Ludeon Forums

RimWorld => Releases => Mods => Outdated => Topic started by: XeoNovaDan on July 21, 2017, 01:53:53 PM

Title: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: XeoNovaDan on July 21, 2017, 01:53:53 PM
I'M NO LONGER OFFICIALLY MAINTAINING THIS MOD; THE CURRENT VERSION IS ACTUALLY AN UNOFFICIAL VERSION PROVIDED BY SOMEBODY ELSE.

(http://i.imgur.com/O1EKbty.png)



Important: This mod is XML Patch-based, so this must be run alongside Ykara's Expanded Prosthetics & Organ Engineering 2.0 (https://ludeon.com/forums/index.php?topic=10571.0). Load after EPOE since this adds a couple of researches dependent on EPOE's researches. This will NOT work with Rah's Bionics and Surgery Expansion.


Have a Say!
Should spine installation have its own research? Conclusion: Produce & Install (28/07/2017 16:27 GMT, 64% voted)
Should mid-high tier part production require the Medicine skill or stay as Intellectual? Conclusion: Both Intellectual & Medicine (28/07/2017 16:27 GMT, 58% voted). This is currently on hold because I'm unsure of how to balance it.
Should the Intellectual requirements for artificial organs be lowered? Conclusion: No (11/08/2017 @ 12:35 GMT, 83% voted)

Overview
This mod is an extensive rebalance of Expanded Prosthetics & Organ Engineering by Ykara. Granted, Rah's Bionics and Surgery Expansion exists, but it personally didn't satisfy me so I decided to take my own approach to EPOE's balance. Whereas Rah took the approach of making most parts cost significantly more with limited diversity, I've chosen to diversify the requirements and shed light on items in vanilla that aren't very useful in the base game.

Let's get into the changes:

Body Parts now mostly use the new part efficiency model as opposed to the old offsets. Many body parts no longer have the weird damage offsets, to be more consistent with vanilla. The power arms have also had the nerf hammer dropped on them hard; they're still good, but no longer ridiculous.

High-Tier Parts including power arms, bionic spines, and exoskeleton suits each require their own researches to be produced, and even install in some cases. This is to limit accessibility to those extremely good parts in the mid-game.

AI-Controlled Pawns such as raiders have had their tech hediff (prosthetic) budgets bumped to line up with the different market values; it's a little unfair that your colony gets to use those shiny advanced bionics, but high-ranking pirate raiders can't. In addition, elite mercenary raiders may also spawn with power claws, power arms, and advanced power arms, so they're going to be a more dangerous presence on the field too!

Intellectual Skill Requirements are in place alongside Crafting skill requirements for any parts above 'Basic' tier. Higher tier parts require a higher intellectual skill. Furthermore, the weird crafting skill requirements for basic tier dentures and wooden feet have been removed, since they felt out of place.

Glitterworld Parts have mostly received a significant buff. Auxillary AI implants now give stat bonuses equivalent to gaining 5 levels in their respective skills. Tactical cornea implants give stat bonuses equivalent to gaining 2.5 levels in shooting.

Market Values have been completely refactored. Parts have their market values determined by their ingredients and work amount in the same manner that all objects in RimWorld do, but then they're further multiplied depending on the item's tier, before being rounded.

Natural Body Parts have had their market values reduced to roughly vanilla values. If a natural organ gets installed on another human, that part will be rejected and thus need treatment. Additionally, mincing natural body parts now yields the proper amount of meat for them; base EPOE mincing recipes yield around 10x more meat than the part is worth on a human body. Last, but not least, uninstalled natural body parts can now spoil and thus need freezing.

Crafting Recipes have also been completely refactored. Material costs are now more proportional with the size and complexity of each part, and most parts above 'Basic' tier also require textiles (simple needs cloth, bionic needs synthread, etc.). Parts above basic tier also take longer to make, and you no longer 'upgrade' lower tier parts to get high tier parts; I envisioned them as having completely different architectures.

Workbenches are more component-intensive to build, and less resource-intensive - with the exception of the basic prosthetic bench, which just had its build cost nudged down. EPOE workbenches are also no longer instantly buildable, and their work to build is based around vanilla workbenches for more consistency with vanilla. The Basic Prosthetic workbench also now needs the 'Basic Prosthetics' research to be constructed; another oversight in base EPOE.

Miscellaneous Changes include the effective removal of the rather gimmicky golden eye, most surgical operations taking as long as they do in vanilla as opposed to significantly less, and removing surgery success chance variations in most medical operations for consistency with the 'surgery success chance' stat. Additionally, Brain Stimulators and AI Chips now work properly for brain-damaged pawns.

Credits
Ykara for their original work: Expanded Prosthetics & Organ Engineering
Somebody who wishes to remain anonymous for the B18 update.
Marnador for the RimWorld-style font

Compatibility
As previously mentioned, this mod is dependent on EPOE, so you must have both this and EPOE active. Remember to load this after EPOE since it adds research that has EPOE researches as prerequisites.

This mod will not work with Rah's Bionics & Surgery Expansion since that doesn't have EPOE's glitterworld implants or energized components.

If you're using Combat Extended, place this above Combat Extended in the load order. This edits Steel Arm's melee verbs, but CE then removes it.

This can be added to existing savegames if you don't have any pawns with golden eyes present.

Download
GitHub (https://github.com/XeoNovaDan/EPOERebalanced/releases/latest)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1084938858)

Like this mod? Check out my other mods here (https://ludeon.com/forums/index.php?topic=29503)!

License
You may include this mod in a mod pack, and you may make derivatives of this mod too.
Title: Re: [A17] EPOE: Rebalanced v1.0.1 (21/07/2017) - POLLS
Post by: XeoNovaDan on July 21, 2017, 05:51:13 PM
Updated to v1.0.1 (21st July 2017)

Changes:
- Fixed Advanced Bionic recipe label oversight
- Forum post URL now in the About.xml
Title: Re: [A17] EPOE: Rebalanced v1.0.1 (21/07/2017) - POLLS
Post by: InfinityKage on July 21, 2017, 08:12:08 PM
Sounds cool. I'll check it out with my next playthrough.
Title: Re: [A17] EPOE: Rebalanced v1.0.1 (21/07/2017) - POLLS
Post by: kaptain_kavern on July 21, 2017, 08:52:18 PM
Yep I'm interested to try this one as well.

Thank you for the mod
Title: Re: [A17] EPOE: Rebalanced v1.0.1 (21/07/2017) - POLLS
Post by: Soupy Delicious on July 21, 2017, 09:56:16 PM
Oooooh!  I might actually allow myself to use epoe now. ;)

P.s. Vote yes on Spine-research requirements!  Stop the boats!
Title: Re: [A17] EPOE: Rebalanced v1.0.1 (21/07/2017)
Post by: XeoNovaDan on July 28, 2017, 11:35:13 AM
Polls are over, thank you to everybody who voted for voting!

Results:
- Bionic spines will require a new research to produce and install in a patient
- Parts above 'Basic' tier will require both Intellectual and medicine skill to be produced

These changes won't be implemented immediately, but probably in the coming weeks.
Title: Re: [A17] EPOE: Rebalanced v1.1 (04/08/2017)
Post by: XeoNovaDan on August 04, 2017, 01:53:00 PM
Updated to v1.1! (04/08/2017)

Changes:
- AI-controlled pawns (including raiders) have had their prosthetic budgets increased, and elite mercenaries are more dangerous.
- Bionic spines, advanced bionic spines, and exoskeleton suits now need their own researches in order to be produced and even installed.
- Various part hediffs have been changed.
- Halved the frequency of breaks with the AI Persona Core implant.
- Fixed some market value-related oversights.

Note: I've yet to implement the medicine requirement to produce certain parts since I'm not entirely sure how it should be balanced.
Title: Re: [A17] EPOE: Rebalanced v1.1.1 (08/08/2017)
Post by: XeoNovaDan on August 08, 2017, 07:09:09 AM
Updated to v1.1.1 (8th August 2017)

Changes:
- Fixed an issue where eye patches and ear bandages wouldn't install
     - This was because they were 0% efficient. They're now 1% efficient.
Title: Re: [A17] EPOE: Rebalanced v1.1.1 (08/08/2017) - Poll!
Post by: XeoNovaDan on August 08, 2017, 09:01:02 AM
Another poll: should the intellectual skill requirements for artificial organs be lowered?
Title: Re: [A17] EPOE: Rebalanced v1.2 (11/08/2017)
Post by: XeoNovaDan on August 11, 2017, 08:03:22 AM
Updated to v1.2 (11th August 2017)

Changes:
- Workbenches are no longer instantly buildable (base EPOE issue)
- Workbench build times are now consistent with vanilla benches
Title: Re: [A17] EPOE: Rebalanced v1.2 (11/08/2017)
Post by: Modo44 on August 17, 2017, 09:46:14 AM
I may have an issue with this mod, or maybe a conflict. Have a peg leg, have standard medicine, have a 14 skill doc, but can't install the peg leg because I "lack materials". What can I possibly be missing?
Title: Re: [A17] EPOE: Rebalanced v1.2 (11/08/2017)
Post by: XeoNovaDan on August 17, 2017, 11:08:10 AM
Quote from: Modo44 on August 17, 2017, 09:46:14 AM
...

Are you sure that the patient is set to receive standard medicine, and not just herbal? I didn't change any medicine requirements with this.
Title: Re: [A17] EPOE: Rebalanced v1.2 (11/08/2017)
Post by: Modo44 on August 17, 2017, 11:33:01 AM
Yes, medicine is available, and enabled. I was wondering if there were some added requirements I didn't know of.

Edit: Messed around with the mod order, it seems to work again. One of my couple dozen of mods must have broken things.
Title: Re: [A17] EPOE: Rebalanced v1.2 (11/08/2017)
Post by: XeoNovaDan on August 17, 2017, 12:52:34 PM
Splendid. Mind stating what mods were potentially problematic? It may be worth noting in the Compatibility section.
Title: Re: [A17] EPOE: Rebalanced v1.3 (29/08/2017)
Post by: XeoNovaDan on August 29, 2017, 09:31:17 AM
Updated to v1.3 (29th August 2017)

Changes:
- Fixed an oversight with heart and arm market values
- Biological organs can now rot
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: Soupy Delicious on September 02, 2017, 08:12:11 AM
Mod is good
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: ptx on September 03, 2017, 07:31:05 AM
Bionic ear implant and bionic arm (and maybe other bionics) at the overview tab shows manipulation: 120%, while on the right side list shows efficiency 140%.

And why do eye patch is not exactly zero? How would a pawn that doesn't have any eyes but it has both eye patches would be able to see? Is the pawn a Jedi or something? The pawn can still shoot somewhat accurate.

Still great mod though, and congrats on being a new mod at the rimworld sub.
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: XeoNovaDan on September 03, 2017, 07:52:58 AM
Quote from: ptx on September 03, 2017, 07:31:05 AM
Bionic ear implant and bionic arm (and maybe other bionics) at the overview tab shows manipulation: 120%, while on the right side list shows efficiency 140%.

I'm assuming you mean in the case that a pawn has 1 bionic arm and 1 natural arm: The bionic arm may be 140% efficient, but the natural arm is only 100% efficient, thus the average efficiency is 120%, so manipulation will be 120%. Although if ears are also affecting manipulation, that's a strange one; I don't remember changing ears to affect manipulation instead of hearing. May be an oversight that I'll want to check.

Quote from: ptx on September 03, 2017, 07:31:05 AM
And why do eye patch is not exactly zero?

If an eye patch is 0% efficiency, it'll disappear upon being installed. The closest I could get to 0% is 1%, so I decided to stick with that, although I might be able to do 0.1%. I'll look into decimal efficiency at some point.

Quote from: ptx on September 03, 2017, 07:31:05 AM
Still great mod though, and congrats on being a new mod at the rimworld sub.

Thank you :)
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: laokangz2 on September 03, 2017, 11:08:23 AM
you konw there is a mod called RBSE, seems it has some conflict with yours, not sure, have you uesd the mod before called : RBSE, it has a fuction "New organ rejection system" seems good, not sure your mod can work well with RBSE, your mod also  very good, it boring me to choose one from two mods !!!  could you check can both two mod work together normally?
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: XeoNovaDan on September 03, 2017, 11:12:07 AM
Quote from: laokangz2 on September 03, 2017, 11:08:23 AM
...

I don't intend to make this compatible with RBSE since this mod is an 'addon' for just EPOE. Organ rejection has been suggested in the unofficial RimWorld discord too though, so I may do that for v1.4 at some time.

Thanks though!
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: Canute on September 03, 2017, 12:02:49 PM
RBSE isn't an addon for EPOE.
Basicly you just should one of these mod, not all 3 together (or 4 if you count cyberstorm too).
They are all the same in a different way.

Maybe XeoNovaDan should mention this at he first posting, that these other not been used together with his mod.
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: Frank2368 on September 03, 2017, 04:31:13 PM
Another minor bug about Basic Prosthetics Table, it doesn't actually require the Basic Prosthetics research.
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: XeoNovaDan on September 03, 2017, 04:52:50 PM
Quote from: Canute on September 03, 2017, 12:02:49 PM
Maybe XeoNovaDan should mention this at he first posting, that these other not been used together with his mod.

It's already stated that this mod isn't compatible with RBSE at the top of the OP.

Quote from: Frank2368 on September 03, 2017, 04:31:13 PM
Another minor bug about Basic Prosthetics Table, it doesn't actually require the Basic Prosthetics research.

Base EPOE issue, but thanks for pointing this out! Will address that.
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: ptx on September 03, 2017, 11:40:51 PM
Quote from: XeoNovaDan on September 03, 2017, 07:52:58 AM
I'm assuming you mean in the case that a pawn has 1 bionic arm and 1 natural arm: The bionic arm may be 140% efficient, but the natural arm is only 100% efficient, thus the average efficiency is 120%, so manipulation will be 120%. Although if ears are also affecting manipulation, that's a strange one; I don't remember changing ears to affect manipulation instead of hearing. May be an oversight that I'll want to check.

OK, thanks for clearing that up. It's not an oversight on your part.

Quote
If an eye patch is 0% efficiency, it'll disappear upon being installed. The closest I could get to 0% is 1%, so I decided to stick with that, although I might be able to do 0.1%. I'll look into decimal efficiency at some point.

Since it bothers me, I took the liberty of changing the HediffDefs_BasicProsthetics.xml > Eye patch partEfficiency into 0.00, and nothing disappears. I can produce the eye patch part normally, and installs it normally, which results in an eye patch in the pawn part list, and an eyeball part. I don't harvest the eyeball first, since it would give the harvest debuff.
Although if I do the same direct install operation on the arm, whether it's a steel arm, a simple prosthetic arm or any bionic arms, I don't get the natural arm part, it just disappear.

This mod is the 14th from the bottom of my mod list.

(https://i.imgur.com/wBF5nKP.png)

(https://i.imgur.com/oGKvOpu.png)

I also use your shooting skill rebalanced mod. Thanks!
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: Canute on September 04, 2017, 03:19:26 AM
You think when you can't see anything anymore, you accuracy should be 0% ?
Don't you think you can aim with your ear's at the noise you hear ? With an accuracy of 1% just with ear targeting it is pretty plausible.
Title: Re: [A17] EPOE: Rebalanced v1.3.1 (30/08/2017)
Post by: XeoNovaDan on September 04, 2017, 04:42:42 AM
Hmm, maybe it was something in my mod list that caused the nil percent to not work properly. I'll re-trial it at 0, and if I can succeed with installation of an eye patch with just EPOE + this, I'll change it. If not, I'll try 0.001, and if that fails then I'll stick to 0.01
Title: Re: [A17] EPOE: Rebalanced v1.4 (09/09/2017)
Post by: XeoNovaDan on September 09, 2017, 02:50:01 PM
Updated to v1.4 (9th September 2017)

Changes:
- Natural body parts will be rejected when installed
  - Causes pain and hinders the body part's functioning
  - Must be treated to slow down/prevent progression
  - Extreme progression causes body part destruction
- Natural body parts have had their market values significantly reduced
  - Sell price multiplier has been removed
- Most surgical recipes now use the vanilla base
- Most operations reverted to vanilla lengths
- 0% efficiency for eye patch & ear bandage
Title: Re: [A17] EPOE: Rebalanced v1.4.1 (10/09/2017)
Post by: XeoNovaDan on September 10, 2017, 04:09:38 AM
Updated to v1.4.1 (10th September 2017)

Changes:
- Fixed a major issue where EPOE-added parts couldn't be installed
Title: Re: [A17] EPOE: Rebalanced v1.4.1 (10/09/2017)
Post by: CookieWizard on September 10, 2017, 10:19:43 AM
Quote from: XeoNovaDan on September 10, 2017, 04:09:38 AM
Updated to v1.4.1 (10th September 2017)

Changes:
- Fixed a major issue where EPOE-added parts couldn't be installed

One neat addition (I find) to further weaken bionics is if the bionic is visible from the exterior (such as giving someone a bionic arm) they should take a small hit to their attraction score (in other words making other pawns less attracted to them just like the game does if you have a physical disability). This score should, of course, be heavily increased for Prosthophobe pawns with the reverse being true for Prosthophiles. That'll mean that having someone with every limb replaced could start fairly frequently having bad interactions with other colonists.
Title: Re: [A17] EPOE: Rebalanced v1.4.1 (10/09/2017) - Organ Rejection Update
Post by: XeoNovaDan on September 10, 2017, 10:27:15 AM
It's a nice idea for sure, but I'd probably need to write new thought workers to actually put them opinion offsets in place and working as you described. I can't really do much more than a basic Console.WriteLine in regards to C#, so that's off the table for now.
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: XeoNovaDan on November 27, 2017, 05:44:04 AM
Rough integration of Tsu's update! A full balance pass will come at some point, which was also part of the delay.
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: Sam Gray on November 30, 2017, 03:51:14 AM
The "Unofficial" update work flawlessly apart from patching for advanced bionic hand which gives red errors.
For anyone who is wondering, replacing the patch text for it with the text below in the HediffDefs_AdvancedBionics file fixes the errors.

   <Operation Class="PatchOperationReplace">
      <xpath>Defs/HediffDef[defName="AdvancedBionicHand"]/addedPartProps/partEfficiency</xpath>
      <value>
         <partEfficiency>1.4</partEfficiency>
      </value>
   </Operation>
   <Operation Class="PatchOperationRemove">
      <xpath>Defs/HediffDef[defName="AdvancedBionicHand"]/stages</xpath>
   </Operation>
   <Operation Class="PatchOperationReplace">
      <xpath>Defs/HediffDef[defName="AdvancedBionicHand"]/comps/li/tools/li/cooldownTime</xpath>
      <value>
         <cooldownTime>1.65</cooldownTime>
      </value>
   </Operation>
   <Operation Class="PatchOperationReplace">
      <xpath>Defs/HediffDef[defName="AdvancedBionicHand"]/comps/li/tools/li/power</xpath>
      <value>
         <power>10</power>
      </value>
   </Operation>
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: Kori on January 31, 2018, 07:24:10 AM
Awesome addition for EPOE, added to my modlist! :)

@CyanSam thanks for the fix
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: Kori on January 31, 2018, 08:01:59 AM
Quote from: XeoNovaDan on July 21, 2017, 01:53:53 PM
If you're using Combat Extended, place this above Combat Extended in the load order. This edits Steel Arm's melee verbs, but CE then removes it.

Rebalance after EPOE and before CE, I'm getting this red error:
[Combat Extended] Patch operation Verse.PatchOperationReplace(*/HediffDef[defName="SimpleProstheticArm"]/comps/li[@Class="HediffCompProperties_VerbGiver"]/tools) failed

Is this what you were talking about and can be ignored? Just to be sure..
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: XeoNovaDan on January 31, 2018, 10:26:51 AM
That might've been the error. Can't remember though.
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: Kori on February 01, 2018, 12:44:21 AM
Thanks :)
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: mazacik on February 10, 2018, 04:24:19 PM
Does natural organ rejection ever go away?
Title: Re: [B18] EPOE: Rebalanced v1.4.2 (27/11/2017)
Post by: XeoNovaDan on February 10, 2018, 04:51:50 PM
Mazacik - Nope, it doesn't. Natural organs with EPOE:R are just meant to be a temporary thing before upgrading to synthetics. With managed rejection, natural organs will be more efficient than surrogates but have the cost of pain too.