RimWorld

RimWorld

EPOE-Forked: Direct crafting only
30 Comments
That_Guy 6 Jul @ 6:03pm 
Excited for 1.6!
Tarojun  [author] 20 Apr, 2024 @ 5:39pm 
You actually got XML Extensions in there as well, which you can safely ignore using this module mod, and use the XML menu to achieve the same result.

This module mod was made before XML Extension, but I kept it for in case people didn't or can't use that mod. Otherwise the option and this mod's patch are the exact same, and add a little extra to disable the option to not further complicate the menu.
Zasso 20 Apr, 2024 @ 5:26pm 
Ah my bad, I thought I had to use one or the other to not have them conflict and haven't had to remake my mod list in a version or two.
I now see the dependency on the mod page and missed it with it not being listed as a dependency in game.
Thanks for letting me know!
Tarojun  [author] 20 Apr, 2024 @ 4:44pm 
@Zasso
You are missing EPOE-Forked in your mod list.
Zasso 20 Apr, 2024 @ 2:23pm 
Note: the non direct-crafting version doesn't seem to give these errors
Zasso 20 Apr, 2024 @ 2:15pm 
Was finally starting to try to build a mod list for 1.5 again, and it seems when I add this mod I start getting errors.
Does anyone have a clue how I can fix this?:
https://gist.github.com/HugsLibRecordKeeper/263fca01f327e3f2fd9cfb1b1f121d64
I don't know how to read the logs so I just hit the upload button.
Something about "RadioButtons", "Failed to find a node with given xpath", "Failed operation" and a HugsLib "bad request StackTrace"?
DemonHyst 22 Oct, 2022 @ 11:31pm 
Nice, thanks !
Donarudo-Kun 22 Oct, 2022 @ 11:00am 
epic
Tarojun  [author] 22 Oct, 2022 @ 9:52am 
Updated now.
Donarudo-Kun 22 Oct, 2022 @ 5:50am 
Yo yo yo, is it compatible with your 1.4 version of epoe?
DemonHyst 10 Feb, 2022 @ 3:05am 
It would be so convenient to be able to request the crafting of an object and check an option "craft intermediate components" so as not to need to manage each stock of resources. In the same idea, it would sometimes be practical to be able to ask to create an item where set "until we do not have x from another item, and not itself...
Silverheart 1 May, 2021 @ 3:04pm 
Can you install the muscle stimulators into bionic limbs, or only natural?
Tarojun  [author] 18 Mar, 2021 @ 9:38am 
@DanT2127
No, there isn't. Our mod's internal structure is more flexible than the normal out of date EPOE, which leads to any new items we add can automatically adjust to all our modules without needing to update them.
DanT2127 18 Mar, 2021 @ 1:17am 
is there any such mod for the normal epoe?
Tarojun  [author] 11 Feb, 2021 @ 3:04pm 
That is certainly weird, as I have checked Misc. Robots and I have seen nothing that would interact with bionics, and the tags that this patch modifies are completely unique to EPOE-Forked.
Mists 11 Feb, 2021 @ 12:40am 
Thanks a lot for the mods!

I've been using this for a while now but recently installed Misc. Robots and it started requiring me to build all previous tiers, but uninstalling Misc. Robots fixed it. Thought I'd leave a note if anyone else runs into this problem or has a fix by playing around with load order. Thanks again!

Karmapowered 21 Jan, 2021 @ 8:32am 
@Bufu69 Depends on what you're looking at : if you just want to upgrade your GPU or your processor, you probably will not throw away the other parts of your computer and rebuild it from scratch each time.

I think it's good to have options with mods.
Bufu69 24 Dec, 2020 @ 5:46am 
This makes so much more sense. You cannot upgrade a 486 to an Core i9 right?
Mistletoe The Bard 17 Mar, 2020 @ 10:12am 
I love this.
ibhramgaunt2 16 Mar, 2020 @ 10:02pm 
Work amount has never bothered me as the time it takes to craft means that's all extra time to boost their skills meaning I have crafters making legendary items eventually rather than a bunch of awful or normal stuff and people running around at 4-8 the entire time. The issue i had was to get to advanced I had to craft again and again and again to get there and for some reason my pawns always have a habit of if it takes too long to craft they stop part way and walk away, resulting in even longer to get that 1 item i'm trying to make. On one playthrough it took me 40+ hours from the moment I was able to craft the advanced bionics until I had 1 character all maxed out because of the constant stopping. So I'm all for a little easier but not silver spooning it ya know
Tarojun  [author] 16 Mar, 2020 @ 9:39pm 
That is perfectly fine, and happy to assist with the issue.

There have been many changes in the new update, and I plan to make another module mod that allows reverting one change for people that don't like it, although it is not my taste as it deviates away from vanilla's intention, and that is the work amount. The update has raised them back to vanilla levels.
For player's preference if they want a easier game, I will still go to efforts to make the new module anyway for reducing work amount needed back to old EPOE's low amounts.
ibhramgaunt2 16 Mar, 2020 @ 9:34pm 
That was the issue, thank you for letting me know about the update as I wouldn't have even thought about that.
ibhramgaunt2 16 Mar, 2020 @ 9:30pm 
That would explain it as that isn't an option to me, although i'm resetting it now so hopefully that'll fix it but i did also just get the game update as well so that might have caused it to not update. so in a few moments i'll see if it works
Tarojun  [author] 16 Mar, 2020 @ 9:21pm 
Did you update to the latest version of EPOE-Forked? Checking the Prosthetic Workbench or Machining Bench to see if there is the new "Disassemble prosthetic" will instantly tell if you have it or not.
I suspect Steam did not auto-update it if that is the problem.
Unsubscribe and resubscribing to the EPOE-Forked version will fix that.
ibhramgaunt2 16 Mar, 2020 @ 9:17pm 
Everything lists as make, but I still have to craft from basic to advanced just as before this mod so I'm not exactly sure if it's just not working for me, or if I don't understand exactly what this mod is meant to do which is also a possibility.
Tarojun  [author] 16 Mar, 2020 @ 9:11pm 
Ah, I meant the bills listing in the workbench. Please check them.
(Assume english language version)
"Make" is the directly crafting term here, whilst "Assemble" is the upgrading version of the recipe.

If you have this mod active, then all of them should display with "Make", when you select a new bill. Any existing "Assemble" recipes you have already ongoing in the workbench, you may remove them and they will not pop up again for selection until this mod is removed.
ibhramgaunt2 16 Mar, 2020 @ 9:07pm 
Deleting and remaking them? I'm not sure exactly what that means but thank you so much for all of this, I simply can't play without all the fun bionics.
Tarojun  [author] 16 Mar, 2020 @ 8:58pm 
Well, I ignored my own incompatibility warnings and enabled both at once. False alarm.

I should mention a thing about mid-save is that existing recipes do not update, and you may want to reset them by deleting and remaking them. Technically all recipes types (Both direct and upgrade path) are included in the main mod, and simply using patch mods to lock and/or unlocking them.
Tarojun  [author] 16 Mar, 2020 @ 8:51pm 
Looking into this now. They were working before we uploaded, and after upload they're failing.
ibhramgaunt2 16 Mar, 2020 @ 8:44pm 
I've tried both but nothings changed. I have to build them from prosthetic to bionic to advanced. Not sure what I'm missing