RimWorld

RimWorld

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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
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8.395 MB
27 Dec, 2019 @ 8:14am
13 Jun @ 1:00pm
80 Change Notes ( view )

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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked

Description



Originally inspired by Ykara's EPOE, this mod sought to fix the reduntant, downright byzantine lines of code as well as bring the values of most prosthetics back in fold with the vanilla experience.

Today, EPOE Forked prides itself with near-impeccable item balance with intricate relations between cost and balance, as well as being written to seamlessly fit into the base game, ensuring only the best experience for its users.
Regularly updated and constantly evolving, EPOE Forked will scratch that super-soldier itch you've been having, while staying true to the vision of the game's creator.



EPOE Forked features the following:
  • 70+ new, well-balanced prosthetics, all true to the vanilla format
  • Additional prosthetic tiers, such as the advanced bionic tier that fills gaps in the base game medical system
  • Specific soldier pawn upgrades, aimed at adding more flavour to combat scenarios
  • Organic and instinct optimising nanobots, specifically designed for those pesky Body Purist pawns
  • Engaging AI Persona Core implant that pushes a pawn to his/her limits, but beware the potential consequences
  • Frameworks for fixing a pawn's illnesses or defects, such as frailty, dementia or alzheimer's disease
  • Synthetic tissue for erasing those nasty scars that make Bob the most unpopular pawn on the Rim
  • Two new orbital ship traders: Prosthesis and Textile trader (An extra way to access synthread and hyperweave)
  • 2 work stations that can link with each other and the fabrication workbench for increased efficiency.
  • Flawlessly implemented systems that ensure perfect compatibility with most mods, and open up opportunity for other mod authors to cooperate in the future
  • Disassembling (recycling) of all the abovementioned items as well as other mods' prosthetics, fulfilling your dreams of keeping the Rim a clean place
  • With XML Extension active in your mod list, unlocks new mod settings to be used.

Prosthesis/Bionic mod comparison spreadsheet for RimWorld 1.5[docs.google.com]
Those and many more, all at the click of a single button.
The list is ever-expanding, as the mod is actively being worked on and new ideas are being developed.



There are additional modules to further customise the mod, courtesy of Tarojun:
Royalty DLC Expansion

Remove workbench module**
Direct Crafting ONLY module **
Normal Crafting + Direct Crafting module **

** If you have XML Extension mod, you do not need these in your mod list, as the new options provided will have them as an inbuilt setting to toggle.
XML Extensions menu are accessed in Options, in a button directly below your normal Mod Settings button, named "More Mod Settings".

Textures
Scorpio's Fixes 'n Texture Pack by Scorpio, containing textures for the workbenches.
EPOE retexture [JGH] by jeonggihun, for workbench, MA-AI Chip and unfinished prosthesis textures.



Tarojun - Lead programmer
Aurani - Github and Rimworld Discord PR manager, tester
Victorique - Brand manager, design and balance lead

Contributors and special mentions go to:

dninemfive - Author of the EPOE Replacement Expansion and this mod's first supporter
Leafzxg - Chinese translation contributor
Erdnussbrot - German translation contributor
Imranfish - Author of XML Extensions, which has allowed us additional tools to create mod settings.
Midworld Expanded Team - This team of mods kindly provided a more up to date texture for all the prosthetic items. You may check out their one of their projects here on this link!



Unable to equip gloves/boots when having both bionic arms/legs
This is a vanilla issue in how it classes added body parts. How it works is anything below the attached part is classified as removed. When it comes to equipping apparels, such as the gloves as an example, when you have both bionic arms, the game no longer consider the colonist having hands, resulting in it not able to equip them. Of course, by the logic stand point, they do have hands.
Use this mod: Prosthetic No Missing Body Parts. This will solve your problem.

I can't add bionic hands/foot to my bionic arms/legs
Lore-wise, the bionic leg/arm includes its own hand/foot section. You don't add what something already has.

How many rib implants can I install into a colonist?
You can use one of each type of rib implant together at the same time. This means you are not limited to only being allowed a total of only one single rib implant contrary to popular belief.

Translations:
Chinese Forked Translation
Chinese Forked Royalty DLC Translation

ATTENTION:

This mod is not compatible with Rah's Bionics and Surgery Expansion or with original EPOE.
If you're wondering if you can add this mod mid-game or remove it from your current colony, fret not, as it can be done without any issues. You're encouraged to keep a backup save in all situations, but we can all but guarantee it won't affect your save.

Combat Extended have an integrated patch in their mod, therefore this mod is CE Compatible.
We have also added support for the Elite Bionics Framework!

With the use of XML Extension mod by Imranfish, brand new settings options is unlocked! Make sure to check out this mod!

Prosthetic No Missing Body Parts is a must have mod if you want your colonists to wear gloves and boots like normal when they have both bionic arms or legs.

If you have Research Reinvented: Stepping Stones - It changes surgery requirements, thus seemingly create the illusion of a bug that prevents installing parts. Go to mod options and disable. Alternatively, get the Penoxycyline research.

Don't forget to rate and favourite the mod if you like it!
Popular Discussions View All (11)
189
27 Aug @ 12:52am
PINNED: Bug Reports
Victorique
78
2 Jul @ 9:56am
PINNED: Ideas and Suggestions
Victorique
7
20 Jun, 2024 @ 3:56am
Compatible with [FSF] Advanced Bionics Expansion?
Vaarelsauce
1,380 Comments
Hugalafutro 24 Sep @ 5:49pm 
re The bionic Arm seems to be issue with adding the mod to ongoing save with already heavily bionic modded pawns, in a new colony I started with the same modlist I could install Bionic Arm (complete) on freshly shot off pawn's shoulder.

but later I ran into issue with stoneskin gland. On normal pawns the operation worked, but on ghoul it showed greyed out as if missing the item. after removing epoe I could augment my ghouls.
Vril 22 Sep @ 10:18am 
I can't store both organs ie. stomach and nose in fridge
Hugalafutro 22 Sep @ 4:03am 
Hi I'm unable to put arm on colonist, I crafted Bionic Arm complete, it shows in the medical bills list, but when I right click the patient with doctor it says missing 1x bionic arm. I have 2 items with name Bionic Arm. do I need to craft something else with this mod ? I tried crafting Bionic forearm segment and bionic arm segment, basically everything with Bionic arm in name and regardless what operation I choose the doctor says missing 1x bionic arm.

Am I having mod conflict or misunderstanding how the mod works? The colonist is not injured I just want to replace his natural arm.

edit: it let me install bionic forearm, and it shows in health tab as bionic arm, same as the other arm i installed before this mod. But the health bill to install bionic arm is still there, I have 2x Bionic Arm, but the doctor claims they're missing, I'm so confused.
hawzie 10 Sep @ 6:49pm 
i'm only getting prosthesis traders for some reason now, no more any of the other ones
Tarojun  [author] 1 Sep @ 3:25pm 
@Cyn
The scyther blade is purely a weapons implant, so it does not affect efficiency or other stats, other than giving the pawn a new unarmed attack option.

@为世间无名之人
There is isn't a in-built way to limit usable medicine by potency, so any modded stuff that are weaker than herbal gets through unless specifically patched. This mod is kept to primarily using xml, with the only C stuff is surgery of removing scars.

@theArtist
More likely something else in your mod list broken. No files that this mod builds itself from in core files, had any changes.
theArtist 1 Sep @ 1:09pm 
looks like the latest Rimworld update broken this mod?
blackendpizza 1 Sep @ 12:30am 
@InjectableBacon 💀💀💀
Landromat 31 Aug @ 1:21pm 
is there a way to adjust parts effectiveness? I feel like basic prostetics should be 50% instead of 80% but there is no settings for that
Cyn 28 Aug @ 4:24am 
I installed a scyther blade onto one pawn. Even though it shows the scyther blade in the hand slot, she still has the penalty from 3 fingers missing, no added stat from the scyther blade, therefore has low manipulation. Is this supposed to happen? The only other prosthetic mods I have are 'a dog said' and the icon mod, I don't think that should interfere with it?
InjectableBacon 25 Aug @ 1:05pm 
This mod description reads like how Apple describes their new products.