RimWorld

RimWorld

EvolvedOrgansRedux
937 Comments
axl 25 Oct @ 10:28am 
@47GodlikeKittinSoldier Appreciate the heads up! thanks will be trying it too :steamhappy:
Monbland 15 Oct @ 7:40am 
1.6 UPDATE PLEASE!!!
Helixpomatia 8 Oct @ 8:00am 
when i juse Questionable Ethics Enhanced (Continued) and this mod end enable the workbenches fron Questionable ethics i get spammed with red errors when i select a research in the research tab
Winter 1 Oct @ 1:26pm 
@Bowsette It's worked fine with all four of my colonies in 1.6. Perhaps you have a mod conflict?
Winter 1 Oct @ 1:25pm 
@Dust Not currently. The extra eyes option was removed a while ago, but may return in the future.
Bowsette 1 Oct @ 10:33am 
needs to be updated, Rimworld rejects this mod if played on 1.6
Shariul 27 Sep @ 9:29pm 
Any updates on that Shimerworm business?
Dust 26 Sep @ 3:08pm 
Will this mod allow me to install unecassary amounts of extra eyes? I've got an Alpha Biomes occular cult going
47GodlikeKittinSoldier 21 Sep @ 11:58am 
I have been using this in 1.6 so far no issues for anyone worried if you love this mod just take the chance I am prob over 100 hours deep with this mod in 1.6.
Winter 15 Sep @ 11:51am 
@Vlad Draculea It's working fine in 1.6, as far as I've can see.
Vlad Draculea 15 Sep @ 9:05am 
1.6 PLEASE
aciel.samael 23 Aug @ 3:09pm 
@Command Wanzer "Bloodking"
Reactive Shimmerworms turns you invisible on hit and was causing problems before 1.6 for me at least (would make the pawn uninteractable or cause a freeze), good to hear its otherwise working okay.
Bode 16 Aug @ 9:46am 
Statist my man i love you <3
Command Wanzer "Bloodking" 14 Aug @ 8:37pm 
That's what I did, Kind of. I load this mod with the bare essentials (dependencies+character editor). Did a dev quicktest and tried out some of the organs.

Its been a while since then. And now i could say with slightly more confidence that nothing is outright broken. The organs and the limb system seems to work fine. Not sure about the reactive shimmerworms everyone is talking about specifically. I haven't tried that yet.
Latex Santa 11 Aug @ 11:43am 
@Command Wanzer "Bloodking"
I'd recommend making a test mod list with EvolvedOrgansRedux, and just use dev mode to spawn in resources and test the various mechanics and body-parts. See what works, what doesn't, THEN use it in the actual mod list. No need to risk a savegame with progress just to experiment, after all.
Command Wanzer "Bloodking" 11 Aug @ 1:33am 
I decided to test this mod in 1.6. initial observation seems to indicate the mod works just fine. At the very least, some of the body parts still worked as normal. Its possible one or two body parts will act wonky or some other complications that I haven't find.

But at the very least. I could say for myself that there is no obvious bugs in 1.6. And that's enough for me. This mod is too good to not have.
Anime4You 7 Aug @ 5:05pm 
more eyes would be funny if not already in it
slipstream1993 7 Aug @ 6:34am 
any word on the update progress?
Militia 29 Jul @ 2:17am 
I hope I can play this mod in 1.6
Latex Santa 28 Jul @ 2:47am 
@StatistNo1
I tried this mod in my very first mod list in 1.0 (Mutant Drug Lords - Bliss Incorporated).
Did not get very far, but it was a good learning experience.
Looking forward to the update, I'd love to use it in the future.
Cain 27 Jul @ 4:08pm 
I am looking forward to it! Cheers!
crocodilewaterlog 26 Jul @ 11:36am 
1.6 please
Thranos 21 Jul @ 5:09pm 
@StatistNo1 If you're looking for a hand dealing with calculation efficiency etc, try hitting up the TPS Freaks (I say this as praise, not an insult) over at the Dubs Bad Hygiene Discord.
Take your time, if it's math issues. Give Vibe-coding a shot for that kind of stuff.
RogueUmbra 14 Jul @ 6:45pm 
Love this mod, take your time. :powerpaw:
Dracupuncture 12 Jul @ 5:49am 
Yeah I freaking love this mod, take as long as you have to, defo looking forward to it being updated, like the other guy said, favourite implant mod on the workshop
Redknight910 11 Jul @ 4:44pm 
Good to see this is being updated, it's still my favourite implant mod on the workshop.
aciel.samael 11 Jul @ 11:47am 
Thank goodness this one is still being worked on, even if it takes time, its become absolutely essential to my modlists and has been since I found it way back when.
Anny 26 Jun @ 2:50am 
seeing error mention it tryin to patch modded race. I guess If i playin with many aliens race i should disable this mod
StatistNo1  [author] 25 Jun @ 1:55am 
This mod will be updated to 1.6, but it will probably take quite a bit longer. I will take another shot at fixing the math for the efficiency calculation and I am gonna check out the comments to take a look at the other bugs.
I can't promise that it's ready at release but I will try.
Cleric_McManus 21 Jun @ 8:21am 
@StatistNo1 Thanks for keeping this mod alive! I hope you have time to update it for 1.6 when it drops.
rumors of war 7 Jun @ 11:57am 
is anyone aware of the location for a/the 1.5 repository for this? the newest I've found is 1.1. I'm getting a draw error on the tech tree (and other issues) and I was thinking I'd take a whack at forking it.
Fibre🌹 6 May @ 3:11pm 
Yeah so I realized this mod has a delayed crash effect if you're using too many xenotype mods.
坦克人占占占 27 Apr @ 7:08am 
this mod have same error, don't use reactive shimmerworms and plague lesion
Deadcurze 17 Mar @ 10:04am 
Found another bug (testing with only it, HugsLib, and Character Editor to simplify limb addition): Legs and arms don't calculate part efficiency properly. If I add a bionic leg, the pawn will have 105% efficiency instead of the correct 112,5% - possibly caused by 'invisible' limbs with 100% efficiency?
Voron_Rainhard 17 Mar @ 8:26am 
Надежда на обновление угасает(:el_flower_red:
Andy(bubbles) 16 Mar @ 11:08pm 
Causes much error, no updates.
Deadcurze 16 Mar @ 1:47pm 
What BlindingPhoenix said, but for Semi Random Research too.

That said, the root cause of the bug appears to be sharing a workbench with EPOE Forked. If you select this mod's own workbench in the settings, the bug should disappear.

That's what happened for me, anyway - and I saw the same thing mentioned earlier in the comment section. Weird stuff.
BlindingPhoenix 9 Mar @ 2:33pm 
Hi! I found a bug. For some reason, when using ResearchTree (Continued) and this mod together, the research UI bugs out and every option disappears when zoomed in enough to actually see what the research options give you.
cvrunmin 1 Mar @ 1:53am 
Note that reptilian frontal cortex (EVOR_Item_Brain_ReptilianFrontalCortex) is somehow removed in 1.5, but the patch to allow growing this thing with Organ Vat from Questionable Ethics Enhanced is still here. This causes red error popping up when player choose to create implants of this mod from Organ Vat.
Lord_Eol 24 Feb @ 11:30am 
@winter: Hmm, maybe I have a mod conflict, let me try and run a game with just those two mods.
Winter 18 Feb @ 9:25pm 
@Lord_Eol I just happened to be checking through the mod files, and noticed there is a EVOR_Patch_VE-Fleshcrafting.xml file in the 1.5\patches directory. It looks like it patches organs from this mod to be treated as natural body parts, if it detects Ideology Expanded. I guess that's not working the way it needs to, then?
Lord_Eol 17 Feb @ 9:26am 
@Froz: You can still get extra organs, they just have to go into one of the 4 new "optional" slots, i.e. right/left chest/abdominal cavity. That number is modified in options if you want more than than the 4 default.
Lord_Eol 17 Feb @ 9:24am 
@Kai: There isn't as neither mod know about each other hence one of them have "flag" the evolved parts to be legit under fleshcrafter. It's not that they don't work, it's that they don't count as a bio part for that specific meme. It's an easy fix and one I can do (and redo) locally every time one of the mods updates but it's a PITA hence would rather just have it in this mod source. Compat checks are pretty normal.
Winter 16 Feb @ 7:00pm 
@BURNTBurrito It does alter the body structure. If you add it mid-game, you may end up with some pawns having parts moved around, like a bionic arm ending up on their ear. Nothing that can't be fixed with dev mode or Character Editor, though.
BURNTBurrito 16 Feb @ 11:51am 
Is it save compatible or will I need to start a new game
just gonna say for anyone else who is gonna use this mod- they removed the extra legs and organs. You only get multiple arms. I'd respect it more if they actually updated the description to mirror that. but at least it works on 1.5 at all.
Kaiakanga 11 Feb @ 12:14pm 
@Lord_Eol I'm almost sure that there's compatibility already, have you tested it?
Adam 30 Jan @ 1:57am 
looks like a cool mod, hope you get the chance to work on it more eventually, ofc irl takes priority :)
Lord_Eol 28 Jan @ 12:45pm 
Can you add your organs to the fleshcrafter meme in "Vanilla Ideology Expanded - Memes and Structures"; their response was "have the other mod author add them". I love both those mods and it's a natural fit for that meme so I can continue my Greenpeace world destroyers led by Greta of all that is mechanical and good :)