RimWorld

RimWorld

EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
 This topic has been pinned, so it's probably important
Victorique  [developer] 31 Dec, 2019 @ 7:40am
Ideas and Suggestions
Here you can offer your ideas for the mod, or perhaps voice your suggestions.
All are welcome!
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Showing 1-15 of 78 comments
Krausladen 6 Jan, 2020 @ 11:56am 
How about a bionic surgical table?

Check out a real world company called "da Vinci Surgery"

What if we could create surgical tables for the med bay that could offer an AI driven medical treatment option? There could be three tiers of the table: Bionic Surgical Table, Advanced Bionic Surgical Table, and an Archotech Surgical Table.

Tables take one AI core, 4 bionic arms of the same tier, + steel hospital bed ingredients.

if you're feeling ambitious, a medical copter drone that can be used to rescue colonists from around the map could bring downed colonists to these tables.

The tables would have a feed stock of organs used in the mod, allowing rapid treatment of damaged organs and deadly injuries.

Mayo Clinic in Minnesota is already researching the technology behind automated surgical tables built into a flying drone ambulance. It's practically a non-fiction technology, so the most advanced rimworld coloniest should have no problem securing the technology and making use of it.
Last edited by Krausladen; 6 Jan, 2020 @ 11:56am
Krausladen 6 Jan, 2020 @ 11:57am 
Reskinning of the art of the body parts would be nice too. It is very simplified and overly uniform. Not sure how connected you are to Rimworld style artists. Prosthetics that look like a box seems too easy.
DrBossWatson 25 Jan, 2020 @ 9:44am 
Would it be possible to have the bionic legs and arms with built in bionic hands and feet so they can still wear gloves and boots? It seems really silly to me to replace your arms and just getting rid of your hands?
Victorique  [developer] 25 Jan, 2020 @ 10:06am 
That's a basegame issue and the only way to do it would be to add it via coding in C#, which this mod is heavily avoiding.
Think3r 6 Feb, 2020 @ 5:31am 
How about integrating prosthetic and bionic didgets, like here? Please note that I think that the prosthetic didgets in this mod are overpowered with 100% efficiency. Personally, I nerved them to be at 80% efficiency.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1507137970
Tarojun  [developer] 6 Feb, 2020 @ 2:50pm 
We have prosthetic fingers and toes at 80% here already. Bionic ones are 120%, and advanced at 135%, just like the rest of their tiers. Do note that the finger and toes have small contribution to the overall manipulation/movements if only they get the efficiency increases.

Please do check if you have this version of EPOE, rather than the original EPOE which does not have it.
Last edited by Tarojun; 6 Feb, 2020 @ 2:51pm
Think3r 7 Feb, 2020 @ 5:40am 
I see. Thanks for updating the description! Didn't check ingame as I am currently using RBSE but plan to try out EPOE Forked in my next run - especially since you've nerfed the advanced bionics which I would have done myself, otherwise. Do these fingers and toes spawn with icons from the Bionic Icons mod?
Last edited by Think3r; 7 Feb, 2020 @ 5:43am
SVIYH 9 Feb, 2020 @ 10:40pm 
Just put the brain of your favourite colonist into a bionic body in the late game ? Craft the artificial body from all the details(or just the raw details) and put the brain there. The price for the body could be slightly discounted based on the sum of all the details. Same for the work time. Basic bionic body, upgraded + super rare archotech.
Think3r 10 Feb, 2020 @ 5:10am 
Originally posted by SVIYH:
Just put the brain of your favourite colonist into a bionic body in the late game ? Craft the artificial body from all the details(or just the raw details) and put the brain there. The price for the body could be slightly discounted based on the sum of all the details. Same for the work time. Basic bionic body, upgraded + super rare archotech.
That's exactly what Android Tiers++ allows to.
SVIYH 10 Feb, 2020 @ 9:30am 
Well design is completely different, isn't it? Here it's more like a natural tech progression, this mod feels like it should be a part of the vanilla game. And tiers++ more like a separate faction from the start, less cohesive with vanilla mechanic of prostetics, etc. I like EPOE so much more.
Think3r 16 Feb, 2020 @ 2:28am 
Originally posted by Nimble102:
Man, I need to learn how to mod.
Yet idk how to code so that ain't happenin' any time soon.
Would be nice to do some art for this mod :p
Since Krausladen.
Please stop the spamming! There is an edit function. Also, CONN handles quite a lot of your ideas... https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1767214408
Last edited by Think3r; 16 Feb, 2020 @ 2:38am
Victorique  [developer] 16 Feb, 2020 @ 6:50am 
As 5ink4r has said, please keep it all in one post and avoid spamming with multiple replies. You can edit your reply if you have something to add, instead of creating a new one.
Think3r 21 Feb, 2020 @ 4:21pm 
May I suggest a slight rebalancing of the bionics?

Nerfing the bionics down to 115% efficiency would result in a 15% eff. increase in comparison to natural organs; for advanced bionics at 135% eff. in a 20% eff. increase in comparison to bionics and for archotechs at 160% eff. in a 25% eff. increase in comparison to advanced bionics.

See the increase in efficiency with every tier? Currently, I think getting to advanced bionics is neither efficient nor motivating. Nerfing bionics would clearly motivate users to get to the highest possible tier.
Victorique  [developer] 21 Feb, 2020 @ 7:59pm 
Your suggestion is appreciated, however, the topic has been discussed extensively among our team, and this is as good as it will get.

Archotech arms are a vanilla item which we balance our own bionics around, as nothing should be at or close to its efficiency. That means that, on one side, you have natural body parts while on the other you see archotech, and that gap is all you have to play around in; if you increase the efficiency of advanced bionics, you trivialise archotech parts, and you can't nerf the bionics further, meaning no space to wiggle around in.

On top of that, advanced bionics are very much worth the effort for a lategame colony, seeing as archotech cannot be crafted and one likely won't have fully decked out archotech soldiers by the end of their 3rd year, at which point you can comfortably mass-craft advanced bionics for everyone.

drakkkkan 24 Feb, 2020 @ 2:45am 
Firstly, your mod is awesome. thx :)

I thought about something that could be could be cool : add some carrying stat to bionics and archotech part. Like a better back, arms and leg should be able to carry more. My guy turn into a slug as soon as i wear a marine armor. For a normal people that is normal. Not for a full archotech guy. Of course, i dont think he should be carrying like 3 muffalos xD but double the carring sounds fair to me.

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