does not affect Vanilla Furniture enhanced - Production.
This patch mod does not delete any existing EPOE workbench in your game, but they can still link as normal.
Karmapowered 16 Jan, 2021 @ 2:45pm 
According to your spreadsheet [docs.google.com] :

* The workbenches can link up with each other and the Fabrication workbench to improve production speed.
* Patches for Cyber Fauna and Vanilla Furniture Expanded - Production to allow additional link ups.

Does this patch reduce compatibility with "Vanilla Furniture Enhanced - Production" ? Otherwise said, will I still be able to benefit from all the "linkers" if I want to keep this patch mod to merge all EPOE workbenches ?

I'm so glad this mod exists, because I strongly dislike having dozens of workbenches all over my colonies, doing just a single task or two.
༺midas22༻ 1 Apr, 2020 @ 10:19am 
many thanks
Tarojun  [author] 1 Apr, 2020 @ 7:44am 
Updated to include for 1.0.

Been a while since I looked at 1.0 base game stuff, and have done an overhaul on the mod structure, so the old 1.0 version of this mod no longer work. Hopefully I didn't miss anything now.
༺midas22༻ 31 Mar, 2020 @ 9:37pm 
was hoping the mod could be made to work with both 1.1 and 1.0. if you made that happen, it would be greatly appreciated
Think3r 16 Mar, 2020 @ 10:54pm 
Yes, I know, but in the following sentence you say "The workbenches will continue to exist", which I misunderstood, personally. ;)
Tarojun  [author] 16 Mar, 2020 @ 10:52pm 
@Think3r
It says it right at the start of the description that it removes the workbench from the architect menu. I will add further clarifications of its exact function if it helps.
Think3r 16 Mar, 2020 @ 10:42pm 
@Tarojun
"...removing the ability to construct any more EPOE workbenches." You might want to add this part to the description. I refrained from using this mod, because I thought it wouldn't remove the workbench from the architect menu, but just its bills.
Tarojun  [author] 9 Mar, 2020 @ 9:43pm 
Technically, it allows prosthesis and organs to be crafted at the vanilla workbenches, whilst removing the ability to construct any more EPOE workbenches. They still exist and be usable, but you simply cannot get any more of them. This makes things save friendly.

In a new game, they are for all intent and purposes, removed. Although you may still encounter them if you got Real Ruins and come across a player ruin that has one surviving. Can use as normal or just dismantle for resource.
Triel 9 Mar, 2020 @ 5:32pm 
This is just a workbench removal patch man. Thats literally the only thing it does (i think)
Axiom 28 Feb, 2020 @ 3:12am 
This does not have archotech stuff like the original though, right?
Slye_Fox 27 Feb, 2020 @ 8:14pm 
Fair enough.
Tarojun  [author] 27 Feb, 2020 @ 8:12pm 
It takes the steam title of the mod in the required items automatically, unfortunately. And I'm not the original uploader of the forked version, so I cannot keep correcting the name to make things clearer on the steam page, because whenever it is updated, Steam stupidly changes the title based on the About file.
Which sadly was required to keep exact name to avoid breaking patch files that relied on finding the exact name for patching.
Slye_Fox 27 Feb, 2020 @ 7:46pm 
My mistake, I was going off the name of the required item.
Might want to change that to make it more clear.
Tarojun  [author] 27 Feb, 2020 @ 7:45pm 
No it does not. EPOE Forked contains a lot more other stuff.
Slye_Fox 27 Feb, 2020 @ 7:45pm 
So, this does EXACTLY what the main mod does.