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回報翻譯問題
@kelvin The golden eye is no longer broken, don't worry ^^
*AirDoc: Yeah, you're right, why not. I've readded it in 2.31, I hope you enjoy ^^
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.
- 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.