RimWorld

RimWorld

Expanded Prosthetics and Organ Engineering
Ykara  [developer] 25 Feb, 2020 @ 6:45pm
EPOE is back! Update 2.3
Yes, you've read that right - the grandmother of all prosthethics mods is back, and she's looking better than ever before!
2.3 is a big update, so I can't go into detail, but I'll explain the most important changes.

  • First of all, the benches are gone! I have removed all benches except the tissue printer because they just didn't fit the game anymore and just cluttered up the mod. They were fine when I introduced them many years ago, but the game has since then evolved, and benches like the fabrication bench and the crafting spot have made EPOE's benches redundant. I've kept the tissue printer because it's still unique enough to warrant its existence.
    You can now find all the recipes at the crafting spot, the machining table, the fabrication spot and of course on the tissue printer.
  • The next big change regard the Archotech parts. I've seen that many of you weren't too happy with how EPOE handled Archotech parts. And I totally understand you. In 2.3 Archotech parts are fully integrated in EPOe. They are now the strongest parts of the game again (as it should be). And not only that - I've made the parts that were formally the Glitterworld parts into Archotech parts! You can now get these parts as quest rewards. On top of that, I've decided to give Archotech parts their own unique texture - to emphasize how unique they are.
  • The third addition has to do with the research tab. Since it always looked so empty I've decided to introduce some new research options. Many cool parts now have their own research project, to make the mod slightly more balanced.
  • One of the most requested fixes has been a proper market value balancing fix as well as better compatibility with other mods. I've done my best to make both these wishes come true! I've calculated the cost of every body part and adjusted the market values accordingly. No longer will your colony swim in gold because of exploiting the absurdly high prices of prostheses!
    To improve compatibilty, I have done my best to tidy up under the hood. EPOE was a mess in some places and I have done my best to streamline the code!

Of course, there are a lot more changes, so here is the full changelog:

2.3x - The Comeback
* Updated EPOE to version 1.1!
* Introduced multiversion compatibility!
* Removed all extra benches except the tissue printer!
* Balanced all the market values of all artificial body parts!
* Former Glitterworld parts are now Archotech parts!
* Buffed the former Glitterworld parts (thanks to XeoNovaDan!)
* New texture for Archotech parts!
* Adjusted the efficiency of all body parts so that EPOE fits better into the vanilla game
* Archotech parts are now the strongest parts of the game again
* Increased the bionics budget of raiders so they are more likely to be augmented (thanks to XeoNovaDan!)
* Added the advanced power claw!
* Restructered the research tab
* Bionic spines and advanced bionic spines now requires extra research
* Power claws and Power arms now require extra research
* Exosekeleton suits now require extra research (thanks to XeoNovaDan!)
* New texture for unfinished body parts
* Surrogate lungs no longer debuff moving
* The exoskeleton suit now makes transhumanists happy
* Removed the scyther blade from recipes
* EPOE prosthetics now use the vanilla categories
* Body part textures are now smaller
* Artificial body parts and organs no longer deteriorate
* Fixed the brain stimulator, it's now no longer as good as the AI chip
* Crafting a bionic ear now correctly requires a cochlear implant
* Eye patches and golden eyes don't make your eyesight worse anymore
* Skill requirement for crafting dentures removed
* EPOE doesn't overwrite any vanilla bases anymore (thanks to trisscar05!)
* Improved compatibility with other mods
* Some miscellaneous description and under-the-hood fixes

Feel free to leave your feedback and suggestions here and enjoy playing!
Last edited by Ykara; 1 Mar, 2020 @ 3:31pm
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Showing 1-13 of 13 comments
Owiebowee 25 Feb, 2020 @ 8:00pm 
Wow! Super excited
Max Tilt 26 Feb, 2020 @ 12:39am 
I remember golden eyes being economically broken, is that still the case?
Sea's 26 Feb, 2020 @ 2:24am 
Sounds like some solid quality of life changes! :D Are these changes also applied to the 1.0 version of the mod?
Ykara  [developer] 26 Feb, 2020 @ 2:49am 
I'm working on a 1.0 version of EPOE 2.3 so stay tuned!

@kelvin The golden eye is no longer broken, don't worry ^^
[TTV] pumacatrun2 26 Feb, 2020 @ 5:44am 
Might've been an idea to have a pop-up show with the changes in-game, I know me and at least one other person thought the mod was broken when our benches disappeared in game until I checked here.
AirDoc 26 Feb, 2020 @ 5:53am 
No more textile trader?! Was a big fan of that one. Any way to have that as a separate mod?
Ykara  [developer] 26 Feb, 2020 @ 6:05am 
@pumacatrun2: Thanks, you're right. I don't know how to make a pop up (or if it's even possible), but I've added it to the mod descriptipn!

*AirDoc: Yeah, you're right, why not. I've readded it in 2.31, I hope you enjoy ^^
Alrariy 26 Feb, 2020 @ 6:26am 
One of my first and warmly loved mods. Feel very sad, when it went out of date. Thanks for your hard work!
[TTV] pumacatrun2 26 Feb, 2020 @ 10:07am 
Originally posted by Ykara:
@pumacatrun2: Thanks, you're right. I don't know how to make a pop up (or if it's even possible), but I've added it to the mod descriptipn!
I know several others mods do it so it is possible. I know A Rimworld Of Magic uses them if that's any help, might be something in the code for that if it's on github.
AirDoc 26 Feb, 2020 @ 11:56am 
Originally posted by Ykara:
@pumacatrun2: Thanks, you're right. I don't know how to make a pop up (or if it's even possible), but I've added it to the mod descriptipn!

*AirDoc: Yeah, you're right, why not. I've readded it in 2.31, I hope you enjoy ^^
Thanks for adding it back in and for all the work in general you do for this excellent mod!
Granger 27 Feb, 2020 @ 3:05am 
Kind of awkward this updated actually, whats the diff between this and EPOE: Forked ?
Ykara  [developer] 27 Feb, 2020 @ 6:38am 
Now that the Original EPOE (this one) has been updated, there shouldn't be too many big differences. Both versions are balanced, both versions are bug free, both versions have the same bionics. The differences are, that EPOE Forked still has the extra workbenches, and also a little less research. Moreover, the Original EPOE adds its own Archotech parts, which you can get as quest rewards.
I can't be to specific, because I haven't actually played EPOE Forked, so correct me if I'm wrong ^^
But ultimately it comes down to what you prefer. Neither version is really better or inferior at this point.
Tarojun 27 Feb, 2020 @ 2:53pm 
EPOE Forked has these things that original does not:
- More prosthesis (Such as fingers and toes)
- Able to heal scars, cure bad back, frailty, dementia and alziemers.
- Glitterworld implants (such as tactical cornea, auxiliary AI) are craftable
- Foundation framework of the code structure follows vanilla, so it is much more flexible, and allows other mod prosthesis are moved to those workbenches. (If they are coded in the vanilla format)
- Workbenches work at x3 speed, although the default work needed is now same as vanilla, but with the speed up, it becomes similar time as original EPOE to complete the prosthesis. Which means other mod prosthesis can benefit too!
- Completely new concept "optimizers" that are similar to implants, but body purists will not be angry. This means body purists can get upgrades now.
- Market prices are more dynamically balanced according to the materials. Change cost of a material, everything calculates automatically. Natural organ prices are still vanilla, whilst original is hyper inflated.
- Interfaces with Royalty DLC and attempts to help tidy up the Main research tab and moves the prosthesis research over to the EPOE tab.
- Organ harvesting of other body parts. Original EPOE lost this ability.
- Mod interaction with QEE, to deal with duplicate natural organs.
- Mod interaction with Vanilla Furniture Expansion - Production. The new cabinets can connect with the workbenches.
Last edited by Tarojun; 27 Feb, 2020 @ 3:00pm
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