RimWorld

RimWorld

EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
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.
为世间无名之人 20 Aug @ 9:54pm 
Install brain stimulator can use all medicine,include bandage kits.But remove brain stimulator must use medicine or Glitterworldmedicine. I find a bug, use bandage kits can remove brain stimulator. I think herbal medicine cannot be used to remove brain stimulators, but lower level bandage kits can be used to remove brain stimulators. Is this a bug? (Bandage kits is a lower level therapeutic medicine of VGP Garden Medicine than herbal medicine)(Sorry, my English is not good)
ShaggyRecluse 19 Aug @ 3:11pm 
Out of nowhere all bionic installs are requiring Glitterworld medicine, I literally have been putting bionics into people for hours today, I could use herbal if I wanted. No idea what has changed that suddenly it MUST be done with glitterworld. Anyone have any suggestions on what I might have changed or that I'm doing wrong?
Starempire42 17 Aug @ 5:13pm 
got a question, is there a implant that can stop frail and, Alzheimers / dementia?

the only thing I say was the neuro-cure framework, but I was wondering if their was a more permanent solution
SpaceDorf 17 Aug @ 10:41am 
@Halogeek .. I‘ve been around since fields were a placeable building.
This is no curse it is a fact.
It also happens when more than 50% of active players have a bugfree modlist
Victorique  [author] 12 Aug @ 4:24pm 
My joking aside, it's important to develop proper debugging skills in games such as Rimworld, where a mod list of 500 is considered 'casual', and overhauls of overhauls inside overhauls exist.

Can't really help you much if all that's being asked is "why is X operation not working?", as it is so inordinately generic - I'd sooner be able to tell you why Brits feel the need to eat food not fit for human consumption.
Victorique  [author] 12 Aug @ 4:24pm 
As with every modded game out there, logic dictates that you work your way from the most obvious and least difficult tests to the most tedious and out-of-the-way ones.

Is my pawn allowed to have proper meds? Does the doctor have access to the organ in question? Have I completed the research necessary to perform the operation? Are there similar operations that cannot be done, and what can I infer from that?

Once all the obvious things have been thoroughly combed through, you move on to copying your save file and trying to replicate the state you're in right now. If that doesn't point you in the right direction, you move on to testing possible mod conflicts.
After you have unequivocally identified the mod to be the culprit, only then should you file a bug report (with all the logs in tow).
toetruckthetrain 12 Aug @ 3:26pm 
mf i have no idea where to start
Halogeek 12 Aug @ 1:15pm 
@Victorique That is an impossibly powerful curse you've just put on us
Victorique  [author] 12 Aug @ 2:25am 
Every time someone asks about missing operations without first exhausting all the options, Tynan will come up with yet another shitty DLC copied over straight from popular workshop mods.
toetruckthetrain 11 Aug @ 10:01pm 
cant transplant a lung i harvested im looking all over the place and cant find relevant research help or fix plox
ButterBread 9 Aug @ 8:13pm 
When a pawn loses an arm, the natural arm transplant surgery doesn't activate.
It only activates when the shoulder is injured.
However, the bionic arm still activates when only the arm is missing.
Is this intended, or is this a bug?
Hedgehog 7 Aug @ 4:45pm 
Wasnt it able to ahrvest limbs with this mod to?
TheActionAss 6 Aug @ 7:14am 
@Long-comment-san

That's because it has 3 different surgeries it allows, one of which lowers aiming by 10 and the other 15 (third is the melee one)
theDehumanized 4 Aug @ 12:51pm 
Is this OK to install mid game?
Long-comment-san 31 Jul @ 7:30pm 
Can you take a look at auxiliary ai? Its description is weird, it says aiming time -10%, on the next line -15%. Is it just me?
Victorique  [author] 29 Jul @ 6:11am 
@kongkim
Lovely stuff, mate. Cheers!
kongkim 28 Jul @ 5:03pm 
Hi there :)

I made a new mod Paint-N-Tweaks, that will take over for my old one, Paintable Spots & Objects.
I made some compatibility with your mod, so buildings or spots can be painted, just wanted to let you know.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3536964873
::Maethendias:: 25 Jul @ 10:30am 
does direct crafting take into account the uhm, "intended" ressource costs of "normal crafting", aka does it include the costs of crafting previous bionic tiers?
Apokus 25 Jul @ 6:10am 
Hello, not sure if you are really planning to add more/modify new bionics, but is there a way to implement upgrades for the biotech detoxifier kidney/lungs? like upgrades, similar to the advanced power arm(ie combine 2 different bionics into one), as we currently have 2 different kidney organs with different purpose(one boosts immunity(EPOE kidney), the other toxin resistance) and 2 different lungs(one synthetic with simple efficiency boost, the other boosting toxic environment resistance+smaller effficiency boost).
first time ive ever heard of byzantine used in the place of abysmal and diabolical and i gotta say it makes a lot of sense
ouyin2000 21 Jul @ 6:19pm 
I understand this is not compatible with RBSE, but what are the major differences?
[+| CL rautamiekka 16 Jul @ 11:08am 
@szmtex

The vanilla in-game mod manager would tell you either way. Usually modders add the Workshop dependencies as metadata as they should (which I ain't sure if it's a totally separate data shown here on the Workshop page itself instead of being auto-read by Workshop upon upload, but it seems it's separate), which you can confirm by checking the mentioned manager.
szmtex 16 Jul @ 9:14am 
@Tarojun Hello does this mod require Elite Bionics Framework? I have it on my list and I'm not sure if its needed for this to work or not
Nimbaku 12 Jul @ 9:37pm 
Accidentally put this mod before core and was wondering why it wouldn't work
Tyrannidae 11 Jul @ 5:48am 
Your suggestion to load Death Rattle after this mod fixed the error!
Leozingameplays 10 Jul @ 8:22pm 
Oh, nice to know. Thanks
Tarojun  [author] 10 Jul @ 7:32pm 
You need brain surgery research
Leozingameplays 10 Jul @ 3:56pm 
I bought an Auxiliary AI and can't find in the health tab a bill to implant it in any pawn.
Tarojun  [author] 10 Jul @ 1:39pm 
Or whatever patch mod that adds the surgery.
Tarojun  [author] 10 Jul @ 1:38pm 
@挽墨
That surgery don't appear to be one of ours. If I have to guess though, it hints from being from Death Rattle? If that is the case, Death Rattle needs to be loaded after EPOE so it can find the parent node.
挽墨 10 Jul @ 11:07am 
Because it is too long, it can only be sent in sections
挽墨 10 Jul @ 11:05am 
This is the red letter that appears, please take a look
挽墨 10 Jul @ 11:05am 
XML error: Could not find parent node named "EPIA_SurgerySyntheticRepair" for node "RecipeDef". Full node: <RecipeDef ParentName="EPIA_SurgerySyntheticRepair"><defName>EPOE_SurgeryRemoveDRBrainDamage</defName><label>heal brain damage</label><description>Install a neuro-cure framework to treat brain damage.</description><descriptionHyperlinks><ThingDef>NeurocureFramework</ThingDef><HediffDef>BrainDamage</HediffDef></descriptionHyperlinks><jobString>Treating brain damage.</jobString><removesHediff>BrainDamage</removesHediff><successfullyRemovedHediffMessage>{0} has successfully treated {1}'s brain damage.</successfullyRemovedHediffMessage><surgerySuccessChanceFactor>0.75</surgerySuccessChanceFactor><deathOnFailedSurgeryChance>0.05</deathOnFailedSurgeryChance><workerClass>Recipe_RemoveHediff</
挽墨 10 Jul @ 11:04am 
workerClass><workAmount>3000</workAmount><ingredients><li><filter><categories><li>Medicine</li></categories></filter><count>3</count></li><li><filter><thingDefs><li>NeurocureFramework</li></thingDefs></filter><count>1</count></li></ingredients><fixedIngredientFilter><categories><li>Medicine</li></categories><thingDefs><li>NeurocureFramework</li></thingDefs></fixedIngredientFilter><skillRequirements><Medicine>13</Medicine></skillRequirements><appliedOnFixedBodyParts><li>Brain</li></appliedOnFixedBodyParts><researchPrerequisite>BrainSurgery</researchPrerequisite></RecipeDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
挽墨 10 Jul @ 11:04am 
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
That_Guy 8 Jul @ 2:58pm 
Will the direct crafting be updated?
Tad 1 Jul @ 9:16am 
Hey Tarojun, Shouldn't the Prosthetic also replace genetic issues?

For example, the Xenotype Pigskin comes with Trotter Hands, which negatively impacts manipulation.

If you install Prosthetic hands, the negative headiff should be removed too?
200 30 Jun @ 7:22pm 
really cool but i wish death acidifiers couldn't be removed, or had more than 40% death chance on operation.
Tarojun  [author] 28 Jun @ 9:40am 
When we first cleaned up the mod into this forked version, those already existed doing exactly that. Over time, after reading suggestions or requests, I made a tactical bionic eye version that does the same thing in essence.

To not overshadow the advanced bionic or archotech eyes, the tactical bionic eye has less overall efficiency outside of combat.

Although the cornea version can combo with the optimizers for more bonuses combined than the bionic version, you give up being able to bleed, scar, feel pain and way more expensive overall, as a trade off.
DJCharlie 28 Jun @ 4:52am 
Why can you only install the tactical cornea on organic eyes? Is it a balancing thing or just a bug that it can't be installed on bionic/archotech eyes?