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RimWorld => Releases => Mods => Outdated => Topic started by: syntax1993 on July 27, 2016, 11:52:41 AM

Title: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 27, 2016, 11:52:41 AM
Attention: This mod should only be used with the NoCrafting (http://steamcommunity.com/sharedfiles/filedetails/?id=734709234) version of A Dog Said if you want the animal parts to be on the same workbenches as EPOE.
Description:
This mod allows you to craft the prosthetics and bionics used in ADogSaid using the EPOE workbenches.
The following items can be crafted at the following workbenches:
It works exactly the same as EPOE. You craft Simple Prosthetics and make Bionic parts out of that. I might scale the resources a bit since Animals are a lot less useful so the cost of the parts should be less too. EDIT: I won't. The bionic parts in ADS are equally good as advanced bionics in EPOE so I think it balances eachother out (You don't want to spend as much on animals as you do on Humans + The animal parts are better).

This mod depends on ADogSaid (https://ludeon.com/forums/index.php?topic=21788.0) and Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0). Make sure these two mods are loaded BEFORE this mod. This is compatible with existing save games.

Download
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=732515888) Mediafire (http://www.mediafire.com/download/g48oy063ta2d640/EPOE-ADogSaid.zip)

Changelog
[27/07/2016] - Changed heart and lung to be crafted on Synthetic Workbench
[27/07/2016] - Initial upload


License
Can modpack makers include your mod in their modpack? Yes. Check with the original modders first though.
Can other modders make derivative mods based on yours? Yes. Check with the original modders first though.

Credits
Modders
Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0) by Ykara (https://ludeon.com/forums/index.php?action=profile;u=12564)
ADogSaid (https://ludeon.com/forums/index.php?topic=21788.0) by Nattiejim (https://ludeon.com/forums/index.php?action=profile;u=53648)

Inspiration
Bucketsmith (https://ludeon.com/forums/index.php?action=profile;u=40626)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on July 27, 2016, 12:58:48 PM
Dude,we are working (https://github.com/kaptain-kavern/ADogSaid/issues) on a release to make the item to be craft able. But not on EPOE  workbenches ...

You know you could have asked or something ...
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 27, 2016, 02:16:34 PM
Quote from: kaptain_kavern on July 27, 2016, 12:58:48 PM
Dude,we are working (https://github.com/kaptain-kavern/ADogSaid/issues) on a release to make the item to be craft able. But not on EPOE  workbenches ...

You know you could have asked or something ...

You can always use my recipes if you'd like. I just thought it made a lot more sense to use the existing workbenches as otherwise we'll have thousands of workbenches, where lots of them serve a similar purpose.

EDIT: You can just copy-paste my mod and use that in yours. I don't see why people would need multiple workbenches serving the same purpose. Simple Human Prosthetics Workbench, Simple Animal Prosthetics Workbench, ...

I just saved you guys a lot of time.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Master Bucketsmith on July 27, 2016, 02:34:31 PM
Quote from: kaptain_kavern on July 27, 2016, 12:58:48 PM
Dude,we are working (https://github.com/kaptain-kavern/ADogSaid/issues) on a release to make the item to be craft able. But not on EPOE  workbenches ...

You know you could have asked or something ...
Where did that seemingly hostile attitude come from?
I don't see anything in that link about workbenches, at the time of writing. :-\

We don't want more and more workbenches. We want simplicity where it is merited.
And if we think we have two or more crafting tasks that are continuous, we'll build two of said workbench.
That's where our need and idea came from and that's why syntax1993 made his simple mod.
He's credited both you and the EPOE author.

There's not even any copied code, if you want to get technical about it. He wrote everything on his own and the only mod this one leans on as a dependency is EPOE. It creates possibilities for ADS.
And especially if you're not going to make them craftable on EPOE benches, syntax1993' mod is not getting in your way in any shape or form! ;)

What?! :o
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: slimane on July 27, 2016, 02:40:44 PM
Very nice! Two of my favorite mods come as one! Just wondering if this is save game compatible (im using both ADogSaid and EPOE in the current game)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 27, 2016, 03:19:13 PM
Quote from: slimane on July 27, 2016, 02:40:44 PM
Very nice! Two of my favorite mods come as one! Just wondering if this is save game compatible (im using both ADogSaid and EPOE in the current game)

This is save game compatible. If you want to be 100% sure, make a backup of your savegame (C:\Users\YourName\AppData\LocalLow\Ludeon Studios\RimWorld\Saves) and try it out. The game doesn't easily mess up save files and doesn't overwrite a save if it fails to load or something so.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on July 27, 2016, 03:52:35 PM
Nothing hostile in here, mate.

I don't complain about stealing code or such (that's how i've learned). I'm not a child man i don't need to be credited :p

I just think about mod users that going to end up with numerous double recipes and such, as soon as we are update (updates that will be forcibly push in people savegames due the awesome Steamworkshop ....)

And just to be clear there is no ego race/clash in here (we just updated an old mod that wasn't ours ... and at the end of the day we all use code from Tynan at first).

You're completely allowed to do this. It's just that for some modders in here we are working together since several year, we have our rules/usages (nothings mandatory, just good will and kind discussion).

But you're wrong about saving time, as we will have more people reporting issues/conflict than without. But hey that's how modding an alpha games imply :p


Again no hostility from part. If i sound weird it's because i'm french ;-)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: witchyspoon on July 27, 2016, 11:23:47 PM
Quote from: Bucketsmith on July 27, 2016, 02:34:31 PM
Where did that seemingly hostile attitude come from?
I don't see anything in that link about workbenches, at the time of writing. :-\

We don't want more and more workbenches. We want simplicity where it is merited.
And if we think we have two or more crafting tasks that are continuous, we'll build two of said workbench.
That's where our need and idea came from and that's why syntax1993 made his simple mod.
He's credited both you and the EPOE author.

There's not even any copied code, if you want to get technical about it. He wrote everything on his own and the only mod this one leans on as a dependency is EPOE. It creates possibilities for ADS.
And especially if you're not going to make them craftable on EPOE benches, syntax1993' mod is not getting in your way in any shape or form! ;)

What?! :o

there's no hostility here..it's just..we were a bit surprised is all ;)  Because if he had asked us about it first, or at least given us a heads up we might have told him that we were working on making our animal parts craftable on vanilla benches. We didn't want to add new workbenches either. Also not everyone is using EPOE  ;)
And now if we would go ahead and update our mod on steam with our new crafting added it might conflict etc with multiple recipes and so on bc steam updates automaticly without informing the mod-user. The whole thing is just a bit awkward now.  ::)


but all that aside..this mod is quite nice and useful for EPOE users you saved us the work on making an EPOE version Syntax1993, so thank you kindly :)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Nattiejim on July 28, 2016, 12:21:32 AM
Spoonshortage explained it nicely - we only wish you'd asked us first.

However, I'd like to thank you for making this addon - it'll likely help EPOE users who want to craft animal prosthetics. :-)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: JesusKreist on July 28, 2016, 02:56:09 AM
He could have asked first if you were planning to implement this (as said before there was no sign of such plans). You could have asked first if someone is making such mod. And all of you could have asked first who the next President of Planet Spaceballs will be.
Posts dripping with hostility and arrogance are not helping anyone. Especially not new modders in the already thin modders scene.


/edit
And by the way those recipes won't conflict in any shape or form. At max the player notices two available recipes for bionic animal legs which are differently priced but I can not see any potential for mod conflicts whatsoever.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Fluffy (l2032) on July 28, 2016, 03:16:48 AM
In general it's just good form to tell people when you're planning to do things with their mods. Also breeds cooperation, avoids double work, and it's just the right thing to do.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: JesusKreist on July 28, 2016, 03:50:01 AM
Yes it is.

And not more or less yelling at someone who was not asking is the pinnacle of good form.
And it does not matter if the person in question is french, suaheli, north korean or islandic.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 28, 2016, 05:01:35 AM
Allright look. I do not mean to insult anyone, trigger anyone. I just wanted to have a way of creating the ADS items. I did see you guys were planning on making this, I saw that on the Steam Workshop page but I wanted a solution now. If you guys update your mod to where you can craft the items, no-one will want my mod anymore since it's already in there. That was also the point of this mod, provide a temporary way to craft the items, until a better solution is out there.

Whenever your solution is out there, no-one needs this mod anymore and we'll forget all about it. In the meanwhile this is a working solution that people can use while waiting on your update.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Master Bucketsmith on July 28, 2016, 05:25:43 AM
I want to take the time to respond to some of the things here because I'm unsure about the intent behind it and would like to clear it up.
Please respond with your feedback if a segment applies to you! :D

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PM
Nothing hostile in here, mate.
That might not have been your intent, but I hope you can look back and see how easily your post is misinterpreted as such. :)

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PMI'm not a child man i don't need to be credited :p
There's nothing childish about wanting to be credited. ;)

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PMI just think about mod users
Why do you underline this and what do you actually mean with it? It makes you sound like you're trying to say "it is only socially expected of people in our modding scene to do X", where X is not defined clearly. :-X

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PMthat going to end up with numerous double recipes and such, as soon as we are update
I believe one of your teammates a bit later in this thread stated you will use vanilla workbenches?
Quote from: spoonshortage on July 27, 2016, 11:23:47 PM
we might have told him that we were working on making our animal parts craftable on vanilla benches.
So there's not going to be double recipes, since they're not even using the same workbench.
Not a game breaking bug, just a slight bother perhaps. Personally, since I like EPOE, I would prefer it to be on their medical benches. Vanilla doesn't have any proper medical related workbenches. :-\

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PM
(updates that will be forcibly push in people savegames due the awesome Steamworkshop ....)

...But you're wrong about saving time, as we will have more people reporting issues/conflict than without. But hey that's how modding an alpha games imply :p
Quote from: spoonshortage on July 27, 2016, 11:23:47 PMAnd now if we would go ahead and update our mod on steam with our new crafting added it might conflict etc with multiple recipes and so on bc steam updates automaticly without informing the mod-user. The whole thing is just a bit awkward now.  ::)
How is the workshop update system relevant to the ongoing discussion that manifested in this thread? I don't think it is.
Which ties into the second quote from kaptain kavern that I put in there. The 'saving of time' that was mentioned was in regards to the coding that was done, not referring to potential future support that one or both parties should give. I get that you see that as a possible issue, but I find it rude to mix-match individual arguments/points to make a point of your own when they don't relate directly.
And about that support, I think you're wrong there, too. Any incompatibilities that arise because of this mod are obviously not your responsibility. So why sweat? ;)

Quote from: kaptain_kavern on July 27, 2016, 03:52:35 PMAnd just to be clear there is no ego race/clash in here (we just updated an old mod that wasn't ours ... and at the end of the day we all use code from Tynan at first).

You're completely allowed to do this. It's just that for some modders in here we are working together since several year, we have our rules/usages (nothings mandatory, just good will and kind discussion).
Right so here I see mixed signals. First, you make clear that you do not intent on egotripping. Then you reinforce that by saying syntax1993 is allowed to do what you perceive him doing. (Which is what, btw? Adding non-conflicting compatibility/cross-over between two mods? Copying your work? What is it you feel he's allowed to do?)
But then, you say that some people have worked together for quite some time and have formed their own written/unwritten rules and expectations. As if those would automatically apply to anyone else. I find that to be nonsense. You cannot expect others to live by unwritten rules that you made. It's entirely against what a modding scene is about; sharing ideas and result. There's no greater compliment than someone going; "Wow, this guy's work is amazing. It inspired me and I will use it to achieve my own work resting on it."

Quote from: spoonshortage on July 27, 2016, 11:23:47 PM
there's no hostility here..it's just..we were a bit surprised is all ;)  Because if he had asked us about it first, or at least given us a heads up we might have told him that we were working on making our animal parts craftable on vanilla benches. We didn't want to add new workbenches either. Also not everyone is using EPOE  ;)
Quote from: Nattiejim on July 28, 2016, 12:21:32 AM
Spoonshortage explained it nicely - we only wish you'd asked us first.
That's fantastic. So you expect everyone to continually halt creativity by asking some sort of arbitrary permission from other modders who are no authority? (I don't mean to sound harsh, I can't think of another way to write it.) And if it's not that, then who cares that in the worst case scenario, multiple people are working on the same goals and ideas? That just creates more flavour for people to choose from. That's what modding is about. Alternatives to the vanilla game. More flavour.
Indeed, not everyone uses EPOE. It is great we established that. This mod is specifically for people who used both EPOE and ADS. :-\

Quote from: spoonshortage on July 27, 2016, 11:23:47 PMbut all that aside..this mod is quite nice and useful for EPOE users you saved us the work on making an EPOE version Syntax1993, so thank you kindly :)
Quote from: Nattiejim on July 28, 2016, 12:21:32 AM
However, I'd like to thank you for making this addon - it'll likely help EPOE users who want to craft animal prosthetics. :-)
I'm glad that in the end, you see it for what it is!

EDIT: Perhaps most importantly; if anything, questions about addendums/additions/changes/separate versions inspired by should be going towards Latta, the author of the A Dog Said mod on which all of this is based.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: skullywag on July 28, 2016, 05:56:37 AM
Can we end this discussion now please, this mod is perfectly valid, if in future this becomes obsolete/conflicted due to what the guys working on the base mod are planning on doing then itll get dealt with at that point. Also just for funsies I was technically the first person to update this to A14 based on the old thread and will continue to use my version privately (I had already uploaded it to steam first as well but took it down when I saw KK and Co talking about it so let them have at it), just making the point that no one of us/you owns this, keep it civil and work with each other where you can.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on July 28, 2016, 12:26:54 PM
Again i'm not a natural english speaker, and to me even after re-reading, i sense more hostility towards my comments than the other way around.

I think i've never been misunderstood that much in here. Just make me think more that yes it is childish. Not just to want to be credited but even the way all of this as turned (made me think about how it end up with Ninefingers).

In the end i really don't care because as i said it's nothing ego-related (we all working on someone else game/code, how can i possibly view it as my code or work + all my mods are open-sourced). I only had users in mind like i said.

QuoteHow is the workshop update system relevant to the ongoing discussion that manifested in this thread? I don't think it is.
In a discussion about mods, update and potential compatibility issue i can see it related and it something that we have all discussed the last few weeks. Here is some links about that subject
(https://ludeon.com/forums/index.php?topic=22120.msg239356#msg239356)
QuoteBut then, you say that some people have worked together for quite some time and have formed their own written/unwritten rules and expectations. As if those would automatically apply to anyone else. I find that to be nonsense. You cannot expect others to live by unwritten rules that you made
First i made no rules. It's just that i struggle to find the right words/construction. I was speaking about communication that's all, and yes you have already applied to an unwritten rules just by coming post the mod in here for example. I was just trying to focus your attention on the fact that we will release a crafting update. Nothings else, certainly not ego or hostility. I swear


Anyway at first i was coming here to say that we should all try to work in good intelligence and a good ambiance is always appreciate ^^ I was heading to this post to ask you if you want to contribute/participate (or if we contribute/participate with you ;) ).

We are principally working with the Github system (https://github.com/kaptain-kavern/ADogSaid/issues), and i invite you (or anyone) to came by, if you want to. At least to see where we're heading (for thinking the compatibility during changes in the code) but also to participate to the code or ongoing discussions.

On a technical note you should be aware / take note of the changes that we are going to implement (for compatibilities sake) for next released, that way you can prepare updates ahead. So please have a look at this discussion (https://github.com/kaptain-kavern/ADogSaid/issues/22) as it will certainly changed things, codewise.

Best Regards
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: JesusKreist on July 28, 2016, 01:49:39 PM
You don't?
Okay, time for a small lesson then.

Quote from: kaptain_kavern on July 27, 2016, 12:58:48 PM
Dude,we are working (https://github.com/kaptain-kavern/ADogSaid/issues) on a release to make the item to be craft able. But not on EPOE  workbenches ...

You know you could have asked or something ...

Unfinished sentences with dots imply there is text which is not written but thought.
Depending on the tone of the rest of the text this part can be hillarious, positive or like in this case negative to borderline hostile. The first pieces of text which directly come to mind are "moron", "idiot", "dumbass" and the like.
You may or (more likely) may not have intended such thoughts but they are there nonetheless.

French in school is "some time past" now but this behaviour is similar if not exactly the same in all modern languages.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on July 28, 2016, 02:52:29 PM
Again (and after that i stop polluting this thread with non mods related subjects) i'm not as fluent as you in English, i learned by myself (but i understand enough how you just called me, please note that i've insulted nobody).

By that i mean i'm not mastering tones or things that may seems implicit for you.My attention was never to be harsh or insulting (hang in there with us for a moment before judge and insult and when we'll getting each other better, i'm sure we all be friend)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 28, 2016, 03:41:27 PM
I wouldn't mind working together on some kind of solution. It's always nicer to have all the features you'd like in one mod without needing multiple mods from multiple authors.

Now let's all stop this before this gets locked down (if I don't do it myself). We all make mistakes, I'm not here to shit over people, most likely none of us are.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: LU3dDEL on July 28, 2016, 06:21:33 PM
I've got a suggestion.

What if syntax joins the team and makes "A Dog Said - EPOE Version"?
This is the version that uses the EPOE Workbenches (not the vanilla ones) and maybe adds things like "Advanced Bionic Animal legs" and "surrogate animal hearts" and stuff.

The team that works on "A Dog Said" right now continues what they are doing and help him when they're done perfecting the Vanilla version.

EPOE And ADS are great mods but combined they would be amazing.
(I want the best Human eating Wargs possible)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Nattiejim on July 29, 2016, 01:30:06 AM
Quote from: Bucketsmith on July 28, 2016, 05:25:43 AM
Quote from: Nattiejim on July 28, 2016, 12:21:32 AM
Spoonshortage explained it nicely - we only wish you'd asked us first.
That's fantastic. So you expect everyone to continually halt creativity by asking some sort of arbitrary permission from other modders who are no authority? (I don't mean to sound harsh, I can't think of another way to write it.) And if it's not that, then who cares that in the worst case scenario, multiple people are working on the same goals and ideas?
In my opinion, asking first is only a preference - not an absolute requirement. Sorry if that was unclear in my first message. So no, we do not expect everyone to "continually halt creativity".
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Master Bucketsmith on July 29, 2016, 05:23:45 AM
Just so we can close off this discussion (not topic), I want to take the time to respond with my closing thoughts.
Scroll to the bottom for the on-topic stuff. ::)

Quote from: kaptain_kavern on July 28, 2016, 12:26:54 PM
Again i'm not a natural english speaker, and to me even after re-reading, i sense more hostility towards my comments than the other way around.
I think i've never been misunderstood that much in here. Just make me think more that yes it is childish. Not just to want to be credited but even the way all of this as turned (made me think about how it end up with Ninefingers).
That's not hostility, it is the same feeling that makes you think our replies might be hostile. Uncertainty, apprehension.
Ironically it is your first reply that triggered it all. JesusKrist did a good job of explaining why it was misinterpreted so easily.

Language might not directly have something to do with it, but cultural background does and you can't quite translate that.
I don't know if it's legit, but a Turkish guy I used to know once explained to me that using phrases like "hey could you do X for me, please" is reserved for speaking to formal authorities and it is considered rude in his (sub)culture to use that willy nilly. He kept sounding really blunt, to me, in return. "Do that." "Do this." Being direct is great, but being blunt is not. So even though the translation went okay, the culture behind it wasn't translated properly, so it created friction without being clear where it was coming from. Until it was unearthed, like is happening in this thread.
The topics of communication and feedback are a relatively new topic to hit mainstream, so that's probably why you might have the feeling that this is the first time something became so 'big'. Most of the time people will make assumptions and stay quiet, but that will only lead to a big explosion later.

Quote from: kaptain_kavern on July 28, 2016, 12:26:54 PMIn a discussion about mods, update and potential compatibility issue i can see it related and it something that we have all discussed the last few weeks. Here is some links about that subject
(https://ludeon.com/forums/index.php?topic=22120.msg239356#msg239356)
No man, the topic was about this specific mod and the chaotic communication that ensued. The more general topic of Steam Workshop support and limitations wasn't part of the former topic. That is my point. ;)
Quote from: kaptain_kavern on July 28, 2016, 12:26:54 PMFirst i made no rules. It's just that i struggle to find the right words/construction. I was speaking about communication that's all, and yes you have already applied to an unwritten rules just by coming post the mod in here for example. I was just trying to focus your attention on the fact that we will release a crafting update. Nothings else, certainly not ego or hostility. I swear
Everyone makes and follows rules. They grow organically over time. The way you address each other, the way work gets divided, there's nothing wrong with that. All I was pointing out is that it was unfair to expect people to 'play by those rules' if they were never told the rules. (Because they're unwritten and grew over time, so most likely never given that much attention because everyone IN the team grew along with them.)

Quote from: kaptain_kavern on July 28, 2016, 12:26:54 PM
Anyway at first i was coming here to say that we should all try to work in good intelligence and a good ambiance is always appreciate ^^ I was heading to this post to ask you if you want to contribute/participate (or if we contribute/participate with you ;) ).
I appreciate that, but I'm not much of a coder myself. People say I've got great potential, but the last time I tried modding RimWorld I got caught in trying to figure out how exactly the code for RimWorld works. (I don't have a lot of training in coding and most of it was in effin' Java, years ago.)

Quote from: Nattiejim on July 29, 2016, 01:30:06 AMIn my opinion, asking first is only a preference - not an absolute requirement. Sorry if that was unclear in my first message. So no, we do not expect everyone to "continually halt creativity".
Well that's great. :) I'm happy that you cleared that up, thank you.
That goes for kaptain_kavern as well, thank you.


On-topic:
So, I understood you're making the animal prosthetics craftable on vanilla workbenches. I really enjoy using EPOE, and seeing how vanilla does not have proper medical-ish workbenches, I'd greatly prefer it if those prosthetics were made on the same workbenches as EPOE.
Which brings me to a question I had; I think ADS could work wonderfully in the theme of EPOE. Would you guys be opposed if a version was made that followed the tiers and prices of EPOE, utilizing their workbenches? Kind of like an extension to EPOE, for animal bionics. Right now the parts resemble the advanced bionics from EPOE in statistics. I'm not sure on the power balance of that and how useful animals are in general, but I was thinking that maybe it would be nice to have a tiered set going on just like the human prosthetics/bionics in EPOE.

Ha, now I see 'EPOE' everywhere. ;D
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: witchyspoon on July 29, 2016, 06:52:29 AM
Quote from: Bucketsmith on July 29, 2016, 05:23:45 AM
-snip-

On-topic:
So, I understood you're making the animal prosthetics craftable on vanilla workbenches. I really enjoy using EPOE, and seeing how vanilla does not have proper medical-ish workbenches, I'd greatly prefer it if those prosthetics were made on the same workbenches as EPOE.
Which brings me to a question I had; I think ADS could work wonderfully in the theme of EPOE. Would you guys be opposed if a version was made that followed the tiers and prices of EPOE, utilizing their workbenches? Kind of like an extension to EPOE, for animal bionics. Right now the parts resemble the advanced bionics from EPOE in statistics. I'm not sure on the power balance of that and how useful animals are in general, but I was thinking that maybe it would be nice to have a tiered set going on just like the human prosthetics/bionics in EPOE.

Ha, now I see 'EPOE' everywhere. ;D

We actually planned on making an EPOE compatible version, that basically works like this mod here, it makes our parts craftable on EPOE. That's why I was thanking Syntax1993 in my post bc he saved us a lot of work :) And for people who don't use it, there would be our vanilla way of crafting. Now regarding the tiers, it was quite intentional that we only had two different versions, simple and bionic. We feel that animals don't play THAT much of a big role to people so we kept it as simple and small (in quantity of parts) as possible. Simple, cheap parts for those who merely want to keep their pets alive, for moral reasons  ;D.. and those better bionic parts for the "wooot cuberdawgs!!!" people haha  ;D
BUT people complained even then about the quantity..thus our LITE version was born :) only the limbs. So yeah full integration with EPOE on a smaller, cheaper scale is great - but even more parts, I don't think that's a great idea. We already picked the most useful parts for animals that make sense, the rest would just be silly regarding the usefulnes of animals. :)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Master Bucketsmith on July 29, 2016, 10:37:59 AM
Quote from: spoonshortage on July 29, 2016, 06:52:29 AM
We actually planned on making an EPOE compatible version, that basically works like this mod here, it makes our parts craftable on EPOE. That's why I was thanking Syntax1993 in my post bc he saved us a lot of work :) And for people who don't use it, there would be our vanilla way of crafting. Now regarding the tiers, it was quite intentional that we only had two different versions, simple and bionic. We feel that animals don't play THAT much of a big role to people so we kept it as simple and small (in quantity of parts) as possible. Simple, cheap parts for those who merely want to keep their pets alive, for moral reasons  ;D.. and those better bionic parts for the "wooot cuberdawgs!!!" people haha  ;D
BUT people complained even then about the quantity..thus our LITE version was born :) only the limbs. So yeah full integration with EPOE on a smaller, cheaper scale is great - but even more parts, I don't think that's a great idea. We already picked the most useful parts for animals that make sense, the rest would just be silly regarding the usefulnes of animals. :)

Aye but stats wise the bionics resemble the advanced bionics from EPOE, so it kind of skips a tier compared to EPOE.
It raises the question of "what should it cost" if a version was built that matches EPOE, beyond using its workbenches.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: witchyspoon on July 29, 2016, 11:04:44 AM
Quote from: Bucketsmith on July 29, 2016, 10:37:59 AM
Quote from: spoonshortage on July 29, 2016, 06:52:29 AM
We actually planned on making an EPOE compatible version, that basically works like this mod here, it makes our parts craftable on EPOE. That's why I was thanking Syntax1993 in my post bc he saved us a lot of work :) And for people who don't use it, there would be our vanilla way of crafting. Now regarding the tiers, it was quite intentional that we only had two different versions, simple and bionic. We feel that animals don't play THAT much of a big role to people so we kept it as simple and small (in quantity of parts) as possible. Simple, cheap parts for those who merely want to keep their pets alive, for moral reasons  ;D.. and those better bionic parts for the "wooot cuberdawgs!!!" people haha  ;D
BUT people complained even then about the quantity..thus our LITE version was born :) only the limbs. So yeah full integration with EPOE on a smaller, cheaper scale is great - but even more parts, I don't think that's a great idea. We already picked the most useful parts for animals that make sense, the rest would just be silly regarding the usefulnes of animals. :)

Aye but stats wise the bionics resemble the advanced bionics from EPOE, so it kind of skips a tier compared to EPOE.
It raises the question of "what should it cost" if a version was built that matches EPOE, beyond using its workbenches.

yes, like I said, I know it skips a tier, that's what I intended ;) I thought the bionic animal parts would be around normal human prosthetics, cost-wise. Its a balancing-act between usefulness for/of animals, and what people are still willing to "pay" so to speak for animal parts, whether they will still bother if its as expensive as advanced bionics is what I mean. Also I don't want it to be too expensive, because animals die so easily. But on the other hand if the bionics are not useful enough, people won't even bother with it. I hope you get what I mean :)
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: syntax1993 on July 29, 2016, 05:45:21 PM
Quote from: spoonshortage on July 29, 2016, 11:04:44 AM
Quote from: Bucketsmith on July 29, 2016, 10:37:59 AM
Quote from: spoonshortage on July 29, 2016, 06:52:29 AM
We actually planned on making an EPOE compatible version, that basically works like this mod here, it makes our parts craftable on EPOE. That's why I was thanking Syntax1993 in my post bc he saved us a lot of work :) And for people who don't use it, there would be our vanilla way of crafting. Now regarding the tiers, it was quite intentional that we only had two different versions, simple and bionic. We feel that animals don't play THAT much of a big role to people so we kept it as simple and small (in quantity of parts) as possible. Simple, cheap parts for those who merely want to keep their pets alive, for moral reasons  ;D.. and those better bionic parts for the "wooot cuberdawgs!!!" people haha  ;D
BUT people complained even then about the quantity..thus our LITE version was born :) only the limbs. So yeah full integration with EPOE on a smaller, cheaper scale is great - but even more parts, I don't think that's a great idea. We already picked the most useful parts for animals that make sense, the rest would just be silly regarding the usefulnes of animals. :)

Aye but stats wise the bionics resemble the advanced bionics from EPOE, so it kind of skips a tier compared to EPOE.
It raises the question of "what should it cost" if a version was built that matches EPOE, beyond using its workbenches.

yes, like I said, I know it skips a tier, that's what I intended ;) I thought the bionic animal parts would be around normal human prosthetics, cost-wise. Its a balancing-act between usefulness for/of animals, and what people are still willing to "pay" so to speak for animal parts, whether they will still bother if its as expensive as advanced bionics is what I mean. Also I don't want it to be too expensive, because animals die so easily. But on the other hand if the bionics are not useful enough, people won't even bother with it. I hope you get what I mean :)

Yup that's what me and Bucketsmith discussed already. Animals are less useful thus the prosthetics should be cheaper. That's why right now, you pay the same amount for animal bionics (advanced-tier stats) as you would for human bionics (regular bionics stats). If I get enough feedback from players who woud like to change it, I might consider it.
To me it made a lot of sense to have the prices of the highest tier for animals equal to the prices of the middle tier for humans.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: witchyspoon on July 29, 2016, 06:08:10 PM
Quote from: syntax1993 on July 29, 2016, 05:45:21 PM
-snip-
Yup that's what me and Bucketsmith discussed already. Animals are less useful thus the prosthetics should be cheaper. That's why right now, you pay the same amount for animal bionics (advanced-tier stats) as you would for human bionics (regular bionics stats). If I get enough feedback from players who woud like to change it, I might consider it.
To me it made a lot of sense to have the prices of the highest tier for animals equal to the prices of the middle tier for humans.

we will release our vanilla crafting soon and you can see there how we "priced" our parts.. :) for simple parts we use steel and wood and for bionic parts we use steel and plasteel, brainchip also uses silver and the organs devilstrand since we didn't want to use the uncraftable hyperweave or expensive components.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on July 30, 2016, 02:24:54 AM
Hello Syntax1993,
we just released the release of ADogSaid that we spoke earlier.
I link you all the changes (on github there (https://github.com/kaptain-kavern/ADogSaid/pull/25)) hoping it may/can help. Also don't hesitate to PM me or @Spoonshortage if anything.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Lady Wolf on August 17, 2016, 09:56:21 AM
In the A13 version of this we also were able to craft synthetic kidneys and liver (plus other synthetic organs) for our animals, is that coming in a later version?
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: AlphaMason on September 13, 2016, 03:20:35 PM
Where can i find the alpha 15 version of this add-on?
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on September 13, 2016, 09:39:51 PM
If Syntax1993 doesn't update this one, I will make another one (that we will release alongside ADogSaid) because EPOE have changed quite some thing with the last update. I'm still waiting a bit to be sure to not step on his toes (and i'm working on other mods :p )
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: ruzackovich on September 14, 2016, 11:33:51 PM
the result is conflict.. yes conflict, what else ? as example,GUNS..!!  i love guns.., big guns too.. like turret. that is why i never negotiate with terrorist because i have many of em. as so much mod made about guns i take em all, the result...conflict!! each mod have 1 or more specialty as the result in bill menu :a bench can provide 2, 3 or more same type guns, in some case or many case i can not browse the bill menu to see my favorite guns, either way they from many different mod. some time they dont work at all, or miss behave ( what ever mean. that is not working,,, properly! (missing, losing, not shooting, and many thing.. )
and make me manually edited them all by my self to avoid unnecessary things. thats takes time, many time for many mod to join it so it can work together. so you all modder, are right about many thing.but each have their own perspective and vision,  so piss modder.., be peace... 8) just  join perspective and your vision too.
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: kaptain_kavern on September 15, 2016, 01:21:16 AM
If someone can translate... I haven't understand what you said
Title: Re: [A14] ADogSaid - EPOE workbenches
Post by: Adventurer on September 16, 2016, 08:11:06 AM
Quote from: kaptain_kavern on September 15, 2016, 01:21:16 AM
If someone can translate... I haven't understand what you said
English is my first language and neither can I.