RimWorld

RimWorld

[B18] EPOE: Rebalanced
85 Comments
Jarjar Binks(Sith Lord) 14 Sep, 2018 @ 4:25pm 
I just realize that sounds insulting what I meant was that the og mod not the real thing
Jarjar Binks(Sith Lord) 14 Sep, 2018 @ 4:25pm 
Oh no worries found they updated the real thing on their page so yeah.
XeoNovaDan  [author] 14 Sep, 2018 @ 3:16pm 
Yeah, this mod is pretty much dead at this point unfortunately. Like many of my other mods I've deprecated between B18 and B19, I feel it's just an extra thing to maintain which is a bit of a burden.
Jarjar Binks(Sith Lord) 14 Sep, 2018 @ 2:59pm 
Please tell me this mod is not dead it is by far the best mod out there. I would trade my 200 and something mods for this one alone.
SecondAttemps 9 Sep, 2018 @ 7:08am 
Could I get a link to the unnofical patch to B19 if it exists? I can't seem to find it anywhere
Zedrin 20 Feb, 2018 @ 9:06am 
Alternatively, what about adding in adoption rate? Applying a bionic part could require adjusting to and training, where it has reduced effectiveness for a period that gradually fades out as the colonist gets used to using it. (Prosphophiles could also bypass this or go through it much faster, and prostphobes could have it worse / never fully acclimate.)
Hadley 20 Feb, 2018 @ 8:14am 
I really don't like that natural Bodyparts get rejected 100% of the time. There should be a chance that this happens but it should be realistic. :csgohelmet:
Zedrin 11 Feb, 2018 @ 5:10am 
Additionally, one other thing that might be worth considering, maybe prosthetics can scale back in terms of effectiveness. Instead of a simple leg maintaining walking at 90%, maybe it's 80%. Instead of 1 bionic hand bumping manipulation up to 110%, maybe it can just go to a flat 100%, same efficiency as the original hand. This would maybe help justify slightly altering material costs.

This mod does do a good job of tackling a lot of the balance issues with the mod either way (I really like the extra research paths it adds.) I'm just sick of never having hyperweave for anything, considering how power armor also requires it, and if I'm not alert and remember to modify any tailoring bills I make, my colonists will waste all of it making t-shirts. :(
Zedrin 11 Feb, 2018 @ 5:04am 
I like some of what this mod does, but the crafting requirements are a bit annoying. Hyperweave and synthread are super SUPER painful to get without installing mods that allow you to craft them directly. You have to wait for a trade ship, or hope by some miracle an exotic materials trader you request winds up having them.

I can understand the hyperweave costs for enhanced bionics, but for more basic ones it more just walls them off. The solution to get said materials basically becomes 'wait' and, when it's waiting on random events instead of actually progressing, it gets to be significantly less fun.

If you feel that plasteel isn't enough high-end cost for parts, one other option might be instead of using rare textiles would be a custom, new textile that can be crafted with this addon, using other rare (but not impossible to find or glitterworld-tech) materials. This would act as an intermediate material for basic bionics.
Malminas 29 Jan, 2018 @ 7:45pm 
Any chance of an advanced medicince to remove rejection?
CrazyNerdArtist 26 Jan, 2018 @ 12:42am 
colonists won't craft anything at the tissue printer, says I need materials. I have the materials. How do I fix this? only mods installed are EPOE and this one.
Sentient_Worm 19 Jan, 2018 @ 11:58am 
I forgot to check if it was requiered and well you know how that goes :P
XeoNovaDan  [author] 19 Jan, 2018 @ 11:16am 
@Sentinent_Worm - Sure.
Sentient_Worm 19 Jan, 2018 @ 10:28am 
Xeo Could you list EPOE as a requiered on the sidebar since not everyone reads the discrption.
XeoNovaDan  [author] 30 Dec, 2017 @ 9:02am 
@Clowdml This only changes parts that exist in base EPOE, so any new parts just simply won't be rebalanced but will still work fine.
clowdml 30 Dec, 2017 @ 7:52am 
Is this mod compatible with all the alien race EPOE mods as well? I was looking around but couldn't find a specific answer, so figured I'd ask before juming too far ahead of myself.
Talonmaster 11 Dec, 2017 @ 5:42am 
The Advanced Bionic Foot has the description for the Advanced Ear. No idea if this is from your mod or the main one.
Tobi 5 Dec, 2017 @ 9:53am 
Maybe readd scyther blades as ingredients for power arm and advanced power arm.
为世间无名之人 1 Dec, 2017 @ 11:07am 
OK. I will study how to translate mods. and do you know why TableBasicProsthetic lacks BasicProsthetics researchPrerequisites making it possible for tribals to build it from the very start, without research? It's a bug?
XeoNovaDan  [author] 1 Dec, 2017 @ 9:42am 
@we need talk This rebalance doesn't and I know that for a fact; I've not had anybody offer to make translations. I think the main mod does though.
为世间无名之人 1 Dec, 2017 @ 9:21am 
Does this mod have Chinese? I like this mod but my English not good~
AgentBlac 30 Nov, 2017 @ 11:36pm 
Thank YOU for the awesome mods sir :)
Flesh Forge 28 Nov, 2017 @ 7:01pm 
Another good mod weirdly downvoted :thinkingguy.jpg:
DB 27 Nov, 2017 @ 12:44pm 
PATCH PATCH PATCH YES YES YES YES YEEESSSS
Tyrant 27 Nov, 2017 @ 3:06am 
Thanks for the update!
XeoNovaDan  [author] 27 Nov, 2017 @ 2:45am 
Yup, integrated the patch.
DB 26 Nov, 2017 @ 8:23am 
I can wait for yah author. EPOE is pretty good on it's own even if it can't compare to this mod
XeoNovaDan  [author] 26 Nov, 2017 @ 2:22am 
@Vroom I do apologise for the delay, but I am sort of tied down by working on sheets, updating pages on the wiki, and also helping update Combat Extended. This mod's currently lower on my priority list considering the scale of everything else compared to this.
Tyrant 25 Nov, 2017 @ 7:08pm 
I hope this gets done soon. I am quite frustrated. RBSE is widely considered more balanced and yet everyone makes race patches for EPOE.

This is one of the last mods I'm waiting on so I can use aliums again.
DB 22 Nov, 2017 @ 11:11am 
for now I wait for this mod to update
SecondAttemps 19 Nov, 2017 @ 6:25pm 
@XeoNovaDan Sweet. That's great man, and take all the time you need
XeoNovaDan  [author] 19 Nov, 2017 @ 3:15pm 
Alright, after a day or two break, I'll start working on getting this up for Beta 18.
Vellis 19 Nov, 2017 @ 1:23pm 
do iiiit :steamhappy:
SecondAttemps 19 Nov, 2017 @ 11:44am 
@XeoNovaDan well I hope you do when EPOE updates, thanks for the response
XeoNovaDan  [author] 19 Nov, 2017 @ 10:32am 
@SecondAttemps Motivation to maintain this is fairly low, but I'll do it if there's enough demand.
SecondAttemps 19 Nov, 2017 @ 9:19am 
Will this be updated to B18 when EPOE also gets updated to B18?
XeoNovaDan  [author] 12 Oct, 2017 @ 5:07pm 
@Wellech Ah, possibly. This mod does halve the AI core break frequency... still doesn't explain the issue regarding the natural organ rejection though; it'd just be an XML Patch overwrite.
Vellis 12 Oct, 2017 @ 1:41pm 
I think it's something else causing that. I've discovered something else:

[EPOE] AI Persona Core Fix - Less Berserk
Something about AI Persona being a problem. Does this fall within this mod's purpose rebalance?
XeoNovaDan  [author] 29 Sep, 2017 @ 11:13am 
@Wellech Does this still happen without this and with just EPOE?
Vellis 29 Sep, 2017 @ 10:46am 
my form caravan bug
im guessing my form caravan problem is something to do with 'overflowing' the caravan menu with stuff.

and the debug log regarding Facial Stuff mod:

Facial Stuff: No texture for added part: Mouth/Mouth_NaturalOrganRejection - Graphic_Multi_NaturalHeadParts
XeoNovaDan  [author] 29 Sep, 2017 @ 10:06am 
OrganRejection definitely doesn't do any texture-related stuff. I'll look into it at some point.
Vellis 29 Sep, 2017 @ 8:20am 
I suspect this mod is conflicting with Facial Stuff.
something about OrganRejection,missing texture,Vector 3

Not sure if it's also stopping Form Caravan on World map.

Since continuing a save with this mod (and some other that change stockpiles), this error has occured. hmm
Vellis 28 Sep, 2017 @ 11:08am 
meh. fair enough. :steamhappy:
XeoNovaDan  [author] 28 Sep, 2017 @ 10:53am 
@Wellech Organ rejection will always be a thing with this; there's no good way not to with just XML. I did try to offset the case you mentioned by lowering the market value of organs, and removing the price multipliers; they're an investment, if you willl, to hold off until you can get synthetics.
Vellis 28 Sep, 2017 @ 7:03am 
Nice adjustments... but does the natural body part Rejection eventually become accepted? If not, why not? Just installed a Kidney. Want it to last (after rejection period)

If the Rejection will never be accepted the time and resources invested in this will be for near nothing, won't it? Isn't there a prescribed chemical and therapy for treating the patient's acceptance of an organ in real life?

hmm
TayDog 11 Sep, 2017 @ 10:25pm 
Update seems to have cleared that up for me. Sorry I didn't have more info first time around, I wasn't sure if it was 'meant to be like that'.
XeoNovaDan  [author] 10 Sep, 2017 @ 1:05am 
The issue has now been fixed. As suspected, it was replacing EPOE-added part bases with the vanilla base. For all EPOE bases, I've just PatchOperationRemoved the misleading bits instead.
XeoNovaDan  [author] 10 Sep, 2017 @ 12:38am 
@Ivefan You're right. Just tested out a bunch of EPOE-added prosthetics, and then a bunch of vanilla prosthetics, and the latter worked fine but the former didn't. I suspect this has something to do with the base patching. I will work on this, expect v1.4.1 to be out soon.

Thanks for reporting the issue.
XeoNovaDan  [author] 10 Sep, 2017 @ 12:35am 
@Ivefan Commented at just the right time, I'll take a look into it. Just firing up the testing map now.
Ivefan 10 Sep, 2017 @ 12:30am 
I didnt have any problems with this mod until i was going to install an advanced bionic eye, which i couldnt find in the operations list. debugged in an arm and couldnt find that one either.
I did install the mod to an existing save if that matters.