RimWorld

RimWorld

EvolvedOrgansRedux
914 Comments
Take your time, if it's math issues. Give Vibe-coding a shot for that kind of stuff.
RogueUmbra 14 Jul @ 6:45pm 
Love this mod, take your time. :powerpaw:
Dracupuncture 12 Jul @ 5:49am 
Yeah I freaking love this mod, take as long as you have to, defo looking forward to it being updated, like the other guy said, favourite implant mod on the workshop
Redknight910 11 Jul @ 4:44pm 
Good to see this is being updated, it's still my favourite implant mod on the workshop.
aciel.samael 11 Jul @ 11:47am 
Thank goodness this one is still being worked on, even if it takes time, its become absolutely essential to my modlists and has been since I found it way back when.
Anny 26 Jun @ 2:50am 
seeing error mention it tryin to patch modded race. I guess If i playin with many aliens race i should disable this mod
StatistNo1  [author] 25 Jun @ 1:55am 
This mod will be updated to 1.6, but it will probably take quite a bit longer. I will take another shot at fixing the math for the efficiency calculation and I am gonna check out the comments to take a look at the other bugs.
I can't promise that it's ready at release but I will try.
Cleric_McManus 21 Jun @ 8:21am 
@StatistNo1 Thanks for keeping this mod alive! I hope you have time to update it for 1.6 when it drops.
friendigo the wendigo 7 Jun @ 11:57am 
is anyone aware of the location for a/the 1.5 repository for this? the newest I've found is 1.1. I'm getting a draw error on the tech tree (and other issues) and I was thinking I'd take a whack at forking it.
Fibre🌹 6 May @ 3:11pm 
Yeah so I realized this mod has a delayed crash effect if you're using too many xenotype mods.
坦克人占占占 27 Apr @ 7:08am 
this mod have same error, don't use reactive shimmerworms and plague lesion
Deadcurze 17 Mar @ 10:04am 
Found another bug (testing with only it, HugsLib, and Character Editor to simplify limb addition): Legs and arms don't calculate part efficiency properly. If I add a bionic leg, the pawn will have 105% efficiency instead of the correct 112,5% - possibly caused by 'invisible' limbs with 100% efficiency?
Voron_Rainhard 17 Mar @ 8:26am 
Надежда на обновление угасает(:el_flower_red:
Andy(bubbles) 16 Mar @ 11:08pm 
Causes much error, no updates.
Deadcurze 16 Mar @ 1:47pm 
What BlindingPhoenix said, but for Semi Random Research too.

That said, the root cause of the bug appears to be sharing a workbench with EPOE Forked. If you select this mod's own workbench in the settings, the bug should disappear.

That's what happened for me, anyway - and I saw the same thing mentioned earlier in the comment section. Weird stuff.
BlindingPhoenix 9 Mar @ 2:33pm 
Hi! I found a bug. For some reason, when using ResearchTree (Continued) and this mod together, the research UI bugs out and every option disappears when zoomed in enough to actually see what the research options give you.
cvrunmin 1 Mar @ 1:53am 
Note that reptilian frontal cortex (EVOR_Item_Brain_ReptilianFrontalCortex) is somehow removed in 1.5, but the patch to allow growing this thing with Organ Vat from Questionable Ethics Enhanced is still here. This causes red error popping up when player choose to create implants of this mod from Organ Vat.
Lord_Eol 24 Feb @ 11:30am 
@winter: Hmm, maybe I have a mod conflict, let me try and run a game with just those two mods.
Winter 18 Feb @ 9:25pm 
@Lord_Eol I just happened to be checking through the mod files, and noticed there is a EVOR_Patch_VE-Fleshcrafting.xml file in the 1.5\patches directory. It looks like it patches organs from this mod to be treated as natural body parts, if it detects Ideology Expanded. I guess that's not working the way it needs to, then?
Lord_Eol 17 Feb @ 9:26am 
@Froz: You can still get extra organs, they just have to go into one of the 4 new "optional" slots, i.e. right/left chest/abdominal cavity. That number is modified in options if you want more than than the 4 default.
Lord_Eol 17 Feb @ 9:24am 
@Kai: There isn't as neither mod know about each other hence one of them have "flag" the evolved parts to be legit under fleshcrafter. It's not that they don't work, it's that they don't count as a bio part for that specific meme. It's an easy fix and one I can do (and redo) locally every time one of the mods updates but it's a PITA hence would rather just have it in this mod source. Compat checks are pretty normal.
Winter 16 Feb @ 7:00pm 
@BURNTBurrito It does alter the body structure. If you add it mid-game, you may end up with some pawns having parts moved around, like a bionic arm ending up on their ear. Nothing that can't be fixed with dev mode or Character Editor, though.
BURNTBurrito 16 Feb @ 11:51am 
Is it save compatible or will I need to start a new game
just gonna say for anyone else who is gonna use this mod- they removed the extra legs and organs. You only get multiple arms. I'd respect it more if they actually updated the description to mirror that. but at least it works on 1.5 at all.
Kaiakanga 11 Feb @ 12:14pm 
@Lord_Eol I'm almost sure that there's compatibility already, have you tested it?
Adam 30 Jan @ 1:57am 
looks like a cool mod, hope you get the chance to work on it more eventually, ofc irl takes priority :)
Lord_Eol 28 Jan @ 12:45pm 
Can you add your organs to the fleshcrafter meme in "Vanilla Ideology Expanded - Memes and Structures"; their response was "have the other mod author add them". I love both those mods and it's a natural fit for that meme so I can continue my Greenpeace world destroyers led by Greta of all that is mechanical and good :)
Rassmond 24 Jan @ 8:39am 
Yep, a lot error messages, many popular races unsupported
DOCTOR CROW 14 Jan @ 2:08am 
after reading the comments i am assuming this mod barely gets updates? ;-;
AUV 12 Dec, 2024 @ 7:52am 
incompatible : Questionable Ethics Enhanced (Continued)

Open in Settings, check of which mod the organ workbench should be used to create evolvedOrgansRedux implants.
Silver Felyne 30 Nov, 2024 @ 10:32am 
All signs point to StatistNo1 being too busy to update, unfortunately. But that's life.
SCRUBLORD PICKLE 30 Nov, 2024 @ 9:22am 
Hello, either EvolvedOrgansRedux doesn't play nice with the Big and Small mods, or the other way around. Lots of errors on launch about incompatible races.
HugsLog: https://gist.github.com/HugsLibRecordKeeper/e04dfc6fd3553b968e913d85d9bcef70
Thank you for all the work you do making and maintaining your mods.
Sketchy Land Beast 9 Nov, 2024 @ 6:45am 
You've gotta make the first line "take your pawns beyond their limbits"
Stray 2 Nov, 2024 @ 1:00am 
@Futstub 1) There's a limit to how much you can put on a workshop page without the assistance of images and graphical stuff.

2) Listing everything present in the mod would take a whole document.

3) The dude has a job now and the mod hasnt been updated since the 7th of May, which was 129 days ago.

Long story short get off the dudes back.
Futstub 1 Nov, 2024 @ 1:07am 
>I put a lot of work into the mod

What I don't understand is: and you're not willing to put a couple of minutes of work into the workshop page after that?

I mean, do you seriously expect that people download the mod, start up the game, load up a colony and then dev mode to see what the mod actually does? I mean, what is the thought process behind "I don't put information about the mod in the workshop page" like?
Merchant 19 Oct, 2024 @ 6:11pm 
I can confirm the bug posted by @+1碗米饭

reactive shimmerworms bug out majorly printing like 1500+ log error a second posting draw errors
Jack Salem 5 Oct, 2024 @ 3:07pm 
What does a horse's leg do? I see two parameters related to weight. carrying capacity is the one that is multiplied by work, and mass carry capacity is the one that is multiplied by body size. And I don't understand what the carrying capacity affects. The weight of the caravan uses mass carry capacity. The weight of the pawn's inventory uses mass carry capacity. Maybe the Pick Up And Haul mod is to blame, but I can't understand the effect of the carrying capacity parameter. The caravan does not depend on him. How much you can load a pawn in manual mode does not depend on it. If I understood the discussion correctly, it limits the weight of one object so the horse's leg turns out to be useless. The pawn does not get any advantages from it. Maybe the influence of the organ should be changed so that it affects mass carry capacity specifically?
IN-6-SLR 3 Oct, 2024 @ 1:31pm 
@Winter Thank you!
Winter 2 Oct, 2024 @ 7:26pm 
@IN-6-SLR Pie Guy provides some details on that, a few pages into the comments here.
IN-6-SLR 2 Oct, 2024 @ 7:17pm 
Can someone tell me what is causing this startup error?

[Combat Extended - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/HediffDef[defName="EVOR_Hediff_Brain_ReptilianFrontalCortex"]/stages/li[1]/statOffsets/MeleeDodgeChance"): Failed to find a node with the given xpath
[End of stack trace]
Gedget 28 Sep, 2024 @ 3:25pm 
I am unsure if I should leave a message here or to the other modder. I will post it here incase.
I have this error: EvolvedOrgansRedux : AddDefsForEachModdedRace
Problematic race: BS_InsectoidHumanoid_FourArmed
aikixd 24 Sep, 2024 @ 3:53am 
Conflicts with Questionable Ethics when the option to use QEE bench is used. Throws `Could not resolve cross-reference: No Verse.ThingDef named EVOR_Item_Brain_ReptilianFrontalCortex found to give to Verse.ThingDefCountClass (1x null)` and breaks research searching.
+1碗米饭 8 Sep, 2024 @ 12:16am 
Reactive shimmerworms bug out the game: whenever a pawn is damaged, as they trigger their effect, every other pawn on the screen disappears along with some interface elements, this only happens when the pawn that has shimmerworms is on the screen however, as soon as the camera is moved elsewhere this issue stops.
坦克人占占占 7 Sep, 2024 @ 1:54am 
how could I remove the limb that I install on my pawn's hypochondriac shoulder. I found that the damage down after I install.But I don't see the option that remove.It only have implant other limb.
Klao15831 30 Aug, 2024 @ 5:25pm 
How does this interact with the Fleshcrafting ideology meme from Vanilla ideology Expanded?
DroopyTantrum 30 Aug, 2024 @ 12:22pm 
And this... Is... to go... even further beyond!
FrankenApple 10 Aug, 2024 @ 9:24am 
Shimmerworms are extremely buggy. Every time a pawn with them gets hit, they produce an error and either make the pawn take no damage or randomly start getting hit a million times per second until they die.
Silver Felyne 9 Aug, 2024 @ 8:05am 
I believe I finally found the issue with pawns still moving with no legs. I also made it into a discussion to try to ensure StatistNo1 can see it.

Basically, the "Tail" and "Back" parts have a tag called "MovingLimbCore". Since pawns have a tailbone and a back, it essentially treats these as 2-3 (Tailbone, Upper and Lower Back) extra legs. So they move around like inchworms. How horrifying.
ㅇㅇ 8 Aug, 2024 @ 10:39pm 
I have removed my prisoners' legs but they are still can walking around!
Bread 8 Aug, 2024 @ 1:46pm 
too add more limbs*