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RimWorld => Mods => Releases => Topic started by: Ykara on February 19, 2015, 05:14:28 PM

Poll
Question: Do you like the changes in Version 2.0?
Option 1: Yes votes: 459
Option 2: Not all of them votes: 72
Option 3: Not at all (please explain why!) votes: 20
Title: [1.0/1.1/1.2] Expanded Prosthetics and Organ Engineering 2.42 (27.08.2020)
Post by: Ykara on February 19, 2015, 05:14:28 PM
    Expanded Prosthetics and Organ Engineering 2.42
    Vanilla friendly!




    Hi fellow colonists!
    EPOE is back! After a long slumber, the grandmother of all prosthetics mods is back and she's looking better than ever before!
    This mod adds tons of new content, and will keep you entertained for countless hours while perfectly blending in with the vanilla atmosphere!




    Download Version 2.42 (1.0/1.1/1.2):
    Mediafire: Click Here! (http://www.mediafire.com/file/42do9dcvds3j5k7/EPOE_2.42.zip/file)
    Steam Workshop: Click Here! (http://steamcommunity.com/sharedfiles/filedetails/?id=725956940)





    Author:
    Just me. Of course some of the code and the idea is based on Minus' Extended Surgery and Bionics mod, but the vast majority of it is written by me and textures are all by myself, too.

    Special Thanks to:

    • Latta for the Korean translation! I can't check it, but I'm sure you did a great job!
    • Jozay for the French translation!
    • Dr Z. for his big help on the German translation. It would have taken me ages if you had not helped me!
    • Jozay for the French translation!
    • kors for the Russian translation!
    • duduluu for the Chinese translation!
    • homerbra for the Portuguese translation!
    • Dawidienko1 for the Polish translation!
    • Mike2611 for the Spanish translation!

    Overview:
    This mod gives you the ability to craft your own prostheses and artificial organs. Starting with basic prostheses like a peg leg or a hook hand, you can research everything you can think about: Simple prostheses like the vanilla ones, countless new, bionic body parts and even advanced bionics. But to get advanced bionics you have to do plenty of research and they're also pretty expensive to craft.
    If you tend to lose your organs, this mod helps, too! You can research and craft surrogate and synthetic organs, so you never have to miss your kidney again!
    This mod is quite extensive, so there's enough work to do to keep you busy until the endgame!

    Current main features:

    • Craft prostheses! There's a wide array from hook hands to exoskeleton suits and even brain implants!
    • Many new parts like hook hands, a silent jaw, a brain stimulator, bionic spines, bionic hands and feet, advanced bionic eyes, medical ribs, exoskeleton suits, auxiliary AIs, cornea implants and many more! If you can lose it, you can replace it!
    • New prosthetics table for all your artificial bodyparts!
    • Craft organs at the tissue printer! Go from rudimentary surrogate organs to high tech synthetic organs!
    • Cure brain damage using late game brain implants!
    • Treat bad backs!
    • New traders - the textile trader and the prostheses trader!
    • Tons of new research projects!
    • Be Frankenstein! Harvest organs and install them somewhere else!
    • Not brutal enough? Mince spare natural body parts at the butcher table!

    What you can do:
    • I'd really appreciate it if you guys could give me feedback
    • Report bugs!
    • Suggest new parts or features!
    • Have fun!

    Screenshots:

    (http://www.mediafire.com/convkey/2c81/j9sny4g7yjcvo2nzg.jpg)

    (http://www.mediafire.com/convkey/2bed/w6o7uy6svvtiixqzg.jpg)
    He never asked for this.

    (http://www.mediafire.com/convkey/2f06/9bv53tn5k38ma4uzg.jpg)

    How to install:
    Just unpack the folder and put it in your mods directory of your game. Mind the mod order: EPOE should be activated last!
    This mod works fine with existing colonies!

    Compatibility

    Compatible with:

    • Should be compatible with most other mods!

    Fixes:
    Please read the readme inside of every folder!

    • Currently there isn't any mod that causes incompatibilities

    License:

    • Can modpack makers include your mod in their modpack?
      Yes, of course! You don't even have to pm me, just link to the this site, so people interested in the mod alone can find it faster.
    • Can other modders make mods based on yours?
      Yep. But please give me credit if you do so, this mod was a lot of work.

    Changelog:[/list]2.42 - Some bench work (27.08.2020)
    *  [1.1] Prosthetics bench now also for 1.1
    *  Released an extra mod to remove the prosthetics bench

    2.41 - Archotech hotfix (13.08.2020)
    *  EPOE archotech parts are now implants again
    *  Added option to remove archotech parts

    2.4 - Return of the workbench! (13.08.2020)
    *  [1.2] There is now a seperate bench for prosthetics again!
    *  [1.2] Moved every prosthetics recipe, including Royalty ones, to the prosthetics table
    *  Bionics now properly affect transhumanist and prostophobes
    *  Recipe for installing a synthetic heart no longer calls it "bionic heart"

    2.36b - Hotfix (01.04.2020)
    *  Leg/Arm issue is hopefully fixed this time
    *  [1.0] Fixed the issue preventing you from installing surrogate organs
    *  Painstopper and Joywire now have a mass again

    2.36a - Some quick fixes (31.03.2020)
    *  Removed duplicate code in legs and arms
    *  Fixed some error messages

    2.36 - Royalty Integration and Bugfixes (31.03.2020)
    *  Integrated Royalty!
    *  Royalty research is now integrated in the Prosthetics tab
    *  Empire troops have a higher budget for bionic parts
    *  All market values are now dynamically calculated
    *  Added the option to remove Exoskeleton suits
    *  Rebalanced the damage of bionic and advanced bionic arms/hands
    *  Slightly changed the colour of Archotech parts
    *  Fixed the issue preventing you from harvesting limbs
    *  Simple prosthetics now require machining research
    *  [1.1] You can now install more than one rib again
    *  Fixed a bug regarding the brain stimulator
    *  Synthetic stomach finally has a description
    *  Misc fixes and other minor changes

    2.35 - Exoskeleton suit hotfix (03.03.2020)
    *  Exoskeleton is now an implant again

    2.34 - Some more polishing (01.03.2020)
    *  Fixed the bug preventing you from installing some surrogate organs
    *  [1.0] Fixed the texture bug for vanilla bionic hearts and stomachs
    *  Changed the vanilla natural body part textures to fit EPOE better
    *  Streamlined the code some more
    *  Misc description fixes

    2.33 - Some polishing (29.02.2020)
    *  Fixed the bugs preventing you from installing certain parts
    *  Resolved the bionic heart/stomach situation in Rimworld 1.0
    *  New texture for the unfinished body part
    *  Changed all remaining vanilla body part graphics into EPOE ones

    2.32 - Limb Hotfix (26.02.2020)
    *  Fixed the bugs preventing you from installing some artificial limbs

    2.31 - Mulitversion compatibility! (26.02.2020)
    *  EPOE 2.3 is now compatible with 1.0 and your old savegames!
    *  Hopefully fixed the problem with the royalty DLC
    *  Readded the textile trader
    *  Fixed the description of the power claw recipe
    *  The synthetic heart and stomach recipes now correctly require their surrogate counterpart again

    2.3 - The Comeback (26.02.2020)
    *  Updated EPOE to version 1.1!
    *  Removed all extra benches except the tissue printer!
    *  Balanced all the market values of all artificial body parts!
    *  Former Glitterworld parts are now Archotech parts!
    *  Buffed the former Glitterworld parts (thanks to XeoNovaDan!)
    *  New texture for Archotech parts!
    *  Adjusted the efficiency of all body parts so that EPOE fits better into the vanilla game
    *  Archotech parts are now the strongest parts of the game again
    *  Increased the bionics budget of raiders so they are more likely to be augmented (thanks to XeoNovaDan!)
    *  Added the advanced power claw!
    *  Restructered the research tab
    *  Bionic spines and advanced bionic spines now requires extra research
    *  Power claws and Power arms now require extra research
    *  Exosekeleton suits now require extra research (thanks to XeoNovaDan!)
    *  Surrogate lungs no longer debuff moving
    *  The exoskeleton suit now makes transhumanists happy
    *  Removed the scyther blade from recipes
    *  EPOE prosthetics now use the vanilla categories
    *  Body part textures are now smaller
    *  Artificial body parts and organs no longer deteriorate
    *  Removed the textiles trader
    *  Fixed the brain stimulator, it's now no longer as good as the AI chip
    *  Crafting a bionic ear now correctly requires a cochlear implant
    *  Eye patches and golden eyes don't make your eyesight worse anymore
    *  Skill requirement for crafting dentures removed
    *  EPOE doesn't overwrite any vanilla bases anymore (thanks to trisscar05!)
    *  Improved compatibility with other mods
    *  Some miscellaneous description and under-the-hood fixes

    2.24 - Goodbye individual ribs! (24.10.2018)
    *  Removed individual ribs
    *  Rib implants are now installed in the ribcage
    *  Some fixes

    2.23 - 1.0 Mini Update (20.10.2018)
    *  Changed the version number
    *  Bionics now give a 25% buff and advanced bionics a 35% buff

    2.22 - Another Fix (10.9.2018)
    *  Only colonists with the AI persona core installed should now have AI core takeovers
    *  Tweaked the AI core mental breaks
    *  You can now harvest stomachs again

    2.21 - Hotfix (9.9.2018)
    *  Fixed the bug that prevented you from crafting advanced bionics
    *  Removed the vanilla prosthethics research

    2.2 - Beta 19! (8.9.2018)
    *  Updated EPOE to Beta 19
    *  Replaced energized components with vanilla advanced components
    *  Fixed the option to remove the brain stimulator
    *  Added an option to craft cochlear implants
    *  Removed the option to fix scars
    *  Updated the Spanish translation (thanks to Mike2611!)
    *  The advanced workbenches now require advanced components

    2.1 - Beta 18!
    *  Updated EPOE to Alpha 18
    *  Finally balanced the AI persona core
    *  Added the option to remove brain stimulators
    *  Fixed some descriptions that still mentioned vancidium (RIP)

    2.0 - A New Beginning! (24.05.2017)
    *  Restructured the workbenches and condensed them to 4
    *  Added a whole new range of new and even more advanced implants: Glitterworld Parts!
    *  Readded the option to mend scars!
    *  Removed Vancidium and replaced it with Uranium
    *  Replaced advanced components with energized components
    *  Added the option to install AI persona cores
    *  All items now have fitting colors
    *  Added the light detector
    *  Removed the option to harvest eyes
    *  Prosthetics Research now has its own tab!
    *  AI-Chip and Brain Stimulator are now implants
    *  Reworked the golden eye
    *  Energized components now have an unfinished item
    *  Adjusted absolutely all market values
    *  Finally renamed the artificial heart to synthetic heart
    *  Some miscellaneous description or recipe fixes

    1.92 - Spanish Translation! (14.03.2017)
    *  Added a Spanish Translation! (HUGE thanks to Inquisidor58!)
    *  The Artifical Clavicle now actually works as intended
    *  Removed the option to craft synthethic skin
    *  Updated Chinese Translation
    *  Some minor updates to the German translation

    1.91 - Translations and Minor Fixes (19.02.2017)
    *  Added Chinese Translation! (HUGE thanks to duduluu!)
    *  Added Polish Translation! (again, HUGE thanks to Dawidienko1!)
    *  Added Portuguese (Brazilian) Translation! (once again, HUGE thanks to homerbra!)
    *  Updated and completed the Russian Translation! (last, but not least, HUGE thanks to kors!)
    *  Adjusted most of the market values (thanks for pointing that out!)
    *  Added the artificial clavicle
    *  The drugged rib now requires flake instead of beer
    *  Clarified some research descriptions
    *  Made Vancidium smeltable
    *  Made some surrogate organs slightly more expensive to craft
    *  Peg leg and wooden foot now require more wood
    *  All items now have a mass
    *  Some other minor fixes

    1.9 - Quick A16 fix (22.12.2016)
    *  Updated to Alpha 16!
    *  Tidied up the workaround category mess (Creds to Dingo)
    *  CreateSyntheticLiver recipe fixed to require 1 SurrogateLiver (Creds to Dingo)
    *  Fixed missing research prerequisite for TableBasicProsthetic (Creds to Dingo)

    1.82 - Just a small fix (31.08.2016)
    *  You can now craft medicine at the drug lab again

    1.81 - Appeasement Patch (31.08.2016)
    *  Made the graft rejection and the bionics accustoming system optional, it's now available as a seperate mod

    1.8 - Alpha 15 and the medical system deepening! (29.08.2016)
    * Added a graft rejection system!
    * Added an accustoming system!
    * Merged the advanced bionics workbench and the synthetics workbench + new texture
    * Crafting synthetic organs now requires their surrogate counterparts
    * The painkiller and the adrenaline rib now require go-juice and yayo
    * Some brain implants now have some side effects
    * Tribals now have to research basic prosthetics
    * Building workbenches now requires components
    * Fixed duplicate operation recipes
    * Nerfed the hook hand damage

    1.72 - French translation and better compatibility! (12.08.2016)
    *  Added French translation! (thanks to Jozay!)
    *  Now compatible with nearly all mods (removed the Races_Humanlike)
    *  Fixed and improved the basic prosthetics workbench texture
    *  Added ear bandage to get rid of the "disfigured" malus
    *  Crafting prostheses now uses smithing skill instead of tailoring
    *  Tweaked the surgery success chances
    *  Fixed and clarified some descriptions
    *  Some minor bugfixes
    *  Better compatibility with Colony Manager

    1.71 - Repolishing + Refrankensteining (17.07.2016)
    *  Readded the option to harvest the stomach, nose, ears, eyes and jaw. Be Frankenstein again!
    *  Introducing: Mincing natural parts! Turn organs into meat at the butchering table!
    *  Added the option to craft joywires and painstoppers
    *  Fixed an error with the natural parts category
    *  Slightly boosted the brain stimulator (from 50% to 65% functionality)
    *  Raised the market value of the advanced bionic spine
    *  Changed the preview image
    *  Fixed some typos

    1.7 - Alpha 14! (16.07.2016)
    *  Ported EPOE to Alpha 14
    *  Released on Steam Workshop!
    *  Removed the possibility to harvest many natural body parts for balancing and eliminating bugs
    *  Synthetic organs are now a little bit cheaper
    *  Most research is now spacer tech level, don't know how this will work out

    1.63 - Fixes, tweaks and a new rib! (22.04.2016)
    *  All surgeries now have a small chance to fail, especially natural
    *  Added the painkiller rib, that decreases your pain factor!
    *  All benches can now be turned off
    *  Fixed creating ribs now works fine once again
    *  Halved the amount of gold needed to craft vancidium
    *  Slightly rebalanced the cost of some recipes
    *  Fixed a bug with colonists not getting the disfigured malus
    *  Removed the talking debuff when losing a nose
    *  Advanced components now require a normal component to make
    *  Changed the power arm's damage typ to scratch
    *  Fixed some problems with traders (thanks to Adamiks!)
    *  Changed some market values
    *  Fixed missing sounds in organ crafting
    *  Some changes on the German Translation

    1.62 - Hotfix #2 (11.04.2016)
    *  Fixed the ribs research
    *  Fixed the missing language icons
    *  Installing a joywire now requires brain surgery research

    1.61 - Hotfix (10.04.2016)
    *  Global hediffs like blood loss or hypothermia should now work again
    *  All benches can now break down
    *  Some fixes in the German translation

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Added advanced components used for making advanced prostheses
    *  Changed pretty much every recipe to use components
    *  Added a new research project for brain surgery
    *  Gold now has a small volume again
    *  Removing parts now works properly
    *  Made vancidium much more expensive
    *  Slightly nerfed all advanced prostheses
    *  Nerfed the power arm, it now gives a smaller bonus to manipulation (like it should have always had)
    *  Slightly nerfed the drugged and the adrenaline rib
    *  Made the AI chip slightly more expensive
    *  Hands and feet now give a slightly smaller buff than arms and legs
    *  Crafting prostheses now has a higher priority
    *  Prostheses traders now sell medicine and glitterworld medicine, too
    *  Made some research projects more expensive
    *  Natural organs are now more expensive, so sell your kidneys!
    *  Some very minor description changes
    *  EPOE is no longer dependant on an assembly
    *  Polished some xmls

    1.52 - Christmas Bugfixing and Russian Translation! (20.12.2015)
    *  Added Russian translation, thanks to kirohq!
    *  The basic prosthetics table now uses stuff!
    *  Fixed some issues with the unfinished item system
    *  Pirate merchants now buy and sell prostheses - not the advanced stuff, though
    *  The brain stimulator and the AI chip are no longer implants, for balancing reasons
    *  Replaced the crystal eye with the golden eye
    *  Removed the glass eye
    *  Artificial arms and hands now do damage
    *  Fixed some typos

    1.51 - The biggish texture update! (24.08.2015)
    *  "Vanillafied" all the building textures so they now fit better
    *  Tweaked some textures
    *  Basic prostheses now have their own texture again
    *  The AI chip now gives a bonus for talking, too
    *  Updated the Korean translation - thanks Latta!

    1.5 - Reunion with old friends! (23.08.2015)
    *  Updated to Alpha 12!
    *  The drugged rib is back!
    *  Added exoskeleton suit!
    *  Added adrenaline rib!
    *  Every recipe now uses unfinished items
    *  Some bionics now require simple prostheses
    *  Removed the vancidium refinery, you can now craft vancidium at the electric smelter
    *  The brain stimulator and the AI chip are now implants
    *  Rebalanced the brain stimulator and the AI chip
    *  Retextured the advanced bionics workbench
    *  Retextured the bionics workbench
    *  All buildings are now affected by tool cabinets
    *  Silent jaws now give bad thoughts again
    *  Increased the cost of the bionic eye
    *  Renamed the upgrading station to advanced bionics workbench
    *  Shortened some descriptions

    1.41 - The "Sorry for my Stupidity" Update! (16.06.2015)
    *  Fixed the modbreaking error that prevented you from installing prostheses

    1.4 - Alpha 11 Update! (11.06.2015)
    *  Updated to Alpha 11!
    *  Removed synthetic skin once again
    *  The prosthesis assembling sound now sounds like every other sound
    *  Fixed an error in the German translation
    *  Some other minor changes

    1.31 - Return of synthetic skin and artificial pelvis! (25.04.2015)
    *  Readded synthetic skin! (big thanks to Abrexus!)
    *  Added an artificial pelvis!
    *  Turned down the volume of the prostheses assembling sound
    *  Changed some sounds to fit the recipe better
    *  Tweaked the German Translation a little bit
    *  Tweaked the worktimes of every crafting activity
    *  Structured the hell out of the code

    -- Had to remove some changelogs because the thread exceeded the maximum allowed length of 20000 characters --

    1.0 - Initial Release (19.02.2015)


    I hope you enjoy!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: npeters6546 on February 19, 2015, 05:28:04 PM
    This looks great ill definitely check it out. I love the surgery mods and the ability to create super colonists and trying to keep it similar to vanilla sounds really appealing.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Dr. Z on February 19, 2015, 05:32:58 PM
    "Similar to vanilla" is a very good predicate for mods, and after one of my last colonists had to live with half his brain destroyed I really like the sound of more prostheses. But why the hell do you need EIGHT new workbenches?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Ykara on February 19, 2015, 05:42:40 PM
    Quote from: Dr. Z on February 19, 2015, 05:32:58 PM
    But why the hell do you need EIGHT new workbenches?
    Haha, yeah it sounds like 8 is much, but I didn't want one bench for everything because it would be to easy (no further research, etc...) and it's a pretty big mod, so there is  a need for 8 workbenches imo ^^ If you wanna know what the workbenches are for: Basic prosthetics workbench, simple prosthetics workbench, bionics workbench, bionics upgrading workbench; surrogate organs workbench, synthetic organs workbench and last but not least the vancidium refinery ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: dareddevil7 on February 19, 2015, 06:12:55 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: elStrages on February 19, 2015, 06:38:52 PM
    Quote from: dareddevil7 on February 19, 2015, 06:12:55 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen

    Haha true, you can make Adam Jenson, although this mod has a hook hand! *idea steal* ;)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: dareddevil7 on February 19, 2015, 07:25:10 PM
    Quote from: elStrages on February 19, 2015, 06:38:52 PM
    Quote from: dareddevil7 on February 19, 2015, 06:12:55 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen

    Haha true, you can make Adam Jenson, although this mod has a hook hand! *idea steal* ;)
    How To Make Your Own Adam Jensen In 5 "Easy" Steps!
    Step 1. Get a prosthophobe, Male
    Step 2. Have  him get horribly injured in battle
    Step 3. Give him ALL THE IMPLANTS!!!
    Step 4. Go into \Mods\Core\Defs\ThoughtDefs, go into Thoughts_ConditionsSpecial, find the prosthophobe thought code and change description to "I never asked for this"
    Step 5. Enjoy having your own Adam Jensen, who never asked for this
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Novellum on February 19, 2015, 08:42:36 PM
    Just wanted to point out, you have the same exact screenshot of Sissy's new prosthetics posted twice.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Hoovytaurus on February 19, 2015, 10:22:54 PM
    After installing this mod, I can no longer install anything on my colonists. There's only Euthanize and harvest stuff on, no installing.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Ykara on February 20, 2015, 01:23:55 AM
    Quote from: Novellum on February 19, 2015, 08:42:36 PM
    Just wanted to point out, you have the same exact screenshot of Sissy's new prosthetics posted twice.
    Oh, just realized this. Thanks, more screenshots are coming soon when my Alpha 9 colony is bigger.

    Quote from: Hoovytaurus on February 19, 2015, 10:22:54 PM
    After installing this mod, I can no longer install anything on my colonists. There's only Euthanize and harvest stuff on, no installing.
    Ok, that's strange, i'm gonna take a look. What mods do you use, maybe they conflict.

    And I feel pretty stupid right now, there are "only" 7 new workbenches. I've removed one a week ago. Or maybe I should attend primary school again, could be helpful ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: HeyWheresMySnack on February 20, 2015, 03:17:56 AM
    I also have the problem where I can't install anything, just harvest and euthanize.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Ykara on February 20, 2015, 04:44:10 AM
    Quote from: HeyWheresMySnack on February 20, 2015, 03:17:56 AM
    I also have the problem where I can't install anything, just harvest and euthanize.
    Ok, looks like some parts of the code haven't survived the port, I'm gonna release a hotfix today when I have found the problem.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Dr. Z on February 20, 2015, 07:49:25 AM
    Ok, this is really a lot of stuff, might be good to have different workbenches. But there is a mistake with the artificial brain: In the description it say Plasteel, but in the ingredients it says silver. Also, did you raise the build costs for everything made of gold according to your volume change? And why is a market price change a balance for higher volme? If I understood this correctly, these two things have nothing to do with each other.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 11:13:33 AM
    Expanded Prosthetics and Organ Engineering 1.01 - HOTFIX!

    Thank you all for your feedback, it took me a while but I found the error, you can now install your prostheses and create your superhuman (or Adam Jenson). I feel very bad, sorry for my ubisofting (=too early release of unstable and buggy software). You can redownload the mod from the original post or here (outdated).

    Quote from: Dr. Z on February 20, 2015, 07:49:25 AM
    Ok, this is really a lot of stuff, might be good to have different workbenches. But there is a mistake with the artificial brain: In the description it say Plasteel, but in the ingredients it says silver. Also, did you raise the build costs for everything made of gold according to your volume change? And why is a market price change a balance for higher volme? If I understood this correctly, these two things have nothing to do with each other.
    Thanks, I've fixed the issue with the brain stimulator. I haven't raised the build costs for everything made of gold, I lowered it. That's why I've raised the market price because gold would be as valuable as steel without this change.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Etherdreamer on February 20, 2015, 11:23:27 AM
    Nice mod!, btw I asking myself alot of times, if your super moded human would "live" forever, I ve seen alot of oldfarts with eye-back problems, I can fix the eyes oc, but the back keep saying "bad back", There is  way to totally fix an old body?.

    I want to make a colonist live forever or if some stuff get old, just replace it with a new part. Cyberstorm and this mod could do the trick?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Ykara on February 20, 2015, 11:26:08 AM
    Quote from: Etherdreamer on February 20, 2015, 11:23:27 AM
    Nice mod!, btw I asking myself alot of times, if your super moded human would "live" forever, I ve seen alot of oldfarts with eye-back problems, I can fix the eyes oc, but the back keep saying "bad back", There is  way to totally fix an old body?.

    I want to make a colonist live forever or if some stuff get old, just replace it with a new part. Cyberstorm and this mod could do the trick?
    For that you have to replace the torso and I've unfortunately not figured out how this works ^^ But I'll see what I can do to pimp your oldfarts ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Dr. Z on February 20, 2015, 11:41:33 AM
    Sorry if I'm missing something but you say in vanilla you need 20x of a normal resource to make someting out of gold. E.g. 120 gold instead of 6 other material. Now you say you even lowered that, so like 3 gold instead of 6 other material? And you even raised the value? This seems like OP to me.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 12:26:14 PM
    Quote from: Dr. Z on February 20, 2015, 11:41:33 AM
    Sorry if I'm missing something but you say in vanilla you need 20x of a normal resource to make someting out of gold. E.g. 120 gold instead of 6 other material. Now you say you even lowered that, so like 3 gold instead of 6 other material? And you even raised the value? This seems like OP to me.
    I've not lowered it, gold now has a normal volume so a wall costs 6 gold, in vanilla it was 120 gold. That makes gold much less valuable so I raised the market price from 15 to 45.
    So a little calculation:
    Vanilla: 120x15=1800
    Modded: 45x6=270
    In my mod gold is incredibly less valueble than it was in vanilla, I've just raised the market price to not make it completely cheap. Hope you understand it ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Boboid on February 20, 2015, 12:31:51 PM
    Out of curiosity why didn't you just scale the cost proportionately to the volume change? That would leave gold at exactly the same cost-to-value/useage ratio as before.
    The only limiting factor would be the cost of a single piece of gold being too high for whatever it was being used for, which seems a fairly minor concern.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 12:37:30 PM
    Quote from: Boboid on February 20, 2015, 12:31:51 PM
    Out of curiosity why didn't you just scale the cost proportionately to the volume change? That would leave gold at exactly the same cost-to-value/useage ratio as before.
    The only limiting factor would be the cost of a single piece of gold being too high for whatever it was being used for, which seems a fairly minor concern.
    Maybe I'll tweak the gold value in future versions, the reason why I didn't change it proportionately is because of the traders limited silver stock and vancidium. One unit of vancidium would cost over 2000 silver to produce and that's incredibly much. I just wanted to make gold usable in recipes and if you don't build your colonys out of gold, I'm sure you won't even notice something ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Dr. Z on February 20, 2015, 12:39:53 PM
    You see, that was my concern.
    In vanilla:
    Let's say you have 200 gold in stock and you want to build a gold wall (for whatever reason).
    You needed 120 gold for the wall and could sell the remaining 80 gold for 1,200 silver.

    In your mod:
    If you have 200 gold in stock you can use 6 of them to build your wall and sell the remaining 194 for 8,730 silver.

    That was what I ment with overpowered. You can build more AND get more silver out of a given amount of gold then in vanilla. Also, in a more common case, if you just want to sell the gold to get more usefull stuff you now get the tripple amount of silver for your gold which is definitley nothing I "wouldn't notice".
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Hoovytaurus on February 20, 2015, 12:56:14 PM
    Another can't-install-stuff problem - it appears advanced bionic jaws can't be installed. Normal jaws show up, the advanced ones don't. Just thought you should know.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 02:08:01 PM
    Quote from: Hoovytaurus on February 20, 2015, 12:56:14 PM
    Another can't-install-stuff problem - it appears advanced bionic jaws can't be installed. Normal jaws show up, the advanced ones don't. Just thought you should know.
    Thanks, I found the problem and fixed it. Look in the attachements and put the file in the RecipeDef folder (just overwrite the old file).  Keep reporting bugs, I really appreciate it. I think I'll release a fix with this and some other minor fixes tomorrow.

    @Dr. Z: I get your point. t It's not a big problem in my opinion because I've never built any walls out of gold, but I'll think about a solution. Do you have an idea how to fix this problem? I can't change the volume, because it couldn't use it in recipes with a small volume.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: shade88 on February 20, 2015, 02:23:20 PM
    Quote from: Ykara on February 20, 2015, 02:08:01 PM
    Quote from: Hoovytaurus on February 20, 2015, 12:56:14 PM
    Another can't-install-stuff problem - it appears advanced bionic jaws can't be installed. Normal jaws show up, the advanced ones don't. Just thought you should know.
    Thanks, I found the problem and fixed it. Look in the attachements and put the file in the RecipeDef folder (just overwrite the old file).  Keep reporting bugs, I really appreciate it. I think I'll release a fix with this and some other minor fixes tomorrow.

    @Dr. Z: I get your point. t It's not a big problem in my opinion because I've never built any walls out of gold, but I'll think about a solution. Do you have an idea how to fix this problem? I can't change the volume, because it couldn't use it in recipes with a small volume.
    Why not just keep market prices the same as vanilla? The lower build cost will make it easier to use the gold in recipes, but with market prices the same, people won't be able to make an easy profit off the leftover gold.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: BinaryBlackhole on February 20, 2015, 02:35:24 PM
    My colonist lost its left radius is there a prosthetic for that,
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Boboid on February 20, 2015, 03:53:34 PM
    Quote from: BinaryBlackhole on February 20, 2015, 02:35:24 PM
    My colonist lost its left radius is there a prosthetic for that,

    A Radius is a bone in your forearm, one of two(the other is your Ulna iirc). It runs along the thumb-side of your arm.

    Can always replace his arm.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Asfalto on February 20, 2015, 05:24:27 PM
    I think you need a new colony for the fix to fix the issue :\

    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 05:37:41 PM
    Quote from: Asfalto on February 20, 2015, 05:24:27 PM
    I think you need a new colony for the fix to fix the issue :\
    Do you mean the advanced bionic jaw fix? This fix doesn't requiere a new colony. I don't know how it is with 1.01 but it shouldn't make problems, too. Maybe there's another problem with the jaw, I'm gonna take another look at it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Asfalto on February 20, 2015, 05:40:46 PM
    Quote from: Ykara on February 20, 2015, 05:37:41 PM
    Quote from: Asfalto on February 20, 2015, 05:24:27 PM
    I think you need a new colony for the fix to fix the issue :\
    Do you mean the advanced bionic jaw fix? This fix doesn't requiere a new colony. I don't know how it is with 1.01 but it shouldn't make problems, too. Maybe there's another problem with the jaw, I'm gonna take another look at it.

    No,no, wait!

    I am upgrading bionic legs to advanced, i just crafted one, but i can only see install bionic leg in the operations menu on the colonist, not install advanced bionic leg..
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Hoovytaurus on February 20, 2015, 06:14:41 PM
    Another bug - advanced bionic ears cannot be installed either.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 07:15:03 PM
    Yep, the ears were buggy, too. I've fixed it and put the fixed def in the attachements, just override your old file in the RecipeDef folder. But I don't have any issues with the leg, for me everything works just fine. Do you have any other mods installed? Because I can't reproduce this bug.
    Anyway, have fun!

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Tatte on February 20, 2015, 07:19:27 PM
    I cant seem to install it? Help!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Asfalto on February 20, 2015, 07:20:36 PM
    Well i'm using few mods, but none interfering with medical operations or parts..

    Uhm.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 07:23:20 PM
    Quote from: Asfalto on February 20, 2015, 07:20:36 PM
    Well i'm using few mods, but none interfering with medical operations or parts..
    Okay, that's strange. I don't have any problems with the legs :/ I've tried crafting them and that works fine, too.

    Quote from: Tatte on February 20, 2015, 07:19:27 PM
    I cant seem to install it? Help!
    Where's the problem? Everything I've tested works fine, can't you install one of the advanced bionics?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ganimedes on February 20, 2015, 07:35:27 PM
    i can't install a harvested nose (natural nose) to one of my colonist. the nose is right there in the stockpile but the option to install is not :( my poor ben is stuck beeing ugly
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 07:47:41 PM
    Quote from: Ganimedes on February 20, 2015, 07:35:27 PM
    i can't install a harvested nose (natural nose) to one of my colonist. the nose is right there in the stockpile but the option to install is not :( my poor ben is stuck beeing ugly
    Oh, that's not a bug. I've temporarily removed the option to install natural parts because it caused some problems, I'll release a fix when I've found a solution. Meanwhile you could give your Ben an artificial nose ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ganimedes on February 20, 2015, 08:02:57 PM
    oh.. ok too bad he is a protophobe, prostophobe prostatephob... anyway he doesn't like bionic stuff :P i'll be waiting for your next update, really enjoy making my colonist into terminators  8)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Tatte on February 20, 2015, 08:56:09 PM
    Quote from: Ykara on February 20, 2015, 07:23:20 PM
    Quote from: Asfalto on February 20, 2015, 07:20:36 PM
    Well i'm using few mods, but none interfering with medical operations or parts..
    Okay, that's strange. I don't have any problems with the legs :/ I've tried crafting them and that works fine, too.

    Quote from: Tatte on February 20, 2015, 07:19:27 PM
    I cant seem to install it? Help!
    Where's the problem? Everything I've tested works fine, can't you install one of the advanced bionics?

    What folder do i put into the mods? because the folder that has everything in it is a .rar, so what do i do?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Ykara on February 20, 2015, 09:02:25 PM
    Quote from: Tatte on February 20, 2015, 08:56:09 PM
    What folder do i put into the mods? because the folder that has everything in it is a .rar, so what do i do?
    I'm sure this (https://ludeon.com/forums/index.php?topic=6223.0) will help you ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: harpo99999 on February 21, 2015, 04:05:50 AM
    Quote from: Tatte on February 20, 2015, 08:56:09 PM


    What folder do i put into the mods? because the folder that has everything in it is a .rar, so what do i do?
    extract the rar INTO the mods folder next to the core 'mod'(this MUST NOT BE REMOVED OR DISABLED or rimworld will NOT work)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Dr. Z on February 21, 2015, 07:26:17 AM
    Quote from: Ykara on February 20, 2015, 02:08:01 PM
    I get your point. t It's not a big problem in my opinion because I've never built any walls out of gold, but I'll think about a solution. Do you have an idea how to fix this problem? I can't change the volume, because it couldn't use it in recipes with a small volume.

    THAT is the problem: If you don't build things out of gold you can make vast amounts of money without much effort. Can you manually set the costs for buildings made of gold? In this case you could set the costs of any golden buildings to the 20x of the normal cost and keep the price like vanilla. Or, if thats not possible, change the volume and let the price unchanged, because THIS wouldn't be a problem at all if you're not building anything out of gold and far better than let us sell it for the tripple amount of silver.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Dragoon on February 21, 2015, 10:50:55 AM
    Quote from: Dr. Z on February 21, 2015, 07:26:17 AM
    THAT is the problem: If you don't build things out of gold you can make vast amounts of money without much
    THIS wouldn't be a problem at all if you're not building anything out of gold and far better than let us sell it for the tripple amount of silver.

    I'm confused you are angry because the amount of gold needed to make something like a wall is low or are you angry that you can sell gold for a large amount?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    Post by: Dr. Z on February 21, 2015, 11:04:33 AM
    Both. Especially because the modder unbalanced the gold to have higher volume (which is neccesarry and nobody is building with gold anyway) and than say he would balance this by increasing it's value but actually making it more unbalanced that way.

    And it's not that I'm angry I'm just trying to say that a benefit not wanted in the original game is not balanced by giving another benefit that isn't wanted by the original game either.

    Also I think you missunderstood my quote by cutting out the middle, I said that keeping the value unchanged wouldn't be a problem when you're just selling the gold not building with it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 21, 2015, 12:12:46 PM
    Update 1.02 - Be Frankenstein!

    Hey guys, I've just finished a quick new update with some minor fixes. It's now possible to install natural body parts again, I've added a new advanced bionic and balanced the gold market value.
    You can download the update from the original post or directly from here (http://www.mediafire.com/download/cw45l9fxd560xki/ExpandedProsthetics%26OrganEngineering1.02.zip)!
    Enjoy!

    Changes:
    *  You can now install natural parts again!
    *  Added advanced bionic spine!
    *  Fixed problems with some advanced bionics
    *  Renamed "Prosthetics"-research to "Simple prosthetics"
    *  Lowered the market value of gold to 25
    *  Fixed a bug with the bionic spine (now it enhances manipulation and moving instead of doing nothing)
    *  Injuries on the spine now have a high chance to become permanent
    *  Polished and structured some of the defs
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: DrKrieger on February 21, 2015, 02:35:36 PM
    The Mod don,t work together with The Zombie Apocalypse Mod!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 21, 2015, 04:09:23 PM
    Quote from: aul1999 on February 21, 2015, 02:35:36 PM
    The Mod don,t work together with The Zombie Apocalypse Mod!
    Try putting the file in the attachements in the ThingDefs folder of the zombie mod, it should help.
    Edit: This file had an error in it, look a few posts below to download the fix.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Dr. Z on February 21, 2015, 06:22:49 PM
    What exactly are the problems with zombie mod? I have non.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 21, 2015, 06:54:05 PM
    Quote from: Dr. Z on February 21, 2015, 06:22:49 PM
    What exactly are the problems with zombie mod? I have non.
    Both my and the zombie mod use an edited RacesHumanoid. There have to be any problems, it would be very strange if not ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: DrKrieger on February 21, 2015, 07:38:30 PM
    Any fix?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 21, 2015, 07:52:49 PM
    Look a few posts above you, it's in the attachements ^^ Please tell me if it works.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: DrKrieger on February 22, 2015, 06:18:08 AM
    Yes the Zombie_Race fix works but one thing is in the debuglog!

    (Picture)
    (http://i.imgur.com/WGyvhYG.png)

    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Dr. Z on February 22, 2015, 07:12:02 AM
    The zombie mod doesn't use Races_Humanoid, it's named Races_Zombie, so everything that should happen is that all your changes are only applied to humans but not to zmbies, which is actually not a bug.

    But one thing I've noticed is that zombies don't have a health tab, could that be an issue caused by your mod?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 22, 2015, 07:37:18 AM
    Quote from: Dr. Z on February 22, 2015, 07:12:02 AM
    The zombie mod doesn't use Races_Humanoid, it's named Races_Zombie, so everything that should happen is that all your changes are only applied to humans but not to zmbies, which is actually not a bug.

    But one thing I've noticed is that zombies don't have a health tab, could that be an issue caused by your mod?
    It uses the Races_Humanoid, it's just named Races_Zombie. The Races_Zombies overrides the defs of humanoids, too. To fix this EDB mod order would be helpful. I think I found a solution to fix this without mod order. Look in the attachements and put the file in the ThingDefs of you zombie mod. Then go to the Expanded Prosthetics and Organ Engineering mod, go to ThingDefs and delete the Races_Humanoid. It worked for me, give it a try.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Dr. Z on February 22, 2015, 07:50:15 AM
    Ahh ok I didn't know it was overiding humas. Than thats probably why the world vreation is bugged and only worked with exessive retrying. I'm using the mod order, which order should it have?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 22, 2015, 07:55:39 AM
    I've activated the zombie mod (with the fix) after the prosthetics mod and it works fine.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: DrKrieger on February 22, 2015, 10:17:42 AM
    thank you it work very FINE!

    PS: Nice Mod
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Voideka on February 22, 2015, 04:26:45 PM
    It would be great if you could put the mod in a folder inside the zip file to preserve directory structure like most other mods do. It's not a big deal but it makes things a bit easier.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 22, 2015, 04:35:54 PM
    Quote from: Voideka on February 22, 2015, 04:26:45 PM
    It would be great if you could put the mod in a folder inside the zip file to preserve directory structure like most other mods do. It's not a big deal but it makes things a bit easier.
    What do you mean? The most mods I've downloaded are packed like mine. Do you mean I shouldn't pack the complete folder but the subfolders (About, Defs...)?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Marlekind on February 22, 2015, 04:47:08 PM
    The way you currently have your ZIP folder is that you don't have a main folder for which you can load the mod up from.  instead people are having to make their own folder and paste your contents in there instead of directly to the mod folder itself.  It's not really a big deal, I think that's just what he was getting at.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 22, 2015, 05:01:31 PM
    That's strange, you're right. I have zipped the folder like it should be, seems like Mediafire doesn't like that. I'm gonna release the next update in a rar archive, maybe that helps.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: majesty on February 22, 2015, 09:56:03 PM
    getting errors. not sure how to get to the log file itself so here are some screenshots
    http://imgur.com/a/3GBwu

    i downloaded this mod because for some reason when i harvest a stomach in vanilla, it wont create the item. it just disappears and it says that the stomach has been harvested. i was hoping that this mod would fix that for me. i spent a long time creating my characters with the prepare carefully mod and during a raid one of my guys got hit and now it says his stomach is destroyed and there is no way to transplant it, so he will just die of starvation.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 23, 2015, 01:30:44 AM
    This mod is not compatible with the Cybernetic Storm mod, unfortunately. I'm pretty sure that's your problem. I'm gonna release a fix today, that should help. Just save your game and wait till I've finished the fix, then your colonist will be ok.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: Ykara on February 23, 2015, 10:54:29 AM
    Ok, your problem looks strange. I've got the Races_Humanoid in the attachement, this fixes the problem that you can't install some parts. Just override the Races_Humanoid in the ThingDefs of both my and the Cybernetic Storm mod and it should work fine. But your error is really strange, it has nothing to do with my mod for sure, because there aren't any new factions included (yet). Maybe check your other mods. Good luck, I hope I've helped and you find the issue.

    Edit: You can now download the fixes directly from the original post, so I have deleted the attachement.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: majesty on February 23, 2015, 05:29:18 PM
    thanks man :)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: deadmeat5150 on February 23, 2015, 05:50:43 PM
    Ok this is oddball as hell. I installed a Brain Stimulator into my doctor. The augmetic said Efficiency 35%. I thought that meant that it would increase it 35%. Nope. Now my primary doctor and melee badass is only using 35% of his brain and it's an effort to go from bed to the cafeteria and back to bed now

    Edit: And when I tried to remove the implant the guy's entire brain was removed. Le sigh.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: elStrages on February 23, 2015, 06:14:08 PM
    Quote from: Ykara on February 23, 2015, 10:54:29 AM
    Ok, your problem looks strange. I've got the Races_Humanoid in the attachement, this fixes the problem that you can't install some parts. Just override the Races_Humanoid in the ThingDefs of both my and the Cybernetic Storm mod and it should work fine. But your error is really strange, it has nothing to do with my mod for sure, because there aren't any new factions included (yet). Maybe check your other mods. Good luck, I hope I've helped and you find the issue.

    Edit: You can now download the fixes directly from the original post, so I have deleted the attachement.
    I will add your fix to the main page of my mod too, hopefully then our mods can live in harmony :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Boboid on February 23, 2015, 06:25:33 PM
    Quote from: deadmeat5150 on February 23, 2015, 05:50:43 PM
    Ok this is oddball as hell. I installed a Brain Stimulator into my doctor. The augmetic said Efficiency 35%. I thought that meant that it would increase it 35%. Nope. Now my primary doctor and melee badass is only using 35% of his brain and it's an effort to go from bed to the cafeteria and back to bed now

    Edit: And when I tried to remove the implant the guy's entire brain was removed. Le sigh.

    Oh christ I haven't laughed that hard in months, thank you.

    For future reference all standard bodyparts are 100% efficiency.
    Higher numbers are better. :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: deadmeat5150 on February 23, 2015, 06:49:16 PM
    Quote from: elStrages on February 23, 2015, 06:14:08 PM

    Ok, your problem looks strange. I've got the Races_Humanoid in the attachement, this fixes the problem that you can't install some parts. Just override the Races_Humanoid in the ThingDefs of both my and the Cybernetic Storm mod and it should work fine. But your error is really strange, it has nothing to do with my mod for sure, because there aren't any new factions included (yet). Maybe check your other mods. Good luck, I hope I've helped and you find the issue.
    Quote
    Hey you!  >:( Get that Cartel mod up to 9! My drug empire must expand.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02 UPDATE!
    Post by: elStrages on February 23, 2015, 06:51:07 PM
    Quote from: deadmeat5150 on February 23, 2015, 06:49:16 PM
    Quote from: elStrages on February 23, 2015, 06:14:08 PM

    Ok, your problem looks strange. I've got the Races_Humanoid in the attachement, this fixes the problem that you can't install some parts. Just override the Races_Humanoid in the ThingDefs of both my and the Cybernetic Storm mod and it should work fine. But your error is really strange, it has nothing to do with my mod for sure, because there aren't any new factions included (yet). Maybe check your other mods. Good luck, I hope I've helped and you find the issue.
    Quote
    Hey you!  >:( Get that Cartel mod up to 9! My drug empire must expand.
    lolz!! ok boss I will get on it :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Haktrum on February 24, 2015, 03:03:23 AM
    I noticed that if you first install a Bionic Arm and remove it, you can no longer install this mod's arms. That's because vanilla Bionic Arm replaces the shoulder instead of the arm.
    (Figuring out the fix ( replacing (Left|Right)Arm with \1Shoulder ) was a pain in the ass but I learnt something so yay!)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 24, 2015, 08:49:58 AM
    Quote from: deadmeat5150 on February 23, 2015, 05:50:43 PM
    Ok this is oddball as hell. I installed a Brain Stimulator into my doctor. The augmetic said Efficiency 35%. I thought that meant that it would increase it 35%. Nope. Now my primary doctor and melee badass is only using 35% of his brain and it's an effort to go from bed to the cafeteria and back to bed now

    Edit: And when I tried to remove the implant the guy's entire brain was removed. Le sigh.
    Haha, you made my day ^^ But the brain stimulator isn’t as bad as it seems. The 35% are only for sight, consciousness, moving and manipulation are better than this 35%. It isn’t designed to improve your skills, but to install it on pawns with a damaged brain so they don't end up as useless potatoes.

    Quote from: elStrages on February 23, 2015, 06:14:08 PM
    I will add your fix to the main page of my mod too, hopefully then our mods can live in harmony :D
    Great!

    Quote from: Haktrum on February 24, 2015, 03:03:23 AM
    I noticed that if you first install a Bionic Arm and remove it, you can no longer install this mod's arms. That's because vanilla Bionic Arm replaces the shoulder instead of the arm.
    (Figuring out the fix ( replacing (Left|Right)Arm with \1Shoulder ) was a pain in the ass but I learnt something so yay!)
    Yeah, I have alreade fixed this for the next big release, if more guys have problems with it, I'll release a little fix maybe.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Daltesh on February 24, 2015, 09:49:27 PM
    I noticed that if a colonist is missing a foot, you can harvest their leg and then install their own leg back on leg and the foot will be restored.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 25, 2015, 09:07:06 AM
    Quote from: Daltesh on February 24, 2015, 09:49:27 PM
    I noticed that if a colonist is missing a foot, you can harvest their leg and then install their own leg back on leg and the foot will be restored.
    Yeah, I know about that problem. Some for arm/hand. I'm thinking about removing the option to install natural arms and legs because I really can't think of a fix for this.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: onixbg on February 25, 2015, 10:29:55 AM
    Hello I like your mod a lot, because it adds a lot of new things that look vanilla enough.
    My problem is that there is no way to get Hyperweave in vanilla game to craft the synthetic organs making the whole Synthetic organ assembler unusable.
    Please add option to buy it from traders or rename the Vancidium refinery to High Tech lab or w/e and craft it there from Devilstrand and Plasteel. i don't think this will be that hard to create as it's just adding a new recipe to already existing bench and it will fix the Hyperweave problem
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 25, 2015, 10:52:58 AM
    Wow, is that really true? I didn't think of that at all, because I had the Aparello mod and there you can buy hyperweave. I have to check that, thanks.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Famous Shoes on February 26, 2015, 12:17:53 AM
    I missed that this is incompatible with Prison Improvements and had gotten a colony going with both. If I load this before Prison Improvements then I don't see options other than harvesting in the Operations > Add Bill menu. Loaded after Prison Improvements, all seems well. Any notion what is broken by having both installed (with PI loading first, this second?)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 26, 2015, 12:40:11 AM
    I don't know how the Prison Improvements mod modifies the Races_Humanoid. You're right, if you activate my mod after the PI mod there seems nothing wrong, I'll have a look and relase a compatibility fix for PI today.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 26, 2015, 01:13:43 PM
    Compatibility Fix for Prison Improvements is out! Download it here (http://www.mediafire.com/download/7v5u6wnuud2jxyv/Prison_Improvements_Fix.zip) or from the original post.
    Enjoy!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Zeta Omega on February 26, 2015, 01:20:30 PM
    Do we paste everything into the mod folder?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 26, 2015, 01:26:45 PM
    Quote from: Zeta Omega on February 26, 2015, 01:20:30 PM
    Do we paste everything into the mod folder?
    Nope, somehow mediafire messed up my folder structure so you have to create a folder called Expanded Prosthetics and Organ Engineering in the mods folder and past everything in this folder.
    The next release won't have this problem, I'm currently working on it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 26, 2015, 05:19:49 PM
    So, how i can use 2 different Compatibility Fix? I have CS and PI, if i paste one of patches in OPOE i will override one of them.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 26, 2015, 05:45:52 PM
    I could make you a fix for both mods when I have time tomorrow, or you could just combine the CS fix and the PI fix yourself, it's not that difficult.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: TerraGenome on February 27, 2015, 06:02:07 AM
    I'm also on the boat for needing the compatibility fix for PI and CS
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 27, 2015, 09:41:10 AM
    Quote from: Ykara on February 26, 2015, 05:45:52 PM
    I could make you a fix for both mods when I have time tomorrow, or you could just combine the CS fix and the PI fix yourself, it's not that difficult.

    I would highly appreciate, if this doesn't bother you.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 09:54:08 AM
    Quote from: Ksajimato on February 27, 2015, 09:41:10 AM
    I would highly appreciate, if this doesn't bother you.
    No problem, here it is! You can download it directly from here or from the original post!

    Edit: Removed the download link till I find a solution to the problem.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 27, 2015, 09:57:05 AM
    Quote from: Ykara on February 27, 2015, 09:54:08 AM
    Quote from: Ksajimato on February 27, 2015, 09:41:10 AM
    I would highly appreciate, if this doesn't bother you.
    No problem, here it is! You can download it directly from here (http://www.mediafire.com/download/px5ryxs9vju567j/PI_CS_Compatibility_Fix.zip)or from the original post!

    I love you! Thanks!

    edit
    Something wrong, when i launch game with OPOE, CS and PI (and fix, ofc) game just show me black screen.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Asfalto on February 27, 2015, 10:09:58 AM
    I think this still conflicts with GlitterTech, since i can't install advanced bionics..
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 10:15:35 AM
    Quote from: Ksajimato on February 27, 2015, 09:57:05 AM
    Quote from: Ykara on February 27, 2015, 09:54:08 AM
    Quote from: Ksajimato on February 27, 2015, 09:41:10 AM
    I would highly appreciate, if this doesn't bother you.
    No problem, here it is! You can download it directly from here (http://www.mediafire.com/download/px5ryxs9vju567j/PI_CS_Compatibility_Fix.zip)or from the original post!

    I love you! Thanks!

    edit
    Something wrong, when i launch game with OPOE, CS and PI (and fix, ofc) game just show me black screen.
    That's really strange, I have tried it and it works fine for me. I'll take another look, maybe I can find your problem.

    Quote from: Asfalto on February 27, 2015, 10:09:58 AM
    I think this still conflicts with GlitterTech, since i can't install advanced bionics..
    This mod is not compatible with GlitterTech, there's no fix for that.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 10:22:03 AM
    Oh, I found the problem. I uploaded the wrong version, I'm really sorry. Just download it again from the same link and it should work.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 27, 2015, 10:35:02 AM
    Quote from: Ykara on February 27, 2015, 10:22:03 AM
    Oh, I found the problem. I uploaded the wrong version, I'm really sorry. Just download it again from the same link and it should work.

    Strange, redownloaded, replaced files in three mods, and still don't work :(
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 10:45:17 AM
    Do you have any other mods installed that could interfere with one of the three? Because I don't have this problem and I'm pretty confused right now, because I don't find anything that could cause such issues.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 27, 2015, 10:48:17 AM
    Quote from: Ykara on February 27, 2015, 10:45:17 AM
    Do you have any other mods installed that could interfere with one of the three? Because I don't have this problem and I'm pretty confused right now, because I don't find anything that could cause such issues.

    Enabled just this 3 mods, and of course Core.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 11:35:18 AM
    Maybe there's an incompatibility between the PI and CS, I'll have a look, maybe I can reproduce your bug.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ksajimato on February 27, 2015, 12:16:55 PM
    Quote from: Ykara on February 27, 2015, 11:35:18 AM
    Maybe there's an incompatibility between the PI and CS, I'll have a look, maybe I can reproduce your bug.
    nah, without any patches, game lauches normally, and i played with PI and CS together :)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Otterlover5 on February 27, 2015, 12:57:28 PM
    I cant install a wooden foot after my colonist got bitten by a zombie on the foot using the zombie apocalypse! Plz fix or tell me how to
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 01:48:23 PM
    Quote from: Ksajimato on February 27, 2015, 12:16:55 PM
    Quote from: Ykara on February 27, 2015, 11:35:18 AM
    Maybe there's an incompatibility between the PI and CS, I'll have a look, maybe I can reproduce your bug.
    nah, without any patches, game lauches normally, and i played with PI and CS together :)
    Yes, when you activate the PI mod before the others it works fine, but PI does make changes to the Races_Humanoid, so I don't know how well it works. I'm gonna work on it, I've deactivated the option to download the fix till I've found the problem.

    Quote from: Otterlover5 on February 27, 2015, 12:57:28 PM
    I cant install a wooden foot after my colonist got bitten by a zombie on the foot using the zombie apocalypse! Plz fix or tell me how to
    Well, I don't know about that problem, do you have the fix installed? If you have, everything should work fine. If not there's a problem with the Zombie mod, just ask there. I haven't tested the Zombie mod long enough to know how it works, maybe the mod doesn't want you to install prostheses on infected body parts.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Dr. Z on February 27, 2015, 04:51:55 PM
    If I wanted to make a fix for zombie apocalypse and prison improvements I would only need to add this:


    <comps>
      <li>
        <compClass>PrisonImprovements.CompSlavers</compClass>
      </li>
    </comps>


    to the zombie fix and place this in the folder of PI and EPOE whilst the races_zombies in the zombie folder right?

    Edit: Actually, shouldn't the EPOE files be left unchanged and the other mods get the extended xml's?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.02
    Post by: Ykara on February 27, 2015, 06:46:22 PM
    Quote from: Dr. Z on February 27, 2015, 04:51:55 PM
    If I wanted to make a fix for zombie apocalypse and prison improvements I would only need to add this:


    <comps>
      <li>
        <compClass>PrisonImprovements.CompSlavers</compClass>
      </li>
    </comps>


    to the zombie fix and place this in the folder of PI and EPOE whilst the races_zombies in the zombie folder right?

    Edit: Actually, shouldn't the EPOE files be left unchanged and the other mods get the extended xml's?
    Well, it's about the mod order. And if you don't know how this works it's the most effective way just to change every file.
    And for the PI mod, i don't really know what to do. There are some changes made to the Races_Humanoid I don't understand but seem to do nothing. Just activating EPOE after PI fixes compatibility issues and that's really strange, I think I'm gonna ask Wastelander about this.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 09:55:50 AM
    Update 1.1 - Medical Ribs and Traders!

    Hey guys, I've just finished a big new update with some new content and many tweaks and fixes.
    You can now craft and install medical rib implants, that boost your immune system!
    I've also added two new traders: The prostheses trader and the textiles trader! The textiles trader sells apparel, textiles and hyperweave! It makes crafting synthetic organs much easier, because now hyperweave isn't as rare as it was before.
    And the last big new feature is, that vancidium is now stuff! It's extremely durable, vancidium doors open incredibly fast and the colour looks nice, too. You can even craft deadly swords or knives with it!
    You can download the update directly from here or from the original post! - Outdated, downlaod the latest version from the original post!
    Have fun!

    Changes:
    *  Added medical ribs that improve the users immune system!
    *  Vancidium is now stuff! Build things with this incredibly durable material!
    *  Gave every rib a specific name (first rib, second rib...)
    *  Added prostheses trader!
    *  Added textiles trader!
    *  Surgeries now give XP!
    *  Gave every recipe a fitting sound (e.g. woodworking for making a peg leg)
    *  Tweaked the work amount of all surgeries
    *  Added some extras to all workbench defs
    *  All prostheses now have their own trade tag (that means you can't buy them from exotic good traders anymore)
    *  The power arm, the advanced power arm and the avanced bionic arm are now fixed on the shoulder, too
    *  Lowered the skill requierements for crafting surrogate organs to 7
    *  Raised the amount of vancidium requiered for upgrading the bionic spine to 15
    *  Changed the defname of the simple prosthetic research
    *  Removed a texture for simple prostheses
    *  Polished and structured some of the defs
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Boboid on February 28, 2015, 10:11:01 AM
    I always cringe a little every time I see a modder adding their own traders.
    Getting a Bulk Goods trader is already a bit like getting coal for christmas.

    Personally I might just hack the hyperweave recipe out of cybernetic storm and paste it into one of your workbenches to solve the hyperweave problem :P

    Nice to see rib replacements though, now we just need a sensible way to heal torsos and heads of "scars"
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 10:51:24 AM
    Quote from: Boboid on February 28, 2015, 10:11:01 AM
    I always cringe a little every time I see a modder adding their own traders.
    Getting a Bulk Goods trader is already a bit like getting coal for christmas.

    Personally I might just hack the hyperweave recipe out of cybernetic storm and paste it into one of your workbenches to solve the hyperweave problem :P

    Nice to see rib replacements though, now we just need a sensible way to heal torsos and heads of "scars"
    What's so bad about new traders? Do you think they're unbalanced?
    And I fear there won't be bionic torsos, because if you replace a torso everthing is replaced and you can't install or remove body parts. So your colonist is just a torso.

    I've uploaded new versions of the compatibility fixes, just redownload them from the old links.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: stalker6625 on February 28, 2015, 11:20:28 AM
    Thanks for this awesome mod for a prostophile like me ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 02:10:02 PM
    Quote
    And I fear there won't be bionic torsos, because if you replace a torso everthing is replaced and you can't install or remove body parts. So your colonist is just a torso.

    i bought an exoskeleton suit from a trader and installed in my favorite colonist (a bionic badass) and all his bionic parts were removed!! :P
    stupid torsoman you are usseless to me now!!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 02:27:15 PM
    Quote from: Ganimedes on February 28, 2015, 02:10:02 PM
    i bought an exoskeleton suit from a trader and installed in my favorite colonist (a bionic badass) and all his bionic parts were removed!! :P
    stupid torsoman you are usseless to me now!!
    Oops, you weren't supposed to buy the exoskeleton suits ^^ I've just tested them but they didn't work the way they were supposed to do, so I removed the possibility to craft them. But it seems like I forgot to remove the possibility to buy them. I'm sorry, please don't buy the suits ^^ Maybe I'll release a fix.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 03:00:41 PM
    Quote from: Ykara on February 28, 2015, 02:27:15 PM
    Quote from: Ganimedes on February 28, 2015, 02:10:02 PM
    i bought an exoskeleton suit from a trader and installed in my favorite colonist (a bionic badass) and all his bionic parts were removed!! :P
    stupid torsoman you are usseless to me now!!
    Oops, you weren't supposed to buy the exoskeleton suits ^^ I've just tested them but they didn't work the way they were supposed to do, so I removed the possibility to craft them. But it seems like I forgot to remove the possibility to buy them. I'm sorry, please don't buy the suits ^^ Maybe I'll release a fix.
    the suit is in my storage, if you erase it in the mod would that crash my game if i upload the new version?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 03:10:05 PM
    Yes, but I haven't removed it yet, version 1.1 still has the exoskeleton suit, I'm gonna remove it for the next update.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 03:18:29 PM
    oks, thanks!  gives me time to sell it :)
    keep up with the good work!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ksajimato on February 28, 2015, 03:34:55 PM
    Seems like there is no need anymore for PI fix. Race_Humanoid in PI now .unused.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 03:37:50 PM
    Quote from: Ksajimato on February 28, 2015, 03:34:55 PM
    Seems like there is no need anymore for PI fix. Race_Humanoid in PI now .unused.
    Thanks, I didn't know that Wastelander is so fast at updating his mod ^^ I'm gonna remove the link.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 05:32:52 PM
    i uploaded to 1.1 and it crashed my save, don't know what to do. any ideas?
    i already sold the exoskeleton, and deconstruct all the workbenches of the mod but no luck
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 05:43:00 PM
    Quote from: Ganimedes on February 28, 2015, 05:32:52 PM
    i uploaded to 1.1 and it crashed my save, don't know what to do. any ideas?
    i already sold the exoskeleton, and deconstruct all the workbenches of the mod but no luck
    That's very strange, I haven't changed anything that could crash your game in this update. Normally savegames crash when files are removed, but I didn't remove anything. Do you use any other mods? Maybe it conflicts with something. I'm really clueless about what could cause your problem, is there anything in the console?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 05:54:35 PM
    this is what i see when i try to load the save. the only mod i have active is this one and the core

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 06:05:15 PM
    Oh, this problem. I had this problem a few times, too, but there's currently no way to fix it. It could be caused by mods, but I really don't know why. Try to download the old version of the mod again (should be on page 3 or something) and try again. If this doesn't help you're another victim of the colorful screen of death, I'm afraid.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Otterlover5 on February 28, 2015, 06:12:55 PM
    Yo downloaded the zombie apoc fix but when I try to install a wooden foot on a colonist who had it cut off it doesn't work. Any help?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 06:15:35 PM
    yep using the older version fix it... but nooooooooooooooooooooooooooooooooooooooo!!! i want to see the new stuff!!! well time to start a new colony i guess....
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ykara on February 28, 2015, 06:25:43 PM
    Quote from: Ganimedes on February 28, 2015, 06:15:35 PM
    yep using the older version fix it... but nooooooooooooooooooooooooooooooooooooooo!!! i want to see the new stuff!!! well time to start a new colony i guess....
    Oh, I think I've found the problem. I've renamed the defname of all the ribs, so that's why it doesn't work. Unfortunately I see no option to fix this problem, because you can't use medical ribs then. But thank you for reporting that problem, I'm gonna write a warning on the original post.
    Good luck for your new colony ^^

    Quote from: Otterlover5 on February 28, 2015, 06:12:55 PM
    Yo downloaded the zombie apoc fix but when I try to install a wooden foot on a colonist who had it cut off it doesn't work. Any help?
    There must be a problem with the Zombie Apocalypse mod, because without it everthing works fine. Ask Justin C, I have no idea why it doesn't work.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: YamiKaitou on February 28, 2015, 06:34:48 PM
    Quote from: Ganimedes on February 28, 2015, 05:54:35 PM
    this is what i see when i try to load the save. the only mod i have active is this one and the core

    I had the same problem before and the solution I found was that my Save was looking for a Mod that was no longer active (I forgot to reactivate my mods when I updated to Alpha9e). So make sure that the folder names for the mods remain the same and that you have the correct mods enabled.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Ganimedes on February 28, 2015, 08:03:32 PM
    Quote from: YamiKaitou on February 28, 2015, 06:34:48 PM
    Quote from: Ganimedes on February 28, 2015, 05:54:35 PM
    this is what i see when i try to load the save. the only mod i have active is this one and the core

    I had the same problem before and the solution I found was that my Save was looking for a Mod that was no longer active (I forgot to reactivate my mods when I updated to Alpha9e). So make sure that the folder names for the mods remain the same and that you have the correct mods enabled.
    Fixed!!! i'm just dumb, i had the alpha 9c instead of the alpha 9e now at least opens the save. i'll let you know if i can use the new content as soon as i craft some.
    edit: so i cant craft the ribs. i have the gliter medicine, the plasteel and a guy with 13 crafting but still nothing. can't order my colonist to do it mannually either. maybe im laking something?
    the textile and prostate traders work like a charm though :P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 Hotfix!
    Post by: Ykara on February 28, 2015, 09:49:55 PM
    Quote from: Ganimedes on February 28, 2015, 08:03:32 PMso i cant craft the ribs. i have the gliter medicine, the plasteel and a guy with 13 crafting but still nothing. can't order my colonist to do it mannually either. maybe im laking something?
    the textile and prostate traders work like a charm though :P
    You're right, but it's my fault. There was a little error in the recipe def that kept you from crafting the ribs. So it's time for....

    Update 1.11 - Hotfix!

    Well, I'm stupid and that's why I'm releasing a hotfix! There was a problem in the recipe def that kept you from crafting medical ribs, I've fixed it. And there are some other minor fixes and tweaks, as well as a new preview image. Thanks to Marnador for the awesome font!
    You can download the update directly from here (http://www.mediafire.com/download/2x0bbuloxmgt0rk/EPOE_1.11.zip) or from the original post!
    Have fun!

    Changes:
    *  Fixed a bug that kept you from crafting medical ribs
    *  You now find the prostheses under bodyparts instead of manufactured
    *  Made the bionic eye and the power arm more expensive
    *  Removed exoskeleton suit (so you can't buy it from traders anymore)
    *  Made a new preview image (thanks to Marnador for the font!)
    *  Fixed the problem that prevented you from installing medical ribs on the first rib

    Warning! Update 1.11 removes the exoskeleton suit, so make sure you've sold or destroyed every suit in your colony before you download the update!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.1 Big Update!
    Post by: Boboid on March 01, 2015, 06:33:31 AM
    Quote from: Ykara on February 28, 2015, 10:51:24 AM

    What's so bad about new traders? Do you think they're unbalanced?


    Nah it's typically not a question of balance, it's mostly that when you add traders you dilute the pre-existing trader pool. Unless the traders in question will buy similar goods to vanilla traders you're more likely to build up a significant store of goods for sale and be unable to sell them because you've rolled the wrong traders.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 Hotfix!
    Post by: lude on March 01, 2015, 09:29:34 AM
    Heya, a really nice mod, already fond of it and like to use it together with a lot of other mods.

    So here is a half assed compability fix for Cybernetic Storm + Slavers (Prison Improvement) + ZombieApocalypse (only one that doesn't seem to work for me yet, probably because of it never being caused) GlitterTech (my advice to using glitter tech with all above is reducing all part efficiency of 2 to between 1.05 and 1.15 and all offsets from 1 to 0.1 and halving/quartering the speed suit and  renaming some parts/labels) and it has a merged version of the bodies.xml from EPOE and genetically engineered creatures)

    anyway on my end it works and doesn't crash things just that i never saw any zombies yetbut I'm also using ~100 mods that might break the event/storyteller things haven't gone to have a look yet :3

    anyway thanks for the update! ^^ i had the colorful death experience only on reload tho with 1.1

    -- edit --
    there is an open bracket at line 1941, wherefor some reason it expects </bodydefs> but the </bodydef> should be there and mysyntax highlighting shows me that first bodydefs is closed by /bodydefs

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 Hotfix!
    Post by: Ykara on March 01, 2015, 10:38:56 AM
    Quote from: lude on March 01, 2015, 09:29:34 AM
    Heya, a really nice mod, already fond of it and like to use it together with a lot of other mods.

    So here is a half assed compability fix for Cybernetic Storm + Slavers (Prison Improvement) + ZombieApocalypse (only one that doesn't seem to work for me yet, probably because of it never being caused) GlitterTech (my advice to using glitter tech with all above is reducing all part efficiency of 2 to between 1.05 and 1.15 and all offsets from 1 to 0.1 and halving/quartering the speed suit and  renaming some parts/labels) and it has a merged version of the bodies.xml from EPOE and genetically engineered creatures)

    anyway on my end it works and doesn't crash things just that i never saw any zombies yetbut I'm also using ~100 mods that might break the event/storyteller things haven't gone to have a look yet :3

    anyway thanks for the update! ^^ i had the colorful death experience only on reload tho with 1.1
    You fix looks good, but Prison Improvements doesn't modify the Races_Humanoid anymore. If anyone could test this fix and confirm that it works I'll put a link to it on the original post.
    And I really don't know why some people have the colorful screen of death and some don't. Does 1.1 work for you on your old colony?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 Hotfix!
    Post by: lude on March 01, 2015, 12:47:05 PM
    Will be trying now,
    and I think the colorful death happens because certain items can't be drawn anymore, usually the culprit is some mod overwriting some other in a bad way, I especially often have that when I change mod orders (especially shifting too many mods at once ~20 upwards)

    so it might be very mod dependant and what loadorder they had



    Oh, just looked at PrisonImprov and you're right, so it's basically just Slavers compability now.


    p.s. couldn't loadm y old colony, no colorful death, I think it has nothing to do with your mod tho.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 02, 2015, 04:10:48 PM
    Hi guys, I just wanted to say that I've added a poll to this post. Feel free to vote and suggest, I'd love to make some updates with the features you want the most!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Boboid on March 02, 2015, 09:23:20 PM
    Where's the " Complex production chains in Rimworld are like Chinese water torture " vote option?

    Rimworld has no inbuilt " Construct the materials required to make this object " mechanic so each step has to be done manually, it adds up to be a massive ball ache that maximizes interface time and obfuscates the actual cost of the end product by hiding it behind various steps. It's a real nightmare.

    Every time I see someone say "I don't like making complex items out of basic materials, more complex stuff would be cooler "  I can't help but think " Yes for about 20 minutes until you realize how fiddly the process now is "

    You shouldn't need to memorize or write down what the crafting ratios of the ingredients are in order to work out the cost of the end result in raw materials, that's insane.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ganimedes on March 02, 2015, 10:40:06 PM
    i would like to see more stuff like maybe a hidraulic jaw that enhances eating but reduces talking. or maybe legs with built in weels to move super fast. is it posible to create some kind of chip that gives you morale bonus? like a drug dispenser inside a rib, or something :P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: AllenWL on March 03, 2015, 03:11:50 AM
    Mostly like it, but I don't think we should be able to craft all the prosthetics and such.
    I think the really high-tech stuff should only be obtainable by trading with traders. I mean, you did just crash-land on a desolate rimworld with nothing but clothing and a few odds and ends.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Dragoon on March 03, 2015, 06:31:30 AM
    Quote from: AllenWL on March 03, 2015, 03:11:50 AM
    -snip-
    Please don't make it so we have to buy them.
    The mods you are looking for has not been updated sadly
    https://ludeon.com/forums/index.php?topic=3464.0
    https://ludeon.com/forums/index.php?topic=9020.0
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 03, 2015, 11:01:51 AM
    Quote from: Ganimedes on March 02, 2015, 10:40:06 PM
    i would like to see more stuff like maybe a hidraulic jaw that enhances eating but reduces talking. or maybe legs with built in weels to move super fast. is it posible to create some kind of chip that gives you morale bonus? like a drug dispenser inside a rib, or something :P
    Great ideas, I'll absolutely implement some of them in the next update. I especially like the the drug ribs, that sounds really great.

    And I'm not sure about the more complex production chain. It wouldn't be super complex, maybe I'll add the possibility to craft circuits at the machining table that you need for building bionics, so it wouldn't be that hard to remember. But I'll think about it and wait till there are more votes.

    And I'm not going to make some already existing prostheses only obtainable by trading, but maybe I'll think about adding some really advanced stuff you can't craft but only buy.
    Keep up suggesting and posting feedback, I really appreciate that ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: LordAssault on March 03, 2015, 02:52:32 PM
    If it is possible to add parts that are not presented in vanilla...
    Maybe spleen with bonus metabolism.
    Veins with blood pumping and\or filtration, temperature bonuses.
    Arteries with blood pumping and\or bonuses to working, walking, manipulating.
    Bronchi with breathing.
    Lymph nodes with metabolism.
    Trachea with bonus breathing and neck def.
    Maybe second heart with same bonuses and ability to lose 1 heart without lethal outcome. (saw that in MGS2, ufo defence and some movies :D)
    Vestibular apparatus with moving, manipulation and\or working.
    Luminescent hair :D
    Artificial blood with bonuses to metabolism, blood pumping, filtration, manipulating, working, hearing, sight. If possible, change blood color to white for example for colonists with that upgrade.
    Eyes with night vision to negate shooting penalty during nights.
    Vancidium skeleton. Hello to Wolverine :D
    Maybe some chips with bonuses to anything with a limited amount of 5 for example. :/

    P.S. sorry for my poor english, it's not my native language =P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 03, 2015, 04:09:31 PM
    Some nice ideas, but I'm afraid I can't implement many of them because it's too hard or impossible. There is already a thing like a vancidium skeleton, the advanced bionic spine. When combined with the power arm you have your very own Woverine ^^
    The second heart is a really cool idea, I'll see what I can do to make this happen.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ganimedes on March 03, 2015, 05:31:41 PM
    Quote from: Ykara on March 03, 2015, 11:01:51 AM
    Quote from: Ganimedes on March 02, 2015, 10:40:06 PM
    i would like to see more stuff like maybe a hidraulic jaw that enhances eating but reduces talking. or maybe legs with built in weels to move super fast. is it posible to create some kind of chip that gives you morale bonus? like a drug dispenser inside a rib, or something :P
    Great ideas, I'll absolutely implement some of them in the next update. I especially like the the drug ribs, that sounds really great.

    And I'm not sure about the more complex production chain. It wouldn't be super complex, maybe I'll add the possibility to craft circuits at the machining table that you need for building bionics, so it wouldn't be that hard to remember. But I'll think about it and wait till there are more votes.

    And I'm not going to make some already existing prostheses only obtainable by trading, but maybe I'll think about adding some really advanced stuff you can't craft but only buy.
    Keep up suggesting and posting feedback, I really appreciate that ^^
    glad you like the ideas
    also i was thinking in some kind of power arm but instead of using the power claw to make it you use a scyther protrusion and get something like a scyter bionic arm. that would be cool! oh and rocket shoulders!! but that seems kind of imposible....
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: CodyRex123 on March 03, 2015, 08:17:07 PM
    Doing some tests, not sure yet, but i think this mod and Cybernetic storm removes being able to attach limbs to other pawns...
    I'll get back once i know.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Pride on March 04, 2015, 12:18:51 AM
    Do you think you would be able to make body parts that are not basic like wings that allow one to defy ground movement modifiers or a special skin that once every day or two them receive automatic treatment and the quality of the treatment is dependent on the skill of the one who implanted the skin
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 04, 2015, 09:15:00 AM
    Quote from: CodyRex123 on March 03, 2015, 08:17:07 PM
    Doing some tests, not sure yet, but i think this mod and Cybernetic storm removes being able to attach limbs to other pawns...
    I'll get back once i know.
    Do you have the fix installed?

    Quote from: Pride on March 04, 2015, 12:18:51 AM
    Do you think you would be able to make body parts that are not basic like wings that allow one to defy ground movement modifiers or a special skin that once every day or two them receive automatic treatment and the quality of the treatment is dependent on the skill of the one who implanted the skin
    Well, that's very difficult, I'm afraid it's not possible. I could implement wings, but this mod is vanilla friendly and I don't think that wings are vanilla friendly ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: LordAssault on March 04, 2015, 12:40:34 PM
    I've done some tests recently and noticed, that if i load your mod after Cybernetic storm, than i get CSoD on load, if vice versa it's ok.
    Fix installed, btw it has line  <li>InstallExoskeletonSuit</li> which i commented out. I guess, i don't need it. Is this fix up to date? :/
    And console still generating some stuff related to Exoskeleton suit.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 04, 2015, 12:54:53 PM
    Yep, that's because the Exoskeleton Suit was removed. But since the console errors are completely harmless I haven't updated the fixes.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: CodyRex123 on March 04, 2015, 02:52:23 PM
    Alright, so its fixed, i think that it was indeed the mod order.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rEvolutionTU on March 05, 2015, 09:00:03 AM
    Hey there, I've been wondering whether it's possible to have EPOE, CS and Zombie Apocalypse in one game without conflicting. From looking at the Races_Humanoid.xml you provided in your fixes it seems possible but I'm not entirely sure.

    If it is, would it be possible for you without too much work to upload a fix to accomplish this? It would be really damn awesome if you could look into that. =)

    Cheers!

    e: Or I could learn how to read, checking the fix suggested on page 9 now, will report back. =)

    e2: Nope, can't even get a EPOE+Zombies or EPOE+CS with no other mods to work with that fix. Hmmm....
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 05, 2015, 10:06:41 AM
    Quote from: rEvolutionTU on March 05, 2015, 09:00:03 AM
    Hey there, I've been wondering whether it's possible to have EPOE, CS and Zombie Apocalypse in one game without conflicting. From looking at the Races_Humanoid.xml you provided in your fixes it seems possible but I'm not entirely sure.

    If it is, would it be possible for you without too much work to upload a fix to accomplish this? It would be really damn awesome if you could look into that. =)

    Cheers!

    e: Or I could learn how to read, checking the fix suggested on page 9 now, will report back. =)

    e2: Nope, can't even get a EPOE+Zombies or EPOE+CS with no other mods to work with that fix. Hmmm....
    What exactly doesn't work? Is there a colorful screen of death or can't you install any bodyparts? Or something else?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Humort on March 05, 2015, 01:26:30 PM
    Perhaps I am one, but I would like to have a similar fashion, which would not have such a lot of difficulties. I would just separate mod that would have added the possibility to remove some body parts, just dead enemies... for example, during game hours for the standard bodies, and during the day, for prostheses. I just don't like when my screen, a whole heap of unnecessary buttons.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rEvolutionTU on March 05, 2015, 02:06:12 PM
    Quote from: Ykara on March 05, 2015, 10:06:41 AM
    Quote from: rEvolutionTU on March 05, 2015, 09:00:03 AM
    Hey there, I've been wondering whether it's possible to have EPOE, CS and Zombie Apocalypse in one game without conflicting. From looking at the Races_Humanoid.xml you provided in your fixes it seems possible but I'm not entirely sure.

    If it is, would it be possible for you without too much work to upload a fix to accomplish this? It would be really damn awesome if you could look into that. =)

    Cheers!

    e: Or I could learn how to read, checking the fix suggested on page 9 now, will report back. =)

    e2: Nope, can't even get a EPOE+Zombies or EPOE+CS with no other mods to work with that fix. Hmmm....
    What exactly doesn't work? Is there a colorful screen of death or can't you install any bodyparts? Or something else?
    Once you activate the mods the game shows a blank startup screen (without menus like options/mods/etc.), when trying to restart the game it dies on startup. I had to delete/edit the ModsConfig.xml to get it back into working condition.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ganimedes on March 05, 2015, 02:54:20 PM
    so.. i was thinking in some kind of bomb you could put inside your colonist so when they die they take everybody with them. like a bomb heart or something. i don't know if it is posible but would be cool to use it in melee guys. specially if you just want to get rid of the dude because of his bad traits  ;D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 05, 2015, 03:03:53 PM
    Quote from: Humort on March 05, 2015, 01:26:30 PM
    Perhaps I am one, but I would like to have a similar fashion, which would not have such a lot of difficulties. I would just separate mod that would have added the possibility to remove some body parts, just dead enemies... for example, during game hours for the standard bodies, and during the day, for prostheses. I just don't like when my screen, a whole heap of unnecessary buttons.
    If you want an option to harvest bodyparts from corpses, I fear it's not possible anymore in alpha 9.

    Quote from: rEvolutionTU on March 05, 2015, 02:06:12 PM
    Once you activate the mods the game shows a blank startup screen (without menus like options/mods/etc.), when trying to restart the game it dies on startup. I had to delete/edit the ModsConfig.xml to get it back into working condition.
    Well, that's interesting. Have you created a new colony? If not try that, this might help. It could be that the BodyPart def causes your problem, I'll take a look.

    Quote from: Ganimedes on March 05, 2015, 02:54:20 PM
    so.. i was thinking in some kind of bomb you could put inside your colonist so when they die they take everybody with them. like a bomb heart or something. i don't know if it is posible but would be cool to use it in melee guys. specially if you just want to get rid of the dude because of his bad traits  ;D
    Cool idea! But I don't know if it's possible, I'll take a look at boomrats, maybe exploding is possible for humans, too ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: PilotBhav04 on March 05, 2015, 03:10:09 PM
    How about a hand canon upgrade hand like the one Mega Man has. If no one knows who that is here is a image or you can just youtube it.

    http://megaman.wikia.com/wiki/Mega_Man_(character)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: kakabar on March 05, 2015, 04:15:33 PM
    Hi there, great mod and I like how it's shaping up, but bit of a problem here. This could totally be me and I fully accept that :P. I crafted both a bionic spine and medical rib, but there is no option to install either.

    I am running CS with the fix if that matters any. Also the game I tried to install the rib on was an existing game I put your mod into. This game (the spine game) the pawn doesn't have a spine injury and I was just toying around with it, if that matters.

    Thanks ahead of time.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 05, 2015, 04:24:43 PM
    Quote from: PilotBhav04 on March 05, 2015, 03:10:09 PM
    How about a hand canon upgrade hand like the one Mega Man has. If no one knows who that is here is a image or you can just youtube it.

    http://megaman.wikia.com/wiki/Mega_Man_(character)
    I've been messing around with a cannon arm for quite a long time, but there seems to be no way to get it working. It's a really cool idea (and I really like Mega Man) but I don't know if it's possible to get the arm working. Anyway, I'll keep trying, maybe I'll figure it out. But in alpha 10 there seems to be a huge conversion of the HediffDef system, so maybe it's possible in a few weeks. The alpha 10 version of this mod is gonna be awesome, there are so many new things possible in alpha 10!

    Quote from: kakabar on March 05, 2015, 04:15:33 PM
    Hi there, great mod and I like how it's shaping up, but bit of a problem here. This could totally be me and I fully accept that :P. I crafted both a Bionic spine and medical rib, but there is no option to install either.

    I am running CS with the fix if that matters any. Also the game I tried to install the rib on was an existing game I put your mod into. This game (the spine game) the pawn doesn't have a spine injury and I was just toying around with it, if that matters.

    Thanks ahead of time.
    I don't know why you can't install the spine, but the rib could be the CS mod. Change the mod order so that the game loads my mod after the CS mod and you can install your ribs (or you get a colorful screen of death, when that occurs just change the mod order again). Tell me what happened, good luck!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: kakabar on March 05, 2015, 04:31:30 PM
    That totally fixed it, the install options are there now. I honestly expected a CSoD. It mangled my poor colonists who already had bionics (Arm attached to your wrist anyone?) but I can patch them all up.

    Thanks!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rEvolutionTU on March 05, 2015, 07:58:33 PM
    Quote
    Quote from: rEvolutionTU on March 05, 2015, 02:06:12 PM
    Once you activate the mods the game shows a blank startup screen (without menus like options/mods/etc.), when trying to restart the game it dies on startup. I had to delete/edit the ModsConfig.xml to get it back into working condition.
    Well, that's interesting. Have you created a new colony? If not try that, this might help. It could be that the BodyPart def causes your problem, I'll take a look.
    New Colony would be hard because as I said, the game itself doesn't start anymore. =P

    Thanks for taking some time on this, I assume it's just some stupid c&p error or mistype somewhere in that def. ;;
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 06, 2015, 12:55:13 AM
    So your game chrashes immediately when you activate the mods?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rEvolutionTU on March 06, 2015, 01:16:07 AM
    Well, almost. I added the fix lude provided on page 9 to all relevant mods (EPOE, Glitter, CS, Zombie) and any combination of these mods doesn't crash the game but shows the title screen without any buttons (options/new world etc.), only the background picture immediately afterwards. On startup it also technically doesn't crash but only shows a black loading screen forever. Alt+F4 and deleting/editing the ModsConfig.xml were the only ways to get it back working from either of these things.

    Sorry for the confusion, when I said "it isn't working" I actually meant it literally. =P

    e: I just realized lude said in one of his posts that he added genetically engineered creatures in his fix as well. I could imagine that it does what it does in my game cause I didn't activate all the mods he mentioned. I'm not sure enough how Rimworld handles these things so I'll try out later if that's the missing piece.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: StorymasterQ on March 06, 2015, 01:27:11 AM
    Since this mod adds a bunch of prosthetics, what you actually need is a prostophobe faction.

    "You shouldn't do that to your body. It's not natural!"
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 06, 2015, 09:04:50 AM
    Quote from: rEvolutionTU on March 06, 2015, 01:16:07 AM
    Well, almost. I added the fix lude provided on page 9 to all relevant mods (EPOE, Glitter, CS, Zombie) and any combination of these mods doesn't crash the game but shows the title screen without any buttons (options/new world etc.), only the background picture immediately afterwards. On startup it also technically doesn't crash but only shows a black loading screen forever. Alt+F4 and deleting/editing the ModsConfig.xml were the only ways to get it back working from either of these things.

    Sorry for the confusion, when I said "it isn't working" I actually meant it literally. =P

    e: I just realized lude said in one of his posts that he added genetically engineered creatures in his fix as well. I could imagine that it does what it does in my game cause I didn't activate all the mods he mentioned. I'm not sure enough how Rimworld handles these things so I'll try out later if that's the missing piece.
    That's really strange, redownload EPOE, CS and Zombie Apocalypse and then apply the fix I just made (in the attachements). Have you created a new world after installing the zombie mod? If not the mod won't work properly.
    Please tell me if my fix workes, good luck!

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: aoakeley on March 06, 2015, 04:43:16 PM
    I found a typo in Recipe_AdvancedBionics.xml.  In InstallAdvancedBionicJaw the fixedIngredientFilters lists the regular BionicJaw instead of the AdvancedBionicJaw.   I was not able to install the advanced jaw (of course) without this change.

    Great Mod!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rEvolutionTU on March 06, 2015, 05:52:38 PM
    Quote from: Ykara on March 06, 2015, 09:04:50 AM
    Quote from: rEvolutionTU on March 06, 2015, 01:16:07 AM
    Well, almost. I added the fix lude provided on page 9 to all relevant mods (EPOE, Glitter, CS, Zombie) and any combination of these mods doesn't crash the game but shows the title screen without any buttons (options/new world etc.), only the background picture immediately afterwards. On startup it also technically doesn't crash but only shows a black loading screen forever. Alt+F4 and deleting/editing the ModsConfig.xml were the only ways to get it back working from either of these things.

    Sorry for the confusion, when I said "it isn't working" I actually meant it literally. =P

    e: I just realized lude said in one of his posts that he added genetically engineered creatures in his fix as well. I could imagine that it does what it does in my game cause I didn't activate all the mods he mentioned. I'm not sure enough how Rimworld handles these things so I'll try out later if that's the missing piece.
    That's really strange, redownload EPOE, CS and Zombie Apocalypse and then apply the fix I just made (in the attachements). Have you created a new world after installing the zombie mod? If not the mod won't work properly.
    Please tell me if my fix workes, good luck!
    I think you got it!

    I only did a quick run but it seemed to be working fine (I installed synthetic kidney + nanotech eye + had "Zombie Virus Active" on screen). <3

    If you add it to the OP I recommend adding to the readme which files should be replacements and which should be additions to the folders. I was unsure what your typo was for a moment during install ("Races_Zombie into
    the ThingDef folder of the Zombie Apocalypse mod" - the file is named Races_Zombies).

    Thanks for the work, great job. I almost want to suggest that authors from different mods should think about maintaining a couple collective def files but I'm unsure if you guys would be into that. It certainly would remove the need for patches like this. =)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 06, 2015, 06:29:19 PM
    Quote from: rEvolutionTU on March 06, 2015, 05:52:38 PM
    I think you got it!

    I only did a quick run but it seemed to be working fine (I installed synthetic kidney + nanotech eye + had "Zombie Virus Active" on screen). <3

    If you add it to the OP I recommend adding to the readme which files should be replacements and which should be additions to the folders. I was unsure what your typo was for a moment during install ("Races_Zombie into
    the ThingDef folder of the Zombie Apocalypse mod" - the file is named Races_Zombies).

    Thanks for the work, great job. I almost want to suggest that authors from different mods should think about maintaining a couple collective def files but I'm unsure if you guys would be into that. It certainly would remove the need for patches like this. =)
    Neat! I'll fix that typo and put the fix on the op tomorrow, I'm glad it works ^^
    And I'm not sure if collective defs would work, but just giving some xmls specific names (like I did - OE_BodyParts instead of BodyParts) would help to prevent some conflicts.

    Quote from: aoakeley on March 06, 2015, 04:43:16 PM
    I found a typo in Recipe_AdvancedBionics.xml.  In InstallAdvancedBionicJaw the fixedIngredientFilters lists the regular BionicJaw instead of the AdvancedBionicJaw.   I was not able to install the advanced jaw (of course) without this change.

    Great Mod!
    Oh, strange that nobody else has noticed this yet ^^
    I'm gonna release a fix tomorrow, thanks for reporting!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Xubrim on March 06, 2015, 06:55:37 PM
    I realize you have your reasons for having so many tables, but it does feel a bit weird having a crafting section dedicated to bionics roughly the size of the crafting for the entire rest of the base. A couple thoughts.

    Rikiki has a way using a DLL to add new recipes to existing tables. Not sure how hard it is, but maybe that's an option?

    Alternatively, maybe simply decreasing the size of the tables? Make a few 1x1 or 1x2, to lessen the footprint required?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: kinebudking on March 07, 2015, 01:29:51 AM
    Happened to get this error in debug.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 03:48:08 AM
    Quote from: Xubrim on March 06, 2015, 06:55:37 PM
    I realize you have your reasons for having so many tables, but it does feel a bit weird having a crafting section dedicated to bionics roughly the size of the crafting for the entire rest of the base. A couple thoughts.

    Rikiki has a way using a DLL to add new recipes to existing tables. Not sure how hard it is, but maybe that's an option?

    Alternatively, maybe simply decreasing the size of the tables? Make a few 1x1 or 1x2, to lessen the footprint required?
    I don't think merging tables would make this mod better, but I see your point. Maybe I could shrink some tables, that's actually a very good idea. I'll see what I can do.

    Quote from: kinebudking on March 07, 2015, 01:29:51 AM
    Happened to get this error in debug.
    Are you sure it's EPOE? Because you get this errors if you're using an alpha 8 mod on alpha 9. And I have changed all that, Extended Surgery and Bionics could cause your problems, I've heard that it's not ported over properly.

    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 06:06:26 AM
    Quote from: aoakeley on March 06, 2015, 04:43:16 PM
    I found a typo in Recipe_AdvancedBionics.xml.  In InstallAdvancedBionicJaw the fixedIngredientFilters lists the regular BionicJaw instead of the AdvancedBionicJaw.   I was not able to install the advanced jaw (of course) without this change.

    Great Mod!
    Well, I've taken a look and I can't find your problem. I think that I've already fixed this problem in version 1.02, are you still using 1.01?

    And I've fixed the typo in the readme and put the CS ZA Fix on the original post!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Dragoon on March 07, 2015, 08:51:00 AM
    Will you add the ability to craft medicine?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 10:03:34 AM
    Quote from: Dragoon on March 07, 2015, 08:51:00 AM
    Will you add the ability to craft medicine?
    No, because there are enough other mods to craft it (e.g. Apothecarius). But there is Xerigium, so medicine shouldn't be a problem anyway.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: mrzjadacz on March 07, 2015, 11:26:08 AM
    I can't install Carbon Fibre Leg, but crafted by me limbs from vanilla worked.
    In mods I have (from first to last): Cybernetic Storm>Cybernetic Storm Fix> Expanded Prosthetics and Organ Engineering.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 11:43:58 AM
    Quote from: mrzjadacz on March 07, 2015, 11:26:08 AM
    I can't install Carbon Fibre Leg, but crafted by me limbs from vanilla worked.
    In mods I have (from first to last): Cybernetic Storm>Cybernetic Storm Fix> Expanded Prosthetics and Organ Engineering.
    Sorry, I couldn't make this compatible. The carbon fibre parts are whyever in the BodyParts def. I haven't played Cybernetic Storm, so maybe I'm wrong, but I really see no reason for this parts to be there. So unless ElStrages doesn't change this you won't be able to install them I'm afraid.
    You could change the modorder, but that could crash your game.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: mrzjadacz on March 07, 2015, 12:27:29 PM
    Quote from: Ykara on March 07, 2015, 11:43:58 AM
    Sorry, I couldn't make this compatible. The carbon fibre parts are whyever in the BodyParts def. I haven't played Cybernetic Storm, so maybe I'm wrong, but I really see no reason for this parts to be there. So unless ElStrages doesn't change this you won't be able to install them I'm afraid.
    You could change the modorder, but that could crash your game.
    Ok, at least I can sell it. Can I use body parts and implants from CS, which aren't made of carbon fibre?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 12:57:01 PM
    I haven't played CS, but if you have installed the fix correctly everything should work.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: mrzjadacz on March 07, 2015, 01:17:40 PM
    Ok, thanks for help. I was scared, that I will have test every possible mods setup.
    PS.  Referring to pool, nice would be bionic skin. Bulletproof, fireproof, impassable for microbes (no malaria etc.)or maybe electro(DMG for enemy which meele attacking us).
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: silentlord on March 07, 2015, 06:33:05 PM
    totally confused.
    new rimworld, installed and installed a load of mods.  (this and zombies and zombies fix)
    started game and was awesome. zombies was activated as i the writing at bottom right. however i got owned by zombies and started again. but added darkness mod.
    now i can't get zombies to work again with this mod. (i removed darkness from modlist-using modordermod) confused as hell.

    i then noticed theres a readme in the zombiesfix... thats says put the files in the 2 mods. i just activated via modorder. i tried that and when i start a game.... i get a massive window appear with red and yellow texts.

    any help?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 07, 2015, 07:01:15 PM
    Quote from: silentlord on March 07, 2015, 06:33:05 PM
    totally confused.
    new rimworld, installed and installed a load of mods.  (this and zombies and zombies fix)
    started game and was awesome. zombies was activated as i the writing at bottom right. however i got owned by zombies and started again. but added darkness mod.
    now i can't get zombies to work again with this mod. (i removed darkness from modlist-using modordermod) confused as hell.

    i then noticed theres a readme in the zombiesfix... thats says put the files in the 2 mods. i just activated via modorder. i tried that and when i start a game.... i get a massive window appear with red and yellow texts.

    any help?
    Could you post these red and yellow texts? It would help me finding the problem. And maybe read the readme again and check if everything is installed correctly.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: tresflores on March 07, 2015, 07:03:36 PM
    hey i had this idea recently when i saw your title another way of making organ or an organ vat came too mind you know the organ farm background i was thinking you could cum up with a way to grow organs useing people and have them be stronger or more valuable maybe a crypto sleep casket that instead of puting  too sleep it grew organs and harvested them but required a person
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: silentlord on March 07, 2015, 10:20:36 PM
    Quote from: Ykara on March 07, 2015, 07:01:15 PM
    Quote from: silentlord on March 07, 2015, 06:33:05 PM
    totally confused.
    new rimworld, installed and installed a load of mods.  (this and zombies and zombies fix)
    started game and was awesome. zombies was activated as i the writing at bottom right. however i got owned by zombies and started again. but added darkness mod.
    now i can't get zombies to work again with this mod. (i removed darkness from modlist-using modordermod) confused as hell.

    i then noticed theres a readme in the zombiesfix... thats says put the files in the 2 mods. i just activated via modorder. i tried that and when i start a game.... i get a massive window appear with red and yellow texts.

    any help?
    Could you post these red and yellow texts? It would help me finding the problem. And maybe read the readme again and check if everything is installed correctly.

    hiya.

    i managed to trace it down to 1 mod that seems to break everything. (ProjectArmory217) removed and all is well. strangely though zombies and your mod are working without the fix... i just loaded zombies and then EPOE and all seems to be working.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: AllenWL on March 09, 2015, 04:11:05 AM
    Is there a way to fix a bad back?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 09, 2015, 07:47:27 AM
    Quote from: AllenWL on March 09, 2015, 04:11:05 AM
    Is there a way to fix a bad back?
    It will be possible in the next update, stay tuned! And if you want to have it now, UMK has already found a way to fix bad backs!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ironfist56 on March 10, 2015, 05:47:48 PM
    Hey man! The mod is fantastic with all the new options to enhance colonists, but I cant seem to install any parts on the colonists apart from vanilla ones! Here is my mods and load order http://prntscr.com/6f835u

    Thanks for you help!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 11, 2015, 02:19:53 AM
    It looks like you haven't installed the Zombie Apocalypse fix properly, take a look in the readme in the folder!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rexx1888 on March 11, 2015, 05:10:50 AM
    Heya

    i have a colonist with a destroyed foot, a replacement foot, and it wont allow me to set the bill to have it installed, could that be because of this mod or am i missing something simple (i have medicine, but the only operations i seem able to do are harvest his organs. I did download your most up to date mod as far as i can tell
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 11, 2015, 05:49:18 AM
    Do you have any other mods installed?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: rexx1888 on March 11, 2015, 07:07:45 AM
    glitterworld tech and darkness, and the haul mod i reckon. could they be interacting weird?

    edit: have read around and have a better understanding of the problem now. do we know how to fix the problem with surgery mods interacting? maybe i can hobby dev my problem away if you point me in the right direction :)

    final Edit: i found an easy solution for this, in making sure your mod loaded last. Its not perfect im sure, but it works. Theres a tool for load order over in the tools section if anyone wants to do that :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Dragoon on March 11, 2015, 01:36:33 PM
    Why do simple prosthetic limbs require plasteel?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 11, 2015, 04:12:29 PM
    Quote from: Dragoon on March 11, 2015, 01:36:33 PM
    Why do simple prosthetic limbs require plasteel?
    That's because of balancing reasons. When you'd just need steel, it wouldn't make sense to build basic prostheses at all. Simple prostheses are for midgame, like plasteel.
    I've tested the mod on three colonies and didn't have many problems with that. But I think I'll rebalance the simple prostheses in update 1.2, because they're about as expensive as bionics but much worse.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ganimedes on March 11, 2015, 06:58:42 PM
    could you create some kind of "genetically engineered" limbs and organs to use in colonist with the prostophobe trait? they would be better then regular organs and limbs but worse than bionics. and they wouldnt give you the "this is not natural!!" debuff
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Dragoon on March 11, 2015, 08:12:34 PM
    Quote from: Ykara on March 11, 2015, 04:12:29 PM
    That's because of balancing reasons. When you'd just need steel, it wouldn't make sense to build basic prostheses at all. Simple prostheses are for midgame, like plasteel.
    I've tested the mod on three colonies and didn't have many problems with that. But I think I'll rebalance the simple prostheses in update 1.2, because they're about as expensive as bionics but much worse.

    Well could you make wooden arms then (Because I need at least a tier 1 or 0 arm) ?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.11 (28.02.2015)
    Post by: Ykara on March 12, 2015, 09:53:09 AM
    I'll think about it, maybe I'll add a very bad wooden arm with just 20% efficiency to the basic prosthetics table.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 14, 2015, 01:08:59 PM
    Update 1.2 - Your wishes! (bad back fixing, scar fixing and many new parts!)

    Hey guys, I've just finished a big new update with tons of new content, tweaks and fixes!
    You can now patch scars and fix bad backs! Isn't that awesome? Big thanks to UMK for the code!
    I've also implemented as many of your suggestions as I could: I've added a steel arm, a hydraulic jaw, and drugged rib replacements!
    There also is new research project: Rib replacements! Now you have to do some extra research before crafting medical or drugged ribs!
    Of course there are also many minor features in this update, like colorful labels for prostheses! Blue is boring, now you have a unique color for every prostheses type! I've also made the basic prosthetic bench and the synthetics bench smaller, so you don't have to waste so much space anymore!
    And last but not least: The silent jaw now causes negative thoughts, so make sure you install some drugged ribs to make them happy again!
    You can download the update directly from here (http://www.mediafire.com/download/apv3g6cx2lccoa0/EPOE_1.2.zip) or from the original post!
    Have fun!

    Compatibility notes:
    This update works fine with existing colonies (if 1.11 worked). You just have to manually relocate bad backs, using the operation "Diagnose bad back". New raiders, visitors or colonists spawn with bad back on the spine.

    Changes:
    *  Heal scars using synthetic skin! (big thanks to UMK!)
    *  Bad back now affects the spine, so it's treatable now! (big thanks to UMK again!)
    *  Added drug rib - gives a permanent mood boost when installed (except for prosthophobes)
    *  Added a steel arm - craftale at the basic prosthetic workbench.
    *  Added hydraulic jaw - increases eating but decreases talking
    *  Silent jaw now gives -15 mood (except for psychopaths)
    *  Gave every prostheses type a unique label color
    *  Retextured and shrinked the synthetics workbench (2x1)
    *  Made the basic prosthetics workbench smaller (2x1)
    *  Made rib replacements an extra research project
    *  Added compatibility for the RW Launcher!
    *  Increased the market value of all natural parts
    *  Lowered the market value of the medical rib
    *  Made vancidium much more beautiful
    *  Synthetic stomachs now actually increase eating instead of doing nothing
    *  Increased the research cost of advanced and simple prostheses.
    *  Changed the name of some job strings
    *  Renamed artificial heart to synthetic heart
    *  Tweaked the description of the wooden foot.
    *  Structured and polished some more defs
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: silentlord on March 14, 2015, 01:15:34 PM
    hi.

    good news about the update, and some great new features.

    does the update break compatibility with zombies mod? just re-install the fixes etc...
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 14, 2015, 01:17:00 PM
    The fixes are already updated, so you can start trashing zombies with your power arm right now!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 14, 2015, 03:22:41 PM
    Could you please replace

    <passability>Impassable</passability>

    with
        <altitudeLayer>Waist</altitudeLayer>
        <passability>PassThroughOnly</passability>
        <pathCost>70</pathCost>

    for buildings like it is done in vanilla? At the moment all mod tables are airtight. They are technically pieces of wall.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 14, 2015, 05:38:40 PM
    Quote from: UMK on March 14, 2015, 03:22:41 PM
    Could you please replace

    <passability>Impassable</passability>

    with
        <altitudeLayer>Waist</altitudeLayer>
        <passability>PassThroughOnly</passability>
        <pathCost>70</pathCost>

    for buildings like it is done in vanilla? At the moment all mod tables are airtight. They are technically pieces of wall.
    Ok, it will be in the next update. It doesn't bother me at all that the benches are impassable, but since vanilla benches are passable, my benches gonna be, too. Thanks for pointing that out ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Latta on March 15, 2015, 01:03:52 AM
    While translating, I found that this mod still has "ScytherKnifeProtrusion" in Items_BodyPartsBionic, Which has been replaced by "ScytherBlade" in vanilla since A9.
    I don't think it's intentional, is it?
    Also, that one doesn't have <tradeability>Sellable</tradeability> so traders can carry the knife with them, but it doesn't look good. What kind of traders carry disassembled mechanoid body parts?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 15, 2015, 04:05:33 AM
    Speaking of scyther blade. Maybe it'll be good to have ability to downgrade it to power claw or to use blade in power arm recipe as replacement for claw. Power claws are so rare.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Boboid on March 15, 2015, 04:39:20 AM
    Wouldn't be a downgrade - Scyther Blades suck arse.

    Would be nice to be able to use them to create power claws or as a replacement for claws in Power Arms though.

    You can go years without seeing a power claw. Although that said you can go equally as long without seeing a scyther blade, they're not particularly common either.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Latta on March 15, 2015, 05:14:16 AM
    Oh, another thing. I just tested this.
    Found that SyntheticKidney is doing nothing for developing immunity despite of having efficiency of 1.2 . In my opinion, it's better to use offset of BloodFiltration by 0.2 instead.
    I guess it will also apply to lungs(breathing), liver(metabolism) and heart(pumping)

    EDIT: Setting offset of 0.2 made my pawn's stat 124% instead of 120%. Maybe it's because there is a maximum stat?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 15, 2015, 07:20:18 AM
    Quote from: Latta on March 15, 2015, 01:03:52 AM
    While translating, I found that this mod still has "ScytherKnifeProtrusion" in Items_BodyPartsBionic, Which has been replaced by "ScytherBlade" in vanilla since A9.
    I don't think it's intentional, is it?
    Also, that one doesn't have <tradeability>Sellable</tradeability> so traders can carry the knife with them, but it doesn't look good. What kind of traders carry disassembled mechanoid body parts?
    Oh, I guess I'll have to change that. It doesn't affect the gameplay, I just wanted to make the scyther blade tradeble, but apparently I haven't updated it for alpha 9. Thanks for reporting!

    Quote from: UMK on March 15, 2015, 04:05:33 AM
    Speaking of scyther blade. Maybe it'll be good to have ability to downgrade it to power claw or to use blade in power arm recipe as replacement for claw. Power claws are so rare.
    Ok, I'll add the possibility to upgrade scyther blades to power claws. You're right, they're damn hard to get.

    Quote from: Latta on March 15, 2015, 05:14:16 AM
    Oh, another thing. I just tested this.
    Found that SyntheticKidney is doing nothing for developing immunity despite of having efficiency of 1.2 . In my opinion, it's better to use offset of BloodFiltration by 0.2 instead.
    I guess it will also apply to lungs(breathing), liver(metabolism) and heart(pumping)

    EDIT: Setting offset of 0.2 made my pawn's stat 124% instead of 120%. Maybe it's because there is a maximum stat?
    Wow Latta, thank you very much for so much bug reporting! I've fixed this issue for the stomach, but I didn't know that the efficiency doesn't work for organs. And the 124% are because you didn't change the efficiency to 100%. So the 20% offset get a 20% boost from the 120% efficiency. I hope I didn't confuse you ^^

    Anyway, thank you very much for your feedback!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 16, 2015, 11:27:21 AM
    Hey Ykara. I created simple mod that allow to replacement torso. Of course this take a lot of money and time. Ah.. I add bionic version too. Only problem is that if you install bionic torso you can't install anything else. This happening because torso is the number 1 part and in bodies.defs you can't add the torso and bionic torso at one time. Is there anyway to fix it?

    Link - https://www.dropbox.com/s/m1zghqq0lrqu7we/TorsoSurgery.rar?dl=0

    Sorry for my english :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 16, 2015, 01:03:48 PM
    Quote from: Adamiks on March 16, 2015, 11:27:21 AM
    Hey Ykara. I created simple mod that allow to replacement torso. Of course this take a lot of money and time. Ah.. I add bionic version too. Only problem is that if you install bionic torso you can't install anything else. This happening because torso is the number 1 part and in bodies.defs you can't add the torso and bionic torso at one time. Is there anyway to fix it?

    Link - https://www.dropbox.com/s/m1zghqq0lrqu7we/TorsoSurgery.rar?dl=0

    Sorry for my english :D
    No, I'm sorry, there's no way to fix that. I already tried to implement a bionic torso, but it's impossible unfortunately. But I don't think that there's a need for bionic torsos anyway, because there are already enough bionic parts ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 16, 2015, 01:51:21 PM
    I think there is one way to "fix" this. If you name bionic torso just "torso" maybe this will works. And i wanted to have the bionic torso, neck and head for the zombie apocalypse mod, because when you have the full-bionic guy zombies can still infect him + bad backs etc. I can only replace torso with torso :/ I will try tomorrow.... again.... :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 16, 2015, 02:07:29 PM
    Quote from: Adamiks on March 16, 2015, 11:27:21 AM
    Hey Ykara. I created simple mod that allow to replacement torso. Of course this take a lot of money and time. Ah.. I add bionic version too. Only problem is that if you install bionic torso you can't install anything else. This happening because torso is the number 1 part and in bodies.defs you can't add the torso and bionic torso at one time. Is there anyway to fix it?

    Link - https://www.dropbox.com/s/m1zghqq0lrqu7we/TorsoSurgery.rar?dl=0

    Sorry for my english :D
    This mod already had Exoskeleton torso replacement, guess why it has been removed? It is not possible with XML editing only, you'll have to use C#. There is a mod on forum that includes torso 'augmentations' and allows you to enchance biological body parts without removal though it contains mandatory neuroprothesis pain effect. You can use sources to remove the line where the effect is applied.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 16, 2015, 02:49:40 PM
    Quote from: Adamiks on March 16, 2015, 01:51:21 PM
    I think there is one way to "fix" this. If you name bionic torso just "torso" maybe this will works. And i wanted to have the bionic torso, neck and head for the zombie apocalypse mod, because when you have the full-bionic guy zombies can still infect him + bad backs etc. I can only replace torso with torso :/ I will try tomorrow.... again.... :D
    UMK is right, look at his mods, he did a great job!
    But bad back shouldn't be a problem anyway, because this mod has a way to fix them, so you got one problem solved ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Zxypher on March 16, 2015, 07:40:30 PM
    Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 16, 2015, 08:14:48 PM
    I love this mod... but I love Minus's mod too... I'm so torn... why....
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Latta on March 16, 2015, 08:30:41 PM
    Quote from: Zxypher on March 16, 2015, 07:40:30 PM
    Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?

    I talked about that and Ykara said its a bug.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 16, 2015, 08:39:18 PM
    Is this mod compatible with Glitterworld or no?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Zxypher on March 16, 2015, 09:10:29 PM
    Quote from: Latta on March 16, 2015, 08:30:41 PM
    Quote from: Zxypher on March 16, 2015, 07:40:30 PM
    Is there a reason that the Synthetic Kidney doesn't boost Blood Filtration?

    I talked about that and Ykara said its a bug.

    Ok, thanks. It was just missing a line of xml so it was an easy fix, just wasn't sure if there was a reason it was gone :P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 17, 2015, 01:36:57 AM
    I don't remember, did torso replacement generate spawn all natural and synthetic bodyparts after finishing? It could be handy for removal of organs from corpses.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 17, 2015, 01:49:02 AM
    Quote from: InfinityKage on March 16, 2015, 08:39:18 PM
    Is this mod compatible with Glitterworld or no?
    Currently not, because both mods use identical names for some prostheses. I find this pretty confusing, so there isn't a fix yet. But I could make one if you don't have a problem with it ^^

    Quote from: Zxypher on March 16, 2015, 07:40:30 PM
    Is there a reason that er Kidney doesn't boost Blood Filtration?
    Yep, as Latta said: It's a bug. I've already fixed it for the next version, maybe I'll release the fix tomorrow if more people have problems with it.

    Quote from: UMK on March 17, 2015, 01:36:57 AM
    I don't remember, did torso replacement generate spawn all natural and synthetic bodyparts after finishing? It could be handy for removal of organs from corpses.
    It removes all added bodyparts and replaces them with natural ones. But I don't know if you get this bodyparts back, that would indeed be interesting for corpses.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 17, 2015, 08:42:21 AM
    Quote from: Ykara on March 17, 2015, 01:49:02 AM
    Quote from: InfinityKage on March 16, 2015, 08:39:18 PM
    Is this mod compatible with Glitterworld or no?
    Currently not, because both mods use identical names for some prostheses. I find this pretty confusing, so there isn't a fix yet. But I could make one if you don't have a problem with it ^^

    If it was possible to make one I'd be very greatful. I think both bring a lot to the table.

    Also
    Quote from: Fifty Foot Ant on March 16, 2015, 10:54:08 PM
    I mostly stick to Minus' mod because fo certain prosthetics exclusive to him, like the Power Arm. � u �, maybe it's just me, but after some testing of Ykara's, I just really wish s/he had a power arm in the mod and I'd switch over. No offense meant to Minus, of course. X)

    You ever consider adding your own power arm (Power Claw + Bionic Arm)?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 17, 2015, 09:08:33 AM
    >You ever consider adding your own power arm (Power Claw + Bionic Arm)?
    Aren't they already in the mod?
    Lol, just realised that it is possible to make ability to transplant brains, transferring all skills and traits. Just imagine how many opportunities it gives.
    Also, picture of how our fully upgraded colonists may look like:
    http://static3.gamespot.com/uploads/original/mig/6/8/2/7/2026827-672376_20130205_001.jpg (http://static3.gamespot.com/uploads/original/mig/6/8/2/7/2026827-672376_20130205_001.jpg) (it's not Jensen)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 09:15:31 AM
    UMK even in "core" there is the file with brain transplantation. There is mod that re-enables this back (brain surgery).

    And you maybe remember name of this mod (that includes torso augmentations)?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 17, 2015, 09:27:35 AM
    Quote from: Adamiks on March 17, 2015, 09:15:31 AM
    UMK even in "core" there is the file with brain transplantation. There is mod that re-enables this back (brain surgery).
    I'm aware of it. But what I meant is full translation of 'personality' (colonists have only bits of it though), not just brain replacement.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 09:32:38 AM
    Hmm... Nice. When you first colonist die you will can "revive" him by brain replacement


    And you maybe remember name of this mod (that includes torso augmentations)?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 17, 2015, 09:53:16 AM
    'Never stop looking' (https://ludeon.com/forums/index.php?topic=11260.msg112299#msg112299), very WIP and unbalanced (seriously it's too OP). Inspired by that prothesics mod and Deus Ex: HR. I guess that man will never finish it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 12:19:16 PM
    But this still don't fix problem with bionics parts... This only add disease that give you bonuses. I need bionic part because only bionic part don't bleeding and user cannot be infected. And i really don't know how the phantom pain works. This give pain after some days. Wtf?

    And you maybe know how that GlassShield works (or this even work)? I mean with this colonist can be invisible for real?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 01:53:55 PM
    Ykara i created mod with torso, neck, head and nose replacement. But, without bionic parts :/ But this it's still something. If you colonist is infected you can just replace his torso. If you wanna you can add this to your mod. I think i will create other parts too (like sternum and skull or bionic spine).

    EDIT.
    I almost forgot about download link :D
    https://www.dropbox.com/s/fvbkdiprdosnpb7/Torso%20%26%20Neck%20%26%20More.rar?dl=0

    EDIT 2
    And every part is in other def so you can delete nose, head or something else.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 17, 2015, 02:44:21 PM
    Okay, got the point. It seems to be possible to replace body part without removal of all its subparts. Will test it Better to discuss other mod in its topic. In short: 1)Only pain. Intentional decision. 2) No they are visible. Game limitations.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 17, 2015, 04:47:36 PM
    I just saw that you want to do a german translation. I'm a native german and I would really like to contribute because I like this mod very much and I'm having some free time right know looking for something to do.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 17, 2015, 05:13:38 PM
    Quote from: UMK on March 17, 2015, 09:08:33 AM
    >You ever consider adding your own power arm (Power Claw + Bionic Arm)?
    Aren't they already in the mod?

    I think it has bionic arms but not power arms. I could be wrong.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 05:28:25 PM
    There is power arm (and advanced power arm) in this mod.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 17, 2015, 05:30:42 PM
    Quote from: Adamiks on March 17, 2015, 01:53:55 PM
    Ykara i created mod with torso, neck, head and nose replacement. But, without bionic parts :/ But this it's still something. If you colonist is infected you can just replace his torso. If you wanna you can add this to your mod. I think i will create other parts too (like sternum and skull or bionic spine).

    EDIT.
    I almost forgot about download link :D
    https://www.dropbox.com/s/fvbkdiprdosnpb7/Torso%20%26%20Neck%20%26%20More.rar?dl=0

    EDIT 2
    And every part is in other def so you can delete nose, head or something else.
    Well, I've already tried to add a bionic torso, but it doesn't work. It removes every added body part and you can't install new ones, too. I think this problem also exists for the neck, it would remove brain chips for example. But I'll look through your code, maybe I'll find something I could include ^^
    And by the way, there already is a bionic spine and an artificial nose ^^

    Quote from: Dr. Z on March 17, 2015, 04:47:36 PM
    I just saw that you want to do a german translation. I'm a native german and I would really like to contribute because I like this mod very much and I'm having some free time right know looking for something to do.
    Great! I'm currently working on it, but I'm very busy in real life at the time, so I don't really make any progress ^^ I could send you the files I've already translated, maybe you could finish the translation if you really want!

    Quote from: InfinityKage on March 17, 2015, 05:13:38 PM
    Quote from: UMK on March 17, 2015, 09:08:33 AM
    >You ever consider adding your own power arm (Power Claw + Bionic Arm)?
    Aren't they already in the mod?

    I think it has bionic arms but not power arms. I could be wrong.
    You guys really made me look in the the defs again, but as Adamiks said, there is a power arm, even an advanced version of it ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 05:45:28 PM
    Thanks, Ykara. And if you wanna i can do the Polish translation. Already i'm doing my own translation for the game (there is official translation but there is a lot of "black holes").

    And about this neck. Torso is number 1 part. Neck contains head, head contains skull and skull contains brain, so this parts cannot be bionic (torso,neck,head,skull).
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: KoalaB on March 17, 2015, 08:00:53 PM
    Just a thought:

    Is it within the modding possibilities to change events and link them to body parts? Like for example a Solar Flare making all bionic parts x% less efficient. Or maybe creating an event similar to that droid that changes the mood of males/females. Because at the moment bionics just seem like a non-brainer if your colonist is not a prostophile and you can afford it, you do it. Maybe creating some negative, random events would make you think twice before changing that perfectly healthy individual into robocop.

    Maybe it would be possible to make them chargeable like some droid mods are atm? (Like in - they would be much less efficient when not charged)

    Then again maybe it could somehow work with the new fun system (chess, stargazin etc.) that Tynan is incorporating in the next build...then maybe bionic parts would cause you to experience less fun...cos you know...it's more fun to play with your regular penis body parts rather than with bionic ones.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 17, 2015, 10:10:59 PM
    There is no "bionic penis" in game :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: rexx1888 on March 17, 2015, 10:40:28 PM
    there bloody well should be O.o
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 18, 2015, 12:06:52 AM
    Just a question, but what would you need a synthetic(or any other) heart for?
    From what I could tell, a removed heart means insta-death, so I don't see much point for making a fake heart.

    Now, if colonists had a little time space from loosing a vital organ to death, it would make more sense to me. I might save that colonist who lost his heart if I get him a new one before he dies, or I might harvest the heart from the prisoner then give him a synthetic heart to keep him alive.

    So what can you do with a extra heart other the sell it?
    (and giving a bit of time from loosing a vital organ to death would be cool too.)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Hatura on March 18, 2015, 12:22:47 AM
    I was wondering how good this mod and cybernetic storm are together. Are there any duplicate bionics?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 18, 2015, 03:09:53 AM
    Quote from: AllenWL on March 18, 2015, 12:06:52 AM
    So what can you do with a extra heart other the sell it?
    (and giving a bit of time from loosing a vital organ to death would be cool too.)
    It's cooler. And have better stats (possibly). Also it won't bleed and in future it could be more resistant.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 03:29:28 AM
    Quote from: Hatura on March 18, 2015, 12:22:47 AM
    I was wondering how good this mod and cybernetic storm are together. Are there any duplicate bionics?
    There shouldn't be any complications with CS, just download the fix, read the readme and everything should work fine.

    Quote from: KoalaB on March 17, 2015, 08:00:53 PM
    Just a thought:

    Is it within the modding possibilities to change events and link them to body parts? Like for example a Solar Flare making all bionic parts x% less efficient. Or maybe creating an event similar to that droid that changes the mood of males/females. Because at the moment bionics just seem like a non-brainer if your colonist is not a prostophile and you can afford it, you do it. Maybe creating some negative, random events would make you think twice before changing that perfectly healthy individual into robocop.

    Maybe it would be possible to make them chargeable like some droid mods
    I've already thought about adding some negative effects for bionic prostheses, and there definitely will be some. The idea with the solar flare is great, but I don't know if it's possible. I'm really bad at dll modding, but I'll take a look.

    Quote from: Adamiks on March 17, 2015, 05:45:28 PM
    Thanks, Ykara. And if you wanna i can do the Polish translation. Already i'm doing my own translation for the game (there is official translation but there is a lot of "black holes").
    Wow, that'd be great! I always appreciate additional trabslations, so feel free to translate the mod! When you're finished you can send me the download link, it will be included in the next version of the mod!

    Quote from: AllenWL on March 18, 2015, 12:06:52 AM
    Just a question, but what would you need a synthetic(or any other) heart for?
    From what I could tell, a removed heart means insta-death, so I don't see much point for making a fake heart.

    Now, if colonists had a little time space from loosing a vital organ to death, it would make more sense to me. I might save that colonist who lost his heart if I get him a new one before he dies, or I might harvest the heart from the prisoner then give him a synthetic heart to keep him alive.

    So what can you do with a extra heart other the sell it?
    (and giving a bit of time from loosing a vital organ to death would be cool too.)
    As UMK said, it's cooler ^^ But it also gives a bonus for moving and manipulation, in the next update it will affect blood pumping, too.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Boboid on March 18, 2015, 04:03:06 AM
    Is it possible to increase the health of bionics/organs/ect without changing the base durability of organic limbs?

    If so that'd be an interesting way to make synthetic organs a bit more useful.

    Ideally you'd want a nice thick metal plate you could implant into your colonists forheads to protect their brains :P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 18, 2015, 05:43:40 AM
    Why isn't there a fix for Prison Improvements anymore? Or am I missing it?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 05:48:13 AM
    Quote from: Boboid on March 18, 2015, 04:03:06 AM
    Is it possible to increase the health of bionics/organs/ect without changing the base durability of organic limbs?
    If so that'd be an interesting way to make synthetic organs a bit more useful.

    Ideally you'd want a nice thick metal plate you could implant into your colonists forheads to protect their brains :P
    I'll see what I can do, but I don't think it's easy to add without increasing the health of natural body parts.

    Quote from: Dr. Z on March 18, 2015, 05:43:40 AM
    Why isn't there a fix for Prison Improvements anymore? Or am I missing it?
    Prison Improvements doesn't change the Races_Humanoid anymore, so you don't need a fix.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 18, 2015, 07:47:33 AM
    There's actually one little difference which might be important since the new update:


    <comps>
          <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
          </li>
    </comps>


    I added this piece in the EPOE xml and loaded it after prison improvements and it works fine.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dave-In-Texas on March 18, 2015, 10:23:36 AM
    Quote from: Dr. Z on March 18, 2015, 07:47:33 AM
    There's actually one little difference which might be important since the new update:


    <comps>
          <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
          </li>
    </comps>


    I added this piece in the EPOE xml and loaded it after prison improvements and it works fine.

    which xml file :)  and what doesn't work/goes wrong if we don't make that addition?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 18, 2015, 11:13:20 AM
    Ykara i created also a new bench for your mod "craftable guns", but i have problem with this dll file.

    "Ykara i don't know why guns in my game need "work time 8" instead 500. In the def files they need more.

    I also create the extra table. I add the texture (new), edited the defs and also "unlockrecipes.cs" but this still don't works. I have problem with research, because guns like pistol works.

    Link - https://www.dropbox.com/s/aw7c5pmakj7k1pb/Craftable%20Guns.rar?dl=0

    "I used a dll for hiding the recipes" Ok. I open the dll with the "resource hacker" and i see only version info.  What program you use for this?"
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 11:25:30 AM
    Quote from: Dave-In-Texas on March 18, 2015, 10:23:36 AM
    Quote from: Dr. Z on March 18, 2015, 07:47:33 AM
    There's actually one little difference which might be important since the new update:


    <comps>
          <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
          </li>
    </comps>


    I added this piece in the EPOE xml and loaded it after prison improvements and it works fine.

    which xml file :)  and what doesn't work/goes wrong if we don't make that addition?
    Interesting that there is a change to the Races_Humanoid again, I'll have to test it. But in the last versions there weren't any problems if you just activated my mod after PI, so try it. If there are any complications, please tell me and I'll provide a fix.

    Quote from: Adamiks on March 18, 2015, 11:13:20 AM
    Ykara i created also a new bench for your mod "craftable guns", but i have problem with this dll file.

    "Ykara i don't know why guns in my game need "work time 8" instead 500. In the def files they need more.

    I also create the extra table. I add the texture (new), edited the defs and also "unlockrecipes.cs" but this still don't works. I have problem with research, because guns like pistol works.

    Link - https://www.dropbox.com/s/aw7c5pmakj7k1pb/Craftable%20Guns.rar?dl=0

    "I used a dll for hiding the recipes" Ok. I open the dll with the "resource hacker" and i see only version info.  What program you use for this?"
    Ok, I'll take a look. Maybe I find something that could help you ^^

    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 11:36:33 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    Quote from: Dave-In-Texas on March 18, 2015, 10:23:36 AM
    Quote from: Dr. Z on March 18, 2015, 07:47:33 AM
    There's actually one little difference which might be important since the new update:


    <comps>
          <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
          </li>
    </comps>


    I added this piece in the EPOE xml and loaded it after prison improvements and it works fine.

    which xml file :)  and what doesn't work/goes wrong if we don't make that addition?
    Interesting that there is a change to the Races_Humanoid again, I'll have to test it. But in the last versions there weren't any problems if you just activated my mod after PI, so try it. If there are any complications, please tell me and I'll provide a fix.

    Quote from: Adamiks on March 18, 2015, 11:13:20 AM
    Ykara i created also a new bench for your mod "craftable guns", but i have problem with this dll file.

    "Ykara i don't know why guns in my game need "work time 8" instead 500. In the def files they need more.

    I also create the extra table. I add the texture (new), edited the defs and also "unlockrecipes.cs" but this still don't works. I have problem with research, because guns like pistol works.

    Link - https://www.dropbox.com/s/aw7c5pmakj7k1pb/Craftable%20Guns.rar?dl=0

    "I used a dll for hiding the recipes" Ok. I open the dll with the "resource hacker" and i see only version info.  What program you use for this?"
    Ok, I'll take a look. Maybe I find something that could help you ^^

    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    You just keep getting more and more awesome.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 11:45:43 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    Wait. If I add the fix for glittertech won't that override the fix for Cyperstorm and Zombies?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 11:51:01 AM
    Quote from: InfinityKage on March 18, 2015, 11:45:43 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    Wait. If I add the fix for glittertech won't that override the fix for Cyperstorm and Zombies?
    Yes it would, would you like a fix for all three mods? ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 12:03:23 PM
    Quote from: Ykara on March 18, 2015, 11:51:01 AM
    Quote from: InfinityKage on March 18, 2015, 11:45:43 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    Wait. If I add the fix for glittertech won't that override the fix for Cyperstorm and Zombies?
    Yes it would, would you like a fix for all three mods? ^^

    If you can be that awesome. Careful though. If you get too awesome you'll be upgraded to superhuman status. Then you won't be able to stay down here and make mods for us humans.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 18, 2015, 12:41:01 PM
    Quote from: AllenWL on March 18, 2015, 12:06:52 AM
    Just a question, but what would you need a synthetic(or any other) heart for?
    From what I could tell, a removed heart means insta-death, so I don't see much point for making a fake heart.

    Now, if colonists had a little time space from loosing a vital organ to death, it would make more sense to me. I might save that colonist who lost his heart if I get him a new one before he dies, or I might harvest the heart from the prisoner then give him a synthetic heart to keep him alive.

    So what can you do with a extra heart other the sell it?
    (and giving a bit of time from loosing a vital organ to death would be cool too.)

    Sometimes colonists can have gunshots scars or infections.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 01:11:49 PM
    Quote from: InfinityKage on March 18, 2015, 12:03:23 PM
    Quote from: Ykara on March 18, 2015, 11:51:01 AM
    Quote from: InfinityKage on March 18, 2015, 11:45:43 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    Wait. If I add the fix for glittertech won't that override the fix for Cyperstorm and Zombies?
    Yes it would, would you like a fix for all three mods? ^^

    If you can be that awesome. Careful though. If you get too awesome you'll be upgraded to superhuman status. Then you won't be able to stay down here and make mods for us humans.
    Haha thanks, but don't worry ^^ Creating fixes isn't that hard, so I'm not gonna be a superhuman  any time soon ^^ But anyway, here is your fix: Download! (http://www.mediafire.com/download/iaijc7sec58ze69/ZA_CS_GT_Fix.zip)
    If everything works fine, I'm gonna put it on the original post, so please tell me if you find errors ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 01:44:03 PM
    Quote from: Ykara on March 18, 2015, 01:11:49 PM
    Haha thanks, but don't worry ^^ Creating fixes isn't that hard, so I'm not gonna be a superhuman  any time soon ^^ But anyway, here is your fix: Download! (http://www.mediafire.com/download/iaijc7sec58ze69/ZA_CS_GT_Fix.zip)
    If everything works fine, I'm gonna put it on the original post, so please tell me if you find errors ^^

    So far the only thing i see is your folder is called Zombies and the original is called Zombie. No S. This leads to two zombie files. I'm guessing the original should be deleted?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 18, 2015, 01:56:11 PM
    Oh, sry. It should just be Zombie. Yes, you can remove the original one. I have fixed it ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 02:08:18 PM
    Quote from: Ykara on March 18, 2015, 01:56:11 PM
    Oh, sry. It should just be Zombie. Yes, you can remove the original one. I have fixed it ^^

    I assumed as much. Just making sure.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 02:40:29 PM
    Have you ever considered adding weapon arms? Like instead of guy with bionic arms holding a sniper rifle it's a guy with a bionic sniper rifle arm. Easiest recipe ever too. Bionic Arm + Sniper Rifle = Bionic Sniper Rifle Arm, Bionic Arm + Shotgun = Bionic Shotgun Arm, etc. Is that even possible?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 18, 2015, 02:42:48 PM
    I don't think so... Maybe with dll files.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 18, 2015, 03:20:20 PM
    Basically i'm a huge Megaman nerd and I want the X-Buster.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 18, 2015, 03:33:21 PM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    Quote from: Dave-In-Texas on March 18, 2015, 10:23:36 AM
    Quote from: Dr. Z on March 18, 2015, 07:47:33 AM
    There's actually one little difference which might be important since the new update:


    <comps>
          <li>
    <compClass>PrisonImprovements.CompSlavers</compClass>
          </li>
    </comps>


    I added this piece in the EPOE xml and loaded it after prison improvements and it works fine.

    which xml file :)  and what doesn't work/goes wrong if we don't make that addition?
    Interesting that there is a change to the Races_Humanoid again, I'll have to test it. But in the last versions there weren't any problems if you just activated my mod after PI, so try it. If there are any complications, please tell me and I'll provide a fix
    It's in the races_humanoids.xml, I think this is because Wastlander (the PI author) added slavery in his new update. I haven't tried it without the fix but I assume that slavery won't work because your mod overrides the races_humanoids.xml and removes this part. When I come to play with slaves and understand how they work I will try it without the fix.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: HBKRKO619 on March 18, 2015, 09:59:54 PM
    Quote from: Ykara on March 18, 2015, 01:11:49 PM
    Quote from: InfinityKage on March 18, 2015, 12:03:23 PM
    Quote from: Ykara on March 18, 2015, 11:51:01 AM
    Quote from: InfinityKage on March 18, 2015, 11:45:43 AM
    Quote from: Ykara on March 18, 2015, 11:25:30 AM
    By the way, I've uploaded a fix for GlitterTech! Just download it from here (http://www.mediafire.com/download/bcn1g5rsz12r0vi/GlitterTech_Fix.zip) or from the original post!

    Wait. If I add the fix for glittertech won't that override the fix for Cyperstorm and Zombies?
    Yes it would, would you like a fix for all three mods? ^^

    If you can be that awesome. Careful though. If you get too awesome you'll be upgraded to superhuman status. Then you won't be able to stay down here and make mods for us humans.
    Haha thanks, but don't worry ^^ Creating fixes isn't that hard, so I'm not gonna be a superhuman  any time soon ^^ But anyway, here is your fix: Download! (http://www.mediafire.com/download/iaijc7sec58ze69/ZA_CS_GT_Fix.zip)
    If everything works fine, I'm gonna put it on the original post, so please tell me if you find errors ^^

    And that's the post who will made me use your mod ^^
    I actually play with CS and GT who are compatible thank to a solution in the CS topic but I can't play with ZA who is a must have in my opinion :(
    You're the only one who give a solution to made them all compatible. I will have 3 "medical" mods but whatever, I already play with more than 100 mods xDDD
    Thank man, I will try this tomorow (nearly 3 am here and my girlfriend will kill me if i don't come to bed o-O), you won 1 more user xD

    P.S. : Their is a specific order to use in your opinion with those 4 mods activated in the same time ? I actually play with GT activated before CS.
    P.S. : So, with your compatibility fix, I will be able to use everything from the 3 "medical" mods ? And all of this with the ZA mod working ? (yeah I know, dumb question but I want to be sure xD)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 19, 2015, 02:04:14 AM
    The mod order doesn't matter, because you override the files that cause conflicts in every mod (if you have the fix installed properly).
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: HBKRKO619 on March 19, 2015, 09:02:18 AM
    Quote from: Ykara on March 19, 2015, 02:04:14 AM
    The mod order doesn't matter, because you override the files that cause conflicts in every mod (if you have the fix installed properly).

    OK thank you :) I will do this later today, it seem elStrages want to do an update to his CS later today so I will wait for his update to do all of this.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: InfinityKage on March 19, 2015, 09:11:33 AM
    Quote from: Z0_oM on March 19, 2015, 07:26:57 AM
    Does your mod include limbs, and other stuff from "Extended Surgery and Bionics V1.7?" If not, what's the difference?

    Seriously man? Did you even try to read the first page?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 19, 2015, 09:48:50 AM
    Quote from: InfinityKage on March 19, 2015, 09:11:33 AM
    Quote from: Z0_oM on March 19, 2015, 07:26:57 AM
    Does your mod include limbs, and other stuff from "Extended Surgery and Bionics V1.7?" If not, what's the difference?

    Seriously man? Did you even try to read the first page?

    No. :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 19, 2015, 11:16:09 AM
    Ykara i have bug with worktime in this mod and "craftable guns". In xml file i see "worktime 300" but in game there is "worktime 8".
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 19, 2015, 02:45:50 PM
    Quote from: Adamiks on March 19, 2015, 11:16:09 AM
    Ykara i have bug with worktime in this mod and "craftable guns". In xml file i see "worktime 300" but in game there is "worktime 8".
    I know about that, but I really don't know if it's a bug or just a new way to calculate worktime in alpha 9. I'll have to check that.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 19, 2015, 03:30:46 PM
    Quote from: Ykara on March 19, 2015, 02:45:50 PM
    Quote from: Adamiks on March 19, 2015, 11:16:09 AM
    Ykara i have bug with worktime in this mod and "craftable guns". In xml file i see "worktime 300" but in game there is "worktime 8".
    I know about that, but I really don't know if it's a bug or just a new way to calculate worktime in alpha 9. I'll have to check that.

    This is a bug. Why? Because colonists crafts guns (in craftableguns) in ultra-speed.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: pktongrimworld on March 19, 2015, 06:51:04 PM
    *psst, add an optional organ vats. make it require alot of human meat or something. :P

    then I will switch over.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: HBKRKO619 on March 19, 2015, 08:14:08 PM
    Ikara, I finally took your mod with your compatibility fix for ZA, GT and CS and it work perfectly ^^
    You can add it to your main post in first page :)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 19, 2015, 08:21:13 PM
    Quote from: HBKRKO619 on March 19, 2015, 08:14:08 PM
    Ikara, I finally took your mod with your compatibility fix for ZA, GT and CS and it work perfectly ^^
    You can add it to your main post in first page :)

    I have ZA and GT without fix and everything works perfectly too :D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 19, 2015, 08:58:25 PM
    Just thinking, but won't it be cool to have wheeled feet/legs? They would give your colonist a great speed boost in flat surfaces(stone tiles, smoothed stone, wooden floors, concrete, etc) but slow them down in bumpy surfaces(dirt, rough stone) and some things would be impassable(sandbags, shallow water, stone chunks, etc).

    They would really be strictly for use in the base, but would give a great speed boost there.

    More mechanoid parts to rip out and stick onto your colonists would be cool. Like the ability to rip out a scythers' charge lance and stick it onto your colonist(since it's not dropped on death, I'm guessing it's stuck to the scyther, like it's knife protrusion), or exchanging your colonist's eyes with a mechanoid's sight sensor, etc.

    Also, something like a oh, a 'track legs'(ok, sucky name. Like tank treads or something, but a smaller size, for legs) which makes your colonist slightly slower then normal, but your colonist can go across shallow water, sandbags, etc without losing any speed. Also doesn't get a speed boost in smooth floors and such, but oh well. Pretty much opposite of wheeled legs
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 19, 2015, 09:06:42 PM
    Nice idea. I agree :) And charge lance is actually a gun, but when scyther die he just don't drop this. Even a turret have a "gun". Some small edits (in defs) and colonists will can have the turret in hands (there are some bugs in GlitterTech that lets you buy the best gun in game for 0.90 silver, because this is a "turret gun"):D

    Oh, and that "wheeled leg" don't should slow people down on the dirt, because colonists will still have knees(i guess).
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 20, 2015, 02:39:09 AM
    I know it's a gun, I'm just pretending the said gun isn't held, but welded onto the arm. You know, kinda like how a power arm is a power claw+arm, but instead, this is a lazer gun+arm

    I dare you to walk around on knees. It's a painful. And besides, wheels on your feet isn't exactly the most stable thing. On nice flat surfaces, its' great. On dirt/rough stone/gravel? Not so great. On sand/mud/etc really sucks. Sandbags or bushes, chunks of stone? Better find another way across.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 20, 2015, 06:27:58 AM
    Only problem is that gun cannot be droped when scyther die. Like "turret gun", when you destroy turret you will have only steel back. And about this knees - I think that wheels should be small like foot or something, so colonist will sill can "walk" in "normal" way.

    Sorry for the English, but my eyes hurt after this eclipse : D
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 20, 2015, 09:05:32 AM
    I was thinking more like adding a body part to the scyther that can be harvest rather like it's knife-protrusion, and when added, it will give the colonist the charge lance, but it will always be equipped, can never be dropped(though can be removed through surgery) and maybe gives a loss in manipulation

    On the knee/foot thing, yes, they can 'walk' but have you tried to walk in a pair of in-line skates? The wheels will be constantly moving around, which makes you slip. In bumpy or loose places, the wheels will make your feet slide around unpredictably, which forces you to go slow, or risk falling over a lot.

    So yes, they'll be able to 'walk' but in a very unstable and slow way. Either that, or they're really good with walking around with wheels on their feet
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 20, 2015, 09:40:19 AM
    Quote from: AllenWL on March 20, 2015, 09:05:32 AM
    I was thinking more like adding a body part to the scyther that can be harvest rather like it's knife-protrusion, and when added, it will give the colonist the charge lance, but it will always be equipped, can never be dropped(though can be removed through surgery) and maybe gives a loss in manipulation

    On the knee/foot thing, yes, they can 'walk' but have you tried to walk in a pair of in-line skates? The wheels will be constantly moving around, which makes you slip. In bumpy or loose places, the wheels will make your feet slide around unpredictably, which forces you to go slow, or risk falling over a lot.

    So yes, they'll be able to 'walk' but in a very unstable and slow way. Either that, or they're really good with walking around with wheels on their feet

    I did not think about this in that way. You have right :) But about this scyther i think that more simple would be just edit the xml file in such a way that he will drop his gun.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: johiah on March 20, 2015, 01:51:36 PM
    Could you maybe ask the guy who made FixScars permission to integrate his mod? I find that the recipe for synthetic skin is way too expensive and late game. You really need it at the beginning, because that is when production really matters to get a good start.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 20, 2015, 02:19:11 PM
    Quote from: HBKRKO619 on March 19, 2015, 08:14:08 PM
    Ikara, I finally took your mod with your compatibility fix for ZA, GT and CS and it work perfectly ^^
    You can add it to your main post in first page :)
    Ok thx, I've added it to the main post!

    Quote from: johiah on March 20, 2015, 01:51:36 PM
    Could you maybe ask the guy who made FixScars permission to integrate his mod? I find that the recipe for synthetic skin is way too expensive and late game. You really need it at the beginning, because that is when production really matters to get a good start.
    It is already included in EPOE! FixScars is the thing with the synthetic skin, I've just rebalanced it because I didn't want to make scars completely harmless. Human meat and skin is by far the cheapest resource in the game, because there's always enough (if you don't play Phoebe). And I think that it isn't really logical to put a piece of dead skin on a scar and it disappears. Of course scar patching is pretty late game, but I don't think that you need it at the beginning. Your first three colonists won't have any scars if you take a look in the health tab in the character creation and just don't take pawns who have scars.

    And to the suggestion with more scyther parts: They are great! I'll think about adding this, the possibility to install mechanoid sight sensors sounds great, too! But I'm afraid a gun arm is not possible. I've already tried to add one, but it doesn't work. I'm open for suggestions and tips, so if someone knows how to add this (maybe through DLL modding) I'd really appreciate it.

    And the wheel feet sound great, too. Extended Surgery and Bionics has one, but it doesn't work as it should. And I don't know how to change the speed stats for different ground types, but I'll definitely take a look at it.

    So keep on posting suggestions! I'm very grateful for all your feedback, it really helps me! You guys are great! ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 20, 2015, 02:30:47 PM
    I think that "blunt arm" or something would be great. Maybe also "Tazer arm" (like in non lethals mod) , because when colonist have bionic/power arm he almost always kills.

    This would be easy for make, i think. But i do not remeber if in "verbs" you can change if this will be blunt weapon or sharp.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 21, 2015, 03:39:43 AM
    I think scar patching should be a bit more forward in the game, like mid-game ish.
    In the beginning, not much people will have scars, and really, you're not in the position to be picky. Late-game, you might as well give the colonist bionic limbs, which will more than compensate for the scars.
    I think synthetic skin should be for mid-game, when you want to your colonists in top shape to fight off raids, get those things crafted, etc, but can't really afford to blow resources on bionics and such.

    On another note, I don't know how possible this is, but I got an idea when thinking about ripping bits off mechanoids and sticking them onto colonists. Why does that have to be a one-way thing? Why can't we say, remove our colonists brain and install that onto a mechanoid, turning it into a colonist?
    There could be some sort of a 'brain jar' that can be used in a surgery to remove the colonists brain(or download his/her 'memories') killing the colonist but getting a 'colonist brain' or something, then install that onto a mechanoid, turning 'recruiting' it.

    Or, we could get a mechanoid body, then 'install' our colonist in it, allowing to to 'control' the mechanoid body.

    On the installing mechanoid parts, we could get the artificial brain from a mechanoid, and give it to a colonist, and it could boost their thought process, preventing them from going into shock, or making them learn things faster.


    Finally, man plasteel is so hard to get! I would love to get some limbs for my colonists, but I haven't the money to buy parts for them or to get plasteel to build them parts.
    So I was wondering, we can already rip off organs from prisoners and install them... so why not chop off legs and arms from the prisoners and giving them to colonists?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 21, 2015, 10:27:43 AM
    Quote from: AllenWL on March 21, 2015, 03:39:43 AM
    So I was wondering, we can already rip off organs from prisoners and install them... so why not chop off legs and arms from the prisoners and giving them to colonists?

    You can :P
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 21, 2015, 10:49:51 AM
    Well, the game isn't letting me chop the arms of my prisoners. Just organs. And I really need a new arm, and possibly a leg.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 21, 2015, 10:53:24 AM
    I think this is a problem with other mods.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 21, 2015, 09:18:04 PM
    Hmm possibly, but what mods could be causing it? What, do I need to check each and every mod?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 21, 2015, 09:50:57 PM
    Some mods with the file "BodyParts.xml" in the RimWorld/Mods/[name of mod]/Defs/BodyPartDefs.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 21, 2015, 09:53:43 PM
    Eh, never mind, can do it now. Moved the mods around a bit, and checked real close. Now, I'm not sure if I just missed it or if it was gone...

    Anyways, what does 'Diagnose bad back' do? Now my colonist is in bed, anesthetized, and non of my doctors will treat her
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 21, 2015, 10:12:24 PM
    This replace bad back from torso to spine so you can heal it by installing bionic spine. But when you start new game colonists will have bad back on spine by default.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 22, 2015, 04:25:43 AM
    Oh I see. Now all I need is a bionic spine, so all I need to do now is buy a nice shipment of plasteel..... just as soon my colony stops starving to death.

    Oh, and just checked some hyperweave from traders to see the cost and oh my, is it expensive... like two or three times the cost of plasteel. I don't think I'll be making any synthetic skin or organs anytime soon..... But lots of prisoners will be sent to the chopping block for parts. LOTS
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 22, 2015, 09:03:40 AM
    But in normal game bionics part costs small fortune. Now you need only buy (or dig) plasteel and hyperweave - this is cheeper.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: silentlord on March 22, 2015, 09:25:21 AM
    Quote from: AllenWL on March 22, 2015, 04:25:43 AMBut lots of prisoners will be sent to the chopping block for parts. LOTS

    now your playing Rimworld! :P
    to be honest i find it almost too easy to make money.
    i use zombie mod, so after a wave i have dozens of dead zombies.... i then collect all the bodies, strip them and then chop them up to zombie meat... i sell the clothes and zombie meat. together with this i mine, alot! all those chunks i use to make sculptures, which sell well.  after that i make tonnes of weapons. the last money maker i use when im fully stocked food wise, is a couple crops of Xerigium, the medicine. which i build up and sell en masse to bulk traders etc...
    all the wounded enemies are captured, arms and legs and afew organs removed, then the prisoners and thier body parts are sold to the traders too! :D :P

    it feels more like a production line and builders game.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 22, 2015, 09:40:21 AM
    I have no problem with bionics.
    But synthetic organs are very expensive. They require hyperweave-which can only be bought, and is more expansive then plasteel- and vancidium, which is very expensive to make. Overall, they seem to be more expensive to make then bionics(to me anyways), but bionics are more important. A colonist without a arm or leg is severely crippled. A colonist without a lung or kidney can survive just fine.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Adamiks on March 22, 2015, 11:34:41 AM
    Colonist without a kidney and lung have like 75% (or 50) of health. So this is very important.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 23, 2015, 12:13:27 AM
    But I can easily get more organs by slicing them off prisoners. A lost organ can be gotten by quickly by harvesting it from a prisoner. Or, I can get some surrogate organs.

    Also, to enhance your colonist's speed/movement you just need bionics, but to enhance your organs, you need synthetic organs, which are more expensive then bionics. And weakened organs really don't have any noticeable effect, so when faced with a choice of getting my colonists bionics or synthetic organs, I just go for bionics.

    It just seems that synthetic organs/skin has little benefits, but a big cost.

    That said, won't it be cool if you could graft a scyther shell onto your colonist to give them a boost in health?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 24, 2015, 04:11:35 PM
    Does a bionic arm include a bionic hand?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 24, 2015, 05:48:44 PM
    Quote from: Dr. Z on March 24, 2015, 04:11:35 PM
    Does a bionic arm include a bionic hand?
    Yep, because bionic arms replace the shoulders and they include the hands, so a bionic arm just replaces everything from the shoulder to the pinky.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: dareddevil7 on March 25, 2015, 04:36:18 PM
    Just to let you know, and also sorry for being a prick about it, but prosthetics isn't a word, the plural for prosthetic is prosthesis.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 25, 2015, 05:13:22 PM
    Quote from: dareddevil7 on March 25, 2015, 04:36:18 PM
    Just to let you know, and also sorry for being a prick about it, but prosthetics isn't a word, the plural for prosthetic is prosthesis.
    Yep I know, you won't find the word prosthetics as a name for a bodypart in my mod ^^ And about the name: Prosthetics is used as the noun for the branch of medicine that deals with making and installing artificial bodyparts. But if you find some issues in the mod, please tell me! My English is not even close to perfect and I'm pretty sure there are some problems with it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: mrzjadacz on March 27, 2015, 12:16:02 PM
    I have one melee colonist with upgraded power arm. It is nice, but i want to more damage. When he got upgraded bionic arm in second arm and nanotech exoskeleton from Cyberstorm (15 dmg) Will he have sum of all dmg, or the highest value?

    PS. I just saw that new version. When i have Cybernetic Storm, can i upgrade it without bugs and save crashing?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 27, 2015, 12:53:54 PM
    Quote from: mrzjadacz on March 27, 2015, 12:16:02 PM
    I have one melee colonist with upgraded power arm. It is nice, but i want to more damage. When he got upgraded bionic arm in second arm and nanotech exoskeleton from Cyberstorm (15 dmg) Will he have sum of all dmg, or the highest value?

    PS. I just saw that new version. When i have Cybernetic Storm, can i upgrade it without bugs and save crashing?
    The latest version of EPOE doesn't make any problems with saves, just install the CS fix again. And I really don't know about how the damage is calculated, just try it out ^^

    And I wanted to say that I'm not dead, I was just very busy the last two weeks. There won't be a big update to EPOE soon, but I'm already working on the prostophile faction (although it causes some problems). Maybe I'm gonna release a fix pack that fixes some problems and bugs, so stay tuned! And feel free to post new ideas and suggestions, the poll is still open and I really appreciate your feedback!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: mrzjadacz on March 27, 2015, 02:55:49 PM
    When we install upgraded power arm and upgraded bionic arm, we randomly deal damage from power arm or bionic (15 or 30). I didn't tested Nanotech Exoskeleton and Cybernetic Skin yet, because i spend all my nanomites on generators.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Onyx on March 27, 2015, 09:49:46 PM
    Quote from: dareddevil7 on March 25, 2015, 04:36:18 PM
    Just to let you know, and also sorry for being a prick about it, but prosthetics isn't a word, the plural for prosthetic is prosthesis.

    Prosthetics is in fact a word. It's the adjective form of prosthesis, which is the singular form of the noun. The plural of prosthesis is actually prostheses.

    edit: Proof: http://dictionary.reference.com/browse/prosthetic?s=t

    Also, are bad backs somehow different from having a Frail torso? I can't seem to fix those.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: LustrousWolf on March 27, 2015, 11:06:13 PM
    HELP! In short, what do all the health stats effect and then what effects do the health stats have on a worker, (for example the manipulation below)
    Can someone explain what manipulation affects? Like my guy was growing, lost an arm, but was still growing afterwards the same speed, i thought it would be harder to grow with 1 less arm. so what does lower manipulation affect? as far as I'm aware having low manipulation means you suck at crafting (stone cutting etc) and nothing else? is that right? Basically is it worth giving the guy without an arm a bionic arm or a prosthetic arm? or should I only give the bionic arm to people who craft (like stone cut 24/7) only?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 28, 2015, 01:10:48 AM
    i noticed that you have compatibility patches for both glittertech and cyberstorm, but not both of them together, except with zombie apocalypse. is it possible to have a compatibility patch for both glitter tech and cyberstorm? or do i just use both the cyberstorm patch and the glitter tech patch?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: pythonnx on March 28, 2015, 01:23:28 AM
    I'm having trouble with spine surgery the only option I have is remove spine and I have bionic spines in my storage.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Onyx on March 28, 2015, 01:24:34 AM
    Quote from: 123nick on March 28, 2015, 01:10:48 AM
    i noticed that you have compatibility patches for both glittertech and cyberstorm, but not both of them together, except with zombie apocalypse. is it possible to have a compatibility patch for both glitter tech and cyberstorm? or do i just use both the cyberstorm patch and the glitter tech patch?

    You'd have to manually combine the two patches. Or you can take the all-in-one patch and edit out any references to ZA assets (zombie pawn type in the Races_Humanoid.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: LustrousWolf on March 28, 2015, 05:23:43 AM
    Quote from: pythonnx on March 28, 2015, 01:23:28 AM
    I'm having trouble with spine surgery the only option I have is remove spine and I have bionic spines in my storage.

    Really? I have over 10 mods and spine surgery works fine for me, I crafted bionic spines, and then chose to install the spine on the person. Make sure you have a source of medicine in your storages tho, like herbal, gleemcap, medicine, glitterworld medicine, othew wise you cant perform surgery.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 28, 2015, 06:03:27 AM
    Quote from: Onyx on March 28, 2015, 01:24:34 AM
    Quote from: 123nick on March 28, 2015, 01:10:48 AM
    i noticed that you have compatibility patches for both glittertech and cyberstorm, but not both of them together, except with zombie apocalypse. is it possible to have a compatibility patch for both glitter tech and cyberstorm? or do i just use both the cyberstorm patch and the glitter tech patch?

    You'd have to manually combine the two patches. Or you can take the all-in-one patch and edit out any references to ZA assets (zombie pawn type in the Races_Humanoid.

    thanks! also, what load order should i use? im using edb mod load order and im not sure which order to place the mods, i guess any?

    edit: i tried deleting the zombie pawn type in the races_humanoid file, but now i cant even start a new colony, or make a new world. is it ok if someone can make a glitter tech + cyber storm patch? i cant seem to get my attempt at one to work :/
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: AllenWL on March 28, 2015, 06:44:33 AM
    I tried giving my colonist a brain simulator because when I saw the discription, it had a bunch of +% for manipulation, movement, and consciousness, and I thought it would argument the brain or something.

    Apparently, it replaces the brain, so I ended up with a brain-dead colonist. Darn it.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: LustrousWolf on March 28, 2015, 07:20:56 AM
    I installed a bionic arm onto someone after they lost the first one, do i also need to install a bionic hand as well? or does the arm cover that?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: mrzjadacz on March 28, 2015, 07:35:13 AM
    Quote from: LustrousWolf on March 28, 2015, 07:20:56 AM
    I installed a bionic arm onto someone after they lost the first one, do i also need to install a bionic hand as well? or does the arm cover that?

    Bionic arm include bionic hand.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 28, 2015, 12:27:28 PM
    im just posting again to ask, can anyone make a glitter tech and cyberstorm compatability patch, but not with zombie apocalypse? thanks in advance
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 28, 2015, 12:37:09 PM
    Quote from: 123nick on March 28, 2015, 12:27:28 PM
    im just posting again to ask, can anyone make a glitter tech and cyberstorm compatability patch, but not with zombie apocalypse? thanks in advance

    I've just made one, look in the attachements. Please tell me if it works so I can put it on the first page.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Dr. Z on March 28, 2015, 01:05:24 PM
    Just saw that in the vancidium refinery the recipe description says silver, but actually uses steel. Also, you are using the word metal istead of steel in some of the recipe descriptions, I think in the simple prosthetics.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 28, 2015, 01:45:17 PM
    Quote from: Ykara on March 28, 2015, 12:37:09 PM
    Quote from: 123nick on March 28, 2015, 12:27:28 PM
    im just posting again to ask, can anyone make a glitter tech and cyberstorm compatability patch, but not with zombie apocalypse? thanks in advance

    I've just made one, look in the attachements. Please tell me if it works so I can put it on the first page.
    i dont think it works  :-\ whenever i try to make a world with any of the 3 mods enabled, it just doesent generate. i press the continue button, and nothing happens. maybe it has to do with the load order?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 28, 2015, 02:48:14 PM
    Quote from: Dr. Z on March 28, 2015, 01:05:24 PM
    Just saw that in the vancidium refinery the recipe description says silver, but actually uses steel. Also, you are using the word metal istead of steel in some of the recipe descriptions, I think in the simple prosthetics.
    Thanks for reporting! I'm gonna fix the descriptions!

    Quote from: 123nick on March 28, 2015, 01:45:17 PM
    Quote from: Ykara on March 28, 2015, 12:37:09 PM
    Quote from: 123nick on March 28, 2015, 12:27:28 PM
    im just posting again to ask, can anyone make a glitter tech and cyberstorm compatability patch, but not with zombie apocalypse? thanks in advance

    I've just made one, look in the attachements. Please tell me if it works so I can put it on the first page.
    i dont think it works  :-\ whenever i try to make a world with any of the 3 mods enabled, it just doesent generate. i press the continue button, and nothing happens. maybe it has to do with the load order?
    Well, could it be that you haven't installed the fix properly? Just read the readme again. And do you have other mods installed that could conflict? Because EPOE doesn't cause problems with map generating...
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 28, 2015, 03:38:37 PM
    Quote from: Ykara on March 28, 2015, 02:48:14 PM
    Quote from: Dr. Z on March 28, 2015, 01:05:24 PM
    Just saw that in the vancidium refinery the recipe description says silver, but actually uses steel. Also, you are using the word metal istead of steel in some of the recipe descriptions, I think in the simple prosthetics.
    Thanks for reporting! I'm gonna fix the descriptions!

    Quote from: 123nick on March 28, 2015, 01:45:17 PM
    Quote from: Ykara on March 28, 2015, 12:37:09 PM
    Quote from: 123nick on March 28, 2015, 12:27:28 PM
    im just posting again to ask, can anyone make a glitter tech and cyberstorm compatability patch, but not with zombie apocalypse? thanks in advance

    I've just made one, look in the attachements. Please tell me if it works so I can put it on the first page.
    i dont think it works  :-\ whenever i try to make a world with any of the 3 mods enabled, it just doesent generate. i press the continue button, and nothing happens. maybe it has to do with the load order?
    Well, could it be that you haven't installed the fix properly? Just read the readme again. And do you have other mods installed that could conflict? Because EPOE doesn't cause problems with map generating...
    although i can still generate old colony saves, something very wierd happened. all of my colonist were legless, and also lost a few other body parts, yet they could still move. ive had this happen before, when i was playing in a earlier version of the game, alpha 8 i think, with the same mods but without any compatibility patch. maybe its related, i run with quite alot of mods, so maybe one of them is causing it, but before i could always load colonys fine, and generate new worlds and start new colonys.

    edit also, im using version 725, not 727. maybe that has something to do with it?

    edit #2: i updated to 727, but the problem still persists. also, you never told me the load order of the mods. should it be CS first, EPOE second, and glittertech last? or something else?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: SSS on March 28, 2015, 06:57:55 PM
    Power claws seem to be the only non-organic body parts that can't be crafted. Was this intentional?

    Other than that, I like what I see so far. Having to craft the basic stuff like peg legs (and additional stuff like steel arms) is just common sense imo, and the more advanced stuff seems (much to my relief) adequately difficult to obtain due to the platsteel/hyperweave/vandicium requirements. The number of workbenches seemed a bit high initially, but it fits well now that I've built it all- my hospital sports a production facility now.

    I'd really like to point out how much I love the textile trader, by the way. I figured you added this so that hyperweave would be more reliably available (if still crazy expensive), but it's just so much more appealing to have a trader come by from time to time with virtually every type of textile available rather than whatever the bulk goods trader may or may not have. That in itself was worth a mod; that it was tacked onto something bigger I'm liking so far just sweetens the deal.

    tl;dr: I love the mod, but where's the power claws?

    Edit: After snooping through the hediff files, I noticed some commented-out, shall we say, "special" items. Care to comment, Mr. Mad Scientist? It's looks pretty awesome. ;3
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 29, 2015, 09:13:10 AM
    Quote from: SSS on March 28, 2015, 06:57:55 PM
    Power claws seem to be the only non-organic body parts that can't be crafted. Was this intentional?

    Other than that, I like what I see so far. Having to craft the basic stuff like peg legs (and additional stuff like steel arms) is just common sense imo, and the more advanced stuff seems (much to my relief) adequately difficult to obtain due to the platsteel/hyperweave/vandicium requirements. The number of workbenches seemed a bit high initially, but it fits well now that I've built it all- my hospital sports a production facility now.

    I'd really like to point out how much I love the textile trader, by the way. I figured you added this so that hyperweave would be more reliably available (if still crazy expensive), but it's just so much more appealing to have a trader come by from time to time with virtually every type of textile available rather than whatever the bulk goods trader may or may not have. That in itself was worth a mod; that it was tacked onto something bigger I'm liking so far just sweetens the deal.

    tl;dr: I love the mod, but where's the power claws?

    Edit: After snooping through the hediff files, I noticed some commented-out, shall we say, "special" items. Care to comment, Mr. Mad Scientist? It's looks pretty awesome. ;3
    Thanks for the feedback ^^ It's intentional that the power claws can't be crafted, because I wanted the power arm to be a really rare prosthesis. But I've added the possibility to upgrade scyther knives to power claws, it will be possible in the next update!
    And the things in the hediffs, they're outcommented for a reason. The AI-Core brain is pretty overpowered, because a brain with an efficiency of 120% boosts pretty much everything. Of course an AI-Core is pretty rare, but I have to think about a good solution to implement it. And the exoskeleton suit: It could make a return, but I was just messing around and trying what happens if you replace the torso. But UMK has found a solution to all the problems replacing a torso causes, so maybe he'll allow me to add his mod to mine.

    And @123nick: The load order doesn't matter if you have the fix installed properly. I'll check the fix to see if something isn't working, but please try again!
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 29, 2015, 12:37:32 PM
    Quote from: Ykara on March 29, 2015, 09:13:10 AM
    Quote from: SSS on March 28, 2015, 06:57:55 PM
    Power claws seem to be the only non-organic body parts that can't be crafted. Was this intentional?

    Other than that, I like what I see so far. Having to craft the basic stuff like peg legs (and additional stuff like steel arms) is just common sense imo, and the more advanced stuff seems (much to my relief) adequately difficult to obtain due to the platsteel/hyperweave/vandicium requirements. The number of workbenches seemed a bit high initially, but it fits well now that I've built it all- my hospital sports a production facility now.

    I'd really like to point out how much I love the textile trader, by the way. I figured you added this so that hyperweave would be more reliably available (if still crazy expensive), but it's just so much more appealing to have a trader come by from time to time with virtually every type of textile available rather than whatever the bulk goods trader may or may not have. That in itself was worth a mod; that it was tacked onto something bigger I'm liking so far just sweetens the deal.

    tl;dr: I love the mod, but where's the power claws?

    Edit: After snooping through the hediff files, I noticed some commented-out, shall we say, "special" items. Care to comment, Mr. Mad Scientist? It's looks pretty awesome. ;3
    Thanks for the feedback ^^ It's intentional that the power claws can't be crafted, because I wanted the power arm to be a really rare prosthesis. But I've added the possibility to upgrade scyther knives to power claws, it will be possible in the next update!
    And the things in the hediffs, they're outcommented for a reason. The AI-Core brain is pretty overpowered, because a brain with an efficiency of 120% boosts pretty much everything. Of course an AI-Core is pretty rare, but I have to think about a good solution to implement it. And the exoskeleton suit: It could make a return, but I was just messing around and trying what happens if you replace the torso. But UMK has found a solution to all the problems replacing a torso causes, so maybe he'll allow me to add his mod to mine.

    And @123nick: The load order doesn't matter if you have the fix installed properly. I'll check the fix to see if something isn't working, but please try again!

    ok, but i kept installing the patch, exactly like i was supposed to on the readme file, with OE_bodyparts into the bodypartdefs of EPOE, and bodyparts into the bodypartdefs of CS, and races_humanoid into thingdefs in all 3 of the mods, and bodies into the bodydefs in both CS and EPOE, yet it still wont work. i even tried it without any additional mods, only build 727 of rimworld (most recent version), core mod, and EDB mod load order (which shouldnt conflict at all)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: SSS on March 29, 2015, 01:25:22 PM
    Quote from: Ykara on March 29, 2015, 09:13:10 AM
    Quote from: SSS on March 28, 2015, 06:57:55 PM
    Power claws seem to be the only non-organic body parts that can't be crafted. Was this intentional?

    Other than that, I like what I see so far. Having to craft the basic stuff like peg legs (and additional stuff like steel arms) is just common sense imo, and the more advanced stuff seems (much to my relief) adequately difficult to obtain due to the platsteel/hyperweave/vandicium requirements. The number of workbenches seemed a bit high initially, but it fits well now that I've built it all- my hospital sports a production facility now.

    I'd really like to point out how much I love the textile trader, by the way. I figured you added this so that hyperweave would be more reliably available (if still crazy expensive), but it's just so much more appealing to have a trader come by from time to time with virtually every type of textile available rather than whatever the bulk goods trader may or may not have. That in itself was worth a mod; that it was tacked onto something bigger I'm liking so far just sweetens the deal.

    tl;dr: I love the mod, but where's the power claws?

    Edit: After snooping through the hediff files, I noticed some commented-out, shall we say, "special" items. Care to comment, Mr. Mad Scientist? It's looks pretty awesome. ;3
    Thanks for the feedback ^^ It's intentional that the power claws can't be crafted, because I wanted the power arm to be a really rare prosthesis. But I've added the possibility to upgrade scyther knives to power claws, it will be possible in the next update!
    And the things in the hediffs, they're outcommented for a reason. The AI-Core brain is pretty overpowered, because a brain with an efficiency of 120% boosts pretty much everything. Of course an AI-Core is pretty rare, but I have to think about a good solution to implement it. And the exoskeleton suit: It could make a return, but I was just messing around and trying what happens if you replace the torso. But UMK has found a solution to all the problems replacing a torso causes, so maybe he'll allow me to add his mod to mine.

    It's like you read my mind. I was going to suggest a dual scyther blade+bionic hand combo to make power claws if you were up for considering it, but it seems you were already thinking along those lines. Sweet. ^-^

    As for the rest, I figured as much concerning a brain upgrade, but the reasoning behind the torso improvement wasn't as obvious. The arm cannon looks interesting too, though I'm not sure if it would be worth it unless a melee weapon could be used in conjunction somehow (similar to having scyther blades/power claws while holding a ranged weapon, in vanilla).
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on March 31, 2015, 06:07:22 PM
    just posting to remind you of the bug im still having with the GT and CS compatibility patch. hope to have a fixed compatability patch soon.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on March 31, 2015, 06:26:02 PM
    There is something more going.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on March 31, 2015, 07:01:01 PM
    Quote from: 123nick on March 31, 2015, 06:07:22 PM
    just posting to remind you of the bug im still having with the GT and CS compatibility patch. hope to have a fixed compatability patch soon.
    Yep, I have not forgotten it ^^ I'll work on a proper fix for the new update.

    Quote from: UMK on March 31, 2015, 06:26:02 PM
    There is something more going.
    Yes indeed, I hope I get it to work somehow ^^
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: PJB3005 on April 01, 2015, 09:57:12 AM
    I'm also getting errors with the CS + GT only patch, only running EOPE, GT, CS, core, and Edb mod order.

    2 red errors in the log on loading: "Could not find a type named biteablepawn"

    Then attempting to make a world gives this: "exception filling window for rimworld.page_createworldparams: system.argumentnullexception: argument cannot be null. Parameter name: type"
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: UMK on April 01, 2015, 10:07:08 AM
    >"Could not find a type named biteablepawn"
    Lewl. Inheriting pawn is something worth personal achievement.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Onyx on April 03, 2015, 01:45:28 PM
    I think the problem is that the Races_Humanoid in the CS GT fix is still using ZA assets. Hence the biteable pawn error. Try this Races_Humanoid instead.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: 123nick on April 04, 2015, 02:36:59 AM
    Quote from: Onyx on April 03, 2015, 01:45:28 PM
    I think the problem is that the Races_Humanoid in the CS GT fix is still using ZA assets. Hence the biteable pawn error. Try this Races_Humanoid instead.
    i tested it, and it seems to work, although i havent tried the glitter tech prosthetics (yet). Thanks for making this config, now i can continue playing  rimworld with my large assortment of mods.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Hatura on April 08, 2015, 04:51:08 AM
    Im playing your mod with alot of other mods and I cant install any type of prosthetics but the leg and arm attachments.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Ykara on April 08, 2015, 07:59:04 AM
    Quote from: Hatura on April 08, 2015, 04:51:08 AM
    Im playing your mod with alot of other mods and I cant install any type of prosthetics but the leg and arm attachments.
    There is a mod that overwrites the Races_Humanoid, check your other mods and the compatibility patches, maybe there's a fix for your problem.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: Hatura on April 08, 2015, 04:06:03 PM
    Quote from: Ykara on April 08, 2015, 07:59:04 AM
    Quote from: Hatura on April 08, 2015, 04:51:08 AM
    Im playing your mod with alot of other mods and I cant install any type of prosthetics but the leg and arm attachments.
    There is a mod that overwrites the Races_Humanoid, check your other mods and the compatibility patches, maybe there's a fix for your problem.

    The only mods i have that overwrite races_humanoid are the core file, Cybernetic Storm with the combatibility patch and an unused file in prison Improvement
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.2 (14.03.2015)
    Post by: SSS on April 11, 2015, 02:24:57 AM
    Applying synthetic skin to old gunshots isn't repairing the wound. Is this intentional?

    I mean, I could understand needing a surgery to remove the old bullet first, but I'm not sure why this would be treated differently from other old wounds, otherwise.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Ykara on April 20, 2015, 12:04:35 PM
    Update 1.3 - Alpha 10 and translations!

    Hey guys, EPOE is back! I've updated it to Alpha 10, even though I still have some problems with it. There might be some bugs, so I'd really appreciate it if you could report the ones you find.
    The biggest part of the new update are the two translations. Now EPOE feels even more vanilla!
    I've also added a unique sound for crafting prostheses, tell me what you think about it!
    Unfortunately I had to remove the drugged rib and the thought for the silent jaw, because it just didn't work. I'd really appreciate if you could help me fixing this problem, just look here (https://ludeon.com/forums/index.php?topic=12390.0).
    Oh, and I've added a way to upgrade scyther blades to power claws, so the power arm isn't that hard to get anymore.
    And of course there are also many fixes in this update again.
    You can download the update directly from here (http://www.mediafire.com/download/omoa64eazamikb4/EPOE_1.3.zip) or from the original post!
    Have fun!

    Changes:
    *  Updated to Alpha 10!
    *  Had to remove the drugged rib and the silent jaw thought
    *  Had to remove synthetic skin
    *  Added the possibility to upgrade the scyther blade to a power claw
    *  Changed the prostheses crafting sound to a unique one
    *  Added a German and Korean translation!
    *  Made all benches passable
    *  Fixed all synthetic organs - they now actually affect their main stats (breathing...)
    *  Tweaked the crafting worktime of bionic and advanced bionic prostheses
    *  The scyther blade is now in the same category as all bionics
    *  Fixed some descriptions
    *  Still structuring and polishing the defs
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: jefferyharrell on April 20, 2015, 12:18:13 PM
    Wow, I wasn't expecting such a big mod to get an update so quickly. How does this version behave when added to an existing save game? I've just gotten one started over the weekend and I'd like to add EPOE to it, if that won't cause problems.

    EDIT: Loading the mod (not using it, just starting the game with the mod installed) throws a couple of errors:

    Could not find a type named EPOE.Recipe_PatchScar

    Exception parsing <specialAction>EPOE.UnlockResearch.CreateRibs</specialAction> to type System.Action: Exception parsing System.Action from "EPOE.UnlockResearch.CreateRibs"


    I saw in the notes that you removed some functionality related to rib implants. Maybe there's a leftover reference in an XML? I'm not sure what the scar-patching error could mean, though.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Ykara on April 20, 2015, 12:26:56 PM
    Quote from: jefferyharrell on April 20, 2015, 12:18:13 PM
    Wow, I wasn't expecting such a big mod to get an update so quickly. How does this version behave when added to an existing save game? I've just gotten one started over the weekend and I'd like to add EPOE to it, if that won't cause problems.

    Well, I haven't tested it so far, but it should work fine since the other versions didn't make problems. Maybe people with a bad back could make problems, because this mod relocates it to the spine. But try it, it won't ruin your savegame. And please tell me if it works fine!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: cheetah2003 on April 20, 2015, 04:17:40 PM
    Yay!  Glad to see this mod updated to A10, this is one of my favorite ones.  Thank you!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Ykara on April 20, 2015, 04:57:07 PM
    Quote from: jefferyharrell on April 20, 2015, 12:18:13 PM

    EDIT: Loading the mod (not using it, just starting the game with the mod installed) throws a couple of errors:

    Could not find a type named EPOE.Recipe_PatchScar

    Exception parsing <specialAction>EPOE.UnlockResearch.CreateRibs</specialAction> to type System.Action: Exception parsing System.Action from "EPOE.UnlockResearch.CreateRibs"


    I saw in the notes that you removed some functionality related to rib implants. Maybe there's a leftover reference in an XML? I'm not sure what the scar-patching error could mean, though.
    Oh that. It seems like I forgot this reference in the code. But don't worry, this error does nothing because there's no way to get synthetic skin ingame. Just ignore it, I'll release 1.31 if there are some other bugs left andif not I'll just update it silently.

    Edit: I've just made a silent update, so if you want the error to disappear just redownload the mod.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Hellandlife on April 24, 2015, 01:55:22 PM
    Hi, im having an issue crafting stuff using the basic prosthetic bench. Can't make a peg leg :( even though i have set a crafter and stuff.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: 1000101 on April 24, 2015, 02:34:11 PM
    I just voted "other" on your poll.

    My only thought is that mod may start to large areas of the colony rarely being seen unless you are running some sort of medical colony where you make it your business to run around "rescuing" everyone that comes on the map.  You have quite a large number of tables in your mod and most of the time my colonies end up with a deep hole in the ground to produce one or two body parts a year.

    That could just be me though and not wanting to risk surgery since A9 after seeing some of the insane medical failures, colonist missing right leg, surgery bill "install bionic right leg", your doctor has failed and accidentally removed the guys kidney.

    Even so, that's a lot of tables.

    I think it's a great mod though and use it despite all that.  XD
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: jefferyharrell on April 24, 2015, 03:29:40 PM
    I've played a couple of games with the latest version of the mod, and I've found it to be working well. No real bugs or glitches or anything that I've discovered. I've only stressed the mod moderately, though, by crafting some eyes, arms and legs. I haven't deliberately tried every feature out yet.

    One thing I'd offer up though is that the crafting sound is really, really loud. That's such a minor complaint I hesitate even to mention it, but I thought you might appreciate the feedback. No matter where my camera happens to be focused, I always know exactly when a bionic-crafting job has been done.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: photon_man62 on April 24, 2015, 05:56:09 PM
    I've been using this mod and it's been great for basic operations like healing arms etc., however one of my colonists recently was shot by a sniper and had her pelvis shatter. I looked through the possible operations and craftable body parts, but there doesn't seem to be anything to heal that. Is it researchable later, or is a pelvis not possible to fix with this mod?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Ykara on April 24, 2015, 07:23:07 PM
    Quote from: Hellandlife on April 24, 2015, 01:55:22 PM
    Hi, im having an issue crafting stuff using the basic prosthetic bench. Can't make a peg leg :( even though i have set a crafter and stuff.
    Well, that's interesting. I don't have any problems with crafting prostheses. Crafting a peg leg requires a crafting skill of two, so maybe there's the problem (even though I don't think so).

    Quote from: 1000101 on April 24, 2015, 02:34:11 PM
    Even so, that's a lot of tables.

    I think it's a great mod though and use it despite all that.  XD
    Yep, you're not the first one to point that out. But I don't really know how to reduce the number of workbenches. But I've already shrinked two of them, so they don't take up that much space anymore.

    Quote from: jefferyharrell on April 24, 2015, 03:29:40 PM
    I've played a couple of games with the latest version of the mod, and I've found it to be working well. No real bugs or glitches or anything that I've discovered. I've only stressed the mod moderately, though, by crafting some eyes, arms and legs. I haven't deliberately tried every feature out yet.

    One thing I'd offer up though is that the crafting sound is really, really loud. That's such a minor complaint I hesitate even to mention it, but I thought you might appreciate the feedback. No matter where my camera happens to be focused, I always know exactly when a bionic-crafting job has been done.
    Thanks, I really do appreciate your feedback! I'm gonna tweak the sound for the next update! The unique sound is pretty unpolished yet, so I'm gonna work on it for the next updates.
    Please keep posting feedback, it helps me making the mod better!

    Quote from: photon_man62 on April 24, 2015, 05:56:09 PM
    I've been using this mod and it's been great for basic operations like healing arms etc., however one of my colonists recently was shot by a sniper and had her pelvis shatter. I looked through the possible operations and craftable body parts, but there doesn't seem to be anything to heal that. Is it researchable later, or is a pelvis not possible to fix with this mod?
    Wow, a shattered pelvis is something I have never had so far. Lattas Fixbone could fix this problem I think, but EPOE can't (yet). Maybe I'll add an option to craft bones like in Lattas mod or just add a simple Pelvis replacement.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: photon_man62 on April 24, 2015, 08:39:32 PM
    Quote from: Ykara on April 24, 2015, 07:23:07 PM
    Wow, a shattered pelvis is something I have never had so far. Lattas Fixbone could fix this problem I think, but EPOE can't (yet). Maybe I'll add an option to craft bones like in Lattas mod or just add a simple Pelvis replacement.
    Ahahaha, I know! That's what makes it so painful. All my colonists only get the worst, rarest injuries during combat so no mods can even let me fix them! Being able to replace even rare body parts like that would be awesome. Transplanting a pelvis would be much more interesting than just repairing it. The added bonus is that the "donating" prisoner won't be able to run away later. Just a thought...

    And yeah, Fixbone does cover some of the other "neglected" body parts, but it's unfortunately not updated for the latest alpha. And bone repairs aren't as cool as forced body part harvesting.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: dsalter on April 25, 2015, 07:28:44 AM
    thought i should post as i'v got an issue.
    i cannot install anything other then peglegs or dentures yet i have eyepatches, eyeballs hearts etc, currently have someone with no eyes due to cateract removal and decided to replace them but no option is available.
    i only have this mod (in it's current version) and the https://ludeon.com/forums/index.php?topic=11741.495 (superior crafting mod)

    also thought i should ask is a medical bed 100% required for any surgery?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: Ykara on April 25, 2015, 08:11:28 AM
    Quote from: dsalter on April 25, 2015, 07:28:44 AM
    thought i should post as i'v got an issue.
    i cannot install anything other then peglegs or dentures yet i have eyepatches, eyeballs hearts etc, currently have someone with no eyes due to cateract removal and decided to replace them but no option is available.
    i only have this mod (in it's current version) and the https://ludeon.com/forums/index.php?topic=11741.495 (superior crafting mod)

    also thought i should ask is a medical bed 100% required for any surgery?
    It's because Superior Crafting and EPOE don't play well together, because they both modify the Races_Humanoid. Maybe I'll release a fix for this problem, but right now this is the best solution: Activate EPOE after Superior Crafting -EPOE will work properly, but the prostheses system in Superior Crafting won't.

    And no, you don't need a medical bed to perform surgeries, I've never even built one.
    Hope I could help!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: dsalter on April 25, 2015, 08:18:19 AM
    damn thats a shame, hope a compatibility gets thrown in at some point, love the work both of ya do, only mods i'v been interested in :(

    will try the load order "fix" but othr then that, crossing fingers a compatibility version comes out ;)
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.3 (20.04.2015)
    Post by: dsalter on April 25, 2015, 08:33:00 AM
    just to add replacing the load order did indeed work so thanks for that, just gotta avoid superiors way of prosthetics :P
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.4.2015)
    Post by: Ykara on April 25, 2015, 06:46:36 PM
    Update 1.31 - Return of snthetic skin and artificial pelvis!

    Hey guys, update 1.31 is here! Thanks to Abrexus you can now patch up your scars again!
    I've also added the possibility to craft an artificial pelvis, as suggested from photon_man62 (I'm a generous god).
    And there are some other minor changes to balance EPOE and make it feel more vanilla, for example I've reduced the intensity of the assembling sound drastically so your earphones don't destroy your ears every time you want to craft prostheses anymore.
    You can download the update directly from here (http://www.mediafire.com/download/u8vipv9b9kp0hm5/EPOE_1.31.zip) or from the original post!
    Have fun!

    Changes:
    *  Readded synthetic skin! (big thanks to Abrexus!)
    *  Added an artificial pelvis!
    *  Turned down the volume of the prostheses assembling sound
    *  Changed some sounds to fit the recipe better
    *  Tweaked the German Translation a little bit
    *  Tweaked the worktimes of every crafting activity
    *  Structured the hell out of this code
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Broseidon on April 26, 2015, 02:47:42 AM
    I personally just installed this on top of a colony that was already running with Superior Crafting, and it doesn't seem to have any serious issues (yet) except that you can't install Superior Crafting bionics, but any that are already installed seem to still be working fine. I'd love to see full integration with Superior Crafting stuff, but so far the mod is fantastic, well done!

    Edit: Although, my mine's floors seem to have turned to sand in certain places, not quite sure what is up with that.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 26, 2015, 05:54:19 AM
    Quote from: Broseidon on April 26, 2015, 02:47:42 AM
    I personally just installed this on top of a colony that was already running with Superior Crafting, and it doesn't seem to have any serious issues (yet) except that you can't install Superior Crafting bionics, but any that are already installed seem to still be working fine. I'd love to see full integration with Superior Crafting stuff, but so far the mod is fantastic, well done!

    Edit: Although, my mine's floors seem to have turned to sand in certain places, not quite sure what is up with that.
    A compatibility patch / version for Superior Crafting is definitely coming, quite likely in the next week.
    And about the floors, I really don't have a clue what could cause your problems, since EPOE doesn't alter any of the terrain defs. But it sounds pretty funny ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on April 26, 2015, 07:23:07 AM
    Quote from: Broseidon on April 26, 2015, 02:47:42 AM
    Edit: Although, my mine's floors seem to have turned to sand in certain places, not quite sure what is up with that.
    I think that's a thing with superior crafting. Last time I installed that, all flooring that wasn't dirt, stone, or gravel(so every rich soil, stone and metal tiles, etc) turned into sand. It was weird
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: dsalter on April 26, 2015, 11:06:27 AM
    Quote from: AllenWL on April 26, 2015, 07:23:07 AM
    Quote from: Broseidon on April 26, 2015, 02:47:42 AM
    Edit: Although, my mine's floors seem to have turned to sand in certain places, not quite sure what is up with that.
    I think that's a thing with superior crafting. Last time I installed that, all flooring that wasn't dirt, stone, or gravel(so every rich soil, stone and metal tiles, etc) turned into sand. It was weird
    can confirm your right about that, did the same to my high tech lab as it is now partly a beach now :(
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on April 27, 2015, 08:03:00 AM
    I just got a perfectly healthy guy who's only drawbacks were a love for beer and a mediocre skill in all subjects, stripped him of all possible organs and limbs I could, and sold him to slavers.

    Now, only a few of my colonists have missing body parts.

    On another note, I found that you can't give a colonist with a missing foot a new leg without first chopping off his leg. Might want to look into that.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 28, 2015, 10:44:26 AM
    Quote from: AllenWL on April 27, 2015, 08:03:00 AM
    I just got a perfectly healthy guy who's only drawbacks were a love for beer and a mediocre skill in all subjects, stripped him of all possible organs and limbs I could, and sold him to slavers.

    Now, only a few of my colonists have missing body parts.

    On another note, I found that you can't give a colonist with a missing foot a new leg without first chopping off his leg. Might want to look into that.
    Thanks for reporting, I'll take a look at it, it seems pretty strange.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on April 28, 2015, 02:42:33 PM
    ThoughtDefs aren't working.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: jerome736 on April 28, 2015, 03:03:49 PM
    Is there any way to cure a frail torso? I can't seem to find one. Also, can you craft advanced bionics with this mod?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on April 28, 2015, 03:59:40 PM
    1. No. There is no way to cure frail (without editing xml files in core or creating a new mod).

    2. Yes there are advanced bionics.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 28, 2015, 04:10:17 PM
    Quote from: Adamiks on April 28, 2015, 02:42:33 PM
    ThoughtDefs aren't working.
    I haven't found a solution to bring them over to alpha 10, because it seems like I need a thoughtworker now, but I'm that terrible in C# that I can't get it to work. But help is always appreciated!

    Quote from: jerome736 on April 28, 2015, 03:03:49 PM
    Is there any way to cure a frail torso? I can't seem to find one. Also, can you craft advanced bionics with this mod?
    You can cure bad back with this mod, but I didn't want to make frail curable. Frail is the only thing you can't cure with EPOE, but maybe the exoskeleton suit makes a return and frail curable in future versions. Stay tuned!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on April 28, 2015, 05:19:09 PM
    Quote from: Ykara on April 28, 2015, 04:10:17 PM
    I haven't found a solution to bring them over to alpha 10, because it seems like I need a thoughtworker now, but I'm that terrible in C# that I can't get it to work. But help is always appreciated!

    If when you telling "thoughtworker" you mean "<workerClass>ThoughtWorker_Hediff</workerClass>" then i don't think this will help because Beer uses that same "workerclass" as your "ribdrugged". But i'm just a noob in modding so i don't really know :D
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 29, 2015, 01:20:31 AM
    Quote from: Adamiks on April 28, 2015, 05:19:09 PM
    If when you telling "thoughtworker" you mean "<workerClass>ThoughtWorker_Hediff</workerClass>" then i don't think this will help because Beer uses that same "workerclass" as your "ribdrugged". But i'm just a noob in modding so i don't really know :D
    Yeah, I've already tried that, but I think it only works with staged hediffs :/
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Plagi on April 29, 2015, 01:28:55 AM
    For some reasons I can't install all of the "advanced bionic" parts, what can it be? May be it's not enough medical skills?

    Wow, wow. I fixed it by myself. I'm playing with Superior craft and like you said I just activate this mod after superior...awesome mod, thx.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on April 29, 2015, 03:23:00 AM
    Quote from: Ykara on April 29, 2015, 01:20:31 AM
    Quote from: Adamiks on April 28, 2015, 05:19:09 PM
    If when you telling "thoughtworker" you mean "<workerClass>ThoughtWorker_Hediff</workerClass>" then i don't think this will help because Beer uses that same "workerclass" as your "ribdrugged". But i'm just a noob in modding so i don't really know :D
    Yeah, I've already tried that, but I think it only works with staged hediffs :/

    Hmm.... If this work only with staged heddiffs why you can't create a stage that will just same like first one?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: CazemTheNinja on April 29, 2015, 08:36:02 AM
    I know you wanted some suggestions for prosthetics (that word is really hard to spell Haha) so i made a small list between me and a few friends who play this mod. Take em or leave em. Thanks for the awesome mod, this is my favourite part of rimworld.

    Wheels? Sort of like tank tracks or some form of wheelchair thing that buffs movement?
    Implants rather then actual body additions, deus ex i think its called has stuff like that so things like skill implants for specifc skill sets
    So you get a craftsman implant that increases crafting and construction or a intelligence implant that increases medical and research. Etc...
    Aswell as some that add other things like decreases the rate at which food goes down (not sure if possible i aint a coder)  aswell as something that increases infection recovery
    what about inbuilt weaponry? Sacrifice a limb for a shoulder mounted plasma cannon similar to the film planet reach i think its called. She has an ak 47 for a leg its pretty awesome.
    Have you considered making mecha suits for pawns? So rather then exosuits that stay on all the time mecha stations that you can enter and take off. Increases damage and ranged but you cant do work in them (slightly different from the mod i know)
    also different types of exosuits. So some dedicated to melee others speed similar to the call of duty where they have three types with different speeds health and damage.

    Anyways thanks for the mod
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on April 29, 2015, 09:05:09 AM
    Ninja have a good idea. I think that you can create implants that will add hediff to whole body so colonist will can have more than only 1 implant (in the brain).
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 29, 2015, 02:34:20 PM
    Quote from: CazemTheNinja on April 29, 2015, 08:36:02 AM
    I know you wanted some suggestions for prosthetics (that word is really hard to spell Haha) so i made a small list between me and a few friends who play this mod. Take em or leave em. Thanks for the awesome mod, this is my favourite part of rimworld.

    Wheels? Sort of like tank tracks or some form of wheelchair thing that buffs movement?
    Implants rather then actual body additions, deus ex i think its called has stuff like that so things like skill implants for specifc skill sets
    So you get a craftsman implant that increases crafting and construction or a intelligence implant that increases medical and research. Etc...
    Aswell as some that add other things like decreases the rate at which food goes down (not sure if possible i aint a coder)  aswell as something that increases infection recovery
    what about inbuilt weaponry? Sacrifice a limb for a shoulder mounted plasma cannon similar to the film planet reach i think its called. She has an ak 47 for a leg its pretty awesome.
    Have you considered making mecha suits for pawns? So rather then exosuits that stay on all the time mecha stations that you can enter and take off. Increases damage and ranged but you cant do work in them (slightly different from the mod i know)
    also different types of exosuits. So some dedicated to melee others speed similar to the call of duty where they have three types with different speeds health and damage.

    Anyways thanks for the mod
    It's funny, because I have considered to add pretty much every idea you mentioned. But unfortunately it isn't as easy as it looks like. Implants would need an assembly, just like the exoskeleton suit (that's why it isn't already in the mod). And shooting verbs don't work on prostheses, I don't know why. Wheels are also not that simple, you'd need to fix wheels on both legs simultaneously, maybe I'll include it in the Alpha 11 release. But thanks for your ideas, I'll work on them!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: crusader2010 on April 29, 2015, 05:33:42 PM
    Hello. I think I found a bug. The surrogate organ workbench can't be right-clicked to choose prioritize with any colonist. They don't seem to touch it at all. Any ideas?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on April 30, 2015, 01:33:26 AM
    Quote from: crusader2010 on April 29, 2015, 05:33:42 PM
    Hello. I think I found a bug. The surrogate organ workbench can't be right-clicked to choose prioritize with any colonist. They don't seem to touch it at all. Any ideas?
    Surrogate organs require a crafting skill of 7 or higher. Haa anyone of your colonists crafting 7? Maybe that could be the problem.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: TonyKuremento on May 01, 2015, 03:07:00 PM
    The first post says "Treat scars and back backs!" in one of the bullet points, but I think it should have said "bad backs"? :P
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on May 01, 2015, 08:51:21 PM
    Well, I wanted to give my colonist a new foot, so I tried to give him a new leg.
    Well, I sorta messed up, and now I have a footless colonist and no medicine left over... whoops...

    Oh, and I got a idea. How about a 'doctor's hand' or 'medical skin' or something?
    It would be installed on the doctor, and basically act like medicine, even if the colony has none. The doctor will be able to apply medicine to the patient even if there is no medicine, at the cost of some manipulative ability.

    Also, some prostheses, especially the crude ones, says 'uncomfortable' on them.
    Won't it be kinda cool if those cause slight pain to the colonist who has them on?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: MagmaBear on May 01, 2015, 11:02:44 PM
    You should make bionic bones. :)
    Someday I will become a cyborg!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 02, 2015, 11:09:19 AM
    Quote from: TonyKuremento on May 01, 2015, 03:07:00 PM
    The first post says "Treat scars and back backs!" in one of the bullet points, but I think it should have said "bad backs"? :P
    Haha, thanks for pointing that out, I've changed it!

    Quote from: AllenWL on May 01, 2015, 08:51:21 PM
    Well, I wanted to give my colonist a new foot, so I tried to give him a new leg.
    Well, I sorta messed up, and now I have a footless colonist and no medicine left over... whoops...

    Oh, and I got a idea. How about a 'doctor's hand' or 'medical skin' or something?
    It would be installed on the doctor, and basically act like medicine, even if the colony has none. The doctor will be able to apply medicine to the patient even if there is no medicine, at the cost of some manipulative ability.

    Also, some prostheses, especially the crude ones, says 'uncomfortable' on them.
    Won't it be kinda cool if those cause slight pain to the colonist who has them on?
    Well, I'm afraid a medical hand is not possible. Prostheses can only affect the stats you see in the health tab :/ The idea with pain sounds good though, but I don't know if its possible either. But I will try!

    Quote from: MagmaBear on May 01, 2015, 11:02:44 PM
    You should make bionic bones. :)
    Someday I will become a cyborg!
    Yeah, maybe I will! There is already Lattas great FixBones mod, maybe EPOE will get some of its features, too. I'll see what I can do!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ninefinger on May 03, 2015, 02:42:36 AM
    Hey Ykara, first i want to say i love your mods!, Secondly it has been brought to my attention by Minus with his Medical Surgery Experience Balance mod, that Tynan accidentally missed a decimal point for experience gained for surgery, and that surgery mods like this will need to be updated directly. I have already gone ahead and updated my Ultimate Overhaul Modpack and figured i would let you know about this if you didn't manage to spot it yourself. Cheers! :D

    Old Medical XP mod.           1XP a second
    Vanilla Alpha 10.               16XP a second
    Current Medical XP mod.     1.6XP a second <--- This number should be used for each of your Recipe/Defs that contain this bit of code:

    <workSkillLearnFactor>1.6</workSkillLearnFactor>
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Minus on May 03, 2015, 03:47:20 AM
    Yo Ykara! Your rival here! Just wonder if you're still using races_humanoid for your mod. If you're still 2 Alphas behind in your coding like it seems then here's a fix for ya.

    <recipeUsers><li>Human</li></recipeUsers>

    Put that in all the bionic install recipes, then delete your races file. Hope this helps all the compatibility issues and patches you keep having to make.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 03, 2015, 06:55:14 AM
    Quote from: Ninefinger on May 03, 2015, 02:42:36 AM
    Hey Ykara, first i want to say i love your mods!, Secondly it has been brought to my attention by Minus with his Medical Surgery Experience Balance mod, that Tynan accidentally missed a decimal point for experience gained for surgery, and that surgery mods like this will need to be updated directly. I have already gone ahead and updated my Ultimate Overhaul Modpack and figured i would let you know about this if you didn't manage to spot it yourself. Cheers! :D

    Old Medical XP mod.           1XP a second
    Vanilla Alpha 10.               16XP a second
    Current Medical XP mod.     1.6XP a second <--- This number should be used for each of your Recipe/Defs that contain this bit of code:

    <workSkillLearnFactor>1.6</workSkillLearnFactor>
    Oh, thank you very much for pointing that out! I've completely forgotten about this! I'll add it in the next release!

    Quote from: Minus on May 03, 2015, 03:47:20 AM
    Yo Ykara! Your rival here! Just wonder if you're still using races_humanoid for your mod. If you're still 2 Alphas behind in your coding like it seems then here's a fix for ya.

    <recipeUsers><li>Human</li></recipeUsers>

    Put that in all the bionic install recipes, then delete your races file. Hope this helps all the compatibility issues and patches you keep having to make.
    Yo Minus, I know about the recipeUsers! I've already made a version without a Races_Humanoid, but I have a problem with it. All recipes are in a random order and I don't think that looks good. Since I'm a perfectionist, there's no other way to organize the recipes than making changes to the Races_Humanoid. Of course that's not a problem if there are only a few recipes like in your mod, but mine is a little bit bigger so it just looks messy.
    And about the compatibility issues: There are so few mods that alter the Races_Humanoid, and for the mods that do I make patches. It's pretty easy to do the patches, so I don't think it's worth rewriting my mod.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: HBKRKO619 on May 03, 2015, 07:23:36 AM
    Quote from: Ykara on May 03, 2015, 06:55:14 AM
    Yo Minus, I know about the recipeUsers! I've already made a version without a Races_Humanoid, but I have a problem with it. All recipes are in a random order and I don't think that looks good. Since I'm a perfectionist, there's no other way to organize the recipes than making changes to the Races_Humanoid. Of course that's not a problem if there are only a few recipes like in your mod, but mine is a little bit bigger so it just looks messy.
    And about the compatibility issues: There are so few mods that alter the Races_Humanoid, and for the mods that do I make patches. It's pretty easy to do the patches, so I don't think it's worth rewriting my mod.

    Not really sure to agree on that but, you're the creator of the mod ^^
    If Tynan made a way to easily made compatible every "medical" mod, you should use it. In alpha 9, I had 5 mods who changed race_humanoid, you made a compatible patch for 4 of them and I did the last one for myself after 3H of test (it change only 4 recipes but ..... I'm just the worst modder in the history of this planet xDDD) and I don't talk about the need to do the change after every update of the 5 mod o-O
    Anyway, all of this to say that if their's a way to made all of this compatible the easy way, why choose the hard way ? xD
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Minus on May 03, 2015, 10:14:17 AM
    Quote from: Ykara on May 03, 2015, 06:55:14 AM
    All recipes are in a random order and I don't think that looks good. Since I'm a perfectionist, there's no other way to organize the recipes than making changes to the Races_Humanoid. Of course that's not a problem if there are only a few recipes like in your mod, but mine is a little bit bigger so it just looks messy.
    Weird, they're in order for me on my mod, mostly. I don't think it's random, I think it's probably based on what DefName you give them. I know you can't change that without making old save games incompatible, but try it out and think about it for the next Alpha update.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: FireRat on May 04, 2015, 05:39:22 AM
    How do I repair scars? With human skin or something?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 04, 2015, 06:46:57 AM
    Quote from: FireRat on May 04, 2015, 05:39:22 AM
    How do I repair scars? With human skin or something?
    You need synthetic skin. It's craftable at the synthetic organs workbench so it's pretty endgamey.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Tormound on May 04, 2015, 02:43:05 PM
    I'm having a hard time installing various bionic and beyond body parts. I have the parts but the option does not come up. Nor does it come up for synthetic organs. Is there something I'm missing? Positronic brain implants works fine though along with regular and advanced prosthetic parts.

    EDIT: Alright I got it. Had to make it so the mod loaded later in the list.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: FireRat on May 05, 2015, 04:10:55 AM
    Whats the difference between a Power Arm and Bionic Arm?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 05, 2015, 03:03:44 PM
    Quote from: FireRat on May 05, 2015, 04:10:55 AM
    Whats the difference between a Power Arm and Bionic Arm?
    The power arm is ... ehhh more powerful? It multiplies manipulating with 1.3 instead of 1.2, does pretty decent melee damage and a lot more expensive. The best use for it is to give it a sniper so he can deal damage even in close combat. The bionic arm just improves manipulating.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: 123nick on May 05, 2015, 06:12:49 PM
    will the compatibility patches be updated for alpha 10? at the very least, EPOE and glitter tech?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: XxMSWShadowxX on May 05, 2015, 10:52:53 PM
    I seem to be having difficulties getting this mod to work properly, I can't seem to install spines, or install body parts other than the parts already in Vanilla (Peg Leg, Bionic Arm etc) but there are no errors at all in console/logs. Is there a certain way I have to do this? or am i missing something stupidly obvious? would not be the first time for me.

    PS, no other mods SHOULD be causing conflicts, this is the only mod i have installed that has anything to do with Prosthetics or treating body parts, different methods etc, this is the only mod i have installed that has nothing to do with weaponry. Mod looks great by the way hopefully i can use it properly soon.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 06, 2015, 10:18:30 AM
    Quote from: XxMSWShadowxX on May 05, 2015, 10:52:53 PM
    I seem to be having difficulties getting this mod to work properly, I can't seem to install spines, or install body parts other than the parts already in Vanilla (Peg Leg, Bionic Arm etc) but there are no errors at all in console/logs. Is there a certain way I have to do this? or am i missing something stupidly obvious? would not be the first time for me.

    PS, no other mods SHOULD be causing conflicts, this is the only mod i have installed that has anything to do with Prosthetics or treating body parts, different methods etc, this is the only mod i have installed that has nothing to do with weaponry. Mod looks great by the way hopefully i can use it properly soon.
    Ok, that's strange. What mods are you using, maybe there are some incompatibilites even though you don't have other surgery mods.

    Quote from: 123nick on May 05, 2015, 06:12:49 PM
    will the compatibility patches be updated for alpha 10? at the very least, EPOE and glitter tech?
    Yep, thanks for reminding me! I've just made a GlitterTech Fix, so have fun playing both mods!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: XxMSWShadowxX on May 06, 2015, 11:39:23 AM
    Ok, that's strange. What mods are you using, maybe there are some incompatibilites even though you don't have other surgery mods.


    I have (went and got some more, still same problem though);
    -Apparello & AnimuHair
    -Crashlanding
    -CrytoHax
    -EDB series (Alpha 10 compatible ones)
    -Expanded Mining
    -GlitterTech (installed but not active as i thought this was causing it)
    -Hospitality
    -PawnStateIcons
    -LessIncidentTrolling
    -Miscellaneous/MAI
    -MoreHair
    -OmniWeapons
    -ProjectArmory
    -Rimfire
    -Rimsenal Base, _hair, _Security, _Storyteller
    -VeinMiner

    as i said i thought GlitterTech might have been doing it but no difference at all :\ maybe a load order change may fix this?

    EDIT: Nevermind, downloaded your GlitterTech fix and just put it in EPOE mod folder and put it right at the bottom of the load order now working 100% fine. Great mod by the way and thanks for the support.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 06, 2015, 12:25:15 PM
    Quote from: XxMSWShadowxX on May 06, 2015, 11:39:23 AMEDIT: Nevermind, downloaded your GlitterTech fix and just put it in EPOE mod folder and put it right at the bottom of the load order now working 100% fine. Great mod by the way and thanks for the support.
    Great! I'm glad it works!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Carlsf on May 06, 2015, 12:58:44 PM
    Very good mod with lot of potential. I like it. But could do something like performing operations on rescued guestes? It pains me when I rescue someone without leg and he/she stays in my base forever.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Arthur James on May 07, 2015, 06:04:27 AM
    I got a problem.
    After the bionic Arm, leg, foot, hand manufactured into Advanced body parts, they can't be used for surgery when trying to add the body parts to the members...
    they are only used for sold only.. and in exchange for those pre-made Advanced body parts given by traders..

    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: userfredle on May 07, 2015, 08:32:52 PM
    Hey love the mod, my only issue is i personally find its recipes way to OP and cheap, i build 2 every time just cuz i feel like im cheating the game a bit too much, i really think there could be more of both plasteel and regular steel requirements for just about everything, currently the cost of buying all the parts compared to the bionic, also teh convenience of having any bionic i want at all times, is 1/4 - 1/5 What it would cost to buy the actual bionic from the trader.

    Just a thought for added vanilla - ness
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 08, 2015, 08:41:55 AM
    Quote from: Carlsf on May 06, 2015, 12:58:44 PM
    Very good mod with lot of potential. I like it. But could do something like performing operations on rescued guestes? It pains me when I rescue someone without leg and he/she stays in my base forever.
    I'm afraid I'm too bad at modding to do that. I think that this is hardcoded, so I can't do anything about it cause I'm incredibly bad at C# :/

    Quote from: Arthur James on May 07, 2015, 06:04:27 AM
    I got a problem.
    After the bionic Arm, leg, foot, hand manufactured into Advanced body parts, they can't be used for surgery when trying to add the body parts to the members...
    they are only used for sold only.. and in exchange for those pre-made Advanced body parts given by traders..
    That's pretty weird. Do you have any other mods installed? And if so, is EPOE the last mod in the mod order?

    Quote from: userfredle on May 07, 2015, 08:32:52 PM
    Hey love the mod, my only issue is i personally find its recipes way to OP and cheap, i build 2 every time just cuz i feel like im cheating the game a bit too much, i really think there could be more of both plasteel and regular steel requirements for just about everything, currently the cost of buying all the parts compared to the bionic, also teh convenience of having any bionic i want at all times, is 1/4 - 1/5 What it would cost to buy the actual bionic from the trader.

    Just a thought for added vanilla - ness
    Yep, I want to make it harder too. I don't want complicated production chains, but I think one step should do it. I thought about gears you can craft at the mechanics table and need for making prostheses. But I don't know if everyone likes the idea, I think I'll have to do another poll.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LanMc on May 08, 2015, 09:26:15 AM
    Quote from: userfredle on May 07, 2015, 08:32:52 PM
    Hey love the mod, my only issue is i personally find its recipes way to OP and cheap, i build 2 every time just cuz i feel like im cheating the game a bit too much, i really think there could be more of both plasteel and regular steel requirements for just about everything, currently the cost of buying all the parts compared to the bionic, also teh convenience of having any bionic i want at all times, is 1/4 - 1/5 What it would cost to buy the actual bionic from the trader.

    Just a thought for added vanilla - ness

    Just wanted to weigh in on this...  I like it the way it is.  I honestly don't want it to be harder to make them.  Plasteel doesn't come easy or cheap unless we use mods for it.  This mod eased up the base game a bit by allowing us to create the prosthetics - which, yes, are very expensive to purchase and way out of any budget range especially during the earlier stages in the game.  Plus it takes time and energy to research all of them, that adds enough difficulty if you ask me as I am typically struggling to get research done...

    So my vote is no, don't change it, please?  Or at very least give us the option of two versions: one more challenging, one basically the same?

    I like being able to fix my colonists after they've been ravaged by a rampaging horde, (ok, it was only 2, not much of a horde, I know...), of rapid squirrels that somehow ate off my pawn's leg, took an arm and left her with only one good eye!!  Preferably without breaking the bank, or having them languish in bed until I can afford to buy the materials needed, (still happened... research can take some time...) or wait on a trade ship that sells them and hope I have enough of everything to be able to trade in order to afford them and not have everyone starving through the winter... (I didn't... I had to wait for the research and then build up enough plasteel and steel to make what she needed. I gave her a peg leg just to get her out of bed.  She was not a happy pawn!  Eventually however I was able to construct the better bionic parts (not top of the line upgraded ones, but hey... beggars can't be choosers, ya know?) she was much happier after that!)

    Please help me keep my pawns happy?
    Lan
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 08, 2015, 12:58:20 PM
    Ok, I've just opened a new poll! Thanks for all those who voted, your suggestions have really made EPOE better! And I'll see what I can do about a prostophile faction, I really didn't expect that so many of you want to see it!

    Anyway, please vote, your vote decides how EPOE is gonna evolve!
    The question is: Is EPOE balanced? Because there were and are some posts that said that I should rebalance the mod, but I wasn't sure if you really want me to do that. So I just ask you!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on May 08, 2015, 08:55:05 PM
    In my opinion, the beginning is pretty well balanced. The cost-to-efficiency ratio is pretty well made, and it doesn't feel OP, or underpowered. However, it's when you get to bionics and up that there is a slight OP-ness.

    I was easily able to get a few thousand units of plasteel from mining, cutting open mechanoids, or simply selling all the clothing and weapons I got from raids and buying plasteel with it.

    Once you research bionics and higher, it actually gets easier to have your units be enhanced then to get them to normal. I mean, we're crash-landed on a near-deserted planet, and getting my guy a advanced bionic leg is easier then getting him a normal leg? I mean, once I get the research and advance a decent way in, I might as well just give that colonist a advanced bionic arm rather then cure the infection in his little finger.

    Bionics also trumps prostheses by a lot. They are not very far apart in both cost and research, but they are pretty distinctive in efficiency. If I just save a bit more steel and plasteel, instead of making this prosthetic foot, I can get a bionic one.

    I think maybe making bionics harder to get, maybe needing some advanced parts you need to salvage from mechanoid or buy from traders(I don't think it should have a more complex production chain though. Needing x to craft y to combine with x and z to make w to me, just adds more tedium then anything else), or needing some more resources and a higher knowledge of things, then adding a middle ground-type prostheses that have 100% efficiency, like organic limbs and organs, just without having to get a prisoner to chop up.

    TL;DR
    The beginning is well balanced, but once you get to mid-game-ish, gets OP pretty quick. Possibly add a 'middle ground' prostheses between 'weakened' and 'advanced'
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: deadlydullahan on May 08, 2015, 09:10:45 PM
    Quote from: AllenWL on May 08, 2015, 08:55:05 PM

    TL;DR
    The beginning is well balanced, but once you get to mid-game-ish, gets OP pretty quick. Possibly add a 'middle ground' prostheses between 'weakened' and 'advanced'

    I think a solution to this is requiring the bionics crafting recipe include a unique implemented item that let's say can only be acquired through a specific trader. This ups the difficulty by a bit and makes players have to choose wisely how to invest their bionic parts as well as getting players to trade a bit more to afford the said unique crafting item. it could be as simple as an item labeled "Bio-mechanics" that you need 1 per bionic part crafted

    EDIT: maybe have a new trader that drops by once and awhile that specializes in medical and technological items (Sells body parts as well as the unique item along with maybe AI cores or something.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: CazemTheNinja on May 09, 2015, 03:52:42 AM
    I have made a combination mod of three mods one of them being yours and then glittertech and minus's mod as they dont work together originally, so i have made a fix pack for this. Im not sure of your opinion on modpacks so i wanted to just get explicit consent, the link is here and i have credited your mod. Here is the post https://ludeon.com/forums/index.php?topic=12961.0

    Thankyou
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 09, 2015, 05:16:06 AM
    Thanks so far for your votes and suggestions, keep going on! I'm not sure about the traders exclusive part, I think that would make EPOE a little bit too hard, but if more people suggest that it should be a lot harder, I'm gonna think about it.
    And it would be nice to read some comments of the people who voted that EPOE is too hard, I really want to see your point.

    And @CazemTheNinja: How did you get Extended Sugery and Bionics to work with EPOE? Did you remove the prostheses part of ESB and just kept the organ vet? I can't look it up, I'm currently on my phone ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 09, 2015, 05:55:13 AM
    I think that EPOE is balanced, but only thing that i will change is a vancidium(?). 1 advanced part needs from 5-20. 5x5 gold = 25gold + plasteel + steel. And advanced parts are don't even 2x more better (they have +3.5 not 4) from normal bionics. In that way i think the better option is creating only a normal bionics for let's say 10 people not advanced bionics for 1-2. And the synthetics organs. We have surrogate (65%) organs and synthetics organs (100% +20) but where are "normal" organs with 100% efficiency?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LittleGreenStone on May 11, 2015, 05:38:14 AM
    Quote from: Ykara on April 26, 2015, 05:54:19 AM
    A compatibility patch / version for Superior Crafting is definitely coming, quite likely in the next week.
    And about the floors, I really don't have a clue what could cause your problems, since EPOE doesn't alter any of the terrain defs. But it sounds pretty funny ^^

    Someone just suggested this mod to me, sounds like a lot of fun, unfortunately it is not compatible with SC it seems, a mod I can not live without.
    I've found this post of yours, however I have not found any fix/patch/update/whatever for SC on your main post, only a glittertech (was it?) fix.
    Could you tell me (/us) what will happen to this fantastic idea of yours? ^^

    Or, is it possible to remove the prosthetics part of SC (all the parts and recipes) without breaking the mod, using yours instead?

    Thank you!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 11, 2015, 06:37:59 AM
    Quote from: LittleGreenStone on May 11, 2015, 05:38:14 AM
    Quote from: Ykara on April 26, 2015, 05:54:19 AM
    A compatibility patch / version for Superior Crafting is definitely coming, quite likely in the next week.
    And about the floors, I really don't have a clue what could cause your problems, since EPOE doesn't alter any of the terrain defs. But it sounds pretty funny ^^



    Someone just suggested this mod to me, sounds like a lot of fun, unfortunately it is not compatible with SC it seems, a mod I can not live without.
    I've found this post of yours, however I have not found any fix/patch/update/whatever for SC on your main post, only a glittertech (was it?) fix.
    Could you tell me (/us) what will happen to this fantastic idea of yours? ^^

    Or, is it possible to remove the prosthetics part of SC (all the parts and recipes) without breaking the mod, using yours instead?

    Thank you!

    Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

    And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

    https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

    Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

    EDIT : I forgot about BodyDefs that i have in another mod.

    EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

    [attachment deleted due to age]
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LittleGreenStone on May 12, 2015, 08:35:39 AM
    Quote from: Adamiks on May 11, 2015, 06:37:59 AM
    Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

    And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

    https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

    Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

    EDIT : I forgot about BodyDefs that i have in another mod.

    EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

    Yey!
    These are to replace EPOE's  defs, right?
    And what of SC's? Do I just delete them, leave them, or the mod order thingy will take care of it?
    If this works, I'm gonna find you and give you all my cookies.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 12, 2015, 08:47:14 AM
    Quote from: LittleGreenStone on May 12, 2015, 08:35:39 AM
    Quote from: Adamiks on May 11, 2015, 06:37:59 AM
    Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

    And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

    https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

    Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

    EDIT : I forgot about BodyDefs that i have in another mod.

    EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

    Yey!
    These are to replace EPOE's  defs, right?
    And what of SC's? Do I just delete them, leave them, or the mod order thingy will take care of it?
    If this works, I'm gonna find you and give you all my cookies.

    If you don't changed anything in SC or EPOE, just delete SC folder and EPOE folder and copy my files. And remeber about this 2 files that i also send. Just extract bodypartsdefs folders and thingdefs folder into SC folder or EPOE - this isn't really matter, because these files are shared.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 12, 2015, 01:13:31 PM
    Quote from: LittleGreenStone on May 11, 2015, 05:38:14 AM
    Quote from: Ykara on April 26, 2015, 05:54:19 AM
    A compatibility patch / version for Superior Crafting is definitely coming, quite likely in the next week.
    And about the floors, I really don't have a clue what could cause your problems, since EPOE doesn't alter any of the terrain defs. But it sounds pretty funny ^^

    Someone just suggested this mod to me, sounds like a lot of fun, unfortunately it is not compatible with SC it seems, a mod I can not live without.
    I've found this post of yours, however I have not found any fix/patch/update/whatever for SC on your main post, only a glittertech (was it?) fix.
    Could you tell me (/us) what will happen to this fantastic idea of yours? ^^

    Or, is it possible to remove the prosthetics part of SC (all the parts and recipes) without breaking the mod, using yours instead?

    Thank you!
    I'm sorry, I don't know if there will be an official fix. I can't make it, because - as you said - you need to remove the prosthetics part of SC, so I can't just create a fix. I've already asked Abrexus if he could release an EPOE compatibility version of his mod because many people requested it, I think he just needs some time.
    But you can use Adamiks' fix, it should work ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LittleGreenStone on May 12, 2015, 01:44:25 PM
    Quote from: Adamiks on May 12, 2015, 08:47:14 AM
    Quote from: LittleGreenStone on May 12, 2015, 08:35:39 AM
    Quote from: Adamiks on May 11, 2015, 06:37:59 AM
    Here, my friend :) I created a fix for the EPOE and also added some stuff like natural foots (so installing foots have some sense now), advanced prosthetics foots, hands, natural spine (so now you have spine for installing bionic one), and now you need surrogate organs for organs in the organ vats so surrogate organs aren't useless now (before you might have organ from one body...)

    And i also added some items like couch (2x1 and 3x1), new floors, some recipe balance, glass recipe on the end-game level. Only problem is that i don't know if you save even can load this :D If you will have any problems i will try to create a fix.

    https://www.dropbox.com/s/sxpqv73xczqudn4/ExpandedProsthetics%26OrganEngineering%20%2B%20SC.rar?dl=0

    Hmmm.... I think that you will can have problems with researchDefs. If you researched bionics table i think you game will just crash. Anyway this will be easy to fix so no problem, mate :)

    EDIT : I forgot about BodyDefs that i have in another mod.

    EDIT 2: I found a bug - foots and hands can't be installed. Fix is here. Ok, maybe not here but somewhere under this.

    Yey!
    These are to replace EPOE's  defs, right?
    And what of SC's? Do I just delete them, leave them, or the mod order thingy will take care of it?
    If this works, I'm gonna find you and give you all my cookies.

    If you don't changed anything in SC or EPOE, just delete SC folder and EPOE folder and copy my files. And remeber about this 2 files that i also send. Just extract bodypartsdefs folders and thingdefs folder into SC folder or EPOE - this isn't really matter, because these files are shared.

    I'm an idiot. o_o Yes, I kinda missed that big yellow link poking my eyes out in the middle of your post, thus my confusion...
    I...ugh. Yeah.

    But it is working! I've not yet tested all its aspects, but as far as I can see, it is! And it's awesome!

    Thank you!

    Quote from: Ykara on May 12, 2015, 01:13:31 PM

    I'm sorry, I don't know if there will be an official fix. I can't make it, because - as you said - you need to remove the prosthetics part of SC, so I can't just create a fix. I've already asked Abrexus if he could release an EPOE compatibility version of his mod because many people requested it, I think he just needs some time.
    But you can use Adamiks' fix, it should work ^^

    I don't know about that. That's about all I'm capable of, if I want stuff to be compatible, I use one and remove the other. It is not exactly the most delicate (or stable) way of forcing mods together, but to my surprise, it works more often than not. ^^
    Anyway, thank you for answering, and for the mod!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 17, 2015, 09:05:57 AM
    Ykara there are some problems with arms. Arms just don't "drop" when i'm installing for example a bionic arm (but when i remove arm, they do). And they shouldn't be installed on "armsDef" but on "shoulderDef".
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 17, 2015, 11:16:53 AM
    Quote from: Adamiks on May 17, 2015, 09:05:57 AM
    Ykara there are some problems with arms. Arms just don't "drop" when i'm installing for example a bionic arm (but when i remove arm, they do). And they shouldn't be installed on "armsDef" but on "shoulderDef".
    Oh, thanks for reporting! It will be fixed in the next version!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: SeamusCameron on May 18, 2015, 06:26:31 AM
    Quote from: AllenWL on May 08, 2015, 08:55:05 PM
    In my opinion, the beginning is pretty well balanced. The cost-to-efficiency ratio is pretty well made, and it doesn't feel OP, or underpowered. However, it's when you get to bionics and up that there is a slight OP-ness.

    I was easily able to get a few thousand units of plasteel from mining, cutting open mechanoids, or simply selling all the clothing and weapons I got from raids and buying plasteel with it.

    Once you research bionics and higher, it actually gets easier to have your units be enhanced then to get them to normal. I mean, we're crash-landed on a near-deserted planet, and getting my guy a advanced bionic leg is easier then getting him a normal leg? I mean, once I get the research and advance a decent way in, I might as well just give that colonist a advanced bionic arm rather then cure the infection in his little finger.

    Bionics also trumps prostheses by a lot. They are not very far apart in both cost and research, but they are pretty distinctive in efficiency. If I just save a bit more steel and plasteel, instead of making this prosthetic foot, I can get a bionic one.

    I think maybe making bionics harder to get, maybe needing some advanced parts you need to salvage from mechanoid or buy from traders(I don't think it should have a more complex production chain though. Needing x to craft y to combine with x and z to make w to me, just adds more tedium then anything else), or needing some more resources and a higher knowledge of things, then adding a middle ground-type prostheses that have 100% efficiency, like organic limbs and organs, just without having to get a prisoner to chop up.

    TL;DR
    The beginning is well balanced, but once you get to mid-game-ish, gets OP pretty quick. Possibly add a 'middle ground' prostheses between 'weakened' and 'advanced'

         I just finished a playthrough today and I had a thought as to how to gate the production value. I really like your idea of having there be a gate item as a rare drop or an item from a trader, but for bionics/advanced bionics in particular... would it be possible to create it as an authored item as well?
         F.E. Statues at the sculptors table. Pawns spend 1800 or so "work" on a small marble statue, wouldn't a bionic or advanced bionic piece of tech be just as much a "work of art"?
         Is that possible from a modding perspective/something that people might want?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 18, 2015, 06:32:58 AM
    Quote from: SeamusCameron on May 18, 2015, 06:26:31 AM
    Quote from: AllenWL on May 08, 2015, 08:55:05 PM
    In my opinion, the beginning is pretty well balanced. The cost-to-efficiency ratio is pretty well made, and it doesn't feel OP, or underpowered. However, it's when you get to bionics and up that there is a slight OP-ness.

    I was easily able to get a few thousand units of plasteel from mining, cutting open mechanoids, or simply selling all the clothing and weapons I got from raids and buying plasteel with it.

    Once you research bionics and higher, it actually gets easier to have your units be enhanced then to get them to normal. I mean, we're crash-landed on a near-deserted planet, and getting my guy a advanced bionic leg is easier then getting him a normal leg? I mean, once I get the research and advance a decent way in, I might as well just give that colonist a advanced bionic arm rather then cure the infection in his little finger.

    Bionics also trumps prostheses by a lot. They are not very far apart in both cost and research, but they are pretty distinctive in efficiency. If I just save a bit more steel and plasteel, instead of making this prosthetic foot, I can get a bionic one.

    I think maybe making bionics harder to get, maybe needing some advanced parts you need to salvage from mechanoid or buy from traders(I don't think it should have a more complex production chain though. Needing x to craft y to combine with x and z to make w to me, just adds more tedium then anything else), or needing some more resources and a higher knowledge of things, then adding a middle ground-type prostheses that have 100% efficiency, like organic limbs and organs, just without having to get a prisoner to chop up.

    TL;DR
    The beginning is well balanced, but once you get to mid-game-ish, gets OP pretty quick. Possibly add a 'middle ground' prostheses between 'weakened' and 'advanced'

         I just finished a playthrough today and I had a thought as to how to gate the production value. I really like your idea of having there be a gate item as a rare drop or an item from a trader, but for bionics/advanced bionics in particular... would it be possible to create it as an authored item as well?
         F.E. Statues at the sculptors table. Pawns spend 1800 or so "work" on a small marble statue, wouldn't a bionic or advanced bionic piece of tech be just as much a "work of art"?
         Is that possible from a modding perspective/something that people might want?

    I think that the best solution for this is creating a artificial bones and electronics chips like in SC. Then bionics would need even more crafting and resources. Maybe also bionics should require a prosthetics parts to have a "base"?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LittleGreenStone on May 18, 2015, 08:11:35 AM
    I *might* have found a minor mistake, that is, if it wasn't already corrected:

    That body-part is supposed to be an advanced power claw, not arm.

    (http://i61.tinypic.com/3585unp.png)

    Also, any reason why I had about 10 wooden legs coming down in drop-pods? I lol'd but I'm not sure it was intended, or was it?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 18, 2015, 01:01:59 PM
    I think I'll make crafting bionic prostheses a bit more time consuming, using unfinished items (I figured out how this works, I've already made Craftable Guns more balanced this way). And maybe I'll nerf natural limbs cause it seems pretty unrealistic just to install a harvested arm on another person without any debuffs. I'm not sure about adding more production chains, I think not everybody would like it.
    @LittleGreenStone: Haha, I've had wooden foots falling from the sky once, it's pretty funny I guess ^^ But since I don't know what causes that I can't remove it, but I think it's not a big problem. Maybe a prostheses trader crashed, everything is possible ^^
    And about the advanced power claw: There is no such an item in EPOE, at least I can't remember creating it o.O Are you sure you haven't added it yourself?
    Title: Trololoolo
    Post by: Adamiks on May 18, 2015, 01:14:16 PM
    Quote from: Ykara on May 18, 2015, 01:01:59 PM
    I think I'll make crafting bionic prostheses a bit more time consuming, using unfinished items (I figured out how this works, I've already made Craftable Guns more balanced this way). And maybe I'll nerf natural limbs cause it seems pretty unrealistic just to install a harvested arm on another person without any debuffs. I'm not sure about adding more production chains, I think not everybody would like it.
    @LittleGreenStone: Haha, I've had wooden foots falling from the sky once, it's pretty funny I guess ^^ But since I don't know what causes that I can't remove it, but I think it's not a big problem. Maybe a prostheses trader crashed, everything is possible ^^
    And about the advanced power claw: There is no such an item in EPOE, at least I can't remember creating it o.O Are you sure you haven't added it yourself?

    How unfinished items even works? o.O Do the unfinished items change anything? Items with this needs more work time or/and using this make creating a good quality items harder? And about this arms.... You know. I would like to have even arm from another human than nothing. And about this debuffs... Do the colonists without arms have some thoughts? In that way adding debuffs to this kind of recipes isn't compatible with Rimworld logic.

    EDIT
    Oh, and true story about this power claw. I've even added this body part myself so there is no body part like this in EPOE.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Nimrod on May 18, 2015, 01:30:05 PM
    Quote from: Ykara on May 18, 2015, 01:01:59 PM
    I think I'll make crafting bionic prostheses a bit more time consuming, using unfinished items (I figured out how this works, I've already made Craftable Guns more balanced this way). And maybe I'll nerf natural limbs cause it seems pretty unrealistic just to install a harvested arm on another person without any debuffs. I'm not sure about adding more production chains, I think not everybody would like it.
    @LittleGreenStone: Haha, I've had wooden foots falling from the sky once, it's pretty funny I guess ^^ But since I don't know what causes that I can't remove it, but I think it's not a big problem. Maybe a prostheses trader crashed, everything is possible ^^
    And about the advanced power claw: There is no such an item in EPOE, at least I can't remember creating it o.O Are you sure you haven't added it yourself?

    Maybe have a look at Stats_Pawns_WorkMedical.xml in Core/ - you could come up with your own skill/difficulty set for installing bionics/advanced bionics - with a higher chance of failure as an example
    Giving bionics/advanced bionics recipies an unfinished item and raising the work amount is also a nice idea - but wouldn't really change that much in my opinion
    If you want to make life more difficult - change the recipies (building and maybe even installing) to need medicine AND crafting >:D

    cheers
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LittleGreenStone on May 18, 2015, 03:24:51 PM
    Quote from: Ykara on May 18, 2015, 01:01:59 PM
    I think I'll make crafting bionic prostheses a bit more time consuming, using unfinished items (I figured out how this works, I've already made Craftable Guns more balanced this way). And maybe I'll nerf natural limbs cause it seems pretty unrealistic just to install a harvested arm on another person without any debuffs. I'm not sure about adding more production chains, I think not everybody would like it.
    @LittleGreenStone: Haha, I've had wooden foots falling from the sky once, it's pretty funny I guess ^^ But since I don't know what causes that I can't remove it, but I think it's not a big problem. Maybe a prostheses trader crashed, everything is possible ^^
    And about the advanced power claw: There is no such an item in EPOE, at least I can't remember creating it o.O Are you sure you haven't added it yourself?

    Quote from: Adamiks on May 18, 2015, 01:14:16 PM

    EDIT
    Oh, and true story about this power claw. I've even added this body part myself so there is no body part like this in EPOE.

    Aaaalright, my mistake, sorry about that. ^^

    These body-parts falling down isn't bad, I just wasn't sure it's intentional. This time only wooden legs, next time maybe advanced bionics will fall, and that would be rather...well, I won't lie, it'd be pretty damn awesome but anyway...

    About the natural limbs; I honestly don't know. I simply skipped them so far, except for that one or two tech-phobe colonists of mine. I've never had problems with creating bionics, so "nerfing" natural arms wouldn't really affect me, for one. Still, it's already one's debate, either to give natural limbs or bionics to such colonists (-mood + effectiveness, or neither), so this nerf (what will it be anyway, reduced effectiveness? Bad thoughts?) would, in my opinion, make it an easy decision to make.

    Maybe you could use the idea of growing or just changing limbs, to be "ideal"
    (without the presence of a colonist, in a vat) and organs to make it more way more time-consuming,
    maybe you could make it hard to remove limbs without damaging it, rendering them useless,
    or perhaps implement a "rejection" system where colonists' rejected limbs could just fall off. ^^
    I'm not sure it'd be an easy matter, the last one, but it sure would be amusing!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Dr. Z on May 24, 2015, 06:38:43 PM
    Quote from: Ykara on May 18, 2015, 01:01:59 PM
    I think I'll make crafting bionic prostheses a bit more time consuming, using unfinished items (I figured out how this works, I've already made Craftable Guns more balanced this way). And maybe I'll nerf natural limbs cause it seems pretty unrealistic just to install a harvested arm on another person without any debuffs. I'm not sure about adding more production chains, I think not everybody would like it.
    @LittleGreenStone: Haha, I've had wooden foots falling from the sky once, it's pretty funny I guess ^^ But since I don't know what causes that I can't remove it, but I think it's not a big problem. Maybe a prostheses trader crashed, everything is possible ^^
    And about the advanced power claw: There is no such an item in EPOE, at least I can't remember creating it o.O Are you sure you haven't added it yourself?

    The last time I've played (still Alpha 9), you could just implant natural organs from the start. Why don't make it a research project which unlocks after simple prosteses parallel to bionics. No higher tier research depends on this but it needs more time to finish, like 2,500 to 3,000 points. Because you can just harvest limbs and add them for 100% efficency I think it should be really expensive.
    Also you seem to have delted the german traslation for the power claw. I even added a nice reference to it ;)
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 25, 2015, 06:19:42 AM
    Quote from: LittleGreenStone on May 18, 2015, 03:24:51 PM
    These body-parts falling down isn't bad, I just wasn't sure it's intentional. This time only wooden legs, next time maybe advanced bionics will fall, and that would be rather...well, I won't lie, it'd be pretty damn awesome but anyway...

    About the natural limbs; I honestly don't know. I simply skipped them so far, except for that one or two tech-phobe colonists of mine. I've never had problems with creating bionics, so "nerfing" natural arms wouldn't really affect me, for one. Still, it's already one's debate, either to give natural limbs or bionics to such colonists (-mood + effectiveness, or neither), so this nerf (what will it be anyway, reduced effectiveness? Bad thoughts?) would, in my opinion, make it an easy decision to make.

    Maybe you could use the idea of growing or just changing limbs, to be "ideal"
    (without the presence of a colonist, in a vat) and organs to make it more way more time-consuming,
    maybe you could make it hard to remove limbs without damaging it, rendering them useless,
    or perhaps implement a "rejection" system where colonists' rejected limbs could just fall off. ^^
    I'm not sure it'd be an easy matter, the last one, but it sure would be amusing!
    I already wanted to do a rejection system, but I didn't get it to work, because there is currently no easy way that one operation gives two hediffs. But I really hope Tynan adds the option to do this eventually.
    And about the vat: I could add an organ vat, but not to grow organs, but to make natural organs usable. Maybe I'll do that.

    Quote from: Adamiks on May 18, 2015, 01:14:16 PM
    How unfinished items even works? o.O Do the unfinished items change anything? Items with this needs more work time or/and using this make creating a good quality items harder? And about this arms.... You know. I would like to have even arm from another human than nothing. And about this debuffs... Do the colonists without arms have some thoughts? In that way adding debuffs to this kind of recipes isn't compatible with Rimworld logic.
    Unfinished items just allow you to stop working on a recipe and continuing later. It's that easy. But I have to try it, I'm pretty sure there is something that doesn't work, just to annoy me ^^

    Quote from: Dr. Z on May 24, 2015, 06:38:43 PM
    The last time I've played (still Alpha 9), you could just implant natural organs from the start. Why don't make it a research project which unlocks after simple prosteses parallel to bionics. No higher tier research depends on this but it needs more time to finish, like 2,500 to 3,000 points. Because you can just harvest limbs and add them for 100% efficency I think it should be really expensive.
    Also you seem to have delted the german traslation for the power claw. I even added a nice reference to it ;)
    Researching to install natural organs seems like a good idea, too. But it isn't that easy as it sounds, I'll have to try it with C# (and I'm really bad at it ^^).
    And about the power claw: I had to remove it because it was already translated since it's a vanilla item. But nice reference ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Dr. Z on May 25, 2015, 04:20:51 PM
    Power claw is a vanilla item  ???
    Never noticed that.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Nimrod on May 27, 2015, 09:15:40 AM
    Quote from: Dr. Z on May 25, 2015, 04:20:51 PM
    Power claw is a vanilla item  ???
    Never noticed that.

    I noticed that my mail server denies mails from this forum, since the domain it sends from does not resolve (that is a DNS Problem - something the webmaster should take care of).
    That said, I never told anyone about it and forgot until now :D



    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on May 29, 2015, 05:56:21 AM
    I was just thinking, but won't it be sorta cool if there where something like anesthetic ribs or something that increased your colonist's pain resistance/made pain not pain your colonist as much/make colonists not feel pain at cost of loss in manipulation and such?

    One of my colonists is really covered in scars and injuries, and due to the accumulated pain, he is pretty much the first to fall to pain despite being one of the best fighters. It would be cool if I could make him not feel pain/not feel as much pain. Of course, this would mean that your colonists is more likely to fight till he loses something vital.... but on the other hand, only death or loss of legs would stop them. Could be quite interesting to have, really.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LustrousWolf on May 29, 2015, 10:03:58 AM
    I can't install a body parts from this mod (like a surrogate lung) to a norbal ;-; I know I should have expected this, but it has kinda ended my colony already since most of my colonists are captured norbals xD
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on May 29, 2015, 10:47:06 AM
    Quote from: AllenWL on May 29, 2015, 05:56:21 AM
    I was just thinking, but won't it be sorta cool if there where something like anesthetic ribs or something that increased your colonist's pain resistance/made pain not pain your colonist as much/make colonists not feel pain at cost of loss in manipulation and such?

    One of my colonists is really covered in scars and injuries, and due to the accumulated pain, he is pretty much the first to fall to pain despite being one of the best fighters. It would be cool if I could make him not feel pain/not feel as much pain. Of course, this would mean that your colonists is more likely to fight till he loses something vital.... but on the other hand, only death or loss of legs would stop them. Could be quite interesting to have, really.
    Uhh, that's a really great idea! I'm definitely going to try making this, I really hope it works!


    Quote from: LustrousWolf on May 29, 2015, 10:03:58 AM
    I can't install a body parts from this mod (like a surrogate lung) to a norbal ;-; I know I should have expected this, but it has kinda ended my colony already since most of my colonists are captured norbals xD
    Yep, you have to edit the races norbals def. Just take a look at the Races_Humanoid in ThingDefs in the EPOE folder, it isn't that hard ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LustrousWolf on May 29, 2015, 12:26:19 PM
    Quote from: LustrousWolf on May 29, 2015, 10:03:58 AM
    I can't install a body parts from this mod (like a surrogate lung) to a norbal ;-; I know I should have expected this, but it has kinda ended my colony already since most of my colonists are captured norbals xD
    Yep, you have to edit the races norbals def. Just take a look at the Races_Humanoid in ThingDefs in the EPOE folder, it isn't that hard ^^
    [/quote]

    I'm not too good with the whole modding thing with all the things you have to change >.< Please can you run me through in detail about what i have to do? and would i need to restart my colony if i did change it?
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Adamiks on May 29, 2015, 12:32:00 PM
    Editing XML's is very easy (you need only notepad :D). In this case you will need go to folders:
    Rimworld->Mods->EPOE->Defs->ThingDefs->Races_Humanoid (open it by notepad or wordpad), find this:

        <recipes>
    <!--Basic-->
          <li>InstallPegLeg</li>
          <li>InstallSteelArm</li>
          <li>InstallWoodenFoot</li>
          <li>InstallHookHand</li>
          <li>InstallDenture</li>
          <li>InstallEyePatch</li>
    <!--Simple-->
          <li>InstallGlassEye</li>
          <li>InstallCrystalEye</li>  
          <li>InstallSimpleProstheticHand</li>
          <li>InstallSimpleProstheticFoot</li>
          <li>InstallHydraulicJaw</li>
      <li>InstallArtificialNose</li>
          <li>InstallSimpleProstheticArm</li>
          <li>InstallSimpleProstheticLeg</li>
      <li>InstallArtificialPelvis</li>
    <!--Bionic-->
          <li>InstallBionicEye</li>
          <li>InstallBionicHand</li>
          <li>InstallBionicFoot</li>
          <li>InstallPowerArm</li>
          <li>InstallBionicArm</li>
          <li>InstallBionicLeg</li>
          <li>InstallBionicSpine</li>
          <li>InstallBionicJaw</li>
          <li>InstallBionicEar</li>
          <li>InstallSilentJaw</li>
          <li>InstallMedicalRib</li>
          <li>InstallDruggedRib</li>
    <!--Advanced Bionic-->
          <li>InstallAdvancedBionicHand</li>
          <li>InstallAdvancedBionicFoot</li>
          <li>InstallAdvancedPowerArm</li>
          <li>InstallAdvancedBionicArm</li>
          <li>InstallAdvancedBionicLeg</li>
          <li>InstallAdvancedBionicSpine</li>  
          <li>InstallAdvancedBionicJaw</li>
          <li>InstallAdvancedBionicEye</li>  
          <li>InstallAdvancedBionicEar</li>
    <!--Surrogate Organs-->
          <li>InstallBrainStimulator</li>
          <li>InstallSurrogateLung</li>
          <li>InstallSurrogateStomach</li>
          <li>InstallSurrogateLiver</li>
          <li>InstallSurrogateKidney</li>
          <li>InstallSurrogateHeart</li>
    <!--Synthetic Organs-->
          <li>InstallAIChip</li>
          <li>InstallSyntheticLung</li>
          <li>InstallSyntheticStomach</li>
          <li>InstallSyntheticLiver</li>
          <li>InstallSyntheticKidney</li>
          <li>InstallSyntheticHeart</li>
    <!--Natural-->
          <li>InstallNaturalHeart</li>
          <li>InstallNaturalLung</li>
          <li>InstallNaturalKidney</li>
          <li>InstallNaturalLiver</li>
          <li>InstallNaturalEar</li>
          <li>InstallNaturalEye</li>
          <li>InstallNaturalNose</li>
          <li>InstallNaturalArm</li>
          <li>InstallNaturalLeg</li>
          <li>InstallNaturalJaw</li>
          <li>InstallNaturalStomach</li>
    <!--Misc-->
      <li>InstallPowerClaw</li>
          <li>InstallScytherBlade</li>     
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
        </recipes>


    And copy this, after this you will need go to Norbals mod folder->Defs->ThingDefs->Norbals.XML, find this:
        <recipes>
          <li>InstallPowerClaw</li>
          <li>InstallScytherBlade</li>
          <li>InstallBionicEye</li>
          <li>InstallBionicArm</li>
          <li>InstallBionicLeg</li>
          <li>InstallSimpleProstheticArm</li>
          <li>InstallSimpleProstheticLeg</li>
          <li>InstallPegLeg</li>
          <li>InstallDenture</li>
          <li>InstallNaturalHeart</li>
          <li>InstallNaturalLung</li>
          <li>InstallNaturalKidney</li>
          <li>InstallNaturalLiver</li>
          <li>RemoveBodyPart</li>
      <li>Euthanize</li>
        </recipes>


    Just remove it and paste the code from EPOE file.

    Done!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LustrousWolf on May 29, 2015, 01:10:00 PM
    Quote from: Adamiks on May 29, 2015, 12:32:00 PM
    Editing XML's is very easy (you need only notepad :D). In this case you will need go to folders:
    Rimworld->Mods->EPOE->Defs->ThingDefs->Races_Humanoid (open it by notepad or wordpad), find this:

        <recipes>
    <!--Basic-->
          <li>InstallPegLeg</li>
          <li>InstallSteelArm</li>
          <li>InstallWoodenFoot</li>
          <li>InstallHookHand</li>
          <li>InstallDenture</li>
          <li>InstallEyePatch</li>
    <!--Simple-->
          <li>InstallGlassEye</li>
          <li>InstallCrystalEye</li>  
          <li>InstallSimpleProstheticHand</li>
          <li>InstallSimpleProstheticFoot</li>
          <li>InstallHydraulicJaw</li>
      <li>InstallArtificialNose</li>
          <li>InstallSimpleProstheticArm</li>
          <li>InstallSimpleProstheticLeg</li>
      <li>InstallArtificialPelvis</li>
    <!--Bionic-->
          <li>InstallBionicEye</li>
          <li>InstallBionicHand</li>
          <li>InstallBionicFoot</li>
          <li>InstallPowerArm</li>
          <li>InstallBionicArm</li>
          <li>InstallBionicLeg</li>
          <li>InstallBionicSpine</li>
          <li>InstallBionicJaw</li>
          <li>InstallBionicEar</li>
          <li>InstallSilentJaw</li>
          <li>InstallMedicalRib</li>
          <li>InstallDruggedRib</li>
    <!--Advanced Bionic-->
          <li>InstallAdvancedBionicHand</li>
          <li>InstallAdvancedBionicFoot</li>
          <li>InstallAdvancedPowerArm</li>
          <li>InstallAdvancedBionicArm</li>
          <li>InstallAdvancedBionicLeg</li>
          <li>InstallAdvancedBionicSpine</li>  
          <li>InstallAdvancedBionicJaw</li>
          <li>InstallAdvancedBionicEye</li>  
          <li>InstallAdvancedBionicEar</li>
    <!--Surrogate Organs-->
          <li>InstallBrainStimulator</li>
          <li>InstallSurrogateLung</li>
          <li>InstallSurrogateStomach</li>
          <li>InstallSurrogateLiver</li>
          <li>InstallSurrogateKidney</li>
          <li>InstallSurrogateHeart</li>
    <!--Synthetic Organs-->
          <li>InstallAIChip</li>
          <li>InstallSyntheticLung</li>
          <li>InstallSyntheticStomach</li>
          <li>InstallSyntheticLiver</li>
          <li>InstallSyntheticKidney</li>
          <li>InstallSyntheticHeart</li>
    <!--Natural-->
          <li>InstallNaturalHeart</li>
          <li>InstallNaturalLung</li>
          <li>InstallNaturalKidney</li>
          <li>InstallNaturalLiver</li>
          <li>InstallNaturalEar</li>
          <li>InstallNaturalEye</li>
          <li>InstallNaturalNose</li>
          <li>InstallNaturalArm</li>
          <li>InstallNaturalLeg</li>
          <li>InstallNaturalJaw</li>
          <li>InstallNaturalStomach</li>
    <!--Misc-->
      <li>InstallPowerClaw</li>
          <li>InstallScytherBlade</li>     
      <li>RemoveBodyPart</li>
      <li>Euthanize</li>
        </recipes>


    And copy this, after this you will need go to Norbals mod folder->Defs->ThingDefs->Norbals.XML, find this:
        <recipes>
          <li>InstallPowerClaw</li>
          <li>InstallScytherBlade</li>
          <li>InstallBionicEye</li>
          <li>InstallBionicArm</li>
          <li>InstallBionicLeg</li>
          <li>InstallSimpleProstheticArm</li>
          <li>InstallSimpleProstheticLeg</li>
          <li>InstallPegLeg</li>
          <li>InstallDenture</li>
          <li>InstallNaturalHeart</li>
          <li>InstallNaturalLung</li>
          <li>InstallNaturalKidney</li>
          <li>InstallNaturalLiver</li>
          <li>RemoveBodyPart</li>
      <li>Euthanize</li>
        </recipes>


    Just remove it and paste the code from EPOE file.

    Done!

    I did what you said but my rimworld crashed when I loaded up my world ;-;

    EDIT: Nevermind, fixed my own problem xDD Thanks for the fast response, appreciate it! :D
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Facepunch on May 31, 2015, 03:39:37 PM
    So, I was raided by "Pirates". I killed all but one of them. I chopped the surviving guys leg off, gouged out his eyeball and took his hand. And I installed a pegleg, an eyepatch, and a hook hand. I then sent him back to his imposter pirate friends. He froze to death about 50 meters away from my house.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: AllenWL on June 01, 2015, 04:49:49 AM
    Should have given him a parka too methinks.
    Personally, I think a pirate with a eyepatch is a pirate who doesn't know how to duck.

    Though, this gives me an idea. Maybe I should make all pirate recruits peg-legged, -patch-eyed, and hook-handed to separate them from the rest. Then, when enemies attack, I'll have the lot of them rush out and stab people to death with their hook hands.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LustrousWolf on June 06, 2015, 04:41:13 AM
    Is their a way to cure frail torso? :c
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on June 06, 2015, 05:23:15 AM
    Quote from: LustrousWolf on June 06, 2015, 04:41:13 AM
    Is their a way to cure frail torso? :c
    Yes there is, but I didn't want to include it so there is at least one uncurable thing left. But if you want to cure frail, just go into the core folder, then to HediffDefs and open Hediffs_AgeGainers. There just replace the partsToAffect of Frail to Spine and you can cure it with a bionic spine. Hope I could help ^^
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: LustrousWolf on June 06, 2015, 05:39:53 AM
    Quote from: Ykara on June 06, 2015, 05:23:15 AM
    Quote from: LustrousWolf on June 06, 2015, 04:41:13 AM
    Is their a way to cure frail torso? :c
    Yes there is, but I didn't want to include it so there is at least one uncurable thing left. But if you want to cure frail, just go into the core folder, then to HediffDefs and open Hediffs_AgeGainers. There just replace the partsToAffect of Frail to Spine and you can cure it with a bionic spine. Hope I could help ^^

    Well if that's how its supposed to be, I've already installed a bionic spine, I'll just install some bionic legs onto him so he can run roughly just over 100% again :D
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Bodog999 on June 09, 2015, 04:44:52 PM
    I love the mod, just a thing, can you also make a workbench to upgrade synthetic organs? For the rest, I got nothing, now I just need to try and get all 8 of my colonists ALL bionic :P
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Ykara on June 10, 2015, 05:58:53 PM
    Quote from: Bodog999 on June 09, 2015, 04:44:52 PM
    I love the mod, just a thing, can you also make a workbench to upgrade synthetic organs? For the rest, I got nothing, now I just need to try and get all 8 of my colonists ALL bionic :P
    There won't be any new workbenches, but your idea is good. Maybe I'll make the upgradeable at the upgrading station. But first I have to get it to alpha 11. I don't really have much spare time at the moment but I'll do my best!
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Bodog999 on June 10, 2015, 06:08:06 PM
    Quote from: Ykara on June 10, 2015, 05:58:53 PM
    Quote from: Bodog999 on June 09, 2015, 04:44:52 PM
    I love the mod, just a thing, can you also make a workbench to upgrade synthetic organs? For the rest, I got nothing, now I just need to try and get all 8 of my colonists ALL bionic :P
    There won't be any new workbenches, but your idea is good. Maybe I'll make the upgradeable at the upgrading station. But first I have to get it to alpha 11. I don't really have much spare time at the moment but I'll do my best!

    Alright then, your time to update the mod, in the meantime I could try to add the recipes myself.
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: demacrex on June 10, 2015, 11:59:45 PM
    Love this mod and must say waiting for it to update before i play a11, and as for a heap of benches  is there perhaps a way to make it so you can upgrade the first table into the second aNd retain all the options rom the first and so on? So instead of 3 for prosthetics you have one that you upgrade twice and the same with the organs one, just a thought as i love this mod :)
    Title: Re: [Mod] (Alpha 10) Expanded Prosthetics and Organ Engineering 1.31 (25.04.2015)
    Post by: Kraehe on June 11, 2015, 09:59:37 AM
    This is my most favorite mod, I hope it is updated soon. :D

    And thank you for this wonderful mod.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Ykara on June 11, 2015, 04:08:39 PM
    Update 1.4 - Alpha 11 Update!

    Hey guys!
    Even though I should be learning for a test, I found some time to update EPOE to Alpha 11! That's pretty much everything to say, there aren't any major changes this time, but a big balance update will come. You can download the updated version from the original post! Please report bugs if you find some, I didn't really test everything so there could be some problems.
    Anyway, have fun!

    Changes:
    *  Updated to Alpha 11!
    *  Removed synthetic skin once again
    *  The prosthesis assembling sound now sounds like every other sound
    *  Fixed an error in the German translation
    *  Some other minor changes
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Kraehe on June 11, 2015, 04:17:57 PM
    ohhhhhhh *_*

    Thank you for your fast work. And all the best for your test! :)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Dr. Z on June 11, 2015, 06:08:39 PM
    Well that was a pretty fast update. Thank you hugely! (I don't know if this word actually exists.)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: ThreeMartiniLaunch on June 11, 2015, 08:24:27 PM
    Woohoo!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: KillerOrc on June 12, 2015, 12:02:16 PM
    Quote from: Ykara on June 11, 2015, 04:08:39 PM
    ....

    Changes:
    *  Updated to Alpha 11!
    *  Removed synthetic skin once again
    *  The prosthesis assembling sound now sounds like every other sound
    *  Fixed an error in the German translation
    *  Some other minor changes

    May I ask why you did remove the synthetic skin? I very much appreciated that feature for parts of the body which you could not replace.

    Great work anyway, and quick upgrade to Alpha 11! Can´t wait to play it, but I have to finish my alpha 10 playthrough...
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Ykara on June 12, 2015, 12:27:43 PM
    I removed it because it didn't work on alpha 11. I have to wait for Abrexus to update the code because I'm terrible in C#. But don't worry, it will return ^^
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Kraehe on June 12, 2015, 08:11:42 PM
    Prostetics like Spine and Power arm are not able to be installed on colonists. :(
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: AllenWL on June 13, 2015, 01:53:44 AM
    Another random idea!

    'Joywire' a small machine implanted on the back of a colonist's head. Provides constant joy for a small penalty in manipulation, moving, etc.

    On a side note, if I gave my warden two crystal eyes, would that have any negative consequences?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: JesusKreist on June 13, 2015, 03:02:18 AM
    Hmm.
    That he can't see jack shit maybe?
    Negative enough? ;)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Ykara on June 13, 2015, 04:07:14 AM
    Quote from: Kraehe on June 12, 2015, 08:11:42 PM
    Prostetics like Spine and Power arm are not able to be installed on colonists. :(
    Interesting, I'll take a look. Thanks for reporting!

    Quote from: AllenWL on June 13, 2015, 01:53:44 AM
    Another random idea!

    'Joywire' a small machine implanted on the back of a colonist's head. Provides constant joy for a small penalty in manipulation, moving, etc.

    On a side note, if I gave my warden two crystal eyes, would that have any negative consequences?
    The joywire idea is good, but it's exactly the same as the old drugged rib. Look here (https://ludeon.com/forums/index.php?topic=12390.0) if you want further information and maybe you could help me bringing the rib back because I think it was a very nice addition.
    And to your question:
    Quote from: JesusKreist on June 13, 2015, 03:02:18 AM
    Hmm.
    That he can't see jack shit maybe?
    Negative enough? ;)
    Pretty much that ^^
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: nmid on June 13, 2015, 05:38:50 AM
    QuoteHeal scars using synthetic skin!

    Please bring this back!!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: AllenWL on June 13, 2015, 11:42:56 AM
    Quote from: JesusKreist on June 13, 2015, 03:02:18 AM
    Hmm.
    That he can't see jack shit maybe?
    Negative enough? ;)
    Well, seeing all she'll be doing is talk to people and such, I don't think being blind will do much.
    Time to make a blind warden I guess. Maybe give her some hook hands to take down berserk prisoners as well.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Bodog999 on June 13, 2015, 04:26:54 PM
    Oh so the synthetic skin was used to remove old gunshots and old scars? Would it be possible to make something to replace the left and right radius on a colonist? One of my colonists is missing her whole right radius.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: 4zero4 on June 13, 2015, 05:56:47 PM
    Quote from: Kraehe on June 12, 2015, 08:11:42 PM
    Prostetics like Spine and Power arm are not able to be installed on colonists. :(

    I tried to do an eye transplant with the basic eye and couldn't get the option in the surgery menu.  Same with a simple prosthetic hand... 

    not that they are on the same level but it looks like the various prosthesis workbenches have some graphical errors as well in the new version (the old version was fine.)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Riverey on June 13, 2015, 07:26:21 PM
    Thanks for the update!
    BTW it seems like prosthetic placing doesn't work for me too.
    UPD: more than that it seems like it's also impossible to comunicate with some of the traders (exotic stuff and combat ones at least). Because it's the only mod in my modlist that anyhow deal with traders, seems like it's causing that.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: runedog48 on June 13, 2015, 09:30:28 PM
    Hello! First time trying this mod and I seem to be unable to attach advanced bionics to my people. I'm assuming that you would add the bill as you would any other prosthetic? I know this is probably due to the alpha 11 update but I thought I'd let ya know.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: AllenWL on June 13, 2015, 10:22:10 PM
    Quote from: Ykara on June 13, 2015, 04:07:14 AM
    Quote from: AllenWL on June 13, 2015, 01:53:44 AM
    Another random idea!

    'Joywire' a small machine implanted on the back of a colonist's head. Provides constant joy for a small penalty in manipulation, moving, etc.

    On a side note, if I gave my warden two crystal eyes, would that have any negative consequences?
    The joywire idea is good, but it's exactly the same as the old drugged rib. Look here (https://ludeon.com/forums/index.php?topic=12390.0) if you want further information and maybe you could help me bringing the rib back because I think it was a very nice addition.
    Actually, the drugged rib just gives a happy thought, right? I was thinking about having the colonists joy need topped off all the time, so you can work their bones off without any breaks and they won't need to do any joy stuff
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Ykara on June 14, 2015, 03:29:20 AM
    You're right, there are some problems with installing prostheses. But I really don't have a clue why. The recipes work fine, the races humanoid too. But I'll do my best to fix the problems!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Riverey on June 14, 2015, 06:19:24 AM
    Ykara, thank you!
    Traders problem is very important too=)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Devilsgamer666 on June 14, 2015, 06:36:48 AM
    Sorry for bugging you again but, i can not install prosthetics even though i have an appropriate one and a free medical bed.

    my list of mods are:
    Alpha 11 core
    expanded prosthetics and organ engineering
    rimarsenal
    rimarsenal hair pack
    rimarsenal story tellers
    less incident trolling
    edb prepare car fully

    thanks in advance

    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Riverey on June 14, 2015, 07:50:12 AM
    Just two messages ago he said that he'll look what he can do)
    Be patient)
    And also have you noticed any problems with communication with traders?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: demacrex on June 14, 2015, 08:20:17 AM
    I noticed after 60 days ingame no exotic traders came, every other kind as far as I know, and I only got as far as trying to cut out an eye ball and couldn't put it into some one who had lost one, couldn't attach wooden feet to two different colonists, my girlfriend couldn't install a an arm one of her colonists either although she never said what type just that there was no option to install only the harvest ones. Not being impatient just giving feedback, love the mod and keep up the good work :)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: nmid on June 14, 2015, 09:45:07 AM
    sorry to ask a basic question.. do you have a colonist with the doctor function? And decent skill lvl?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Riverey on June 14, 2015, 09:47:59 AM
    nmid yes. And I already successfully installed few bionic parts before installing that mod.
    Also, mod author already sad that this problem does actually exist=)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: demacrex on June 14, 2015, 09:49:05 AM
    Quote from: nmid on June 14, 2015, 09:45:07 AM
    sorry to ask a basic question.. do you have a colonist with the doctor function? And decent skill lvl?
    Yupp, I use prepare carefully to make sure I have one decent doctor and one decent cook :)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: HT Tracer on June 14, 2015, 09:55:08 AM
    There is some problems with installing "some" parts. For example i dont have the option to install simple eye to my wounded colonist, but could install bionic one, and i had both of them at my stockpile. Than there is a problem with bionic hands, i managed to install only bionic arm. But other than that its fine.
     
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Dakkanor on June 15, 2015, 04:13:05 PM
    at the moment when building more bionics the volume of the ingredients means they start going off the table- which is visually bothersome to me. it would be kinda nice if you had an intermediary step, like having a bionics kit, then use those kits plus a few extra parts to build the final limb, i.e.  one kit, and some steel makes a hand...

    or another idea is to link it all together, so you make the bionic hand first, then the bionic arm is the hand + more bits etc
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: LustrousWolf on June 15, 2015, 04:46:22 PM
    When will synthetic skin be back!?!? BibleThump
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Allanon on June 15, 2015, 04:55:21 PM
    I seem to be unable to install anything. I have a colonist with missing foot, so I bought proper replacement, since I didn't like the idea of removing entire leg to replace a foot. In operations menu I have only harvest options (including the ones added by mod such as nose, ears) and euthanasia, cannot install anything, not even a peg leg. Any solutions or causes?


    I added the mod into a vanilla alpha 11 colony that was over a year old.
    I have bought simple prosthetic foot, it is not forbidden.
    I do not have a hospital bed (no idea if that is relevant).
    Colony's doctor has skill level of 14.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Hessierlord on June 15, 2015, 05:25:57 PM
    Literally can't install anything other than peglegs, which seems to be an option whether or not I actually have one in inventory.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: sp25 on June 16, 2015, 01:07:33 AM
    Hey, really cool mode, thanks!
    However, since updating to alpha 11 and ver. 1.4, I had a problem. I can't really install bionic part in place of the healthy one. Also, bionic spine can't be installed - the option does not appear at operation list even if I remove the old spine.

    Am I doing something wrong, or is it a bug?

    Thanks!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: A Space Ostrich on June 16, 2015, 06:29:24 AM
    I can't install bionics too, but only the modded bionics, vanilla bionics work fine. Incidentally, how does the eye patch work? I couldn't install it, but would it fit over an eye or surgically replace it? Do they need to be knocked out to apply it?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: tigg on June 16, 2015, 09:27:17 AM
    Where can I get the version for alpha 10? I really liked using this mod in alpha 9 but now I want to move to alpha 10 (not going to 11 just yet).
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Sujus on June 16, 2015, 09:27:53 AM
    Since updating to 1.4 I have the same problem as anybody else. I can't install bionics like the AI Chip to someone with a brain damage... I hope you can fix it soon :x
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Ykara on June 16, 2015, 10:52:01 AM
    I managed to install a bionic eye, but now nothing else works. The problem is really strange and I still don't know what causes it. But I'm working on it.

    Here (http://www.mediafire.com/download/u8vipv9b9kp0hm5/EPOE_1.31.zip) is the alpha 10 download if you wish to download it.

    And the eye patch surgically replaces the eye, so just apply it if the colonist has already lost an eye. Of course it's possible to install it on a healty eye, but I wouldn't recommend it ^^
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: LustrousWolf on June 16, 2015, 11:17:01 AM
    Is it just me, or do colonists like rarely lose an eye? Like I have never had someone lose an eye before :c It is always like losing a kidney or lung. And whats the point in making a heart or stomach or liver? cos if a colonist loses them then they die immediately :c
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: Allanon on June 16, 2015, 11:32:17 AM
    Quote from: LustrousWolf on June 16, 2015, 11:17:01 AM
    And whats the point in making a heart or stomach or liver? cos if a colonist loses them then they die immediately :c

    Colonists don't die immediately without a stomach, they die after losing heart or liver though.

    Edit: Forgot to mention that even though complete failure of liver or heart is instant death, you can have colonists with scars on those organs, so I guess that's what you would use replacements for.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: nmid on June 16, 2015, 02:14:31 PM
    lots of ppl are complaining about A11 version not working right.
    I still have to start my A11 colony, so a bit of confirmation would be nice....
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.6.2015)
    Post by: Ykara on June 16, 2015, 02:41:10 PM
    Update 1.41 - Sorry for my Stupidity!

    Hey guys!
    I'm so sorry and so embarassed about this stupid little error that prevented you all from enjoying the mod. The error was that I accidentally overwrote the Races_Humanoid in the core folder, not in the EPOE folder. I've fixed that and now everything should work fine.
    Please forgive me.

    Changes:
    *  Fixed the modbreaking error that prevented you from installing prostheses
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Allanon on June 16, 2015, 02:58:43 PM
    A slightly altered quote:
    "So you've got to have that special moment where you're looking at some game code and you realize that the mod you shipped last week to 75,000 people is totally horribly broken."

    Good job fixing it!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Kraehe on June 16, 2015, 03:50:06 PM
    Awesome, thank you Ykara :)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.6.2015)
    Post by: demacrex on June 16, 2015, 09:01:49 PM
    Quote from: Ykara on June 16, 2015, 02:41:10 PM
    Update 1.41 - Sorry for my Stupidity!

    Hey guys!
    I'm so sorry and so embarassed about this stupid little error that prevented you all from enjoying the mod. The error was that I accidentally overwrote the Races_Humanoid folder, not in the EPOE folder. I've fixed that and now everything should work fine.
    Please forgive me.

    Changes:
    *  Fixed the modbreaking error that prevented you from installing prostheses
    good job, you deserve some cookies :)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: A Space Ostrich on June 16, 2015, 09:49:54 PM
    No worries Ykara, nice job. I wonder if it'd be possible to have bionics show up visibly on a character? I might have to have a look into that, I'd love to make the Bionic Eye give my character an eye patch, where they walk around with it covered and then push the patch up to fight. I doubt I'd be able to get it to remove it in combat, but I might be able to get it to display just a patch.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Goldsmyths on June 16, 2015, 09:58:25 PM
    Where do I leave the 'thumb up'? :)
    Also, thank you for the fix.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: kterbush on June 17, 2015, 01:47:50 AM
    uhm... i need to be able to d/l the 1.41 fix.... no link provided
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 17, 2015, 02:00:53 AM
    Quote from: kterbush on June 17, 2015, 01:47:50 AM
    uhm... i need to be able to d/l the 1.41 fix.... no link provided
    You can download it from the main post. I forgot to change "Download Version 1.4" to "Download Version 1.41", so thanks for "reporting". Now everything should be clear ^^
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: kterbush on June 17, 2015, 02:04:02 AM
    thanky thanky... all is made clear... love the mod... keep up the good fight
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: kterbush on June 17, 2015, 02:12:42 AM
    yes yes yes... installed new updated mod... all good my doc now has an advanced bionic arm.... now to chop off his other arm... just saying... oh... and the work to his eyes and hands... yeah... the mod is hot now boyz
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: kterbush on June 17, 2015, 02:17:38 AM
    yes now again boyz we can rebuild him... make him faster... stronger... smarter? i dunno about that last bit... but yeah we can DO EET!!! hype for the mod all i can say...
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Allanon on June 17, 2015, 02:19:02 AM
    I don't seem to be able to install an arm onto my colonist. Are there some special requirements for limbs transplant?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Galvenox on June 17, 2015, 05:56:40 AM
    hey Ykara! firstly, keep up the good work. I play with your mod with just a few days, and I already love it. secondly, I have a question about treating scars. propably it's obvious and there is an option that I just couldn't find, but how can I do that?
    and lastly, I have this idea in my mind that sounds awesome, at least in my head. well it's more like a vision, because it's quite big and not developed, could be an entire separate mod propably... but in this mod we have most of the pieces to create a robot. I see all the upgrades in normal people and it's incredible, but to have a robot with AI in your ranks, how cool would that be? that would be very end-game stuff obviously, if it's even possible. I'm not a modder, but I think that your mod lacks the least elements to make this idea happen.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.4 (11.06.2015)
    Post by: tigg on June 17, 2015, 06:38:23 AM
    Quote from: Ykara on June 16, 2015, 10:52:01 AM
    Here (http://www.mediafire.com/download/u8vipv9b9kp0hm5/EPOE_1.31.zip) is the alpha 10 download if you wish to download it.

    Fantastic, thanks so much (now that 11 is fixed, I'll probably be using it sooner rather than later).
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: morte2005 on June 17, 2015, 09:18:39 AM
    I install your mod. I see benches, research. But I can't install for example, spine, nose. (Medicine lvl 15, all part in my storage) I don't see option. I think it is a bug.
    RimWorld 11, I have only your mod. Help please.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.6.2015)
    Post by: nmid on June 17, 2015, 09:33:07 AM
    Quote from: Ykara on June 16, 2015, 02:41:10 PM
    Update 1.41 - Sorry for my Stupidity!

    Hey guys!
    I'm so sorry and so embarassed about this stupid little error that prevented you all from enjoying the mod. The error was that I accidentally overwrote the Races_Humanoid in the core folder, not in the EPOE folder. I've fixed that and now everything should work fine.
    Please forgive me.

    Changes:
    *  Fixed the modbreaking error that prevented you from installing prostheses

    Awesome.
    Can you update the version number in the about.xml too.. easier to confirm which version ppl are using / I have saved :D
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: morte2005 on June 18, 2015, 12:37:21 AM
    Ok. All works fine. Thanks.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: rsof69 on June 18, 2015, 01:23:31 AM
    we need patch for zombie apocalypse mod
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Riverey on June 18, 2015, 12:33:51 PM
    For me organs that i installed doesn't show up in the "health" tab and I still can't contact with traders...
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Allanon on June 18, 2015, 12:45:15 PM
    If you replace defective organ with a healthy regular one (i.e. not surrogate or synthetic ones) it will simply restore a colonist to his original state. You can tell that it worked by looking at the efficiency of the function dependant on that part (sight back to 100% with eyes, for example).

    Can't help you with the traders problem without some more information.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Galvenox on June 18, 2015, 01:15:41 PM
    what about my question? can someone help me with scars?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 18, 2015, 01:25:33 PM
    Wow, so many responses :o

    Quote from: Galvenox on June 18, 2015, 01:15:41 PM
    what about my question? can someone help me with scars?
    You can't heal scars in the Alpha 11 version because it doesn't work yet, but there will be an update.

    Quote from: morte2005 on June 17, 2015, 09:18:39 AM
    I install your mod. I see benches, research. But I can't install for example, spine, nose. (Medicine lvl 15, all part in my storage) I don't see option. I think it is a bug.
    RimWorld 11, I have only your mod. Help please.
    Do you have version 1.41 installed?

    Quote from: Allanon on June 17, 2015, 02:19:02 AM
    I don't seem to be able to install an arm onto my colonist. Are there some special requirements for limbs transplant?
    Well, to install natural body parts you must lose or amputate your parts before you can install new parts.

    Quote from: Riverey on June 18, 2015, 12:33:51 PM
    For me organs that i installed doesn't show up in the "health" tab and I still can't contact with traders...
    If they are natural organs it's fine, that's how it should be. But your trader problem is strange. Can someone confirm this?

    Quote from: rsof69 on June 18, 2015, 01:23:31 AM
    we need patch for zombie apocalypse mod
    There will be a patch, I just don't know when I find the time to make one.

    Thanks for all your feedback!
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Allanon on June 18, 2015, 01:44:34 PM
    Quote from: Ykara on June 18, 2015, 01:25:33 PM
    Well, to install natural body parts you must lose or amputate your parts before you can install new parts.

    It's not the case here, as the colonist lost his arm all right. I might have figured it out however: my colonist lost his arm but not his shoulder. Arm transplants work on colonists who lost theirs completely (i.e. shot off, torn off, cut off status referring to "arm" not "shoulder"). It's not a problem with bionics and prostheses since they override existing limbs, for example you can install a bionic arm on a missing hand, it will simply remove entire arm to fit. I have no idea how the actual code for all of this looks like but maybe I could suggest you use some of the code from bionic/prosthetic arm and apply it to natural arm so it's possible to replace missing arm cut at a shoulder.

    I don't recall there being an "amputate" option for the shoulder, I might have missed it however.

    I'd like to point out that on every other instance of lost limbs I was successful in harvesting pristine replacements from the offenders and giving them to offended, so it was most likely a rare occurrence. Haven't encountered any other bugs since.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Galvenox on June 18, 2015, 01:56:17 PM
    Quote from: Ykara on June 18, 2015, 01:25:33 PM
    You can't heal scars in the Alpha 11 version because it doesn't work yet, but there will be an update.
    oh, now it's clear. no big issue anyway, but I was misled by the features on main page, you might correct that.
    I don't want to be pushy or something, but I would like to know what are your thoughts on the idea I gave you a couple of posts ago. if you even consider going this way one day.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 18, 2015, 02:00:50 PM
    Quote from: Galvenox on June 18, 2015, 01:56:17 PM
    Quote from: Ykara on June 18, 2015, 01:25:33 PM
    You can't heal scars in the Alpha 11 version because it doesn't work yet, but there will be an update.
    oh, now it's clear. no big issue anyway, but I was misled by the features on main page, you might correct that.
    I don't want to be pushy or something, but I would like to know what are your thoughts on the idea I gave you a couple of posts ago. if you even consider going this way one day.
    Thanks, I've removed it from the main post! And about your idea: Of course it would be cool, but I can't do it because of my terrible C# skills. But Orion is a great modder, check out his More Mechanoids mod. Maybe he allows me to use some parts of it for a later update of EPOE, but that's just a possibility.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Oxidus on June 18, 2015, 02:05:36 PM
    Am i only one that cannot install body parts (Organic ones extracted from other ppl) ? Like Stomach or arms,legs eyes?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Riverey on June 18, 2015, 02:06:27 PM
    Ykara thanks for the quick response=)
    When I ask someone to contact trader through the communication console he goes to it, stays for some time but no trading window appears.
    As I said a week ago, ESOE is the only mod in my install that somehow affect traders, that's why I wrote here=)

    I'll test it with the completely new colony and then I'll write again)
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: WorldEater9982 on June 19, 2015, 05:36:58 AM
    Quote from: morte2005 on June 17, 2015, 09:18:39 AM
    I install your mod. I see benches, research. But I can't install for example, spine, nose. (Medicine lvl 15, all part in my storage) I don't see option. I think it is a bug.
    RimWorld 11, I have only your mod. Help please.
    Do you have version 1.41 installed?

    I have the same problem with the spine (haven't tried a nose yet) and I am using 1.41
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: gunny on June 19, 2015, 07:33:40 AM
    Here to cant install ai chip or spine  my doctor is a level 13 ?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: MaxPower1980 on June 19, 2015, 07:37:09 AM
    I have the same Problem with a normal arm that i want to implant
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Oxidus on June 19, 2015, 08:02:33 AM
    Seems this is bug in mod,i hope you fix it soon because this mod is really cool.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: nmid on June 19, 2015, 08:14:06 AM
    damn, I haven't reached the installation of prosthetics in my colony yet...
    I hope the hot fix won't make my colony unplayable.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Oxidus on June 19, 2015, 08:33:51 AM
    I installed 1.41 and im on my 1.4 colony but it doesnt work...It means i have to start again?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: TheOnlyLynx on June 21, 2015, 09:14:09 AM
    Pardon me i dont mean to be a bother but i download this mod and put in the mods folder and its shows up in the mods page in game but without information other than the title of the mod and the ability to activate it , and if i where to try to actiavte it nothing would be changed in game, do you know what i did wrong?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 21, 2015, 09:39:48 AM
    Quote from: nmid on June 19, 2015, 08:14:06 AM
    damn, I haven't reached the installation of prosthetics in my colony yet...
    I hope the hot fix won't make my colony unplayable.
    Quote from: Oxidus on June 19, 2015, 08:33:51 AM
    I installed 1.41 and im on my 1.4 colony but it doesnt work...It means i have to start again?
    No, the hotfix works on existing colonies, there shouldn't be any problems at all.

    Quote from: TheOnlyLynx on June 21, 2015, 09:14:09 AM
    Pardon me i dont mean to be a bother but i download this mod and put in the mods folder and its shows up in the mods page in game but without information other than the title of the mod and the ability to activate it , and if i where to try to actiavte it nothing would be changed in game, do you know what i did wrong?
    I really don't have an idea, maybe you haven't extracted it properly? Might want to check that again.

    And to everyone who has problems with the spine: I've tried it and it works perfectly fine, could there be any conflicting mods?
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: rsof69 on June 21, 2015, 11:49:43 AM
    we need zombie apocalyps compability patch
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: K4_Kydure on June 21, 2015, 12:39:50 PM
    I'm also having issues with the mod. My colonist can't install any bionics or organs added by this mod, only stock parts. I'm not sure what could be causing the issue but I'm certain that I have no conflicting mods.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: WorldEater9982 on June 21, 2015, 03:28:37 PM
    Quote
    And to everyone who has problems with the spine: I've tried it and it works perfectly fine, could there be any conflicting mods?

    I don't think any of the mods I have conflict with EPOE, but as soon as I can I will run a test on a clean save.
    Title: Re: [Mod] (Alpha 11) Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 21, 2015, 04:21:26 PM
    Quote from: K4_Kydure on June 21, 2015, 12:39:50 PM
    I'm also having issues with the mod. My colonist can't install any bionics or organs added by this mod, only stock parts. I'm not sure what could be causing the issue but I'm certain that I have no conflicting mods.
    Sounds like you still use 1.4, have you downloaded the fix already?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Hiztaar on June 23, 2015, 01:24:08 PM
    Simple question but... How can we heal bad backs exactly ? It's a torso malus and I can't find a prosthetic that can fit...
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 23, 2015, 02:08:05 PM
    Quote from: Hiztaar on June 23, 2015, 01:24:08 PM
    Simple question but... How can we heal bad backs exactly ? It's a torso malus and I can't find a prosthetic that can fit...
    It's not a torso problem, this mod makes it a spine problem. But all colonists who spawned with bad backs before you have installed this mod are not affected by this change and you can't heal their bad back. I think that's your problem.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Hiztaar on June 23, 2015, 02:49:10 PM
    Yes, I confirm :)

    But second thing. I have a colonist suffering Dementia. I built a Brain stimulator and succesfuly installed it. Since then, my colonist has been stuck on the bed with moving, consciousness and manipulation set to "none". So I removed the brain implant and he died (guess that's normal). But why did he was stuck on the bed definitely unable to do anything ?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: demacrex on June 24, 2015, 06:22:01 AM
    It may have been a combination of other injuries or even the anesthetic which leaves them unconscious for a time after surgery, although I thought that the brain stimulator was for old gunshot wounds etc not sure as I've never used it, I tend to sell anyone who has dementia :P
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Hiztaar on June 24, 2015, 08:15:27 AM
    Well. I guess after one week stuck in the bed it was not anzsthetic. He had no other injury ^^
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 24, 2015, 09:11:02 AM
    Quote from: Hiztaar on June 23, 2015, 02:49:10 PM
    Yes, I confirm :)

    But second thing. I have a colonist suffering Dementia. I built a Brain stimulator and succesfuly installed it. Since then, my colonist has been stuck on the bed with moving, consciousness and manipulation set to "none". So I removed the brain implant and he died (guess that's normal). But why did he was stuck on the bed definitely unable to do anything ?
    That's strange. I really don't have a clue why this happened. Do you have a screenshot of the colonist? It could help.
    And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on June 24, 2015, 09:47:08 AM
    Quote from: Ykara on June 24, 2015, 09:11:02 AM
    Quote from: Hiztaar on June 23, 2015, 02:49:10 PM
    Yes, I confirm :)

    But second thing. I have a colonist suffering Dementia. I built a Brain stimulator and succesfuly installed it. Since then, my colonist has been stuck on the bed with moving, consciousness and manipulation set to "none". So I removed the brain implant and he died (guess that's normal). But why did he was stuck on the bed definitely unable to do anything ?
    That's strange. I really don't have a clue why this happened. Do you have a screenshot of the colonist? It could help.
    And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.
    The AI Chip is what yo want i believe.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Hiztaar on June 24, 2015, 10:09:55 AM
    Oh. Ok I try AI chip so :)
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: DrKrieger on June 24, 2015, 02:08:36 PM
    Is that mod Compatibe with the Zombie Apocalypse mod?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Vascar on June 25, 2015, 02:20:04 PM
    Yes, aul1999, it seems to be.

    On a side note I can't install a steel arm on my guys. The peg leg worked, but I haven't tested any others
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 25, 2015, 02:29:05 PM
    Zombie Apocalypse Fix Released!

    Quote from: aul1999 on June 24, 2015, 02:08:36 PM
    Is that mod Compatibe with the Zombie Apocalypse mod?
    No, it's not. But now it is! Just look at the main post and download it. And please read the readme ^^

    Quote from: Vascar on June 25, 2015, 02:20:04 PM
    Yes, aul1999, it seems to be.

    On a side note I can't install a steel arm on my guys. The peg leg worked, but I haven't tested any others
    That's because the peg leg is a vanilla item. But now everything is compatible if you install the fix properly.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Goldsmyths on June 25, 2015, 02:51:51 PM
    Something I noted while using the Steel Arm, when I install it on a person with their original arms intact, it does not harvest the arm like you do when installing peg leg on a healthy person.

    Also, have my thanks, now I've been practically "disassembling" my prisoners to be sold separately to pirate traders. If anything, I'm looking for a pacifying brain replacement so my prisoners don't go berserk. Or a cheaper arm substitute, steel arms cost more than the price of an original arm.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: DrKrieger on June 25, 2015, 03:15:35 PM
    thanks for the fix Ykara :)
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: AllenWL on June 26, 2015, 11:00:18 AM
    Quote from: Ykara on June 24, 2015, 09:11:02 AM
    And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.
    I just wish the description implied this more.
    I thought it was just supposed to boost current brain functions(in my defense, it did say consciousness +10%), so I gave it to one of my guys who where perfectly healthy.....
    That's one mistake you won't repeat twice.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: nmid on June 26, 2015, 12:37:37 PM
    Quote from: AllenWL on June 26, 2015, 11:00:18 AM
    Quote from: Ykara on June 24, 2015, 09:11:02 AM
    And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.
    I just wish the description implied this more.
    I thought it was just supposed to boost current brain functions(in my defense, it did say consciousness +10%), so I gave it to one of my guys who where perfectly healthy.....
    That's one mistake you won't repeat twice.

    Saved me that mistake... I was planning to use it on my colonists.
    I even used a trader purchased one in A10 and....... didn't even notice that he was damaged and was making 2 more, before I stopped playing A10 and moved to A11.
    zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: demacrex on June 27, 2015, 06:28:41 AM
    Quote from: AllenWL on June 26, 2015, 11:00:18 AM
    Quote from: Ykara on June 24, 2015, 09:11:02 AM
    And a little tip: Don't use the brain stimulator on colonists with dementia. Dementia is not as bad as the effects of the stimulator. The brain stimulator is meant to make colonists with serious brain damage useful again. I wouldn't even recommend it with half the brain destroyed.

    That's one mistake you won't repeat twice.
    Sometimes you gotta learn the hard way >.<
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on June 27, 2015, 06:33:34 AM
    It seems like I have to make the description clearer in the next version ^^
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: CyborgDragon on June 30, 2015, 10:57:18 AM
    I have a suggestion: Expand the spine into five pieces.

    • Upper Cervical Spine: Damage impairs breathing, talking, manipulation, and moving. Destruction causes no breathing, and subsequently death.
    • Lower Cervical Spine: Child of Upper Cervical Spine. Damage impairs breathing, talking, manipulation and moving. Destruction causes breathing and talking to be reduced to 20%, and no manipulation or moving.
    • Thoracic Spine: Child of Lower Cervical Spine. Damage impairs moving. Destruction causes no mobility.
    • Lumbar Spine: Child of Thoracic Spine. Damage impairs moving. Destruction causes no mobility.
    • Sacrum: Child of Lumbar Spine. Damage impairs moving. Destruction causes reduction to 70% in move speed.

    Then, the following prosthetics can be used to rectify various ailments:

    • Bionic Spine and Advanced Bionic Spine install into Upper Cervical Spine and fix all spinal ailments.
    • Wheelchair is either an apparel (if doable) or installs into the Thoracic Spine. Either way, it rectifies issues with the thoracic spine and below. It would provide 80% movement speed, and 60% manipulation. When thought modifiers are back, maybe it depresses colonists as well.
    • Crutches, again, either an apparel (if doable) or installs into the Lumbar Spine. They would provide 100% movement speed, and 80% manipulation. When thought modifiers are back, maybe it depresses colonists as well.
    • Wireless Chip, installs into any of the spines. Completely rectifies all issues, but provides no bonuses. Cheaper than a bionic spine, doesn't provide any penalty for prosthophobes.

    With the idea of crutches, you could also make them be used for a missing leg, maybe. In which case, I'd suggest making the peg leg take more materials; maybe add leather to the cost, and take more time to craft, while crutches would be cheaper and faster.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: hector212121 on June 30, 2015, 11:09:36 AM
    Might I suggest a method of offsetting rib replacement penalties? :) I don't know, maybe a rib that basically supports the other ribs and gives a tiny bonus to the stats?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Goldsmyths on July 01, 2015, 05:33:37 AM
    Finally installed a brain stimulator to myself IRL and figured out the thing that bugged me since forever:
    HediffDefs_Surrogates.xml & HediffDefs_Synthetics.xml
    Both Surrogate and Synthetic Heats were labeled "artificial heart".
    Can this be changed in the future plz?

    - - -

    Finally figured out why directly installing an un-natural Arm does not yield an arm. Like how Peg Leg yields a leg.
    The arm in rim world is stacked up to the shoulder, then ARM, humerus, radius, hand, ...
    And we are installing out Bionic Arm on the Shoulder. Hence why it never yields an arm IMO.
    Debug agreed, the left arm that I harvested still has 100% working left shoulder. But the right arm that I installed a Bionic Arm has the shoulder replaced and arm and below at 0%.
    Any way around this? If you do, this would make my arm harvesting much easier rather having the "harvested" negative mood.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Brofius on July 04, 2015, 02:15:57 PM
    BUG:  The entire production building is not selectable (only the center cell) and the two small buildings are drawn offset. Both these issues are fixed by the <Size>(X,X)</Size> tag in the building's thingdef.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: LanMc on July 05, 2015, 11:32:01 AM
    Does this work with 11b? 
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Mr. Picard on July 05, 2015, 05:35:58 PM
    No, it doesn't work with 11b. I really hope it gets updated soon. I love this mod.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: nuschler22 on July 07, 2015, 02:34:06 PM
    (Running Alpha 11a)

    How do you make vancidium?  I understand it's expensive to make.  I've searched this site and google and cant figure it out. 
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: LanMc on July 07, 2015, 02:38:52 PM
    Quote from: nuschler22 on July 07, 2015, 02:34:06 PM
    (Running Alpha 11a)

    How do you make vancidium?  I understand it's expensive to make.  I've searched this site and google and cant figure it out.

    You will find Vancidium Refinement under Research - once you research it, (it's a whooper and takes a while), a production table for refinement can be found in the Production tab. 
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: StinkyFinger91 on July 07, 2015, 10:25:48 PM
    I am using the Ultimate Overhaul Modpack with this mod in it, and I cannot seem to figure out how to craft any Artificial Bones for bionics and traders just do not sell enough of them. Any advise/hits?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: LanMc on July 08, 2015, 01:47:49 PM
    Quote from: StinkyFinger91 on July 07, 2015, 10:25:48 PM
    I am using the Ultimate Overhaul Modpack with this mod in it, and I cannot seem to figure out how to craft any Artificial Bones for bionics and traders just do not sell enough of them. Any advise/hits?

    In EPOE alone, not sure if Ninefinger's mod pack changes this... You would have to ask him...  But in EPOE you make Artificial Bones on the Smithing Table.  You have to unlock the ability to make Artificial Bones through Research - but then we have to do that with everything in EPOE.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on July 09, 2015, 07:12:11 AM
    Hi, I finally have the time to care about the mod again!
    First of all, thanks for all your suggestions and posts, I especially like the idea with the spine. Maybe I'll do that for the alpha 12 version, because it would break every savegame if I did it now.
    And about alpha 11b: Could you tell me where you experience problems? I've tested it a little bit and I can't find them. Thanks in advance!
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Akyla on July 09, 2015, 09:55:06 AM
    I have a bug when activating the mod in A11b (for a save started in A11b without the mod).
    All the rough marble floors changed to sand.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: MrBeTrayed on July 11, 2015, 04:45:39 PM
    I have an issue with the mod.  It appears that anyone will try to install the prosthetics/bionics.  I only have 2 colonists marked as "Doctor" though any colonist will attempt the surgery, even colonists with traits that disallow "Doctor" abilities.  I've tried this multiple times and sure enough anyone of the colonists (randomly selected) will do the surgery to install the bionics.  Unfortunately those with low doctor skills or that are forbidden from doctor work with traits tend to fail quite often and when they fail, the ones with traits disallowing doctor seems to fail catastrophically.  One time it failed so hard the colonist could no longer move (incapacitated)... lol

    Anyhow, not sure if you are properly checking for that role or skill before allowing any colonist to perform it.  Might be beneficial to tap into the Doctor Work role and if they have that checked then they qualify to attempt surgery.

    Otherwise, great mod!  My colonist who had his leg shot off thanks you!
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: killer117 on July 11, 2015, 08:46:53 PM
    I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on July 12, 2015, 05:19:45 PM
    I've tested it and I can't seem to find your bugs :/
    Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: MrBeTrayed on July 12, 2015, 06:45:46 PM
    Quote from: Ykara on July 12, 2015, 05:19:45 PM
    I've tested it and I can't seem to find your bugs :/
    Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.

    Ykara,  were you talking about my problem or killer117?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on July 12, 2015, 07:52:36 PM
    About both, I couldn't find your described bugs. But I didn't do much testing, so maybe they just didn't want to show ^^
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: hairlessOrphan on July 12, 2015, 07:53:03 PM
    Quote from: killer117 on July 11, 2015, 08:46:53 PM
    I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help

    Wild guess, but are you using the Dermal Regeneration mod? That overwrites the surgeries XML, so it'll conflict with this.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: killer117 on July 12, 2015, 08:08:00 PM
    No its fine. I had another guy tell me when i put another post in help. I also have the zombie apocalypse mod installed, and since they both change people then this mod just stops working mostly. But its fine. Im getting the patch for it. Thnx for the help.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: skullywag on July 13, 2015, 01:25:26 PM
    Quote from: hairlessOrphan on July 12, 2015, 07:53:03 PM
    Quote from: killer117 on July 11, 2015, 08:46:53 PM
    I love this mod so much. Great mod. But ive had a problem recently that when iget a colonist and i wanna replace an organ with synthetic or surragate organ, it dosent come up in operations. It worked before. And in the prepare carefully menu i can still give them the organs, but when actually playing it wont let me implant them. Even when thier in my stockpile. I dont know why, it just dosent work. Pls help

    Wild guess, but are you using the Dermal Regeneration mod? That overwrites the surgeries XML, so it'll conflict with this.

    Thats actually a mistake, remove that file it does nothingm its exacty the same as the core one I just left it there by mistake...which doesnt explain why the above issue is with my mod, as far as I can tell it wouldnt be. Unless this mod does screw with the surgerys in which case its a mod load order issue (load this after mine), or as stated remove the file. :)

    edit - there you go all fixed in latest update on my thread and i threw in a fix for the borked info panel as well.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Schissl on July 16, 2015, 06:24:26 AM
    Quote from: Ykara on July 12, 2015, 05:19:45 PM
    I've tested it and I can't seem to find your bugs :/
    Do you have any other mods installed or do you use EPOE in a modpack? I've tried installing organs on colonists and it works just fine. But I have to do further testing.

    Most parts of the Mod are working with 11b, what i can see so far. What is buggrd with me is that i can not install Advanced Bionics to the colonists and also not Bionic Spines.... the options are just not in the menu.

    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: mokonasakura on July 18, 2015, 10:25:25 AM
    I've been looking around but cant seem to find a way, is there a way to treat a frail torso?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on July 18, 2015, 10:33:25 AM
    My Ultimate Overhaul Modpack has this. all you need to do is:

    Add this to Hediffs_BadBack.xml

    <HediffDef ParentName="DiseaseBase">
        <defName>Frail</defName>
        <label>frail</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>       <-------- This is just showing you what is changed from vanilla
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(50, 0)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.25)</loc>
            </li>
            <li>
              <loc>(80, 0.5)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.30</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>


    This will allow you to remove frail / bad back at the same time with replacing the spine.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: jal21 on July 18, 2015, 01:37:41 PM
    Quote from: Ninefinger on July 18, 2015, 10:33:25 AM
    My Ultimate Overhaul Modpack has this. all you need to do is:

    Add this to Hediffs_BadBack.xml

    <HediffDef ParentName="DiseaseBase">
        <defName>Frail</defName>
        <label>frail</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>       <-------- This is just showing you what is changed from vanilla
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(50, 0)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.25)</loc>
            </li>
            <li>
              <loc>(80, 0.5)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.30</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>


    This will allow you to remove frail / bad back at the same time with replacing the spine.

    sould i add this to the end or replace it whith this
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on July 18, 2015, 01:49:09 PM
    It goes under the other one that is in that file. Dont replace anything this needs to be added to the file.

    The whole Hediffs_BadBack.xml file will look like this after:

       <HediffDef Name="DiseaseBase" Abstract="True">
        <hediffClass>Hediff_Staged</hediffClass>
        <defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
      </HediffDef>

      <HediffDef ParentName="DiseaseBase">
        <defName>BadBack</defName>
        <label>bad back</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(40, 0)</loc>
            </li>
            <li>
              <loc>(50, 0.05)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.30)</loc>
            </li>
            <li>
              <loc>(80, 0.45)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>       
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.10</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>
     
      <HediffDef ParentName="DiseaseBase">
        <defName>Frail</defName>
        <label>frail</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(50, 0)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.25)</loc>
            </li>
            <li>
              <loc>(80, 0.5)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.30</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: jal21 on July 18, 2015, 02:33:58 PM
    Quote from: Ninefinger on July 18, 2015, 01:49:09 PM
    It goes under the other one that is in that file. Dont replace anything this needs to be added to the file.

    The whole Hediffs_BadBack.xml file will look like this after:

       <HediffDef Name="DiseaseBase" Abstract="True">
        <hediffClass>Hediff_Staged</hediffClass>
        <defaultLabelColor>(0.8, 0.8, 0.35)</defaultLabelColor>
      </HediffDef>

      <HediffDef ParentName="DiseaseBase">
        <defName>BadBack</defName>
        <label>bad back</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(40, 0)</loc>
            </li>
            <li>
              <loc>(50, 0.05)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.30)</loc>
            </li>
            <li>
              <loc>(80, 0.45)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>       
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.10</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>
     
      <HediffDef ParentName="DiseaseBase">
        <defName>Frail</defName>
        <label>frail</label>
        <workerClass>HediffWorker_AgeGainer</workerClass>
        <partsToAffect>
          <li>Spine</li>
        </partsToAffect>
        <ageGainCurve>
          <points>
            <li>
              <loc>(50, 0)</loc>
            </li>
            <li>
              <loc>(60, 0.15)</loc>
            </li>
            <li>
              <loc>(70, 0.25)</loc>
            </li>
            <li>
              <loc>(80, 0.5)</loc>
            </li>
            <li>
              <loc>(100, 1)</loc>
            </li>
          </points>
        </ageGainCurve>
        <stages>
            <li>
                <capMods>
                  <li>
                    <capacity>Moving</capacity>
                    <offset>-0.30</offset>
                  </li>
                  <li>
                    <capacity>Manipulation</capacity>
                    <offset>-0.30</offset>
                  </li>
                </capMods>
            </li>
          </stages>
      </HediffDef>

    thank you for the quick resonce :D
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: mokonasakura on July 18, 2015, 03:40:21 PM
    So just one more question then. Do I have to install a new spine because I'm not seeing any option under operations to treat frail after I added your text.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on July 18, 2015, 04:22:48 PM
    Quote from: mokonasakura on July 18, 2015, 03:40:21 PM
    So just one more question then. Do I have to install a new spine because I'm not seeing any option under operations to treat frail after I added your text.
    yes replacing the spine will cure frail, however i do not know if you can add this to an existing colony and expect it to work.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: dareka on July 20, 2015, 10:36:52 AM
    Quote from: StinkyFinger91 on July 07, 2015, 10:25:48 PM
    I am using the Ultimate Overhaul Modpack with this mod in it, and I cannot seem to figure out how to craft any Artificial Bones for bionics and traders just do not sell enough of them. Any advise/hits?

    I'm second to this
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on July 20, 2015, 01:47:07 PM
    Quote from: dareka on July 20, 2015, 10:36:52 AM
    Quote from: StinkyFinger91 on July 07, 2015, 10:25:48 PM
    I am using the Ultimate Overhaul Modpack with this mod in it, and I cannot seem to figure out how to craft any Artificial Bones for bionics and traders just do not sell enough of them. Any advise/hits?

    I'm second to this

    Artificial bones are made at the Chemlab, I am currently changing the recipe to now require plasteel bars and biomatter.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Mj64 on July 23, 2015, 12:16:06 AM
    So after testing out the Brain Stimulator, what's the point of it in-game? Does it just serve as a cheap brain prosthetic, the brain equivalent of a hook hand?
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ninefinger on July 23, 2015, 02:11:57 AM
    Quote from: Mj64 on July 23, 2015, 12:16:06 AM
    So after testing out the Brain Stimulator, what's the point of it in-game? Does it just serve as a cheap brain prosthetic, the brain equivalent of a hook hand?

    It makes brain damaged people able to make it to the kitchen table without starving to death.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Mj64 on July 23, 2015, 03:09:55 AM
    10/10 would get answer from funny mod compilation person again. So, I was right in that yes, it is essentially the hook hand of brain prosthetics.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: AllenWL on July 23, 2015, 07:07:20 AM
    Not really. At least a hook hand is useful(it's a pretty useful weapon for useless slaves and such). It's more of a peg leg with woodworm.
    It's better than nothing, but only barely.

    And this is a random idea, but I got a nudist, who I would like to keep nude(+20 mood bonus makes him the only sane person in the otherwise insane colony), except keeping him in proper temperature is annoying.
    So, would it be possible to have some sort of implant that makes them able to withstand more extreme temperatures better?

    On that note, a different idea I had was what if pawns had a 'Modification' slot thing? Basically, it'd be a body part that has a 0% chance to get hit by weapons, and you'll 'replace' it with various modifications that alter the stats on the pawn.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on July 23, 2015, 12:44:32 PM
    Quote from: AllenWL on July 23, 2015, 07:07:20 AM
    Not really. At least a hook hand is useful(it's a pretty useful weapon for useless slaves and such). It's more of a peg leg with woodworm.
    It's better than nothing, but only barely.

    And this is a random idea, but I got a nudist, who I would like to keep nude(+20 mood bonus makes him the only sane person in the otherwise insane colony), except keeping him in proper temperature is annoying.
    So, would it be possible to have some sort of implant that makes them able to withstand more extreme temperatures better?

    On that note, a different idea I had was what if pawns had a 'Modification' slot thing? Basically, it'd be a body part that has a 0% chance to get hit by weapons, and you'll 'replace' it with various modifications that alter the stats on the pawn.
    There already is a "modification slot" - the ribs. In future versions (for alpha 12 because I'm leaving out 11) I'm planning to expand that system. Currently there only is the medical rib because I can't get the drugged rib to work, but maybe I'll make a movement rib or a strength rib. I think a real modification slot wouldn't fit the system, because pawns are no items.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Hoovytaurus on August 02, 2015, 06:23:38 AM
    I have a weird little bug - seeing as there are no complaints about it I think it's mostly on my side, not an error in the mod itself, but I might as well post it here anyway.

    There's two images of boxes for cut-off bodyparts. One that I know is from the mod with a red bottom and white top, and the vanilla one with the red line in the middle. The bug is that I can't install anything with the old icon, it won't show up in the list.

    I also can't install some things like crystal or glass eyes, are those in this mod? I'm pretty sure I don't have extended surgery and bionics, which I know has glass eyes.

    Only major mod I'm using alongside this one is Superior Crafting, if that helps at all.

    Thanks in advance.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Pagan_PL on August 02, 2015, 04:05:07 PM
    Greetings!
    I need help! How to obtain the Vancidium?  I'm going crazy about this. Please help!
    I researched almost all kind of things but can't find it.(Can't build my own droids because of SI which needs the vancidium) I also researched all kind of droids and workbench to do so. This is craftable or digable material? SOME info will be appreciated.

    Thanks!
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: harpo99999 on August 02, 2015, 06:41:10 PM
    from what I remember about the mod, there is a high teir research for a vancidium refining table that when researched uses two materials to create the vancidium
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Darhak on August 02, 2015, 08:32:58 PM
    Hi, it seems that my colonist have something against advanced bionic, there is no "Install X part" for all the advanced bionics items. Does it required high skilled doctor/glitterworld medicine or other stuff?

    EDIT: Nevrmind, conflict with "NaturalSurgery"
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: killer117 on August 07, 2015, 09:27:00 AM
    Whats the SI mod. Soubds good. And Vancindium actually needs three things if i remember right. Gold, plasteel, and maybe steel. Dunno. But it also takes a very high lvl crafter and i recomend not doing it. Itll bankrupt ur colony so fast.
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: filippe999 on August 19, 2015, 09:02:36 AM
    I've had all my colonist with bionic limbs, including jaw and an AI Persona Core brain implant, after i crafted some synthetic organs  didn't see the option to install them on the surgery list
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Kraehe on August 22, 2015, 12:52:01 PM
    I can't wait for my favorit Mod to be updatet. Hope Ykara has time for it. :D
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Ykara on August 22, 2015, 01:06:40 PM
    Quote from: Kraehe on August 22, 2015, 12:52:01 PM
    I can't wait for my favorit Mod to be updatet. Hope Ykara has time for it. :D
    I've already ported it to alpha 12, I'm currently adding some new (and old) features ^^
    But don't worry, I think it will be finished tomorrow.
    Prepare for a big update ^^
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Kraehe on August 22, 2015, 02:03:35 PM
    (http://data.whicdn.com/images/46136918/original.jpg)
    Title: Re: [A11] Expanded Prosthetics and Organ Engineering 1.41 (16.06.2015)
    Post by: Nicaea on August 22, 2015, 08:01:52 PM
    Quote from: Ykara on August 22, 2015, 01:06:40 PM
    Quote from: Kraehe on August 22, 2015, 12:52:01 PM
    I can't wait for my favorit Mod to be updatet. Hope Ykara has time for it. :D
    I've already ported it to alpha 12, I'm currently adding some new (and old) features ^^
    But don't worry, I think it will be finished tomorrow.
    Prepare for a big update ^^

    You are an absolute legend; amazed you're on top of it so quick. Can't wait to try it out!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 23, 2015, 04:47:31 PM
    Update 1.5 - Reunion with old friends!

    Hey guys!
    I'm excited to release the first update since June! It's a pretty big update, so this will be a longer text ^^
    Best thing first: EPOE is now fully compatible with alpha 12 and I haven't found any bugs yet. But there may be some, just tell me if you find one.
    You may wonder why the update is called "Reunion with old friends!" but it's actually pretty simple. Once upon a time in alpha 9 there was the drugged rib. And thoughts for the silent jaw. And hidden in the code there was a non working prototype of an exoskeleton suit. And now they're all back! The drugged rib makes the user happy with little alcohol dispensers, the silent jaw makes the user sad because everyone likes to talk and the exoskeleton suit is a torso augmentation that boosts movement and manipulation. Thanks Tynan for giving me the option to implement these great features!
    And there's another new rib: The adrenaline rib! This rib just boosts the users movement.
    Another big change has to do with the two brain implants: The brain stimulator and the AI chip. In previous versions these two simply replaced the brain, but now they work like implants. That makes a big difference. Instead of turning healthy colonists into vegetables the brain stimulator now increases the brain functions. Same for AI chip. Just that the AI chip is better.
    Half a year ago elStrages told me that there are too many workbenches. Fast as I am, there is now one workbench less! I've sacrificed the Vancidium refinery for the good of all. You can now craft Vancidium at the electric smelter.
    There are also some balancing changes: Some bionics now require simple prostheses to craft. It's not more expensive, just more logical. And every recipe now uses unfinished items because I've increased the worktime of every recipe. It just didn't feel right to make an advanced power arm in less than 5 seconds.
    I think that should be everything.
    Enjoy!

    Changes:
    *  Updated to Alpha 12!
    *  The drugged rib is back!
    *  Added exoskeleton suit!
    *  Added adrenaline rib!
    *  Every recipe now uses unfinished items
    *  Some bionics now require simple prostheses
    *  Removed the vancidium refinery, you can now craft vancidium at the electric smelter
    *  The brain stimulator and the AI chip are now implants
    *  Rebalanced the brain stimulator and the AI chip
    *  Retextured the advanced bionics workbench
    *  Retextured the bionics workbench
    *  All buildings are now affected by tool cabinets
    *  Silent jaws now give bad thoughts again
    *  Increased the cost of the bionic eye
    *  Renamed the upgrading station to advanced bionics workbench
    *  Shortened some descriptions
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: kexici on August 23, 2015, 06:41:58 PM
     ;D super work :)
    i have firs question :)
    how can i fix bad back ? (spine can be only ampute)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 23, 2015, 06:52:33 PM
    Quote from: kexici on August 23, 2015, 06:41:58 PM
    ;D super work :)
    i have firs question :)
    how can i fix bad back ? (spine can be only ampute)
    Thanks ^^ And you have to replace the spine, for example with a bionic spine.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: kexici on August 23, 2015, 06:59:54 PM
    Quote from: Ykara on August 23, 2015, 06:52:33 PM
    Quote from: kexici on August 23, 2015, 06:41:58 PM
    ;D super work :)
    i have firs question :)
    how can i fix bad back ? (spine can be only ampute)
    Thanks ^^ And you have to replace the spine, for example with a bionic spine.
    :D ahh soo :D every thing else seems wokr fine :D
    best mod ever :) thx
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Herc18 on August 23, 2015, 07:00:43 PM
    download link doesn't seem to be working, Can you post alternate link not thru media-fire? Same with craftable guns?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 23, 2015, 07:17:11 PM
    Quote from: Herc18 on August 23, 2015, 07:00:43 PM
    download link doesn't seem to be working, Can you post alternate link not thru media-fire? Same with craftable guns?
    Well, it works for me, but why not ^^
    OneDrive Link (https://onedrive.live.com/redir?resid=7FD475A44A296511!69332&authkey=!AC_cR_3cXJiZxJI&ithint=folder%2czip)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Herc18 on August 23, 2015, 07:28:41 PM
    Much appreciated :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ouan on August 24, 2015, 12:45:00 AM
    Any possibility of making a bionic brain in the future? I just finished off my first A12 vanilla play through and I did not notice a lot of brain damage, mostly since I was wiped in my third year after everyone died a horrible mechanoid death, but in A11b almost every colonist was horrifically brain damaged after about two or three years. With the AI chip and stimulator as implants will it be able to restore people from say 70% brain function to near normal? I was wondering if brain surgery would come into the mod, as I know it does not like other surgery mods that much.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: joshwoo69 on August 24, 2015, 02:10:22 AM
    Quick question... can you fix dementia? For the brain? My anim- colonists are having dementia and they can be problematic at times.
    Ps. Can we havr surgery on animals?? :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Mikhail Reign on August 24, 2015, 02:42:12 AM
    Given that animals seem to have the same kinda health system as a a colonist, it would just be the inability to take animals to beds, and the actual parts that would stop me making a bionic rhino yeah?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: joshwoo69 on August 24, 2015, 03:16:31 AM
    Quote from: Mikhail Reign on August 24, 2015, 02:42:12 AM
    Given that animals seem to have the same kinda health system as a a colonist, it would just be the inability to take animals to beds, and the actual parts that would stop me making a bionic rhino yeah?
    You also missed out that you need a button too.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 24, 2015, 07:21:05 AM
    Quote from: Ouan on August 24, 2015, 12:45:00 AM
    Any possibility of making a bionic brain in the future? I just finished off my first A12 vanilla play through and I did not notice a lot of brain damage, mostly since I was wiped in my third year after everyone died a horrible mechanoid death, but in A11b almost every colonist was horrifically brain damaged after about two or three years. With the AI chip and stimulator as implants will it be able to restore people from say 70% brain function to near normal? I was wondering if brain surgery would come into the mod, as I know it does not like other surgery mods that much.
    I'm actually planning on implementing the AI core as a brain replacement. Have to think about balancing though. And yes, both the brain stimulator and the AI chip can pretty much restore a slightly damaged brain to normal. Only talking and hearing will stay the same, but maybe I'll change that.

    Quote from: joshwoo69 on August 24, 2015, 02:10:22 AM
    Quick question... can you fix dementia? For the brain? My anim- colonists are having dementia and they can be problematic at times.
    Ps. Can we havr surgery on animals?? :P
    The brain stimulator should do a pretty good job there.

    Quote from: joshwoo69 on August 24, 2015, 03:16:31 AM
    Quote from: Mikhail Reign on August 24, 2015, 02:42:12 AM
    Given that animals seem to have the same kinda health system as a a colonist, it would just be the inability to take animals to beds, and the actual parts that would stop me making a bionic rhino yeah?
    You also missed out that you need a button too.
    Yep, these are the problems with bionic animals. But if Tynan ever adds the option to perform surgeries on animals, EPOE will give you the option to enhance your pets with some nice bionics ^^ Imagine a cute little Yorkshire terrier with a hydraulic jaw...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Nocturnal on August 24, 2015, 09:48:19 AM
    Quote
    Yep, these are the problems with bionic animals. But if Tynan ever adds the option to perform surgeries on animals, EPOE will give you the option to enhance your pets with some nice bionics ^^ Imagine a cute little Yorkshire terrier with a hydraulic jaw...

    Casuals
    (http://img07.deviantart.net/8e24/i/2010/069/2/e/bionic_dog_by_pookyns_5.png)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Tormound on August 24, 2015, 11:51:44 AM
    Is this mod compatible glitter world tech? The mod author of that one apparently made it so it should be compatible with other surgery mods.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 24, 2015, 12:10:39 PM
    Quote from: Nocturnal on August 24, 2015, 09:48:19 AM
    Quote
    Yep, these are the problems with bionic animals. But if Tynan ever adds the option to perform surgeries on animals, EPOE will give you the option to enhance your pets with some nice bionics ^^ Imagine a cute little Yorkshire terrier with a hydraulic jaw...

    Casuals
    *Image*
    Haha, that's great, reminds me of that bizarre Russian experiment ^^ (don't search it up)

    Quote from: Tormound on August 24, 2015, 11:51:44 AM
    Is this mod compatible glitter world tech? The mod author of that one apparently made it so it should be compatible with other surgery mods.
    I think so, it doesn't seem to change anything that could interfere with EPOE. Just test it and if you find any bugs, please report them!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 24, 2015, 02:15:31 PM
    Update 1.51 - The biggish texture update!

    Yo!
    I just wanted to tell you that I've just released update 1.51. This update fixes all the building textures to fit the vanilla artstyle better. It doesn't seem like much, but it was pretty time consuming to change all the textures. And because I was already changing everything, I've also slightly improved some of the textures (different colors, shadows...).
    And the AI chip now gives a talking bonus, too.
    And Latta has updated the Korean translation, I really don't know why I can't work that fast ^^
    Enjoy!

    Changes:
    *  "Vanillafied" all the building textures so they now fit better
    *  Tweaked some textures
    *  Basic prostheses now have their own texture again
    *  The AI chip now gives a bonus for talking, too
    *  Updated the Korean translation - thanks Latta!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: killer117 on August 24, 2015, 05:38:14 PM
    If u think yorkshire terrier ith a hydraulic jaws scray, im agine a warg with bionic power legs and a hydraulic jaw with all sythetic organs. Those poor tribals never stood a chance :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: waywardking on August 24, 2015, 06:36:02 PM
    I've been looking around in the Defs for a while, but don't know much about modding myself. I'm learning quite a bit about the surgery defs from your files though! I was curious, is it possible to have a prosthesis effect armor values? I noticed you added the exoskeleton, but it's only written to increase manipulation and movement. I'm trying to build super soldiers by completely replacing people with advanced bionics, but it seems like a lucky arrow or wooden shiv always manages to deal a fatal wound to a colonist who is 90% metal. Do you know, can the surgery system support stats like ArmorRating_Sharp and ArmorRating_Blunt?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 24, 2015, 07:04:55 PM
    Quote from: waywardking on August 24, 2015, 06:36:02 PM
    I've been looking around in the Defs for a while, but don't know much about modding myself. I'm learning quite a bit about the surgery defs from your files though! I was curious, is it possible to have a prosthesis effect armor values? I noticed you added the exoskeleton, but it's only written to increase manipulation and movement. I'm trying to build super soldiers by completely replacing people with advanced bionics, but it seems like a lucky arrow or wooden shiv always manages to deal a fatal wound to a colonist who is 90% metal. Do you know, can the surgery system support stats like ArmorRating_Sharp and ArmorRating_Blunt?
    I haven't tested it for alpha 12, but unfortunately I don't think that it's possible. Would provide some interesting possibilities though...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: ThreeMartiniLaunch on August 24, 2015, 07:06:35 PM
    I would like to express my appreciation for this mod and its timely update to the latest version.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: joshwoo69 on August 24, 2015, 07:09:11 PM
    Quote from: Tormound on August 24, 2015, 11:51:44 AM
    Is this mod compatible glitter world tech? The mod author of that one apparently made it so it should be compatible with other surgery mods.
    Yes it is compatible with glitter tech for 1.0.
    Played with glitter tech myself

    Also i added a new thread in the suggestions page.
    Here is the link : https://ludeon.com/forums/index.php?topic=15386.0
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.5 (23.08.2015)
    Post by: Ykara on August 24, 2015, 07:51:35 PM
    Quote from: joshwoo69 on August 24, 2015, 07:09:11 PM
    Quote from: Tormound on August 24, 2015, 11:51:44 AM
    Is this mod compatible glitter world tech? The mod author of that one apparently made it so it should be compatible with other surgery mods.
    Yes it is compatible with glitter tech for 1.0.
    Played with glitter tech myself

    Also i added a new thread in the suggestions page.
    Here is the link : https://ludeon.com/forums/index.php?topic=15386.0
    Thanks for testing, I'm gonna add it to the main post!
    And yes, release the bionic killer chicken!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ouan on August 25, 2015, 03:53:56 AM
    One day, old age and infirmities will not take our poor pets in their prime.


    [attachment deleted due to age]
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: waywardking on August 25, 2015, 05:40:58 PM
    Quote from: Ykara on August 24, 2015, 07:04:55 PM
    I haven't tested it for alpha 12, but unfortunately I don't think that it's possible. Would provide some interesting possibilities though...
    Thanks for the response! That's too bad though. It definitely would open some possibilities, since the stats category has a lot of cool features related to skill chances, armor, mental break thresholds... I was hoping to get an Aimbot Implant that increases accuracy and reduces aim time.

    If armors can't be modified, what about BodyPartDef attributes like hitPoints? The left arm has a puny 30 hitpoints as flesh and bone. I notice it also has a frostbiteVulnerability value.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Mikhail Reign on August 26, 2015, 02:07:45 AM
    As awesome as they are, bionics are generally bad for you colonists yeah? I mean when you replace an arm with a bionic one, instead of having 5 fingers and a bunch of arm bones it can hit, it now just has 'bionic arm'. Even with just the extremities (let's say 2 bones each + digits) and a head, the chance of a head shot on a normal colonist is 1 in 29. On a bionic colonist it drops to 1 in 5.

    Now I'm not an expert on this, but this has been my experience. Gunshot locations are random. Bionic parts give less options meaning the bad ones (heart brain liver) get increase chances to get shot.

    Anything I be wrong there or am I talking gibberish?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: DahBunny on August 26, 2015, 03:22:56 AM
    Got this strange problem, without any jaw implants, my colonists all seem to have the silent jaw debuff
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 26, 2015, 11:50:44 AM
    Quote from: waywardking on August 25, 2015, 05:40:58 PM
    Quote from: Ykara on August 24, 2015, 07:04:55 PM
    I haven't tested it for alpha 12, but unfortunately I don't think that it's possible. Would provide some interesting possibilities though...
    Thanks for the response! That's too bad though. It definitely would open some possibilities, since the stats category has a lot of cool features related to skill chances, armor, mental break thresholds... I was hoping to get an Aimbot Implant that increases accuracy and reduces aim time.

    If armors can't be modified, what about BodyPartDef attributes like hitPoints? The left arm has a puny 30 hitpoints as flesh and bone. I notice it also has a frostbiteVulnerability value.
    You can't change the hitpoints of bionic body parts, because they're defined in the BodyParts_Humanoid.xml. As far as I know you can only change the hitpoints of natural body parts and the bionics just take the hitpoints of the part they're installed on.

    Quote from: Mikhail Reign on August 26, 2015, 02:07:45 AM
    As awesome as they are, bionics are generally bad for you colonists yeah? I mean when you replace an arm with a bionic one, instead of having 5 fingers and a bunch of arm bones it can hit, it now just has 'bionic arm'. Even with just the extremities (let's say 2 bones each + digits) and a head, the chance of a head shot on a normal colonist is 1 in 29. On a bionic colonist it drops to 1 in 5.

    Now I'm not an expert on this, but this has been my experience. Gunshot locations are random. Bionic parts give less options meaning the bad ones (heart brain liver) get increase chances to get shot.

    Anything I be wrong there or am I talking gibberish?
    That actually makes sense, I guess ^^ But I think the advantages of bionics are bigger than the disadvantage of getting more headshots, just wear a proper helmet ^^

    Quote from: DahBunny on August 26, 2015, 03:22:56 AM
    Got this strange problem, without any jaw implants, my colonists all seem to have the silent jaw debuff
    Ooooooops, thanks for reporting! That was a bug, you get the thought because you've installed a drugged rib. I've just copied that def and forgot to change it to SilentJaw, but not it's fixed. Just redownload the mod and everything should work fine! Or you could just change the hediff in Thoughts_EPOE to SilentJaw, that would work too.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Mikhail Reign on August 26, 2015, 10:51:55 PM
    Oh I defiantly agree that bionics colonists are much better the. Those not, it's just that statisics easily kill them. It just seems weird that a fully bionic super solider is actually a glass cannon.

    Even with proper clothing, bullets that hit HAVE to hit something and with bionic colonists you are much more likely for that bullet to hit a brain liver or heart because there are just less choices of what it can hit. Finger and toes are what skews it - when you replace a arm you take away at least 8 potential damage points And replace it with one.

    Would their be anyway around this? Could bionic arms replace these extra points? Would it be possible to make a bionic arm consist of a bionic upper arm, forearm hand and fingers? If possible bionic fingers should be given 1hp, so if they take damage they end up 'crushed' or 'cut off' so that bionic parts don't heal but have to be replaced.

    That said - a bionic superman standing next to a 90 yo with catercts and a bad back. both get sprayed with bullets - it's just weird that the bionic guy will die first. In fact since they Re not all able to stand up to more damage it makes them even more likely to die. The old guy will fall over at one point, and stop drawing fire if he doesn't die. The superman will stay standing longer drawing more and more chances of being headshot.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 27, 2015, 07:06:18 AM
    Quote from: Mikhail Reign on August 26, 2015, 10:51:55 PM
    Oh I defiantly agree that bionics colonists are much better the. Those not, it's just that statisics easily kill them. It just seems weird that a fully bionic super solider is actually a glass cannon.

    Even with proper clothing, bullets that hit HAVE to hit something and with bionic colonists you are much more likely for that bullet to hit a brain liver or heart because there are just less choices of what it can hit. Finger and toes are what skews it - when you replace a arm you take away at least 8 potential damage points And replace it with one.

    Would their be anyway around this? Could bionic arms replace these extra points? Would it be possible to make a bionic arm consist of a bionic upper arm, forearm hand and fingers? If possible bionic fingers should be given 1hp, so if they take damage they end up 'crushed' or 'cut off' so that bionic parts don't heal but have to be replaced.

    That said - a bionic superman standing next to a 90 yo with catercts and a bad back. both get sprayed with bullets - it's just weird that the bionic guy will die first. In fact since they Re not all able to stand up to more damage it makes them even more likely to die. The old guy will fall over at one point, and stop drawing fire if he doesn't die. The superman will stay standing longer drawing more and more chances of being headshot.
    I'm afraid there's no workaround for that problem :/ I guess it's a disadvantage you have to deal with...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Bobylein on August 28, 2015, 01:07:20 PM
    Quote from: Mikhail Reign on August 26, 2015, 10:51:55 PM
    Oh I defiantly agree that bionics colonists are much better the. Those not, it's just that statisics easily kill them. It just seems weird that a fully bionic super solider is actually a glass cannon.

    Even with proper clothing, bullets that hit HAVE to hit something and with bionic colonists you are much more likely for that bullet to hit a brain liver or heart because there are just less choices of what it can hit. Finger and toes are what skews it - when you replace a arm you take away at least 8 potential damage points And replace it with one.


    Are you sure it actually works this way? I didn't test it myself in game but I always understood the hit system works like that:

    Step 1: Determine which groups is hit, like Arms, Head, Torso, Legs.
    Step 2: Determine if any part IN that group is hit: like if the head is hit, does it hit the skull, an ear, the nose or the jaw?
    Step 3: continue step 2 until it's through all tiers of parts.

    that would mean that every part is hit just as often as before.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Scelous on August 29, 2015, 12:02:15 AM
    This is the only mod that I think RimWorld absolutely needs, 100% of the time. 
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: pigman999999999 on August 29, 2015, 10:57:48 AM
    nope not just this one https://ludeon.com/forums/index.php?topic=9163.0
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Anonemous2 on August 29, 2015, 12:13:31 PM
    Cool feature could be prosthetics for your animals or pets, so if a dog losses its right back leg you can replace it. Or make a warg with a bionic jaw who will rip up raiders.  :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: BinaryBlackhole on August 29, 2015, 04:42:36 PM
    Can you please fix things like the humerus my colonist is stuck with a 50% manipulation reduction.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 29, 2015, 05:14:13 PM
    Quote from: Anonemous2 on August 29, 2015, 12:13:31 PM
    Cool feature could be prosthetics for your animals or pets, so if a dog losses its right back leg you can replace it. Or make a warg with a bionic jaw who will rip up raiders.  :)
    Go back one page ^^

    Quote from: BinaryBlackhole on August 29, 2015, 04:42:36 PM
    Can you please fix things like the humerus my colonist is stuck with a 50% manipulation reduction.
    The humerus is a part of the arm, so you can fix it with just replacing the whole arm. Actually, you can fix every possible injury in EPOE, except for frail.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: FVMorais on August 30, 2015, 03:06:56 AM
    Ykara, thank you so much for EPOE; I was already sinking dozens of hours into Rimworld (time well spent) and your mod just made it that much more fun.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: joshwoo69 on August 30, 2015, 03:54:48 AM
    Ykara you could add the suggestion link into the first post so that people can read and go there instead of asking on this thread :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: AllenWL on August 30, 2015, 08:05:15 AM
    For some reason, basic prosthetic show as purple squares with a x in them.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: ThePhoenix007 on August 30, 2015, 07:25:39 PM
    I'm getting a bug error when attempting to create a glass eye. The error log is attached.

    [attachment deleted due to age]
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 30, 2015, 07:57:42 PM
    Quote from: FVMorais on August 30, 2015, 03:06:56 AM
    Ykara, thank you so much for EPOE; I was already sinking dozens of hours into Rimworld (time well spent) and your mod just made it that much more fun.
    Thanks, I'm glad you like the mod! It was my goal to make the game more fun without taking away the lovely vanilla atmosphere.

    Quote from: joshwoo69 on August 30, 2015, 03:54:48 AM
    Ykara you could add the suggestion link into the first post so that people can read and go there instead of asking on this thread :)
    Of course!

    Quote from: AllenWL on August 30, 2015, 08:05:15 AM
    For some reason, basic prosthetic show as purple squares with a x in them.
    Yeah, the purple square stands for a missing texture. But there is a texture and it works fine for me. I really don't know what causes your problem :/ Maybe redownloading the mod works, who knows.

    Quote from: ThePhoenix007 on August 30, 2015, 07:25:39 PM
    I'm getting a bug error when attempting to create a glass eye. The error log is attached.
    Oh. I've totally forgot about these eyes since they weren't originally created by me. Your problem is caused by the unfinished item that needs stuff to work (I really don't know why and I would really appreciate it if Tynan would let me choose whether I want to use stuff or not, but I'm getting ot) and a granite chunk is no stuff. Huge thanks for reporting, I have to think about a solution.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lordprimate on August 31, 2015, 04:20:21 AM
    can someone confirm or deny that this works with the latest release A12D?? Thanks for the info in advance
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: AllenWL on August 31, 2015, 09:57:11 AM
    Quote from: Ykara on August 30, 2015, 07:57:42 PM

    Quote from: AllenWL on August 30, 2015, 08:05:15 AM
    For some reason, basic prosthetic show as purple squares with a x in them.
    Yeah, the purple square stands for a missing texture. But there is a texture and it works fine for me. I really don't know what causes your problem :/ Maybe redownloading the mod works, who knows.

    Tried redownloading. Didn't work.
    I'll try again later when I have more time.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Scelous on August 31, 2015, 03:18:25 PM
    I'm running A12C, and this mod doesn't seem to work.  Does it work for C or D?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 31, 2015, 03:47:43 PM
    Quote from: Scelous on August 31, 2015, 03:18:25 PM
    I'm running A12C, and this mod doesn't seem to work.  Does it work for C or D?
    Everything should work fine, what doesn't work for you?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on August 31, 2015, 03:53:02 PM
    Hi! I found a small exploit. I am not really sure if it is your mod, or in core Rimworld, and I don't really think you can do something about it.

    One of my colonists got it's foot shot of (Don't ask me how) and I removed the leg, and installed the same leg I just removed and "magically" it has a foot back on it!

    Let me know if you can do something about this or if I should report it at bugs.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 31, 2015, 06:08:16 PM
    Quote from: Florius on August 31, 2015, 03:53:02 PM
    Hi! I found a small exploit. I am not really sure if it is your mod, or in core Rimworld, and I don't really think you can do something about it.

    One of my colonists got it's foot shot of (Don't ask me how) and I removed the leg, and installed the same leg I just removed and "magically" it has a foot back on it!

    Let me know if you can do something about this or if I should report it at bugs.
    Yes, I'm aware of that. But it's neither a bug nor an error in my mod. It's just how body parts work. You can take a look into the Bodies_Humanlike to understand why it works that way. Unfortunately there is no way to fix that, unless I remove the feature to install natural legs :/
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on August 31, 2015, 07:29:07 PM
    Yeah I already thought so, and I understand how it works, not a programmer or anything but it makes sense to me! But I thought let me just report it just in case! :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on August 31, 2015, 08:15:26 PM
    Quote from: Florius on August 31, 2015, 07:29:07 PM
    Yeah I already thought so, and I understand how it works, not a programmer or anything but it makes sense to me! But I thought let me just report it just in case! :)
    Thanks for reporting, I was thinking about removing the feature to install natural body parts for some time, but I'm not quite sure if I should...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ninefinger on August 31, 2015, 08:38:58 PM
    Quote from: Ykara on August 31, 2015, 08:15:26 PM
    Quote from: Florius on August 31, 2015, 07:29:07 PM
    Yeah I already thought so, and I understand how it works, not a programmer or anything but it makes sense to me! But I thought let me just report it just in case! :)
    Thanks for reporting, I was thinking about removing the feature to install natural body parts for some time, but I'm not quite sure if I should...

    I had sparked a debate over this earlier with a straw poll and seems the consensus was to leave it as it is so that people can harvest from prisoners...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on August 31, 2015, 09:24:45 PM
    Quote from: Ykara on August 31, 2015, 08:15:26 PM
    Thanks for reporting, I was thinking about removing the feature to install natural body parts for some time, but I'm not quite sure if I should...

    Imho leaving it in would be ideal, since installing natural body parts is the only way to fix a prostophobe back to functionality without all the negative mood modifiers from getting implants.  (Not to mention natural parts are much more affordable functional replacements than cybernetics. )

    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Too-DAMN-Much on August 31, 2015, 10:50:26 PM
    maybe leave it as is, but have a chance for organ rejection by the body? keeping spare parts refrigerated would improve the success chance.

    those are my two cents. :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Scelous on September 01, 2015, 12:50:43 AM
    Quote from: Ykara on August 31, 2015, 03:47:43 PM
    Quote from: Scelous on August 31, 2015, 03:18:25 PM
    I'm running A12C, and this mod doesn't seem to work.  Does it work for C or D?
    Everything should work fine, what doesn't work for you?

    Please disregard; I am a moron.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 01, 2015, 05:10:59 AM
    Quote from: Lady Wolf on August 31, 2015, 09:24:45 PM
    Quote from: Ykara on August 31, 2015, 08:15:26 PM
    Thanks for reporting, I was thinking about removing the feature to install natural body parts for some time, but I'm not quite sure if I should...

    Imho leaving it in would be ideal, since installing natural body parts is the only way to fix a prostophobe back to functionality without all the negative mood modifiers from getting implants.  (Not to mention natural parts are much more affordable functional replacements than cybernetics. )

    Although one of the problems I had is that several colonist went totally beserk because I tried to fix their leg, but they had the -30 mood buff because their organs were harvested
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: AllenWL on September 01, 2015, 07:55:52 AM
    Quote from: Ykara on August 31, 2015, 06:08:16 PM
    Quote from: Florius on August 31, 2015, 03:53:02 PM
    Hi! I found a small exploit. I am not really sure if it is your mod, or in core Rimworld, and I don't really think you can do something about it.

    One of my colonists got it's foot shot of (Don't ask me how) and I removed the leg, and installed the same leg I just removed and "magically" it has a foot back on it!

    Let me know if you can do something about this or if I should report it at bugs.
    Yes, I'm aware of that. But it's neither a bug nor an error in my mod. It's just how body parts work. You can take a look into the Bodies_Humanlike to understand why it works that way. Unfortunately there is no way to fix that, unless I remove the feature to install natural legs :/

    Can't you do something like making the legs unharvestable if the food or other sub-part of it is gone?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 01, 2015, 11:05:38 AM
    Quote from: Florius on September 01, 2015, 05:10:59 AM

    Although one of the problems I had is that several colonist went totally beserk because I tried to fix their leg, but they had the -30 mood buff because their organs were harvested

    The trick with that is you need to install a cheap prosthetic first, (like a peg leg or eye patch) to remove the damaged organ, then you can perform a second surgery to put the functional limb back on.

    Usually with things like shattered limbs or whatever you can just install the new flesh and blood one without needing to faff about with a prosthetic first, but the extra step is necessary when you want to replace a arm or leg that has a bunch of missing fingers/toes, or an eye with cataracts.

    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: joshwoo69 on September 01, 2015, 09:33:41 PM
    Latta made a mod that enables the surgery tab for animals! Rejoice! https://ludeon.com/forums/index.php?topic=11171.new;topicseen#new
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 01, 2015, 10:20:14 PM
    Quote from: joshwoo69 on September 01, 2015, 09:33:41 PM
    Latta made a mod that enables the surgery tab for animals! Rejoice! https://ludeon.com/forums/index.php?topic=11171.new;topicseen#new

    Once someone else adds in the recipes for it I'll celebrate, until then it's just a (very useful) step in the right direction.  ;)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 03, 2015, 11:23:34 AM
    Quote from: Too-DAMN-Much on August 31, 2015, 10:50:26 PM
    maybe leave it as is, but have a chance for organ rejection by the body? keeping spare parts refrigerated would improve the success chance.

    those are my two cents. :)
    I wanted to add a rejection system a few months ago, I've even written a unique disease for that. But I still don't know if it's possible for one added body part to give hediffs.

    Quote from: joshwoo69 on September 01, 2015, 09:33:41 PM
    Latta made a mod that enables the surgery tab for animals! Rejoice! https://ludeon.com/forums/index.php?topic=11171.new;topicseen#new
    Praise Latta! Maybe I'll release a little xml file with some recipes for animals if I have time ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 03, 2015, 11:39:53 AM
    Hi Ykara, I have a quick question. I have 2 colonists with brain damage (no idea how, because everything else seems fine). Is there a way to get my colonists up and running again? I have 1 colonists with about 14% of everything (hearing etc.) and can't even walk, not even with a AI chip.

    It was possible to use a AI persona chip, but it doesn't seem to be able, and I am not sure if it is affected by your mod or not, so I was hoping you could help me out here!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Latta on September 03, 2015, 11:41:23 AM
    Hey, Latta is me...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on September 03, 2015, 12:24:29 PM
    I'm having issues crafting vancidium in the electric smelter, I don't know if it's a mod compatibility issue (I run with a few other mods) but it doesn't show the refine vancidium option for me
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 03, 2015, 12:42:14 PM
    Quote from: Latta on September 03, 2015, 11:41:23 AM
    Hey, Latta is me...

    Just woke up, and read about a mod for animals to perform surgery on them, so I confused you guys, I sincerly apoligize.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 03, 2015, 02:03:41 PM
    Quote from: Florius on September 03, 2015, 11:39:53 AM
    Hi Ykara, I have a quick question. I have 2 colonists with brain damage (no idea how, because everything else seems fine). Is there a way to get my colonists up and running again? I have 1 colonists with about 14% of everything (hearing etc.) and can't even walk, not even with a AI chip.

    It was possible to use a AI persona chip, but it doesn't seem to be able, and I am not sure if it is affected by your mod or not, so I was hoping you could help me out here!
    An AI chip and even a brain stimulator should do a pretty good job on your colonist. I don't know why it doesn't work for you...

    Quote from: Sentry on September 03, 2015, 12:24:29 PM
    I'm having issues crafting vancidium in the electric smelter, I don't know if it's a mod compatibility issue (I run with a few other mods) but it doesn't show the refine vancidium option for me
    Hm, I've tried it and it works fine for me. I know it's a dumb question, but have you already researched it?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 03, 2015, 02:11:59 PM
    Quote from: Ykara on September 03, 2015, 02:03:41 PM
    Quote from: Florius on September 03, 2015, 11:39:53 AM
    Hi Ykara, I have a quick question. I have 2 colonists with brain damage (no idea how, because everything else seems fine). Is there a way to get my colonists up and running again? I have 1 colonists with about 14% of everything (hearing etc.) and can't even walk, not even with a AI chip.

    It was possible to use a AI persona chip, but it doesn't seem to be able, and I am not sure if it is affected by your mod or not, so I was hoping you could help me out here!


    An AI chip and even a brain stimulator should do a pretty good job on your colonist. I don't know why it doesn't work for you...

    The AI chip didn't do it's work. How and where do I make a brain stimulator? I haven't found it anywhere just yet..
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 03, 2015, 02:33:32 PM
    You can craft a brain stimulator at the surrogate organs workbench, but it's slightly worse than the AI chip. Could you post a screenshot of your colonists health tab? Maybe I can see what's wrong.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on September 03, 2015, 02:39:45 PM
    Quote from: Ykara on September 03, 2015, 02:03:41 PM
    Quote from: Florius on September 03, 2015, 11:39:53 AM
    Hi Ykara, I have a quick question. I have 2 colonists with brain damage (no idea how, because everything else seems fine). Is there a way to get my colonists up and running again? I have 1 colonists with about 14% of everything (hearing etc.) and can't even walk, not even with a AI chip.

    It was possible to use a AI persona chip, but it doesn't seem to be able, and I am not sure if it is affected by your mod or not, so I was hoping you could help me out here!
    An AI chip and even a brain stimulator should do a pretty good job on your colonist. I don't know why it doesn't work for you...

    Quote from: Sentry on September 03, 2015, 12:24:29 PM
    I'm having issues crafting vancidium in the electric smelter, I don't know if it's a mod compatibility issue (I run with a few other mods) but it doesn't show the refine vancidium option for me
    Hm, I've tried it and it works fine for me. I know it's a dumb question, but have you already researched it?
    I had researched it, I think it was just a compatibility issue, it works now
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Weylyn on September 03, 2015, 04:05:52 PM
    I found a minor bug in the mod with the latest version. (12d)

    When I install a drugged rib on my colonists, they get the thought for a silent jaw in addition to the drugged rib thought. I thought it might have been specific to the colonist, but it happened again when I did the same procedure on a second one.

    Not sure if this is a known issue, but it seems peculiar.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 03, 2015, 04:07:44 PM
    Quote from: Weylyn on September 03, 2015, 04:05:52 PM
    I found a minor bug in the mod with the latest version. (12d)

    When I install a drugged rib on my colonists, they get the thought for a silent jaw in addition to the drugged rib thought. I thought it might have been specific to the colonist, but it happened again when I did the same procedure on a second one.

    Not sure if this is a known issue, but it seems peculiar.
    It's known and it's already fixed, just redownload your game. I've made a few silent updates to fix some minor bugs and that was one of them.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: thebionicfarmer on September 03, 2015, 06:25:49 PM
    Hey ive tried lots of thing to download your mod from mediafire and it just refreshes the page every time. do you know if the problem could be on your end?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 03, 2015, 06:36:50 PM
    Quote from: thebionicfarmer on September 03, 2015, 06:25:49 PM
    Hey ive tried lots of thing to download your mod from mediafire and it just refreshes the page every time. do you know if the problem could be on your end?

    Here, try this, direct download link: http://download1578.mediafire.com/6fbuzgkq1djg/sorvzet88f6ujex/EPOE+1.51.zip

    But I could download it without a problem, seems something in your PC/ browser
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ganimedes on September 04, 2015, 10:19:03 AM
    i got a problem with a drugged rib with negative work left... when i send my colonist to finish it he just stands there...

    [attachment deleted due to age]
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Wendigo on September 04, 2015, 03:02:06 PM
    I've had the above problem happen with drugged ribs, adrenaline ribs, and medical ribs.  I mostly saw it occur with my heavily augmented colonists, so crafting speed may be a factor.  Until the crafting object is cancelled, the colonists will continue trying to work on the item, never actually producing it.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 04, 2015, 04:17:08 PM
    So now we have the foundation for enabling operations on animals, is there a chance we'll see this mod expanded to include cyber/bio surgery for animals sometime in a future?

    I only ask because currently it's getting a little frustrating having my colonies attack dogs permanently incapacitated (with missing or shattered limbs) after only 2-3 fights, and usually from friendly fire and would love the ability to patch them up.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: thebionicfarmer on September 06, 2015, 06:05:29 AM
    Quote from: Florius on September 03, 2015, 06:36:50 PM
    Quote from: thebionicfarmer on September 03, 2015, 06:25:49 PM
    Hey ive tried lots of thing to download your mod from mediafire and it just refreshes the page every time. do you know if the problem could be on your end?

    Here, try this, direct download link: http://download1578.mediafire.com/6fbuzgkq1djg/sorvzet88f6ujex/EPOE+1.51.zip

    But I could download it without a problem, seems something in your PC/ browser

    still didnt work but ive tried  diffrent browsers clearing cookies etc
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 06, 2015, 07:09:44 AM
    Quote from: thebionicfarmer on September 06, 2015, 06:05:29 AM
    Quote from: Florius on September 03, 2015, 06:36:50 PM
    Quote from: thebionicfarmer on September 03, 2015, 06:25:49 PM
    Hey ive tried lots of thing to download your mod from mediafire and it just refreshes the page every time. do you know if the problem could be on your end?

    Here, try this, direct download link: http://download1578.mediafire.com/6fbuzgkq1djg/sorvzet88f6ujex/EPOE+1.51.zip

    But I could download it without a problem, seems something in your PC/ browser

    still didnt work but ive tried  diffrent browsers clearing cookies etc

    Hmm, last option: https://www.dropbox.com/s/l495j2r6wls4l36/EPOE%201.51.zip?dl=0
    Just uploaded it to my personal dropbox, hope it works for you.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: thebionicfarmer on September 06, 2015, 01:54:50 PM
    YES thanks so much i couldnt get this otherwise. cant wait to start my new playhtrough
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: solarispilot on September 07, 2015, 07:24:58 PM
    Is there any way to heal frail? As I understand you can heel bad back with the spine replacement, but what about frail?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: joshwoo69 on September 07, 2015, 07:44:50 PM
    Quote from: solarispilot on September 07, 2015, 07:24:58 PM
    Is there any way to heal frail? As I understand you can heel bad back with the spine replacement, but what about frail?
    Nope.. you colonist is old. Then thats why there is the frail tag.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 07, 2015, 09:08:21 PM
    Quote from: solarispilot on September 07, 2015, 07:24:58 PM
    Is there any way to heal frail? As I understand you can heel bad back with the spine replacement, but what about frail?

    Not with this mod, but the Glitter Tech Mod (which is fully compatible with this one btw) has exo skeletons that you can install in the torso to remove torso injuries.  8)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Cardbo on September 08, 2015, 02:02:53 AM
    One of the earliest colonists, (after the initial 3), was a chef called Cat.  She was 70, Frail, has Cataracts in both eyes and Dementia.  I installed an AI Chip in her, but sinces she's also a Prostophobe, its given her a happiness debuff.  I'd hope since it was made from the Synthetic Organs bench, it wouldn't have that effect.  Are there any other options for her?  I'd also really like to replace her eyes, but only bionic ones seem available.  I'd hoped that there was a synthetic, biological option available.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 08, 2015, 02:34:12 AM
    Quote from: Cardbo on September 08, 2015, 02:02:53 AM
    Are there any other options for her?

    You can always harvest the eyes and other organs of a prisoner to heal her, (or harvest the eyes from one your other colonists and give that colonist cyber eyes) or sometimes you find actual organs for sale from traders.

    As far as her brain goes it's too late to do anything for it now she has a AI chip installed, since removing it would kill her.

    Usually once prostophobes get dementia it's time to send them packing (I.E arrest and release) or just sell them into slavery if the -10 mood debuff is enough to put them on the edge of breaking.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Cardbo on September 08, 2015, 10:24:16 AM
    Anyone know if the -10 from prostophobe is cumulative or if its a flat modifier?  If I add more prosthetics, will it maker her unhappier, or will she stay at her current mood.  If its the latter, than there's probably no reason not to turn her into a full cyborg.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 08, 2015, 04:25:17 PM
    Quote from: Cardbo on September 08, 2015, 10:24:16 AM
    Anyone know if the -10 from prostophobe is cumulative or if its a flat modifier?  If I add more prosthetics, will it maker her unhappier, or will she stay at her current mood.  If its the latter, than there's probably no reason not to turn her into a full cyborg.

    It's a flat penalty, no matter how much cyberware they have in them, so if you have the parts there's no reason not to make her into the bionic woman.  ;)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TheRedOne on September 08, 2015, 09:59:58 PM
    I like the idea of expanding the operations and the implants and everything, but I am not a fan of 6 new workbenches. Six workbenches is as much as all the vanilla workbenches combined. I wonder if it is possible to make it one single workbench, but unlock new bills/recipes as the research goes on. Possible in the meaning of "technically possible" and possible in the meaning of "the author likes the idea".
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: solarispilot on September 08, 2015, 10:45:16 PM
    I replaced the spine of one of my pawns, but it didn't solve the bad back debuff. Is this because I loaded the mod mid-game? How can I solve this?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ectoplasm on September 09, 2015, 12:33:22 AM
    Is there any special trick to harvesting and then using body parts? For some reason I can't. Harvesting parts is fine, but if I try to use this part on another pawn, the option is not there under the health / operations tab. I'm thinking that perhaps another mod is interfering somehow? Let me list the ones I currently have;

    23/08/2015  07:02    <DIR>          BatteriesStuffed-BatteriesStuffed-1.2
    08/09/2015  15:45    <DIR>          Clutter
    08/09/2015  15:45    <DIR>          Community Core Library
    09/09/2015  05:17    <DIR>          ContainersForStuff
    29/08/2015  17:57    <DIR>          Core
    08/09/2015  15:43    <DIR>          Craftable Guns
    07/09/2015  06:32    <DIR>          EdBInterface
    08/09/2015  15:45    <DIR>          EdBModOrder
    08/09/2015  15:53    <DIR>          EdBPrepareCarefully
    08/09/2015  15:44    <DIR>          ExpandedProsthetics&OrganEngineering
    08/09/2015  15:45    <DIR>          FloorLights
    09/09/2015  05:32                 0 foo.txt
    08/09/2015  15:45    <DIR>          LT_DoorMat
    08/09/2015  15:45    <DIR>          LT_RedistHeat
    08/09/2015  15:45    <DIR>          LT_Soiling
    22/08/2015  16:18    <DIR>          MAI
    22/08/2015  20:29    <DIR>          Miscellaneous_HiRes
    16/07/2015  01:05    <DIR>          More Vanilla Turrets
    08/09/2015  15:45    <DIR>          Pawn State Icons
    02/09/2015  17:50    <DIR>          PowerCell-PowerCell1.2
    22/08/2015  16:18    <DIR>          PowerSwitch
    08/09/2015  15:48    <DIR>          RoofBomb
    22/08/2015  15:48    <DIR>          RT Storage
    23/08/2015  07:09    <DIR>          SolarsStuffed-SolarsStuffed-1.2
    08/09/2015  15:45    <DIR>          Stonecutting Tweak
    08/09/2015  15:45    <DIR>          TargetPractise
    23/08/2015  07:10    <DIR>          ThermalsStuffed-ThermalsStuffed-1.2
    23/08/2015  21:11    <DIR>          Turret Collection
    29/08/2015  12:24    <DIR>          Turret Collection Anti-Tank Weapons
    23/08/2015  13:16    <DIR>          Turret Collection Overkill
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 09, 2015, 06:31:13 AM
    Quote from: Ectoplasm on September 09, 2015, 12:33:22 AM
    Is there any special trick to harvesting and then using body parts? For some reason I can't. Harvesting parts is fine, but if I try to use this part on another pawn, the option is not there under the health / operations tab. I'm thinking that perhaps another mod is interfering somehow? Let me list the ones I currently have;

    23/08/2015  07:02    <DIR>          BatteriesStuffed-BatteriesStuffed-1.2
    08/09/2015  15:45    <DIR>          Clutter
    08/09/2015  15:45    <DIR>          Community Core Library
    09/09/2015  05:17    <DIR>          ContainersForStuff
    29/08/2015  17:57    <DIR>          Core
    08/09/2015  15:43    <DIR>          Craftable Guns
    07/09/2015  06:32    <DIR>          EdBInterface
    08/09/2015  15:45    <DIR>          EdBModOrder
    08/09/2015  15:53    <DIR>          EdBPrepareCarefully
    08/09/2015  15:44    <DIR>          ExpandedProsthetics&OrganEngineering
    08/09/2015  15:45    <DIR>          FloorLights
    09/09/2015  05:32                 0 foo.txt
    08/09/2015  15:45    <DIR>          LT_DoorMat
    08/09/2015  15:45    <DIR>          LT_RedistHeat
    08/09/2015  15:45    <DIR>          LT_Soiling
    22/08/2015  16:18    <DIR>          MAI
    22/08/2015  20:29    <DIR>          Miscellaneous_HiRes
    16/07/2015  01:05    <DIR>          More Vanilla Turrets
    08/09/2015  15:45    <DIR>          Pawn State Icons
    02/09/2015  17:50    <DIR>          PowerCell-PowerCell1.2
    22/08/2015  16:18    <DIR>          PowerSwitch
    08/09/2015  15:48    <DIR>          RoofBomb
    22/08/2015  15:48    <DIR>          RT Storage
    23/08/2015  07:09    <DIR>          SolarsStuffed-SolarsStuffed-1.2
    08/09/2015  15:45    <DIR>          Stonecutting Tweak
    08/09/2015  15:45    <DIR>          TargetPractise
    23/08/2015  07:10    <DIR>          ThermalsStuffed-ThermalsStuffed-1.2
    23/08/2015  21:11    <DIR>          Turret Collection
    29/08/2015  12:24    <DIR>          Turret Collection Anti-Tank Weapons
    23/08/2015  13:16    <DIR>          Turret Collection Overkill

    Odd, because I can't seem to see anything unusual, however I personally use

    Community Core Library
    Core
    Craftable Guns
    EdBInterface
    EdBModOrder
    EdBPrepareCarefully
    ExpandedProsthetics&OrganEngineering
    Pawn State Icons
    LT_RedistHeat

    without a problem, so I suggest enable those, and disable the reset, and see if it still happens. But my guess is MAI, I have heard more problems with it.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ectoplasm on September 09, 2015, 04:32:53 PM
    I started a new colony to check, after removing MAI (it's a modded version of MIA, the one by haplo https://ludeon.com/forums/index.php?topic=3612.0 ; I think it's a custom setup of mods anyway). I hacked off 2 off my colonists left arms, and yep I could then stitch them back in, so it would seem that MAI / this version doesn't play well with EPOE, which is a great shame as both mods are excellent. As a side note, I wonder if my colonists got their own arms back and were lying there in abject pain and misery thinking FFS why chop it off my arm in the first place. I also wonder if I could give my of my irritating pawns Frankenstein surgery and swap their left and right arms over.

    Thanks.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 09, 2015, 04:51:52 PM
    I removed a leg once which missed a foot. Then I placed it on another pawn, and he had magically a foot again! Made me chuckle as well hehe!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ectoplasm on September 09, 2015, 05:02:44 PM
    I was pondering on mod order importance, and loaded an older colony but having haplo's MAI version above EPOE.. Was something like Core > CCL > MAI with EPOE further down, and I could go Frankenstein mode again with swapping body parts. Happy days! I'm going to start off a new colony with both mods and check it pans out, or if it was a one time fluke. Happy Frankeinsteining Florius & all.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Florius on September 09, 2015, 05:06:46 PM
    Please let us and the mod makers know if it works in a certain order, so they can place it on their mod page! Usefull for everyone!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: joshwoo69 on September 10, 2015, 12:59:43 AM
    Well latta made something new : https://ludeon.com/forums/index.php?topic=16000.0
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Bonbonkocher on September 10, 2015, 05:46:22 PM
    Translation errors / forgotten

    Craft adrenaline rib


    Please revise it for the German translation
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Kulverstukass on September 12, 2015, 09:45:14 AM
    I have no option to "Install *any* rib replacement"; should pawn loose it before being able to receive such operation?
    Crafting and buying them, and other type of organs works just fine.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: chaotix14 on September 13, 2015, 06:17:58 AM
    Here's a question, I've been wondering about a bit. If someone were to have a surrogate/synth heart would they still be at risk of an heart attack?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: FFpotato on September 13, 2015, 12:36:48 PM
    I can't find the download for the A11 version anywhere, can someone link it to me?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Kulverstukass on September 13, 2015, 05:10:22 PM
    Quote from: Kulverstukass on September 12, 2015, 09:45:14 AM
    I have no option to "Install *any* rib replacement"; should pawn loose it before being able to receive such operation?
    Crafting and buying them, and other type of organs works just fine.
    Welp, found a solution - Latta's mods "ASA" and "A Dog Said..." was loaded after Expanded Prosthetics, changing mods order fixed it, made all ribs available. :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ectoplasm on September 16, 2015, 07:47:53 AM
    I wanted to ask if you have any plans to expand this already prolific mod to include things like torso or scar fixing?

    There are other mods out there to do this, but sadly those mods and this one do not seem to play well together. Skullywag has a dermal re-generator mod for example, but I've never managed to get both it and your mod working at the same time (has anyone out of curiosity?). So I ask if there is any chance you could implement additional features to fix up our little pawns aliments further, by adding features not currently in EPOE?

    Either way, thank you for this mod!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lady Wolf on September 16, 2015, 01:58:46 PM
    Quote from: Ectoplasm on September 16, 2015, 07:47:53 AM
    So I ask if there is any chance you could implement additional features to fix up our little pawns aliments further, by adding features not currently in EPOE?

    I too would really love some kind of tech that would let me fix/remove scars off colonists, needing to replace an entire leg to fix the stab scars can get a bit expensive, (and difficult in the case of prostophobes) but the scars to the neck and torso areas are currently irremovable.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LustrousWolf on September 16, 2015, 02:20:47 PM
    What does the exo skeleton suit do? And what do all the ribs do? SO that would be the medical rib, drugged rib and the adrenaline rib do?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Cornuthaum on September 16, 2015, 02:34:39 PM
    Quote from: LustrousWolf on September 16, 2015, 02:20:47 PM
    What does the exo skeleton suit do? And what do all the ribs do? SO that would be the medical rib, drugged rib and the adrenaline rib do?

    To check what any prosthetic does, order a crafting bill, then go to Details, and click the I icon in the upper right corner of the detail window - the exosuit, for instance, is another +25 or 30% moving and manipulation (with advanced bionic legs, arms, brain stimulator and AI chip, you get hilarious speeds - my primary melee pawn has a move speed of almost 25 tiles per second).

    The exosuit is, pound for pound,  by far the best investment of vancidium - you get so much more bang for your buck compared to the other Advanced bionics, since it only costs 5 Vancidium.

    --

    Also, I have one question: Could we have Tier 2 rib replacements that /aren't/ specialized? That is, just a regular Steel + Medicine rib replacement for shattered ribs, not a fancy adrenaline/medical/beer rib.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: vXenonv on September 16, 2015, 02:46:25 PM
    For some reason whenever I try and craft Glass Eyes they can't finish. They sit indefinitely at Work Left: 0. Other prosthetic recipes work however.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Cornuthaum on September 16, 2015, 03:06:39 PM
    Quote from: vXenonv on September 16, 2015, 02:46:25 PM
    For some reason whenever I try and craft Glass Eyes they can't finish. They sit indefinitely at Work Left: 0. Other prosthetic recipes work however.

    Happens with all sorts of prosthetics, I've had it happen on the advanced prosthetic workbench too - you basically have to C-cancel the item being crafted, lose 20% of the materials, and then watch as they craft it again (and they might get stuck again). If this happens on a 15-Vancidium item, prepare to lose 3 vancidium a pop.

    No idea what causes the issue, though.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Didact04 on September 16, 2015, 03:33:46 PM
    Quote from: Cornuthaum on September 16, 2015, 03:06:39 PM
    Quote from: vXenonv on September 16, 2015, 02:46:25 PM
    For some reason whenever I try and craft Glass Eyes they can't finish. They sit indefinitely at Work Left: 0. Other prosthetic recipes work however.

    Happens with all sorts of prosthetics, I've had it happen on the advanced prosthetic workbench too - you basically have to C-cancel the item being crafted, lose 20% of the materials, and then watch as they craft it again (and they might get stuck again). If this happens on a 15-Vancidium item, prepare to lose 3 vancidium a pop.

    No idea what causes the issue, though.

    Confirmed. I just delete the items left over and cheat in the finished product. Basically identical, yeah? Still annoying but it's easily worked around.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LustrousWolf on September 16, 2015, 03:40:10 PM
    Quote from: Didact04 on September 16, 2015, 03:33:46 PM
    Quote from: Cornuthaum on September 16, 2015, 03:06:39 PM
    Quote from: vXenonv on September 16, 2015, 02:46:25 PM
    For some reason whenever I try and craft Glass Eyes they can't finish. They sit indefinitely at Work Left: 0. Other prosthetic recipes work however.

    Damn, that must suck, never had it happen to me yet tho :O

    Happens with all sorts of prosthetics, I've had it happen on the advanced prosthetic workbench too - you basically have to C-cancel the item being crafted, lose 20% of the materials, and then watch as they craft it again (and they might get stuck again). If this happens on a 15-Vancidium item, prepare to lose 3 vancidium a pop.

    No idea what causes the issue, though.

    Confirmed. I just delete the items left over and cheat in the finished product. Basically identical, yeah? Still annoying but it's easily worked around.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Beathrus on September 17, 2015, 12:21:15 PM
    Sorry to be a bother, but MediaFire doesn't work well for me, for some reason; Can I get a different download link? Dropbox maybe? Please?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Didact04 on September 17, 2015, 03:09:31 PM
    I'm on the fence about surrogate organs. On the one hand, I do like being able to just stick them into people, but at the same time, by the time I get access to plasteel I'm either utterly strapped for resources right after or I'm already far enough into the game that I don't need it quite as much. My colonists are more likely to just die than lose organs anyway.

    Is it necessary for these cheap-o ineffective organs to cost one of the most expensive resources in the game? It almost seems more worth it to have colonists go without.

    The only time it's feasible to have the plasteel price is when you're running an organ farm and you can just stick one in people to get the parts that would otherwise kill them to remove. Then you can just write the plasteel off as a business expense that you can actually afford. But most of the time you aren't running an organ farm, y'know?  Doesn't seem very practical.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 18, 2015, 02:19:45 PM
    Quote from: Beathrus on September 17, 2015, 12:21:15 PM
    Sorry to be a bother, but MediaFire doesn't work well for me, for some reason; Can I get a different download link? Dropbox maybe? Please?
    That's strange, you're not the only one with this problem. The download link works fine for me, but look two pages back, there are some additional links.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Beathrus on September 18, 2015, 02:22:28 PM
    Quote from: Ykara on September 18, 2015, 02:19:45 PM
    Quote from: Beathrus on September 17, 2015, 12:21:15 PM
    Sorry to be a bother, but MediaFire doesn't work well for me, for some reason; Can I get a different download link? Dropbox maybe? Please?
    That's strange, you're not the only one with this problem. The download link works fine for me, but look two pages back, there are some additional links.

    Its on my end, I can't get anything from Mediafire over like, 1 or 2Mb. Its my net, its Satellite and bad. And thank you! I'll look back for those links. :3
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on September 18, 2015, 03:34:40 PM
    Suggestion: I know this was in superior crafting, but that probably won't be updated, could you please do some advanced prosthetics for prosthophobes (not bionics but can be made in the bionics workbench or new workbench)?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Beathrus on September 18, 2015, 03:47:34 PM
    Quote from: Sentry on September 18, 2015, 03:34:40 PM
    Suggestion: I know this was in superior crafting, but that probably won't be updated, could you please do some advanced prosthetics for prosthophobes (not bionics but can be made in the bionics workbench or new workbench)?

    Actually, Dismar is helping get it updated I think. :/ He already updated it for A12 in a modpack he is working on. So he handed it off to whoever is updating Superior Crafting. So hopefully it'll be updated soon!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Flamingdodo on September 18, 2015, 03:53:29 PM
    Just a quick question, so since AI chips don't replace the brain now is it correct that they should still not be on top form after taking brain damage and then installing one? I have a lot of mods installed so wasn't sure if it was a bug or something.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on September 18, 2015, 05:53:56 PM
    Quote from: Sentry on September 18, 2015, 03:34:40 PM
    Suggestion: I know this was in superior crafting, but that probably won't be updated, could you please do some advanced prosthetics for prosthophobes (not bionics but can be made in the bionics workbench or new workbench)?
    I could do that, but I don't think it would fit the game's atmosphere. If a colonist is a prosthophobe you still have the option to install natural parts, surrogate organs and simple prostheses. I'd like to keep the mod as vanilla near as possible ^^

    Quote from: Flamingdodo on September 18, 2015, 03:53:29 PM
    Just a quick question, so since AI chips don't replace the brain now is it correct that they should still not be on top form after taking brain damage and then installing one? I have a lot of mods installed so wasn't sure if it was a bug or something.
    Yes, unfortunately that's the case with implants. I'm already working on a solution to fix this problem.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: userfredle on September 19, 2015, 01:35:35 AM
    Hi used this mod a couple of alphas ago and loved it, but the bionics were super cheap I had to build 2 just to make it seem like I wasn't totally cheating the game, but that does increase my overall wealth when I don't want it to, so did the mod eventually get a higher tax to create items?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: A_Soft_Machine_Man on September 19, 2015, 07:25:11 PM
    A bit of an aside, but have you ever seen a colonist with full advanced bionics (arms, legs, spine, the whole bit) as well as an AI chip in their brain?

    It's downright silly, they basically teleport everywhere and complete tasks in seconds.

    And that's why I love this mod, it lets you bring on the Singularity on a backwater hellhole planet. Now if only I could find a way to get those filthy tribal savages to bow down to their glorious gods of flesh and plasteel. 
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: mjsmitty on September 20, 2015, 11:29:55 PM
    I'm having the same problem as the other people where i can't install only harvest.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TheRedOne on September 21, 2015, 04:57:14 AM
    Quote from: mjsmitty on September 20, 2015, 11:29:55 PM
    I'm having the same problem as the other people where i can't install only harvest.

    I had the problem too, but I fixed it by loading EPOE after all my other mods. I guess one of my other mods also messed with operations, so loading it last makes sure this mod's changes apply
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ectoplasm on September 26, 2015, 06:14:11 PM
    When you create a synthetic heart with the synthetic organ assembler, after you install it the name changes to artificial heart. Yet all the other body parts created on this bench are called Synthetic [body part]. Might be a small mislabeling I wanted to mention.

    I finally got round to upgrading 4 of my starting pawns with the full set of deluxe upgrades. God damn, that's all I'll say! Other than I love this mod. :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: T-Wrecks on September 30, 2015, 11:12:58 PM
    Hey Ykara. I love your mod but I have some things I want to say.

    There is two reasons that I will not download it. Firstly the mod has 6 work tables.
    Again don't get me wrong, I really like your mod, but I keep coming back to it and not liking the fact that it contains 6 worktables (which is like nearly as many as the base game). Secondly it kinda bugs me when some of them are not the same size as the ones from the base game. Is there any chance you would make a fix for me and people like me?

    Please don't take offense, I really do love your mod and I really want to use it. But all those workbenches rub me the wrong way. I always end up thinking hard about using it and then deciding not to as a result. D:
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on October 01, 2015, 06:34:00 PM
    I think I found a bug! - I installed the drugged rib, and they got the debuff from having the silent jaw even though the pawn didn't have a silent jaw implanted
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on October 02, 2015, 01:31:56 AM
    Quote from: T-Wrecks on September 30, 2015, 11:12:58 PM
    Hey Ykara. I love your mod but I have some things I want to say.

    There is two reasons that I will not download it. Firstly the mod has 6 work tables.
    Again don't get me wrong, I really like your mod, but I keep coming back to it and not liking the fact that it contains 6 worktables (which is like nearly as many as the base game). Secondly it kinda bugs me when some of them are not the same size as the ones from the base game. Is there any chance you would make a fix for me and people like me?

    Please don't take offense, I really do love your mod and I really want to use it. But all those workbenches rub me the wrong way. I always end up thinking hard about using it and then deciding not to as a result. D:

    Well, I can kind of understand why you don't want to use it, but I think 6 workbenches are not that much. It's a pretty extensive mod and having only one workbench would be extremely confusing. Also it has to do with researching,  it just feels better to be able to build a new workbench instead of having 15 new recipes available. And that's not going to change in further  updates, but I'm thinking about making a lite edition for people like you, with less stuff and less workbenches. Maybe I should make a new poll.
    And about the different bench sizes: I've added that because someone noted that it takes too much size to build all the workbenches, I don't know why this bothers you ^^

    Quote from: Sentry on October 01, 2015, 06:34:00 PM
    I think I found a bug! - I installed the drugged rib, and they got the debuff from having the silent jaw even though the pawn didn't have a silent jaw implanted
    That bug was fixes a while ago in a silent update, so congratulations, you were one of the first 800 downloaders before I've released the fix! ^^
    Just redownload the mod from the main post, this should fix your problem.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Lord_Mime on October 10, 2015, 12:37:19 PM
    I was wondering if you planned on allowing the use of human meat to help make organs and other organic components.   I don't understand how a fleshy part that i can harvest from a prisoner can be made using only metals.  It would be nice to see organic parts made of fleshy base components, but synthetics or other more advanced parts could use fleshy parts and metals.    Plus, it would give a use to all that human meat that is waiting to be sold off since its useless otherwise.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: T-Wrecks on October 10, 2015, 08:14:50 PM
    Thanks for the reply Ykara. As for why the smaller work benches bother me, there are no other 2 length workbenches in vanilla and so it doesn't seem consistent with the base game to me.

    Thanks for the reply again. :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: CrazyEyes on October 11, 2015, 03:20:39 AM
    This is a great mod, I've been having a blast with it since I installed it. The diversity of parts is great and really helps when my colonists get random bits shot off. Plus it's amusing to fit someone with advanced bionic arms and legs, an exoskeleton, an adrenaline rib and brain implants and watch them soar around the map.  ;D

    What I would like to see are more replacement bones, specifically ribs, that aren't quite so expensive to make but don't have any special function. Right now the only way to fix a shattered rib is kind of expensive and gated behind a bit of research.

    It'd also be great if installing a bionic part in a colonist gave a happy thought (maybe a bigger bonus for an advanced part) that fades after a while. This is mostly because when I "upgrade" my colonists I like to harvest their useful organs first so as not to waste a perfectly good eye or leg. However, this results in lingering, stacking bad thoughts that result in the colonist moping around or throwing tantrums for weeks even though what I actually did was make them into a demigod.

    Thanks for reading my requests and for all the work you put into this mod.  :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Thorin on October 13, 2015, 06:35:16 AM
    I have a cheater in my base  ;D .

    For crafting Vancidium, you need crafting 10 and research 5 (if memory service me correctly). But this pawn is not able to do research (backstory related) yet manages to craft it anyway (has crafting 10 thou).

    Not that I'm objecting to it. If needed I can provide a screenshot.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 13, 2015, 11:17:59 AM
    Quote from: Thorin on October 13, 2015, 06:35:16 AM
    I have a cheater in my base  ;D .

    For crafting Vancidium, you need crafting 10 and research 5 (if memory service me correctly). But this pawn is not able to do research (backstory related) yet manages to craft it anyway (has crafting 10 thou).

    Not that I'm objecting to it. If needed I can provide a screenshot.
    spank that pawn :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Thorin on October 14, 2015, 07:58:12 AM
    Quote from: Smexy_Vampire on October 13, 2015, 11:17:59 AM
    spank that pawn :P

    I will give you permission to drain his blood, that should teach him.
    * and I don't mind having a vampire in my colony evilgrin *
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Alton01 on October 14, 2015, 07:49:06 PM
    Why there are diferent kind of ribs? what they do?? help please  :(
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 14, 2015, 08:33:43 PM
    Quote from: Alton01 on October 14, 2015, 07:49:06 PM
    Why there are diferent kind of ribs? what they do?? help please  :(
    one is anti septic so heals infecoons faster the otherone i asuse stops the binge drinking beer becuse it has its own mini bar XD
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: koisama on October 18, 2015, 01:36:22 PM
    Feedback and bug reports incoming:

    Bugs/Issues
    1. Sometimes, bionics and advanced bionics project "work to make" will go below 1, making it impossible to complete.
    2. Removing a "defective" body part produces healthy body part. A leg with a stab scar becomes a leg, installing it on someone else will result in a completely normal leg without any defects.
    3. Bionic arms and feet can be removed, but the bionic part will just disappear. And both "big" and "small" implants have the same bonus despite having different cost.
    4. Gold tile still requires 85 units of gold and gold still stacks at 400.

    Feedback and suggestions
    1. Gold volume should be returned back to x20. Vancidium will become more expensive in gold, but recipes can be tweaked to counter that. But at least it'll be possible to craft gold tiles.
    2. Advanced bionics could use a little nerf (see below):
    (http://i.imgur.com/qFNFZ84.png)
    3. Textiles trader should have less silver and bring more clothes and 3-5 random types of fabric in much fewer quantities. And no (or very few, or very expensive) wool, because it completely devalues wool-giving animals.
    4. There are too many workbenches. It'll be nice to only have two for organs and prosthesis, and one or two upgrades (like tool cabinets or multi-analyzers) to unlock more advanced recipes.
    5. Artificial skin "implant" for treating scars?
    6. Maybe, a vancidium tile with more beauty and/or cleanliness?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Selonianth on October 19, 2015, 02:42:04 AM
    I get that you want more research to be required in order to make the parts but I don't think you'd need to have 6 unique workbenches for that. Maybe 3 honestly, with research unlocking recipes instead of a new workbench.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: aGuyNamdJesus on October 19, 2015, 01:08:02 PM
    Ok, I don't post much here but I found a pretty game breaking bug. I searched the forums for each mod I have (only a small handful) and can't find anything so I will post it here and copy it to each of the others.

    I use

    Combat Realism CORE
    Combat Realism Defence Pack
    Community Core Library
    Expanded Prosthetics and Organ Engineering
    Numbers

    All currently up to date and running just fine except for one thing...

    Cooking tables are built but never show up. It's like they disappear. Kinda important. Just thought I'd let each mod author know so they may find it if it's something with theres.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Zeta Omega on October 19, 2015, 08:48:32 PM
    Do I have to start a new game when adding this?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Dracoslicer on October 20, 2015, 08:33:12 AM
    Quote from: Zeta Omega on October 19, 2015, 08:48:32 PM
    Do I have to start a new game when adding this?
    As far as I remember yes.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Kushala Daora on October 20, 2015, 12:46:50 PM
    Quote from: Dracoslicer on October 20, 2015, 08:33:12 AM
    Quote from: Zeta Omega on October 19, 2015, 08:48:32 PM
    Do I have to start a new game when adding this?
    As far as I remember yes.

    I used this mod with a save on year 4 with other mods already active, works fine.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on October 20, 2015, 03:47:00 PM
    Thanks to everyone for the feedback, I'm gonna work on some of the mentioned points!

    Quote from: aGuyNamdJesus on October 19, 2015, 01:08:02 PM
    Ok, I don't post much here but I found a pretty game breaking bug. I searched the forums for each mod I have (only a small handful) and can't find anything so I will post it here and copy it to each of the others.

    I use

    Combat Realism CORE
    Combat Realism Defence Pack
    Community Core Library
    Expanded Prosthetics and Organ Engineering
    Numbers

    All currently up to date and running just fine except for one thing...

    Cooking tables are built but never show up. It's like they disappear. Kinda important. Just thought I'd let each mod author know so they may find it if it's something with theres.
    That's very strange, I don't know which of these mods could affect the cooking table, mine doesn't for sure ^^

    Quote from: Zeta Omega on October 19, 2015, 08:48:32 PM
    Do I have to start a new game when adding this?
    No, you don't have to start a new game, but I'd recommend it. There could be some minor problems and e.g. treating bad backs won't work for colonists from old saves.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 21, 2015, 06:37:49 PM
    haveing and ishue i cant harvest arms where is that in the files so i can check to see if glitter teck or something is blocking that one body part?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Minnigin on October 21, 2015, 10:32:44 PM
    Quote from: Smexy_Vampire on October 21, 2015, 06:37:49 PM
    haveing and ishue i cant harvest arms where is that in the files so i can check to see if glitter teck or something is blocking that one body part?

    would also like to know a fix for this
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 23, 2015, 12:29:09 AM
    after hours of looking i stil lcant find when where the "harvest" is put in the files to add / fix the missing takeing the arms
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 23, 2015, 10:19:48 AM
    power arm fails to craft. my guy gets the power claw and the bionic arm and the plasteel. the countdown on the unfinished arm hits 0 and... nothing. my crafter just starts blinking between standing there and working on it very rapidly but it never finishes.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on October 23, 2015, 03:47:28 PM
    Quote from: Smexy_Vampire on October 23, 2015, 12:29:09 AM
    after hours of looking i stil lcant find when where the "harvest" is put in the files to add / fix the missing takeing the arms
    You may laugh, but I've forgotten how to change that, too ^^

    Quote from: starburst98 on October 23, 2015, 10:19:48 AM
    power arm fails to craft. my guy gets the power claw and the bionic arm and the plasteel. the countdown on the unfinished arm hits 0 and... nothing. my crafter just starts blinking between standing there and working on it very rapidly but it never finishes.
    Yes, I've heard of some of these bugs but I really don't have a clue what causes it. It has to be the stuff system because there were no issues in previous versions, but I don't know what I have to change to fix this bug, I'm sorry :/ But I'll see what I can do.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 23, 2015, 04:04:02 PM
    Quote from: Ykara on October 23, 2015, 03:47:28 PM
    Quote from: Smexy_Vampire on October 23, 2015, 12:29:09 AM
    after hours of looking i stil lcant find when where the "harvest" is put in the files to add / fix the missing takeing the arms
    You may laugh, but I've forgotten how to change that, too ^^
    ohh your silly
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 23, 2015, 05:16:11 PM
    well, for now i've just used dev mode to bypass it. delete the power claw and the arm off the ground and spawn in a power arm.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Sigan on October 26, 2015, 11:50:28 AM
    I have a problem with periodically going past 0 work left on items.  My pawns will create bionics or advanced bionics and, after working for a while, it will say "Work left -21".  This will continue extremely slowly further into the negatives, never completing the item.  They'll just stand around and it'll flicker to working on that item and back, and then they'll go to bed only to start working on it again the next day.

    How can I fix this?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: grizzlymint_gpt on October 26, 2015, 12:24:25 PM
    Quote from: Sigan on October 26, 2015, 11:50:28 AMHow can I fix this?

    Delete the item and try again. It happens pretty often for me, as well.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Sigan on October 26, 2015, 05:58:38 PM
    That works, but it's a little micromanagy.  As well, I doubt it's supposed to do this.  I'd like to have it not do this anymore.  I feel like an if statement or something could fix this, but I don't know how to make it happen.

    At the moment, I can't craft any advanced bionic arms.  The work required gets to zero, then slowly ticks into the negatives for some reason.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 26, 2015, 08:06:42 PM
    a cheap idea would be to have  "if work left = 0 or less, delete 'unfinished _____' and spawn '_____' where it was." wouldn't work the same as other things requiring 'work' to do but would bypass the problems.

    other thing is i don't know what's wrong with your setup. i only have trouble with the power arm, but that one seems an edge case because it's combining two different prosthetics together. everything else finishes fine. check your mod order?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Sigan on October 26, 2015, 09:32:06 PM
    I would totally insert that if statement to overcome this.  Where does that go?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: harpo99999 on October 27, 2015, 05:19:09 AM
    it would have to be inserted into the dll part of the mod, and I suspect in the worker modul, BUT I am NOT a dll rimworld modder to confirm this
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 29, 2015, 07:09:47 AM
    i think i got it. it's an order of operations error. if they get the simple prosthetic and then the materials its reads it like "make a plasteel item" but if you get the steel, plasteel and then the simple prosthetic it reads as "make a simple prosthetic item". 'simple prosthetic' is not a type of stuff so the game locks up.  it happens most often with the power arm because if ether the power claw or the bionic arm are last it locks it. way to help fix it is to make a prosthetic only stockpile right next to the crafting benches with the plasteel and such further away to improve your odds of them grabbing things in the right order. anything with two 'stuff' components will be safe even if they grab a material first because they will grab
    stuff>item>stuff. the power arm and other items with only one 'stuff' component will need to be manged because they could grab stuff>item and not get a second stuff because most upgraded components just have the bionic item and vancidium.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 30, 2015, 07:08:11 AM
    no one has vigured out why we cant harvest arms ?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Minnigin on October 30, 2015, 09:04:16 AM
    Quote from: Smexy_Vampire on October 30, 2015, 07:08:11 AM
    no one has vigured out why we cant harvest arms ?

    been checking daily for this aswell, if I could code I'd do it myself..
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Brigadon on October 30, 2015, 01:11:25 PM
    Hey Ykara, is it possible to set up specific graphics for the different items? If so, I'd be happy to create some specific graphics for the various parts, rather than just little red and white boxes for everything.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 30, 2015, 01:15:35 PM
    Quote from: Brigadon on October 30, 2015, 01:11:25 PM
    Hey Ykara, is it possible to set up specific graphics for the different items? If so, I'd be happy to create some specific graphics for the various parts, rather than just little red and white boxes for everything.
    i think in the thing .def it ask for a item text file you point it to the new one ? example

    <graphicData>
    <texPath>Things/Item/BodyPart/ArtificialBone</texPath>
    <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Brigadon on October 30, 2015, 01:46:30 PM
    heh, I wasn't planning on altering someone else's mod.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 30, 2015, 01:50:42 PM
    Quote from: Brigadon on October 30, 2015, 01:46:30 PM
    heh, I wasn't planning on altering someone else's mod.

    for your own play its fine but you want to officaly do art for him/her ?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on October 30, 2015, 02:00:41 PM
    Quote from: starburst98 on October 29, 2015, 07:09:47 AM
    i think i got it. it's an order of operations error. if they get the simple prosthetic and then the materials its reads it like "make a plasteel item" but if you get the steel, plasteel and then the simple prosthetic it reads as "make a simple prosthetic item". 'simple prosthetic' is not a type of stuff so the game locks up.  it happens most often with the power arm because if ether the power claw or the bionic arm are last it locks it. way to help fix it is to make a prosthetic only stockpile right next to the crafting benches with the plasteel and such further away to improve your odds of them grabbing things in the right order. anything with two 'stuff' components will be safe even if they grab a material first because they will grab
    stuff>item>stuff. the power arm and other items with only one 'stuff' component will need to be manged because they could grab stuff>item and not get a second stuff because most upgraded components just have the bionic item and vancidium.
    Yep, that's the retarded unfinished item system, I still don't get why I need to use stuff. Maybe I could make prostheses into stuff just to fix this error, it's worth a try.

    Quote from: Brigadon on October 30, 2015, 01:11:25 PM
    Hey Ykara, is it possible to set up specific graphics for the different items? If so, I'd be happy to create some specific graphics for the various parts, rather than just little red and white boxes for everything.
    Yep, that's possible, like Smexy_Vampire said. Specific graphics sound great, but I don't know how they would fit in with the vanilla graphics style. But you're free to contribute to the mod if you want to!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LanMc on October 30, 2015, 02:05:40 PM
    Quote from: Smexy_Vampire on October 30, 2015, 07:08:11 AM
    no one has vigured out why we cant harvest arms ?
    Quote from: Minnigin on October 30, 2015, 09:04:16 AM
    been checking daily for this aswell, if I could code I'd do it myself..

    Okay, I can harvest all body parts in my heavily modded game.  I am not sure where the issue for you lies?  That being said...

    The code to harvest can be found in ThingDefs folder in the Races_Humanlike.xml.  It's this line under recipes that adds the ability to remove all predefined body parts.

    <li>RemoveBodyPart</li>

    The code is generalized meaning any body parts defined in the BodyPartDefs folder's file Body_Parts.xml should be removable. 

    The question then is - what mods are you using that changes the Body Part Defs and what order do you have them installed in? 

    Have you tried placing EPOE at the bottom of your mod load order?  That could help resolve these issues as EPOE defines left and right arms in the body part defs.  If that doesn't work, try turning off mods to find the culprit that is causing the issue. 

    Hope this helps...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Minnigin on October 30, 2015, 03:05:02 PM
    I was using ultimate overhaul and ninefingers didnt have EPOE on the bottom, did what you suggested and can now harvest arms, thank you soooo much LanMc, you have my gratitude
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LanMc on October 30, 2015, 03:43:43 PM
    Quote from: Minnigin on October 30, 2015, 03:05:02 PM
    I was using ultimate overhaul and ninefingers didnt have EPOE on the bottom, did what you suggested and can now harvest arms, thank you soooo much LanMc, you have my gratitude

    I am happy to know I helped!   ;D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 30, 2015, 06:27:36 PM
    Quote from: Ykara on October 30, 2015, 02:00:41 PM
    Yep, that's the retarded unfinished item system, I still don't get why I need to use stuff. Maybe I could make prostheses into stuff just to fix this error, it's worth a try.

    what about something to force getting things in a specific order? if they always grab a prosthetic first then it wont happen.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Smexy_Vampire on October 30, 2015, 07:51:12 PM
    Rimsenal_Federation was brakeing arm harvesting for some reason and funky stuff with harvested orgens i cant use them its acting like there anotother racelike
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Brigadon on October 30, 2015, 09:24:13 PM
    Quote from: Smexy_Vampire on October 30, 2015, 01:50:42 PM
    Quote from: Brigadon on October 30, 2015, 01:46:30 PM
    heh, I wasn't planning on altering someone else's mod.

    for your own play its fine but you want to officaly do art for him/her ?

    Something like that.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: letsdance on October 31, 2015, 04:20:35 AM
    is it possible to easily add the basic receipes to the more advanced workbenches? so when i have researched everything i woud only need one workbench that can produce everything (or lets say, one for prosthetics/bionics and one for organs). if yes, how could i do that?

    edit: found it. i copied the recipes lists in the defs
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Arrean on October 31, 2015, 04:40:15 AM
    So, guys. I was able to pinpoint the source of that bug, when it assigns wrong stuff type and then freaks out and never finishes the unfinished item because of "Operation is not valid due to current state of the object.".
    First of all - it is the same bug. It is really hard to get solid repro, but when first part happens, second one is always there.

    Now to why it is hard to get solid repro.
    Because of this function in rimworld source code:
    Code (c#) Select
    private static Thing GetDominantIngredient( List<Thing> ingredients )
    {
    return ingredients.RandomElementByWeight( ing=>ing.stackCount );
    }


    What you see here is a method that is called whenever there is "unfinished item" to be created.
    This code here, as I understand returns dominant element which will be the stuff unfinished item is made of. Problem is this systems seems to never be intended for use with "not stuff", so it freaks out.. I'll dig deeper, but there is only so much source code Tynan included in the releases, so my abilities are limited.


    UPD:I'm dumb. It weighs it based on stackcount, and returns whichever ingredient is prevalent based on amount. The problem is the fact that it still for some reason sometimes returns item instead of actual "stuff" even though stack count of item is always 1.
    Unfortunately I cannot think of any suitable workaround. And I was unable to find full code of
    "RandomElementByWeight" method.

    But, now we now. It has nothing to do with order of bringing it to the workbench for sure.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on October 31, 2015, 12:05:05 PM
    i think order does have an issue, and it's also related to it not being stuff. silver is a small item, correct? hypothetically what happens when you make something that has 1(20) silver and 10 steel? silver is technically more but it's a small item. there is probably code about how to decide which is larger, which breaks when non-stuff is involved and assigns the last item as largest.
    i say this because after deciding that order matters and micromanaging my guys so they always bring a 'stuff' last, i have never had the problem happen again.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LanMc on October 31, 2015, 02:01:44 PM
    Quote from: Smexy_Vampire on October 30, 2015, 07:51:12 PM
    Rimsenal_Federation was brakeing arm harvesting for some reason and funky stuff with harvested orgens i cant use them its acting like there anotother racelike

    Rimsenal_Federation does define new races - the one that may be the issue is the Bion as it uses the basics for humanoid in body parts.  I personally don't use this mod... so I can test to see what may be causing the issue.  But from looking through the defs, there is no recipes defined for any of the new races in Rimsenal_Federation - the recipes listing is what can or cannot be fixed, removed, upgraded on the body parts and should be found in the race file under the thingDefs folder. 

    If any of your colonists are a Bion then "operating" on them won't work without defining it in their thingDef race xml under recipes tag first. 

    I recommend you talk to the author of Rimsenal_Federation and ask them to help you figure this issue out. 

    Have to say...  Rimsenal_Federation does look interesting!  Hope you can get it all working together!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Arrean on November 01, 2015, 03:24:16 AM
    Quote from: starburst98 on October 31, 2015, 12:05:05 PM
    i think order does have an issue, and it's also related to it not being stuff. silver is a small item, correct? hypothetically what happens when you make something that has 1(20) silver and 10 steel? silver is technically more but it's a small item. there is probably code about how to decide which is larger, which breaks when non-stuff is involved and assigns the last item as largest.
    i say this because after deciding that order matters and micromanaging my guys so they always bring a 'stuff' last, i have never had the problem happen again.
    It may have something to do with volume, but definitely not with order of operations. I had this error appear or not appear in both cases where my colonist brings item and then stuff or vice versa.
    Also I've decompiled actual rimworld c# assembly and took a look at the code, I'm still having hard time trying to understand it due to the size of the code base, the fact that Tynan is much more skillful programmer than I am, and because decompiled code has no comments.
    So we'll have to ask him for Proper info on this one. But nevertheless it has nothing to do with order of operations - that i am sure.
    It just takes the List of ingredients used in bill, and thenk picks one to be dominant problem is the fact that in one place it uses Unity pseudo random number generation in process of determining which object from list to return. 

    Good way to fix this behavior in this mod will be, unfortunately, to stop using "unfinished thing" system, and use regular bills instead.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: hazey_sunshine on November 01, 2015, 02:29:13 PM
    Is there a full list of stuff this adds to the game? I installed it to get a new spine for someone, but later read through some of the pages and found it wouldn't work on old saves... so want to stop using it for this game. Pretty sure the only thing I've got hanging around is a wooden foot, but wanted to check to be sure I'm not gonna break anything!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Sigan on November 01, 2015, 02:37:00 PM
    As far as the Unfinished item bug goes:  thanks for looking into it.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on November 01, 2015, 03:25:44 PM
    Quote from: hazey_sunshine on November 01, 2015, 02:29:13 PM
    Is there a full list of stuff this adds to the game? I installed it to get a new spine for someone, but later read through some of the pages and found it wouldn't work on old saves... so want to stop using it for this game. Pretty sure the only thing I've got hanging around is a wooden foot, but wanted to check to be sure I'm not gonna break anything!
    There's so much this mod adds, it's easier to make a list of prostheses not from EPOE ^^ The wooden foot is from EPOE, if that was your question.
    And about the problem with the recipes: I'm currently pretty busy, but I'll see what I can do when I find some time.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: letsdance on November 02, 2015, 03:26:03 AM
    thx for providing this mod =) it seemed a flaw that i can't even craft basic prosthetics and you fixed it nicely.

    feedback:
    i modified the mod to my personal preferences and played a game with it. i like it better this way:
    removed advanced bionics and synthetics (some things aren't meant to be produced at a crash colony)
    increased work time for bionics to 80,000 to 120,000 and skill requirements up to 15 (those aren't meant to be produced on a crash colony either, but maybe, given time with a skilled worker, you can)
    removed prosthetic ingredients from bionics recipes (less micromanagement)
    increased work time for simple prosthetics and surrogate organs and added moderate skill requirements (TODO: require different skills, don't tie it all to crafting)
    moved basic prosthetics to smithing table
    moved simple prosthetics and surrogate organs to bionic table (this is the only workbench added by the mod now)
    bionic table unlocked with simple prosthetics research
    bionics/surrogate recipes require their tech
    removed your human corpse definitions (vanilla is detailed enough for me) and everything connected to it (medical ribs etc.)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Grundinburg on November 02, 2015, 04:04:00 AM
    Quote from: LanMc on October 30, 2015, 02:05:40 PM
    Quote from: Smexy_Vampire on October 30, 2015, 07:08:11 AM
    no one has vigured out why we cant harvest arms ?
    Quote from: Minnigin on October 30, 2015, 09:04:16 AM
    been checking daily for this aswell, if I could code I'd do it myself..
    The code to harvest can be found in ThingDefs folder in the Races_Humanlike.xml.  It's this line under recipes that adds the ability to remove all predefined body parts.

    <li>RemoveBodyPart</li>

    The code is generalized meaning any body parts defined in the BodyPartDefs folder's file Body_Parts.xml should be removable. 

    ...snipped

    I'm in the same boat.  I had a look in the Core folder, BodyPartsDefs, and there was nothing in there for hands or arms.
    Should it, and is that the (possible) cause of my missing amputated arms?
    I have it in the EPOE BodyPartsDefs folder, and it has
    </BodyPartDef>
    <!--
    <BodyPartDef>

    Between the left arm and shoulder values, and
    </BodyPartDef>
    -->
    <BodyPartDef>

    between the values for the right arm and shoulder. 
    I'm not a code understanderer, but is that meant to be there?  It seems to be the only two values that have it.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: LanMc on November 03, 2015, 01:25:50 PM
    Quote from: Grundinburg on November 02, 2015, 04:04:00 AM
    I'm in the same boat.  I had a look in the Core folder, BodyPartsDefs, and there was nothing in there for hands or arms.
    Should it, and is that the (possible) cause of my missing amputated arms?
    I have it in the EPOE BodyPartsDefs folder, and it has
    </BodyPartDef>
    <!--
    <BodyPartDef>

    Between the left arm and shoulder values, and
    </BodyPartDef>
    -->
    <BodyPartDef>

    between the values for the right arm and shoulder. 
    I'm not a code understanderer, but is that meant to be there?  It seems to be the only two values that have it.

    Okay, yes, each item in the BodyPartDefs will be enclosed in <BodyPartDef> tags. 

    Second...  In the core, I see both Left and right arms and both left and right hands.  Arms are included in EPOE but not hands.

    Lastly...  What is your actual question?  Did you amputate arms from one pawn and have them vanish?  Or are you trying to amputate arms to replace the arms with bionics? 

    An amputated arm is a thingDef Item - if you can remove the arm, then the issue changes to this rather than being unable to operate on them at all. 
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: toric on November 05, 2015, 01:02:56 PM
    would anyone mind writing a compatibility patch for combat realism?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TLHeart on November 05, 2015, 05:11:25 PM
    Quote from: toric on November 05, 2015, 01:02:56 PM
    would anyone mind writing a compatibility patch for combat realism?

    why, they work great together.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on November 06, 2015, 01:47:44 AM
    HP differences. bionic parts should be stronger then normal parts, CR changes HP values of a lot of things.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: mimizu on November 06, 2015, 10:32:57 AM
    Quote from: Grundinburg on November 02, 2015, 04:04:00 AM
    Quote from: LanMc on October 30, 2015, 02:05:40 PM
    Quote from: Smexy_Vampire on October 30, 2015, 07:08:11 AM
    no one has vigured out why we cant harvest arms ?
    Quote from: Minnigin on October 30, 2015, 09:04:16 AM
    been checking daily for this aswell, if I could code I'd do it myself..
    The code to harvest can be found in ThingDefs folder in the Races_Humanlike.xml.  It's this line under recipes that adds the ability to remove all predefined body parts.

    <li>RemoveBodyPart</li>

    The code is generalized meaning any body parts defined in the BodyPartDefs folder's file Body_Parts.xml should be removable. 

    ...snipped

    I'm in the same boat.  I had a look in the Core folder, BodyPartsDefs, and there was nothing in there for hands or arms.
    Should it, and is that the (possible) cause of my missing amputated arms?
    I have it in the EPOE BodyPartsDefs folder, and it has
    </BodyPartDef>
    <!--
    <BodyPartDef>

    Between the left arm and shoulder values, and
    </BodyPartDef>
    -->
    <BodyPartDef>

    between the values for the right arm and shoulder. 
    I'm not a code understanderer, but is that meant to be there?  It seems to be the only two values that have it.


    My friend, I do not have any problems with getting arms from my lovely pawns. However, the issues comes when I try to install prosthetic arms, their original arms are disappeared( but u still can get their legs  ???)...

    If you had the same problems with me, you can just simply modify the OE_BodyParts.xml & Recipe_Natural.xml. (this issue is cause by the body layout of Shoulder in EPOE's Bodies.xml files. In this case, you actually replaced(or removed you can say) the entire shoulder rather than the arm, so there is no reason the game will drop you a arm cause you were not actually removing the arm.)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: henkepro on November 06, 2015, 12:40:26 PM
    The advanced bionic crafting is not working. The colonist tries to complete the task but ends up pausing the game and goes into status "Standing".
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Arrean on November 06, 2015, 04:02:08 PM
    Quote from: henkepro on November 06, 2015, 12:40:26 PM
    The advanced bionic crafting is not working. The colonist tries to complete the task but ends up pausing the game and goes into status "Standing".

    You are playing in the dev mode, with auto-opening of debug log turned off. I guess, because you are unable to figure out what errors say, and there is too many of them on your build.
    Because without dev mod on it would not pause the game.

    This bug was discussed at length in previous posts, but for quick workaround - just cancel the unfinished item, and pawn will restart the job.
    Have a good day. And next time, please take a read through the thread. Most likely what you are going to post already was discussed. And if not - try to provide modder with enough information to clear up your problem, beacuse this time around you didn't.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: toric on November 06, 2015, 10:55:43 PM
    Quote from: TLHeart on November 05, 2015, 05:11:25 PM
    Quote from: toric on November 05, 2015, 01:02:56 PM
    would anyone mind writing a compatibility patch for combat realism?

    why, they work great together.
    really? i thought that combat realism changes the human race files or something like that. since this one also does that, i did not think they would work together...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TLHeart on November 07, 2015, 12:02:31 AM
    Quote from: toric on November 06, 2015, 10:55:43 PM
    Quote from: TLHeart on November 05, 2015, 05:11:25 PM
    Quote from: toric on November 05, 2015, 01:02:56 PM
    would anyone mind writing a compatibility patch for combat realism?

    why, they work great together.
    really? i thought that combat realism changes the human race files or something like that. since this one also does that, i did not think they would work together...

    I have been playing with both for 2 months, CR is loaded first, then Epoe... have had no errors, or funny happenings. people get shot up, lots of injuries, I patch them up, have needed a good amount of kidneys and lungs, and continue on.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on November 07, 2015, 04:46:45 AM
    Hi, I don't know if anyone else is having this issue. but my colonists can't melee if both of their hands are bionic, same applies with simple prosthetics (including full arms) and the very basic prosthetics
    -Edit- Also effects advanced bionic hands
    -Edit 2- I found the issue, you're missing the Hediff comp (or whatever) in the HediffDefs that assigns how much damage a part can to another pawn by hitting them
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Haze2 on November 08, 2015, 01:53:23 AM
    Attention, please: I came to a conclusion that EPOE 1.51 seems to be INCOMPATIBLE with A12d. After researching basic prosthetics workbench i can't build it because necessary materials are not defined in mod.
    http://s23.postimg.org/rtiulsiwr/basic_wb.jpg

    After clicking on WB icon game GUI disappears, wb can't be build and then even ESC key can't defreese cursor status, although game time goes on and pawns still move.

    Tried this on pure a12d and even after installing hardcore SK vengeance for A12d in different combinations - the same symptoms.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on November 08, 2015, 02:22:55 AM
    try in a different language
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Haze2 on November 08, 2015, 03:28:35 AM
    Ermmm... Sorry. Reinstalled pure Alpha12d (0.12.914) plus took pure EPOE 1.51 NOT from hardcore mod (but from download link here) - everything seems to work for now.  :o  ???
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TLHeart on November 09, 2015, 12:00:00 AM
    Quote from: Haze2 on November 08, 2015, 03:28:35 AM
    Ermmm... Sorry. Reinstalled pure Alpha12d (0.12.914) plus took pure EPOE 1.51 NOT from hardcore mod (but from download link here) - everything seems to work for now.  :o  ???

    mods released with any modpak may be modified to work with the other mods in the pack.... always go to the source to get a clean version of the mod you want to use.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: toric on November 09, 2015, 08:10:19 PM
    do the pirate merchants ever buy the modded organs? (legs, arms, nose, stomach, etc) i does not seem so, and my stockpile is getting full of the limbs of my enemies, while the pirates are paying way to much for a blind torso, the rim world way :P
    anyway, could you add the modified organs to the pirate merchant?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Techgenius on November 09, 2015, 08:42:27 PM
    Quote from: toric on November 09, 2015, 08:10:19 PM
    do the pirate merchants ever buy the modded organs? (legs, arms, nose, stomach, etc) i does not seem so, and my stockpile is getting full of the limbs of my enemies, while the pirates are paying way to much for a blind torso, the rim world way :P
    anyway, could you add the modified organs to the pirate merchant?

    +1

    I would also like to see more merchants for the Organ and body parts trade. Very little options.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: toric on November 10, 2015, 02:29:43 PM
    yup. i need some way to get rid of my stockpile full of amputated ears...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: DepOpt on November 12, 2015, 12:25:25 AM
    I feel like I am missing something simple, but the download link doesn't seem to be working for me. Tab just sits there loading and doesn't get anywhere.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Arrean on November 12, 2015, 01:56:53 AM
    Quote from: DepOpt on November 12, 2015, 12:25:25 AM
    I feel like I am missing something simple, but the download link doesn't seem to be working for me. Tab just sits there loading and doesn't get anywhere.
    Is there any chance, that your anti-virus software could be blocking "mediafire.com"? Or something like that happening?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: iame6162013 on November 15, 2015, 01:41:51 PM
    Quote from: DepOpt on November 12, 2015, 12:25:25 AM
    I feel like I am missing something simple, but the download link doesn't seem to be working for me. Tab just sits there loading and doesn't get anywhere.
    Did you close the window and try again?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: tigg on November 22, 2015, 09:52:53 AM
    Quote
    My friend, I do not have any problems with getting arms from my lovely pawns. However, the issues comes when I try to install prosthetic arms, their original arms are disappeared( but u still can get their legs  ???)...

    If you had the same problems with me, you can just simply modify the OE_BodyParts.xml & Recipe_Natural.xml. (this issue is cause by the body layout of Shoulder in EPOE's Bodies.xml files. In this case, you actually replaced(or removed you can say) the entire shoulder rather than the arm, so there is no reason the game will drop you a arm cause you were not actually removing the arm.)

    But how to get an arm to spawn when you're replacing it with a bionic one? The code for installing bionic arms and legs doesn't seem to be in Recipe_BionicProsthetics.xml  Changing shoulder to arm in bodies.xml .... not sure if that would cause a cascading screw up.
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: CaptOdee on November 22, 2015, 05:48:31 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    ...

    Looks like MediaFire is calling your DL file a Virus or other Malicious Software Package when I try to DL it.  What's up with that?
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: Arrean on November 22, 2015, 09:44:23 PM
    Quote from: CaptOdee on November 22, 2015, 05:48:31 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    ...

    Looks like MediaFire is calling your DL file a Virus or other Malicious Software Package when I try to DL it.  What's up with that?

    It's pointless. Cybernetic storm got discontinued more than half a year ago, and elStrages never appeared on forums since then.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: toric on November 23, 2015, 05:01:35 PM
    could you let pirate merchants buy extra limbs and such?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: thundercaller on November 25, 2015, 08:28:40 AM
    This mod is not compatible with fast floor and MoreFloorsFF after colonists installed advanced bionic legs because of PathCost in defs.

    Any colonists especially with two advanced bionic legs walking on floors that increase movement will cause bugs. Colonists will stand still , Exception drawing error , IndexOutOfRangeException: Array index is out of range. The image of the colonists would disappear.

    I think there are some limitations of speed in the game.

    Could you please test it?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: BinaryBlackhole on November 27, 2015, 04:08:44 PM
    I built the exoskeleton because one of my colonists was frail however it didn't remove the frail condition please fix this.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: dakotaisdabest on November 27, 2015, 05:07:29 PM
    I'm having trouble, I made a steel arm and can't install it and an eyepatch! Please help!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Grimandevil on November 28, 2015, 02:01:12 PM
    Quote from: dakotaisdabest on November 27, 2015, 05:07:29 PM
    I'm having trouble, I made a steel arm and can't install it and an eyepatch! Please help!
    i believe u can only install arms/legs if they get removed (shot off or surgicaly) which is a problem, because if u cut colonist limb, he gets -30/15d mood mod.

    u can install hands and feet tho.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: dakotaisdabest on November 28, 2015, 02:34:49 PM
    Quote from: Grimandevil on November 28, 2015, 02:01:12 PM
    Quote from: dakotaisdabest on November 27, 2015, 05:07:29 PM
    I'm having trouble, I made a steel arm and can't install it and an eyepatch! Please help!
    i believe u can only install arms/legs if they get removed (shot off or surgicaly) which is a problem, because if u cut colonist limb, he gets -30/15d mood mod.

    u can install hands and feet tho.
    Yes the prisoner arm was surgically removed, I sold him though. I also harvested his eyeball and I amputated one of my colonists eyes because he had cataracts but still couldn't install parts.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Llamageddon on November 29, 2015, 02:36:14 AM
    The only thing stopping me from using this mod, is the presence of SIX workbenches to accomplish a single goal. Have a single workbench with upgrade module inventory(so to say, installing new tools you bought off vendors), and make actually crafting bionics REALLY hard, to a point where most of this mod's content can only be bought from vendors(and possibly add a Medical Supplier vendor). To me, as long as this mod allows easy bionics, and requires huge workshops, it's not "vanilla friendly" - it's a gamechanger, and not in a good way. As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics in their basements, as so many mods seem to ignore. I think EPOE is one of the most promising mods for the game right now, and that is why I'd really like to see it rebalanced around vanilla better.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Grimandevil on November 29, 2015, 01:08:14 PM
    Quote from: Llamageddon on November 29, 2015, 02:36:14 AM
    As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics
    the colonists themselves arent savages, but from advanced world, so as the time goes they can settle some technology in their "basement". but maybe advanced bionics have to have higher requirements for crafting skills (and req some science knowledge).
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Entropy147 on November 29, 2015, 03:38:34 PM
    Quote from: Grimandevil on November 29, 2015, 01:08:14 PM
    Quote from: Llamageddon on November 29, 2015, 02:36:14 AM
    As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics
    the colonists themselves arent savages, but from advanced world, so as the time goes they can settle some technology in their "basement". but maybe advanced bionics have to have higher requirements for crafting skills (and req some science knowledge).

    I agree, also vancidium to some extent all ready does this as it's quite expensive to fabricate and requires a high-ish crafting and research level to create, also advanced bionics are very late game items (usually) also bionics need a lot of plasteel, which I usually have one hell of a job trying to find
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: starburst98 on November 30, 2015, 01:52:01 AM
    Quote from: dakotaisdabest on November 28, 2015, 02:34:49 PM
    Yes the prisoner arm was surgically removed, I sold him though. I also harvested his eyeball and I amputated one of my colonists eyes because he had cataracts but still couldn't install parts.

    change your mod order, put EPOE as the last one.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: AllenWL on November 30, 2015, 02:50:24 AM
    Quote from: Grimandevil on November 29, 2015, 01:08:14 PM
    Quote from: Llamageddon on November 29, 2015, 02:36:14 AM
    As the game's title suggests, it happens on a rimworld, this isn't a glitterworld where people can craft advanced bionics
    the colonists themselves arent savages, but from advanced world, so as the time goes they can settle some technology in their "basement". but maybe advanced bionics have to have higher requirements for crafting skills (and req some science knowledge).
    Not all of them. Many have backstories pointing to a life as slaves, tribals, apocalypse survivors, etc. Not to mention that most of your colonists will end up being people you recruit from the planet itself, including those savages in tribalware swinging clubs.
    Anyways, I also find making advanced bionics in a backwater planet kinda weird too, like, even if you have the knowledge, where would you get the tools, the machinery needed to make such fine-tuned prostheses? Pretty sure hand-crafting has limits.
    Plus, having 6 different crafting tables is rather annoying at times. It often clutters up your workroom, and often, you end up not making the lower tier ones, or making them and replacing them over and over.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Grimandevil on November 30, 2015, 11:36:35 AM
    Quote from: AllenWL on November 30, 2015, 02:50:24 AM
    Not all of them. Many have backstories pointing to a life as slaves, tribals, apocalypse survivors, etc.
    backstories are there for a reason as they usually give some buffs for tasks (or disable some entirely). there are plenty of surgeons and scientists around. and ppl from the planet not necessary were born there.

    as for tools, tech and such, the core gameplay suggests that they build a space ship from scratch. so...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Llamageddon on November 30, 2015, 01:30:46 PM
    Eh, to be fair, highly sophisticated prosthetics are way above the difficulty level of building a spaceship, and also, Rimworld does not take place in reality. One of the technologically simplest to replicate bodyparts, the bionic leg costs a LOT, suggesting its advanced origin.

    I would be fine seeing simple prosthetics craftable, probably using bought-only components, and otherwise, the mod just expanding on operations, and buyable bionics. Trying to cram too much into one mod is a sure way to shit it up - as six crafting tables very well do. It's not as bad as the teleporter or quantum storage mods, but it sure is a buzzkill.

    Personally I like the approach some modmakers take - to create multiple, smaller mods. Personally I'd love to see this split up into a more operations mod, another that adds more buyable bionics, one that makes it possible to craft simple ones, and then keep the advanced crafting in another mod.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Tekuromoto on November 30, 2015, 02:02:35 PM
    I sort of take the view that if you don't want to clutter your work area with benches that build stuff you think is unreasonable... well... don't build them.  :o
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: AllenWL on December 02, 2015, 01:46:40 AM
    Even if you don't build them, you'll pretty much be forever plagued by the 'no research chosen' message if you haven't researched them, or the six different workbenches in your production tab cluttering it up if you have researched them. I mean seriously, a good 1/3rd of my production tab are for bionics, which can be annoying at times.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: TLHeart on December 02, 2015, 09:50:28 AM
    Just to add here, for people who do not know, when the number of recipes gets large, which requires 2 columns to choose from, 1 recipe is lost at the bottom of column one.  So just putting more recipes onto other benches causes other problems.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Stonn on December 04, 2015, 07:48:11 PM
    Quote from: Ganimedes on September 04, 2015, 10:19:03 AM
    i got a problem with a drugged rib with negative work left... when i send my colonist to finish it he just stands there...
    I have encountered same problem. Problem could be use of Beer. Hopefully it can get fixed easily, otherwise just do it with Herbal Medicine or maybe Hops? Here is the log. EDIT: Had same problem with few other items, not only Drugged Rib. Problem seems tom appear on random, I have no idea what triggers it.


    MakeThing error: Tried to make UnfinishedProsthesis from Beer which is not a stuff. Assigning default.

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    JobDriver threw exception in initAction. Pawn=Roth, Job=DoBill A=TableBionics1279002 B=UnfinishedProsthesis1526530 C=(234, 0, 189), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

      at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

      at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey26B.<>m__332 () [0x00000] in <filename unknown>:0

      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    JobDriver threw exception in initAction. Pawn=Roth, Job=DoBill A=TableBionics1279002 B=UnfinishedProsthesis1526530 C=(234, 0, 190), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

      at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

      at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey26B.<>m__332 () [0x00000] in <filename unknown>:0

      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    (... and so on)



    I would also like to add that you possibly did not do the names of some items correctly. There are each two items of Advanced Bionic Leg/Foot/Hand/Arm and possibly few more but they actually have different stats. I think you meant to name the better ones Cybernetic (like the green organs) because they have the same bright green texture.

    Again, some of those green Cybernetics which cannot be crafted but only bought from the trader, you actually named as "Advanced Bionic ...". You might have meant it this way but it is actually a little confusing when setting up the stockpiles, because the same name occurs twice, even though the items differ.

    Amazing mod btw. IMHO the number of workbenches works out just fine. And the green Cybernetics texture looks freakishly awesome :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: dakotaisdabest on December 04, 2015, 11:02:12 PM
    Quote from: starburst98 on November 30, 2015, 01:52:01 AM
    Quote from: dakotaisdabest on November 28, 2015, 02:34:49 PM
    Yes the prisoner arm was surgically removed, I sold him though. I also harvested his eyeball and I amputated one of my colonists eyes because he had cataracts but still couldn't install parts.

    change your mod order, put EPOE as the last one.
    Thank you kind sir!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Cassgon on December 13, 2015, 01:30:53 PM
    I don't know if this is a bug or not but the materials for crafting organs and tables are missing.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Kittenykat on December 19, 2015, 09:11:31 AM
    Quote from: Techgenius on November 09, 2015, 08:42:27 PM
    Quote from: toric on November 09, 2015, 08:10:19 PM
    do the pirate merchants ever buy the modded organs? (legs, arms, nose, stomach, etc) i does not seem so, and my stockpile is getting full of the limbs of my enemies, while the pirates are paying way to much for a blind torso, the rim world way :P
    anyway, could you add the modified organs to the pirate merchant?

    +1

    I would also like to see more merchants for the Organ and body parts trade. Very little options.

    +2 to this, I very much agree (Actually +3, someone else said the same about their stockpile of ears xD).
    All the newly generated body parts like stomachs, limbs, ears, eyes, and so on are currently not recognized by the merchants as buyable.

    In the meantime while we wait for the mod author to finally fix this, has anyone else figured out how to do it? I'm not afraid to mod my mod to do it myself, but I don't know how to do it. Ideas?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Dr. Z on December 19, 2015, 06:41:47 PM
    Are you working on animal surgery? I know there is a mod which adds animal prostheses but you can only buy them and since my colony ins't going to have a trade beacon for years I'm really looking forward to craft them myself.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on December 20, 2015, 05:17:52 AM
    Quote from: Kittenykat on December 19, 2015, 09:11:31 AM
    Quote from: Techgenius on November 09, 2015, 08:42:27 PM
    Quote from: toric on November 09, 2015, 08:10:19 PM
    do the pirate merchants ever buy the modded organs? (legs, arms, nose, stomach, etc) i does not seem so, and my stockpile is getting full of the limbs of my enemies, while the pirates are paying way to much for a blind torso, the rim world way :P
    anyway, could you add the modified organs to the pirate merchant?

    +1

    I would also like to see more merchants for the Organ and body parts trade. Very little options.

    +2 to this, I very much agree (Actually +3, someone else said the same about their stockpile of ears xD).
    All the newly generated body parts like stomachs, limbs, ears, eyes, and so on are currently not recognized by the merchants as buyable.

    In the meantime while we wait for the mod author to finally fix this, has anyone else figured out how to do it? I'm not afraid to mod my mod to do it myself, but I don't know how to do it. Ideas?
    Pirate merchants selling prostheses is part of the upcoming christmas update, but they will not sell advanced bionics, for balance reasons. So stay tuned!

    Quote from: Dr. Z on December 19, 2015, 06:41:47 PM
    Are you working on animal surgery? I know there is a mod which adds animal prostheses but you can only buy them and since my colony ins't going to have a trade beacon for years I'm really looking forward to craft them myself.
    Animal surgery is a very cool mod and inlcuding it in EPOE is on my to do list, but currently there are some more important issues, like fixing all the stuff related bugs.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Wakigo on December 20, 2015, 05:25:37 AM
    I can't install bionic eyes, spine, surrogate lung or anything.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Dr. Z on December 20, 2015, 05:30:52 AM
    The bodypart you want to install must be present on the map, otherwise the operation bill isn't shown. I also think that you have to create a new colony for this mod to work properly.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.51 (24.08.2015)
    Post by: Ykara on December 20, 2015, 05:31:47 AM
    Quote from: Wakigo on December 20, 2015, 05:25:37 AM
    I can't install bionic eyes, spine, surrogate lung or anything.
    Check your mod order, EPOE should be activated last.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 20, 2015, 11:22:23 AM
    1.52 - Christmas Bugfixing and Russian Translation!

    Ho Ho Ho!
    Christmas is coming, and so is a new EPOE update! It's been too long since the last one, but ummm ... haste makes waste? Seems like a proper excuse, so let's start with all the new features!
    I've fixed many bugs with the unfinished item system (no longer -1 work left - at least I hope so) and that's basically the most important thing in this update. And not to forget the Russian translation! Kirohq has made it a few months ago, so it's not completely up to date, but most of the content is translated.
    And do you remember the lovely glass eye and the even lovlier crystal eye? Well, they were making problems because of - again - the unfinished item system. And how do we deal with problems here at Ykara Industries? We don't. So I've removed both of them and replaced them with the lovliest of all - the golden eye. It's so incredibly beautiful it's a shame you can't see yourself in the mirror.
    Also, the two brain implants are no implants any longer, because of balancing reasons. They only helped healthy brains, and that's not what they were intended for, so I've changed them back again to replace the brain.
    Oh, and the basic prosthetics workbench finally uses stuff. It always bothered me to look for wood on an ice sheet, so you can now build it out of steel or stone or whatever. Why haven't I done this earlier?
    Anyway, I hope you enjoy the update, you can find it on the main post!
    Merry Christmas!

    Changes:
    *  Added Russian translation, thanks to kirohq!
    *  The basic prosthetics table now uses stuff!
    *  Fixed some issues with the unfinished item system
    *  Pirate merchants now buy and sell prostheses - not the advanced stuff, though
    *  The brain stimulator and the AI chip are no longer implants, for balancing reasons
    *  Replaced the crystal eye with the golden eye
    *  Removed the glass eye
    *  Artificial arms and hands now do damage
    *  Fixed some typos

    PS, I've also made a new poll. Feel free to vote!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dr. Z on December 20, 2015, 11:27:56 AM
    Seems like a neat update. As for the poll: It depends. What would you throw out?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Florius on December 20, 2015, 12:14:15 PM
    I personally enjoy the large amount of content for surgery!
    Although I do get confused with the ribs, so if you can clarify that, or perhaps on the first page a index sheet of what all the implants do and how much percent they function (in comparison to the "original" parts) that would be very helpful!


    And thank you for the update, and including the brain implant part ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 20, 2015, 12:43:57 PM
    Quote from: Dr. Z on December 20, 2015, 11:27:56 AM
    Seems like a neat update. As for the poll: It depends. What would you throw out?
    Since many are complaining that there are too many workbenches an too much content, I'd maybe condense it to 2 or 3 workbenches. I could completely remove the basic prosthetics workbench, some of the basic prostheses could be installed like the vanilla peg leg then. There would also be less prosthesis, e.g. by removing smaller and not so important ones like the artificial pelvis or the golden eye. Also, there would be only one table for artificial organs. And I could cut out advanced prostheses or make them obtainable only through traders.
    But I don't have plans yet, I just want to know if there are enough people who'd like to use "EPOE Lite".

    Quote from: Florius on December 20, 2015, 12:14:15 PM
    I personally enjoy the large amount of content for surgery!
    Although I do get confused with the ribs, so if you can clarify that, or perhaps on the first page a index sheet of what all the implants do and how much percent they function (in comparison to the "original" parts) that would be very helpful!


    And thank you for the update, and including the brain implant part ^^
    I think the effectiveness is already listed on the info tab, but maybe I could make some descriptions clearer. And an indrx sheet is a great idea, but it would be a hell lot of work because of the huge amount of available prostheses ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Florius on December 20, 2015, 01:34:54 PM
    Quote from: Ykara on December 20, 2015, 12:43:57 PM
    I think the effectiveness is already listed on the info tab, but maybe I could make some descriptions clearer. And an indrx sheet is a great idea, but it would be a hell lot of work because of the huge amount of available prostheses ^^

    If you need help, just let me know! I am bored at work so am glad to do something useful hehe!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 20, 2015, 02:04:24 PM
    everything's just perfect, no need to cut out anything.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: TLHeart on December 20, 2015, 03:23:03 PM
    Number of tables is fine. Too few tables will lead to other problems with the float menus dropping recipes, and each table is limited to 10 active bills.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LittleGreenStone on December 21, 2015, 04:33:05 AM
    Quote from: Ykara on December 20, 2015, 12:43:57 PM
    Quote from: Dr. Z on December 20, 2015, 11:27:56 AM
    Seems like a neat update. As for the poll: It depends. What would you throw out?
    Since many are complaining that there are too many workbenches an too much content, I'd maybe condense it to 2 or 3 workbenches. I could completely remove the basic prosthetics workbench, some of the basic prostheses could be installed like the vanilla peg leg then. There would also be less prosthesis, e.g. by removing smaller and not so important ones like the artificial pelvis or the golden eye. Also, there would be only one table for artificial organs. And I could cut out advanced prostheses or make them obtainable only through traders.
    But I don't have plans yet, I just want to know if there are enough people who'd like to use "EPOE Lite".

    Quote from: Florius on December 20, 2015, 12:14:15 PM
    I personally enjoy the large amount of content for surgery!
    Although I do get confused with the ribs, so if you can clarify that, or perhaps on the first page a index sheet of what all the implants do and how much percent they function (in comparison to the "original" parts) that would be very helpful!


    And thank you for the update, and including the brain implant part ^^
    I think the effectiveness is already listed on the info tab, but maybe I could make some descriptions clearer. And an indrx sheet is a great idea, but it would be a hell lot of work because of the huge amount of available prostheses ^^

    If I have a problem minor inconvenience using this mod, that's because of the number of workbenches it adds. But that's all.
    The problem isn't the +4-5 workbenches, but every 2nd mod that adds just a couple of new workbenches.
    Right now I have about 20 (excluding the ones I have two [or more] of).

    "Lite" would be, to my taste, worse than what we have now.

    Anyway, the only reasonable idea I've heard so far is to make a mod, a library with universal workbenches other mods could use to add the recipes to. Unfortunately, since I'm no modder, I have no idea how/if this would work.

    So...
    In my opinion, it's fine as it is (because I like crafting advanced bionics  ::) )

    Right now I have 2 colonists in stasis, waiting for legs, arms and organs.
    I really, really appreciate this mod, especially at times like these.

    If anything, I'd ask not for less, but for more: Animal Prosthetics. It's a thing already, but not a craftable thing.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: buder5 on December 21, 2015, 09:34:44 PM
    for some reason i cant install any rib or put it with edb prepare carefully
    any how? it ried with console and spawn them in a world still cant do anything with them but i can install other limb :S

    Edit i tried the mod alone and it showing in edb preparecarefully  that men 1 of the mod is creating hassle i will put a list of my mod  btw idk what order they should be



        <li>Core</li>
        <li>EdBModOrder</li>
        <li>EdBInterface</li>
        <li>CrashLanding</li>
        <li>Community Core Library</li>
        <li>Community Core Library - Vanilla Tweaks</li>
        <li>RW_Manager-12.3.1</li>
        <li>Hospitality</li>
        <li>LT_RedistHeat</li>
        <li>RW_A2B</li>
        <li>RW_A2B_Selector</li>
        <li>RW_A2B_Teleport</li>
        <li>Enviro_SK</li>
        <li>ExpandedProsthetics&amp;OrganEngineering</li>
        <li>MAI</li>
        <li>MAI_Xtension</li>
        <li>MD2Base-12.0.1</li>
        <li>MD2Fortifications-12.0.0</li>
        <li>MD2Storage-12.0.0</li>
        <li>MD2Power-12.0.0</li>
        <li>MD2Manufacturing-12.0.0</li>
        <li>MD2Industry-12.0.0</li>
        <li>AdaptationRefusal</li>
        <li>CombatRealism</li>
        <li>CombatRealism Defence</li>
        <li>ED-Core</li>
        <li>ED-Embrasures</li>
        <li>ED-LaserDrill</li>
        <li>ED-OmniGel</li>
        <li>ED-Plants_24H</li>
        <li>ED-Stargate</li>
        <li>ED-AutoLoader</li>
        <li>EdBPrepareCarefully</li>
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 22, 2015, 06:23:19 AM
    EPOE should always be the last mod activated to avoid compatibility Problems, just try changing the mod order, it might help.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: buder5 on December 22, 2015, 12:58:01 PM
    well idk what mod were wrong but that order working fine x)


        <li>Core</li>
        <li>Community Core Library</li>
        <li>Community Core Library - Vanilla Tweaks</li>
        <li>EdBInterface</li>
        <li>EdBModOrder</li>
        <li>EdBPrepareCarefully</li>
        <li>CombatRealism</li>
        <li>CombatRealism Defence</li>
        <li>ExpandedProsthetics&amp;OrganEngineering</li>
        <li>ED-AutoLoader</li>
        <li>ED-Core</li>
        <li>ED-Embrasures</li>
        <li>ED-LaserDrill</li>
        <li>ED-OmniGel</li>
        <li>ED-Plants_24H</li>
        <li>ED-ReverseCycleCooler</li>
        <li>ED-Stargate</li>
        <li>MAI</li>
        <li>MAI_Xtension</li>
        <li>LT_RedistHeat</li>
        <li>MD2Base-12.0.1</li>
        <li>MD2Fortifications-12.0.0</li>
        <li>MD2Industry-12.0.0</li>
        <li>MD2Manufacturing-12.0.0</li>
        <li>RW_Manager-12.3.1</li>
        <li>MD2Power-12.0.0</li>
        <li>MD2Storage-12.0.0</li>
        <li>Hospitality</li>
        <li>RW_A2B</li>
        <li>RW_A2B_Selector</li>
        <li>RW_A2B_Teleport</li>
        <li>AdaptationRefusal</li>
        <li>CrashLanding</li>
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 22, 2015, 01:20:53 PM
    Quote from: buder5 on December 22, 2015, 12:58:01 PM
    well idk what mod were wrong but that order working fine x)


        <li>Core</li>
        <li>Community Core Library</li>
        <li>Community Core Library - Vanilla Tweaks</li>
        <li>EdBInterface</li>
        <li>EdBModOrder</li>
        <li>EdBPrepareCarefully</li>
        <li>CombatRealism</li>
        <li>CombatRealism Defence</li>
        <li>ExpandedProsthetics&amp;OrganEngineering</li>
        <li>ED-AutoLoader</li>
        <li>ED-Core</li>
        <li>ED-Embrasures</li>
        <li>ED-LaserDrill</li>
        <li>ED-OmniGel</li>
        <li>ED-Plants_24H</li>
        <li>ED-ReverseCycleCooler</li>
        <li>ED-Stargate</li>
        <li>MAI</li>
        <li>MAI_Xtension</li>
        <li>LT_RedistHeat</li>
        <li>MD2Base-12.0.1</li>
        <li>MD2Fortifications-12.0.0</li>
        <li>MD2Industry-12.0.0</li>
        <li>MD2Manufacturing-12.0.0</li>
        <li>RW_Manager-12.3.1</li>
        <li>MD2Power-12.0.0</li>
        <li>MD2Storage-12.0.0</li>
        <li>Hospitality</li>
        <li>RW_A2B</li>
        <li>RW_A2B_Selector</li>
        <li>RW_A2B_Teleport</li>
        <li>AdaptationRefusal</li>
        <li>CrashLanding</li>

    Good to hear! It has to be Combat Realism, I think it changes the Bodies.xml, so you may encounter some problems with CR ^^ I should make a compatibility fix.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Florius on December 22, 2015, 02:47:06 PM
    I also had the problem of not being able to install body parts. Set EPOE as last to load and it fixed the issue.
    I am not using Combat Realism though.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: buder5 on December 23, 2015, 01:41:24 AM
    you still trying the harvest the whole body at once?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 24, 2015, 05:34:50 AM
    Quote from: buder5 on December 23, 2015, 01:41:24 AM
    you still trying the harvest the whole body at once?
    No, I've tried to but I don't find a way to do this without dll modding. And I'm terrible at dll modding ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 24, 2015, 02:47:35 PM
    Quote from: Ykara on December 20, 2015, 11:22:23 AM
    1.52 - Christmas Bugfixing and Russian Translation!
    Also, the two brain implants are no implants any longer, because of balancing reasons. They only helped healthy brains, and that's not what they were intended for, so I've changed them back again to replace the brain.
    might as well change description and rename to something more suitable. :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: MechanoidHater on December 25, 2015, 02:27:13 PM
    After updating the mod I cant use my save. I got the messages about missing defs about glass eye and crystal eye. Why did you removed them in the first place?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dr. Z on December 25, 2015, 02:57:49 PM
    CR already has an EPOE fix on their mod page which works hust fine.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 25, 2015, 02:59:05 PM
    Quote from: MechanoidHater on December 25, 2015, 02:27:13 PM
    After updating the mod I cant use my save. I got the messages about missing defs about glass eye and crystal eye.
    maybe if u got any of them installed or produced, try to remove em and destroy.
    i had an error message the first time, but as i havent produced any, everything seems ok.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 25, 2015, 06:11:19 PM
    Quote from: MechanoidHater on December 25, 2015, 02:27:13 PM
    After updating the mod I cant use my save. I got the messages about missing defs about glass eye and crystal eye. Why did you removed them in the first place?

    I don't quite understand. Does the savegame load? Because if the message is visible then the save most likely works, it's just Rimworld bitching about that something has changed. If you don't have a glass or a crystal eye installed or produced, there shouldn't be any problems. And if you do, just use the older version to remove the eye and then update. And I've explained why I have removed them in the update post, they were just making too many problems with the unfinished item system.

    Quote from: Dr. Z on December 25, 2015, 02:57:49 PM
    CR already has an EPOE fix on their mod page which works hust fine.
    Ohh, yes, I've totally forgotten ^^ Thanks, you saved me some time ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: MechanoidHater on December 26, 2015, 08:03:21 AM
    Quote from: Ykara on December 25, 2015, 06:11:19 PM
    Quote from: MechanoidHater on December 25, 2015, 02:27:13 PM
    After updating the mod I cant use my save. I got the messages about missing defs about glass eye and crystal eye. Why did you removed them in the first place?

    I don't quite understand. Does the savegame load? Because if the message is visible then the save most likely works, it's just Rimworld bitching about that something has changed. If you don't have a glass or a crystal eye installed or produced, there shouldn't be any problems. And if you do, just use the older version to remove the eye and then update. And I've explained why I have removed them in the update post, they were just making too many problems with the unfinished item system.

    The save loads but everything is black and the debug log is filled with messages about crystall eyes. And I haven't made one.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 27, 2015, 03:03:45 PM
    Quote from: MechanoidHater on December 26, 2015, 08:03:21 AM
    The save loads but everything is black and the debug log is filled with messages about crystall eyes. And I haven't made one.
    any open bills in the tables?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Sens on December 28, 2015, 12:43:18 PM
    After finishing my first playthrough of vanilla, when i got bored of fending off the guys i killed 120 times before already,
    i was looking for mods that would add new interesting stuff to the game, especially in the medical and craft department, so
    when i first saw the name expanded prostetics and organ engineering mod i was like THIS EXACTLY!!! so, all happy i went on making next
    colony, was expecting simple addon, being able to harvest limbs and stuff, to my surprise i was able to do alot more :)

    So around 20 hours deep into the new colony, the guys lvled up sufficiently and i finally managed to setup a proper defense and everything the colony needed to survive (extreme difficulty),

    when i first saw the rib upgrades i was like:

    i really hope the guy made only one available to upgrade but sadly no, 12 ribs were upgradable and that for ridicoulous low amount of resources, so i decided to "only" upgrade 3, since it already felt like cheating anyway, by now he had all normal bionics on him including the normal bionical spine, joywire,
    painstopper, decided not to upgrade to brainpals either, did go and upgraded all to advanced bionics, including adv. power arms
    however i didnt change the way i played, so for another 60 hours i havent rly checked his strenght, i simply went perfecting
    my colony, better materials, defenses, chunks all around base, shitload of turrets to fend of increasing raid difficulty, then
    around 80 hours of playtime spent on colony, one raid of high tech pirates revealed something which was rly sad... i used my
    "fully" upgraded guy with adv. power arms to snipe from far or to use charge rifle from behind cover when raided, was fun, now he couldnt do that and instead of loading i decided to check how he could do in melee... so this bounch of 6+ or more high tech pirates landed inside my colony right next to him and he, holding his sniper rifle without any personal shield looked like an
    easy target (he had 20 ranged, only 7 melee skill) before they could do anything, 3 were one hitted to death, rest started to flee, i was like what the... was used to core game balance
    and didnt expect such strenght, he was faster then the 3 rockets being fired at him, could evade that, could hit before anyone hits him, could.... felt like total cheating, lost all will to continue this colony and went straight to this forum to point it
    out, this kind of thing takes all fun away, i checked later, this guy alone could shoot thumbo 2x with sniper rifle and finish
    it off in melee (without taking any dmg), he could fend of any wave alone without help of turrets, chunks or terrain, where is the fun in this, it feels like total cheating to me, cant get over it and just continue to play, the mod needs serious balancing, for example:

    The masterwork vancidium longsword i was able to craft is worth 140.000 silver, however it "only" does 11 dps while the
    20.000 silver worth 2x adv. power arms enable you to do 29 dps! (huh?) while holding your favorite ranged weapon, feels like total cheating, there are no downsides, he has 240% manipulation, 240% speed among other things now.
    Looking forward for balanced and fair version of this mod that would add stuff while not taking away crucial things like planning, tactics etc.., there is no need for advanced bionics, no need for 12 upgradable ribs, the normal bionics are already advanced enough, this is total overpowerment, instead of adv. bionics the mod would be better with a bigger variety of upgrades that have huge downsides too, something like scyther blades in core for example, or super costly upgrades that add just a little, like +1% not 30+%.

    This is craft your own god kind of thing as it is now :)

    The other thing i would like to point out or ask is, what is the usage for synthetic organs etc... i never lost an organ, i thought i had luck first playthrough but now with more than 160h
    spent ingame (80h on challenging, 80h on extreme difficulty - around 240 raids together)
    i wonder how can you even lose an organ in first place, mine always heal up. Did lose fingers, legs, ears, eyes etc.. but no organs so far. The prostheses trader is unecessary, never traded with him either.

    Removed a couple synthetic organs from raiders and never got one (the doctor skills were 15-20). dont know if its
    a bug or not.

    All in all i had more fun in vanilla, did actually take time to check incoming raiders one by one if someone has any upgrades
    i could use for my guys to try and catch him alive. Love the expanded surgery, like... removing ears legs and stuff, find it cool addition to core, there are minor bugs here too, like the victim is missing a few fingers and you harvest his arm and when u put it on your guy the arm is 100% new with all fingers on it for example, but i can get over that, cant get over unbalanced overpowerment the adv. bionics give you, feels too much like cheating and changes the way game is played and seen completly.

    I would suggest you to add huge downsides if you add huge strenght, not just making it cost 10x more since that doesnt rly change much in the longrun. (way too cheap imo, by now i have 700 vancidium in stocks, while just making it aside not rly focusing on its production)

    Balancing everything with the core way of playing the game is really important. Not needing to think about anything else than
    "drop all upgrades on him" takes most of the fun away, makes it too linear and all it takes is time, no other variables here.
    Imo bionics should remain uncraftable, tradeble thing, the rest seems fine. Or, craftable if you manage to capture a special
    scientiest from raiders who would be able to craft bionics for you but not just a guy on a far away planet mining steel, etc
    being everything from superb commando to high tech engineer, elite surgeon and genius in one. Think in terms of adding minor % upgrades, if you plan on keeping everything inside this mod, like adding 1-3% increase instead of 30%+ people would still love to upgrade, its more about making them better not so much making them gods. I would still add adv. bionics even if they would add as little as +1% to their skills and that for same amount of resources as now. The way it is now, its like enabling a cheat :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: OutcastPurple on December 29, 2015, 07:43:21 PM
    How do you install any of the Replacement Ribs? I don't even get options to replace them on people who have shattered ribs. =/ Is there something I need first other then the ribs?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 30, 2015, 02:00:33 PM
    OutcastPurple: put EPOE last in load order.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 30, 2015, 06:36:19 PM
    Thanks Sens for your post, it's always nice to read some feedback!
    And yes, I do agree that EPOE has a balancing problem, especially regarding the advanced stuff. So I've adressed some of your points and included it in the upcoming update. I've already slightly nerfed the ribs and the advanced prostheses, some of the research projects are now more expensive, crafting vancidium too.
    But I don't quite understand why you stopped playing, you completely upgraded your colonist with pretty much every advanced prosthesis, what did you expect? ^^
    And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time. So I kinda like it that my colonists are able to beat down a thrumbo with their fists, it's both rewarding and satisfying.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Sens on December 30, 2015, 07:36:03 PM
    Base was already built (like 2x or 3x, changed walls, floors) there was no challenge anymore, i could let my guys sleep and let turrets deal with attackers or send out my superman and he deals with them, got super heavy bored. Done all i could there i guess, had to restart anyway to try out other mods, but cant see myself ever going adv. bionic again now that i know what the result is (too easy  :P)

    Took a different aproach now, less focus on base building, more hilarious times ahead. Like: 3 male canibals in desert and a female warg and they decide not to buy a male warg, eat up wanderers that join and stuff like that. Sadly i used pirates this time and now they all wear cuirasses, already looking for next mod hehe, i dont want to craft bionics anymore, like said: takes more away than it offers, find it fun checking incoming attackers for things to harvest, would love to keep just the expanded surgery part, fixing limbs, ears, i think that should be added to core :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Entropy147 on December 30, 2015, 08:35:17 PM
    I actually like the advanced prosthetics the way they are now, although I noticed that the melee damage from artificial parts is a bit off for example, a steel arm does 10 damage, and the bionic arm does 9.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on December 31, 2015, 11:21:18 AM
    Quote from: Ykara on December 30, 2015, 06:36:19 PM
    And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time.
    exactly. which makes u sad when he gets that one lethal 'bullet to the head'.

    as a variant, there can be some limitations for installing bionics. like the number of prostethes an unmodified human consciousness can handle (like its done in Shadowrun rpg setting). adding some brain implants that boost consciousness, but disable/affect non-combat proficiencies.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on December 31, 2015, 09:04:02 PM
    Quote from: Grimandevil on December 31, 2015, 11:21:18 AM
    Quote from: Ykara on December 30, 2015, 06:36:19 PM
    And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time.
    exactly. which makes u sad when he gets that one lethal 'bullet to the head'.

    as a variant, there can be some limitations for installing bionics. like the number of prostethes an unmodified human consciousness can handle (like its done in Shadowrun rpg setting). adding some brain implants that boost consciousness, but disable/affect non-combat proficiencies.
    Wow, that's a really great idea, small consciousness debuffs, like 3% per bionic and 5% for advanced stuff would be a great drawback! I might actually do that!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LittleGreenStone on January 01, 2016, 11:23:42 AM
    Quote from: Ykara on December 31, 2015, 09:04:02 PM
    Quote from: Grimandevil on December 31, 2015, 11:21:18 AM
    Quote from: Ykara on December 30, 2015, 06:36:19 PM
    And regarding that "craft your own god kind of thing" - in my opinion that's a nice side effect. And it isn't cheap either and takes a lot of time.
    exactly. which makes u sad when he gets that one lethal 'bullet to the head'.

    as a variant, there can be some limitations for installing bionics. like the number of prostethes an unmodified human consciousness can handle (like its done in Shadowrun rpg setting). adding some brain implants that boost consciousness, but disable/affect non-combat proficiencies.
    Wow, that's a really great idea, small consciousness debuffs, like 3% per bionic and 5% for advanced stuff would be a great drawback! I might actually do that!

    Hey, hey, my super soldier will be reduced to a breathing plant then!
    As he said, "an unmodified human consciousness can handle".
    If you make it so a brain implant negates these side effects completely, I'd have no problem with it!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on January 01, 2016, 12:13:40 PM
    Quote from: LittleGreenStone on January 01, 2016, 11:23:42 AM
    Hey, hey, my super soldier will be reduced to a breathing plant then!
    As he said, "an unmodified human consciousness can handle".
    If you make it so a brain implant negates these side effects completely, I'd have no problem with it!
    Of course I'd add implants to counterbalance the debuffs, maybe I could make use of the pointless AI core. But so far it's just an idea, I'll do some testing to see if how it works and if it would really improve balance or not.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: TLHeart on January 01, 2016, 02:06:40 PM
    I have not been able to remove parts and get the part returned... the part is removed from the colonist, but I never get the part back. Trying to upgrade a colonist from simple prosthetic leg to a bionic leg, but wanted the simple to craft another bionic... operation to install did not return the simple, and neither did the remove part.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: simon-82 on January 02, 2016, 09:43:24 AM
    Quote from: TLHeart on January 01, 2016, 02:06:40 PM
    I have not been able to remove parts and get the part returned... the part is removed from the colonist, but I never get the part back. Trying to upgrade a colonist from simple prosthetic leg to a bionic leg, but wanted the simple to craft another bionic... operation to install did not return the simple, and neither did the remove part.
    @Ykara
    There is an xml tag in the HediffDef for each part that deals with this. It is in the Core body parts. You seem to be missing it.
    Adding it to the root of the part's HediffDef should spawn back the removed part:

    <spawnThingOnRemoved>BionicHand</spawnThingOnRemoved>

    Also I have a question.
    How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on January 02, 2016, 10:09:28 AM
    Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: simon-82 on January 02, 2016, 10:12:01 AM
    Quote from: Ykara on January 02, 2016, 10:09:28 AM
    Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
    No problem. Hope it helps :)

    Ah damn, I should listen when the forum tells me there is a new post...
    Ykara, I have a question.
    How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on January 02, 2016, 10:24:13 AM
    Quote from: simon-82 on January 02, 2016, 10:12:01 AM
    Quote from: Ykara on January 02, 2016, 10:09:28 AM
    Thank you both for pointing that out, I have no idea why I was missing that line. I've just added that line to every single hediff, it will be included in the next update.
    No problem. Hope it helps :)

    Ah damn, I should listen when the forum tells me there is a new post...
    Ykara, I have a question.
    How does fixing scars work? I did the operation with synthetic skin but the scars are still there after that.
    Yep, it helped, I didn't even realize that I was missing this line ^^
    Fixing scars doesn't work for alpha 12, it shouldn't even be available. I've not removed it to avoid problems with existing saves and then I kinda forgot it, so it's still there. The last time it worked was half a year ago for alpha 10, the code was by UMK and then updated by Abrexus, but I've never seen a working solution for alpha 12. Maybe fixing scars returns in alpha 13, who knows.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: simon-82 on January 02, 2016, 10:29:32 AM
    Ah ok, never mind then :)

    I was just looking at your dll, found the class you added and played around with the recipes to see if it would work.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: toric on January 05, 2016, 05:12:11 PM
    the brains stimulator now weakens the brain due to it replacing it. the AI chip probably does as well. (haven't researched yet)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on January 05, 2016, 06:00:05 PM
    Quote from: toric on January 05, 2016, 05:12:11 PM
    the brains stimulator now weakens the brain due to it replacing it. the AI chip probably does as well. (haven't researched yet)
    Yep, that's the point. The brain stimulator is only for severly damaged brains so aren't left with immobile vegetables eating up all your food. The AI chip just replaces the brain with 100% efficiency, so it doesn't weaken the colonist. It's the more advanced solution for braindamaged colonists.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: toric on January 05, 2016, 06:12:21 PM
    Quote from: Ykara on January 05, 2016, 06:00:05 PM
    Quote from: toric on January 05, 2016, 05:12:11 PM
    the brains stimulator now weakens the brain due to it replacing it. the AI chip probably does as well. (haven't researched yet)
    Yep, that's the point. The brain stimulator is only for severly damaged brains so aren't left with immobile vegetables eating up all your food. The AI chip just replaces the brain with 100% efficiency, so it doesn't weaken the colonist. It's the more advanced solution for braindamaged colonists.

    ah. so those are no longer for enhancing your colonists? i thought you changed them from an implant so they couldn't be stacked. so we have to use ribs now for upgrades. i see. also, removing a prosthetic part still does not give back the part. not sure why (was not able to find anything obvious in the xml.)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on January 06, 2016, 05:40:10 AM
    Maybe I'll include enhancing brain implants again in future updates, but it was much too powerful last version.
    And the issue with removing parts is already fixed, look a few post above you to see how you can fix that bug yourself if you don't want to wait ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Shabazza on January 06, 2016, 06:42:52 AM
    Is there a way to actually make money by selling prosthetics?
    From what I saw, the costs for manufacturing even "Simple prostheses" are pretty high with all those plasteel.
    And it gets even worse when Vancidium comes into play.
    So currently I only manufacture them when I have no "spare parts" available that were harvested from prisoners to keep my colonists at max. efficiency.
    Or if I want to enhace my colonists with high quality bionic parts. But I usually don't find nealy as many plasteel to really make use of higher quality protheses.

    Any tips on this?

    BTW: I love this mod!
    I'd like to have less working tables, because they need vast amounts of power, even when idle.
    Perharps they should have a reduced idle power like the vanilla electrical smelter for example.
    But the number of recipies is fine.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: RoronoaDroagon on January 06, 2016, 12:10:45 PM
    great mod, love it
    one thing i do miss though is a way to fix old gunshot wounds/scars.
    whould be nice to have a way on that ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: toric on January 06, 2016, 12:14:56 PM
    Quote from: Ykara on January 06, 2016, 05:40:10 AM
    Maybe I'll include enhancing brain implants again in future updates, but it was much too powerful last version.
    And the issue with removing parts is already fixed, look a few post above you to see how you can fix that bug yourself if you don't want to wait ^^
    ok, thanks. didn't realize it wasn't in the latest patch.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LittleGreenStone on January 14, 2016, 12:00:37 PM
    Say, Ykara,
    any chance an artificial sternum will be added to your mod?
    By you, I mean.  ;D
    Tibia & toes for example can be replaced by a leg/feet, but afaik the sternum can't be replaced at all right now.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 14, 2016, 12:27:43 PM
    it would be actually more reasonable, to have rib cage replacements (maybe divided to left/right), instead of separate ribs. but that would also neglect all the work done on ribs :(
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Logiwonk on January 14, 2016, 12:35:13 PM
    Is there an option for a plain artificial rib replacement now? I've been using the mod for a while but have only found the drugged, medical, and adrenaline ribs.

    Also, any plans for compatibility with the dog surgery (ASA + A dog said) bionics so that you can craft pet bionics at EPOE stations?

    I'd like to say I love this mod - most of my recent playthroughs have been as the "Promethian Cult" - a bionic-obsessed group composed exclusively of prostophiles (e.g.. I have to try and recruit all prostophile captives, all prostophobes have their organs harvested, the colony is focused on bionics research and creation with installation of bionics occuring in a specially decorated Sanctum Sanctorum)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 15, 2016, 12:11:55 PM
    Quote from: Logiwonk on January 14, 2016, 12:35:13 PM
    ...
    now that's some imaginative play!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: appearaid on January 17, 2016, 06:44:09 AM
    I'm having a problem where I can't reinstall the synthetic organs that I took out from one of my colonists. When I open the Operations tab, the option to install them don't appear. I've double checked to see if I've got the organs in stock, and the option to install them do appear on other colonists. I've tried restarting the game but to no avail. Is there a way to fix this issue?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LittleGreenStone on January 17, 2016, 12:37:57 PM
    Quote from: Logiwonk on January 14, 2016, 12:35:13 PM
    Is there an option for a plain artificial rib replacement now? I've been using the mod for a while but have only found the drugged, medical, and adrenaline ribs.

    Also, any plans for compatibility with the dog surgery (ASA + A dog said) bionics so that you can craft pet bionics at EPOE stations?

    No there isn't such a replacement, I just generalized ribs since they're all "artificial", even if they have different names.

    As for animal surgery, I think you should ask the author of ASA to make it happen (don't remember who it is, sorry).
    Since I'm inexperienced (*insert hardcore blushing*) it'd take me quite some time making it happen, and would most likely be imbalanced, but even I could do it in time. Adding recipes to workbenches isn't that hard, so if there's no response, you could give it a shot yourself.
    Just remember to make backups, just in case...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 22, 2016, 02:09:05 PM
    Quote from: Ykara on December 20, 2015, 11:22:23 AM
    Changes:
    *  The basic prosthetics table now uses stuff!

    [attachment deleted due to age]
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Faythe on January 22, 2016, 02:25:22 PM
    Quote from: LittleGreenStone on January 17, 2016, 12:37:57 PM
    Quote from: Logiwonk on January 14, 2016, 12:35:13 PM
    Is there an option for a plain artificial rib replacement now? I've been using the mod for a while but have only found the drugged, medical, and adrenaline ribs.

    Also, any plans for compatibility with the dog surgery (ASA + A dog said) bionics so that you can craft pet bionics at EPOE stations?

    I believe it is Latta.

    No there isn't such a replacement, I just generalized ribs since they're all "artificial", even if they have different names.

    As for animal surgery, I think you should ask the author of ASA to make it happen (don't remember who it is, sorry).
    Since I'm inexperienced (*insert hardcore blushing*) it'd take me quite some time making it happen, and would most likely be imbalanced, but even I could do it in time. Adding recipes to workbenches isn't that hard, so if there's no response, you could give it a shot yourself.
    Just remember to make backups, just in case...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dspendragon on January 22, 2016, 02:47:36 PM
    Mediafire does not work is there somewhere else i can download this mod
    :(
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 22, 2016, 02:56:46 PM
    Quote from: Dspendragon on January 22, 2016, 02:47:36 PM
    Mediafire does not work is there somewhere else i can download this mod
    :(
    here (http://www.megafileupload.com/iwYr/EPOE_1.52.zip)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Leird on January 22, 2016, 04:36:34 PM
    Loving the mod, don't think i can play without it any more!

    I was just wondering if you where planning on adding some option do deal with those annoying scars your colonists sometimes get/start with?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: CodyRex123 on January 23, 2016, 11:28:54 AM
    Alright, I do have alot of mods, but none of them mess with the surgery/human stuff, but I get a error that states: Could not resolve cross-reference to Verse.RecipeDef named GlassEye.
    it also says the exact same thing for the crystal eye, and both repeats in the error log about 4 times each usually.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Faythe on January 23, 2016, 12:27:12 PM
    Quote from: Leird on January 22, 2016, 04:36:34 PM
    Loving the mod, don't think i can play without it any more!

    I was just wondering if you where planning on adding some option do deal with those annoying scars your colonists sometimes get/start with?

    I know there is another mod that gives something to take away anything that is qualified as a scar.  It is in Skullywag's Miscellaneous mods - https://ludeon.com/forums/index.php?topic=14177.msg146397#msg146397.

    In reguards to the poll, i would like to see the more advanced machines able to do the lower items, IE if I built the advanced Boinics workbench, i could use that one machine to make anything from simple prosthetics to advanced bionics.  Same with the synthetic organ bench, make the synthetic be able to make the lower quality on the same bench if i don't have the supplies to make the synthetics.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Leird on January 23, 2016, 01:36:19 PM
    Quote from: Faythe on January 23, 2016, 12:27:12 PM
    Quote from: Leird on January 22, 2016, 04:36:34 PM
    Loving the mod, don't think i can play without it any more!

    I was just wondering if you where planning on adding some option do deal with those annoying scars your colonists sometimes get/start with?

    I know there is another mod that gives something to take away anything that is qualified as a scar.  It is in Skullywag's Miscellaneous mods - https://ludeon.com/forums/index.php?topic=14177.msg146397#msg146397.


    Ahh thanks alot! I can finally get my colonists scar free and pain free \o/
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 23, 2016, 02:41:16 PM
    Quote from: CodyRex123 on January 23, 2016, 11:28:54 AM
    Alright, I do have alot of mods, but none of them mess with the surgery/human stuff, but I get a error that states: Could not resolve cross-reference to Verse.RecipeDef named GlassEye.
    it also says the exact same thing for the crystal eye, and both repeats in the error log about 4 times each usually.
    glass eye and crystal eye were removed in the last ver., and u probly using it with the old save game. if it doesnt crash, just ignore it.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: linkman1234963 on January 23, 2016, 04:49:30 PM
    Quote from: Grimandevil on January 23, 2016, 02:41:16 PM
    Quote from: CodyRex123 on January 23, 2016, 11:28:54 AM
    Alright, I do have alot of mods, but none of them mess with the surgery/human stuff, but I get a error that states: Could not resolve cross-reference to Verse.RecipeDef named GlassEye.
    it also says the exact same thing for the crystal eye, and both repeats in the error log about 4 times each usually.
    glass eye and crystal eye were removed in the last ver., and u probably using it with the old save game. if it doesn't crash, just ignore it.
    i should mention that the cybernetic storm EPOE patch still has the glass eye def. It shouldn't crash, but this will just let you know.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Vas on January 23, 2016, 10:41:13 PM
    It would be nice if you could get a brain body part when replacing someone's brain with a simulator :P Perhaps it could be used to stick in a robotic body as if moving the entire colonist into a new machine to give them a fully and completely bionic body down to the very core (except for the brain of course) needing only 20% the normal food to survive and such.  :P  Or perhaps you can swap someone's brains to mess with them! :o  Like sticking a guy in a girl's body and such!  With a new thoughtdef something like "-10 I'm in a girl's body, I feel so wrong!" xP
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on January 25, 2016, 02:14:23 PM
    that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..

    anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: killer117 on January 27, 2016, 08:08:34 AM
    that sounds awsome. but could i aslo stick brain into turrets please.

    my fully automatic gun turret. his names jeff and he's a psycopath in the body of a machine gun.

    id like that to happen just to tell all my friends at school and see thier expressions.  :P
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Djohaal on January 30, 2016, 10:14:05 AM
    Ykara, I'd like to ask how does the workaround thingy work, apparently the glitterworld bandages are not working and I assume it has something to do with the workaround tag. I tried adding them but it doesn't fix the problem.

    I also updated rimbakery to A12 by myself. There's only a matter of integrating milk and eggs to it. May I include it on an eventual modpack release?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on January 31, 2016, 01:06:31 AM
    Quote from: Grimandevil on January 25, 2016, 02:14:23 PM
    that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..

    anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
    Even if not, there's a entire can of worms for going that direction.
    For one, female and male brains. How will those work? Will a male brain in a female body not get effected by physic drones for males? Will a brain of a physically deaf in the body of the physically hypersensitive still be physically deaf? Will the brain of a farm oaf in a body of a noble be able to haul? Will a colonist brain in a raider body 'recruit' the raider? Will a raider brain in a colonist body turn the colonist into a raider? Will the brain of a shooting level 10 still have that 10 levels of shooting when placed in a body with 0 shooting?
    Seems like a awful lot of work for a singe feature.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Djohaal on January 31, 2016, 10:29:08 AM
    Quote from: AllenWL on January 31, 2016, 01:06:31 AM
    Quote from: Grimandevil on January 25, 2016, 02:14:23 PM
    that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..

    anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
    Even if not, there's a entire can of worms for going that direction.
    For one, female and male brains. How will those work? Will a male brain in a female body not get effected by physic drones for males? Will a brain of a physically deaf in the body of the physically hypersensitive still be physically deaf? Will the brain of a farm oaf in a body of a noble be able to haul? Will a colonist brain in a raider body 'recruit' the raider? Will a raider brain in a colonist body turn the colonist into a raider? Will the brain of a shooting level 10 still have that 10 levels of shooting when placed in a body with 0 shooting?
    Seems like a awful lot of work for a singe feature.

    You are anchoring your thinking on the body. Change the anchor to the brain, as we indeed are effectively our brains, the rest is small business. All the stats, perks and skills should be replaced by the ones of the incoming brain (yeah would need a lot of code to hold that data). Maybe apply some slight degradation for skills that require physical conditioning, such as melee, ranged combat, etc. Only thing that would be swapped is the bodies with female/male brains for psychic drones, however that could be worked around I assume by adding transexualized brain/bodies. (male in female and female in male)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: tiger33116 on February 06, 2016, 08:31:20 AM
    The way I see it in order to do brain transplants you would need some kind of bed or implant to keep the body alive while you moved the brains. Now with that sorted you could take the idea to a new level such as creating clones to move your people's brains to a new body or the same implant that keeps your colonist bodies alive without a brain could be upgraded to have some kind of remote control system. But that's just my 2 cents, awesome job on the mod by the way.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on February 06, 2016, 09:14:59 AM
    Quote from: Djohaal on January 31, 2016, 10:29:08 AM
    Quote from: AllenWL on January 31, 2016, 01:06:31 AM
    Quote from: Grimandevil on January 25, 2016, 02:14:23 PM
    that would be rather .. unrealistic? not to mention, u would require some stationary facility to maintain harvested brain..

    anyway, if a brain transplantation would be possible, it could be a nice option to construct all cybernetic body and install the brain. (and have your own robocop)
    Even if not, there's a entire can of worms for going that direction.
    For one, female and male brains. How will those work? Will a male brain in a female body not get effected by physic drones for males? Will a brain of a physically deaf in the body of the physically hypersensitive still be physically deaf? Will the brain of a farm oaf in a body of a noble be able to haul? Will a colonist brain in a raider body 'recruit' the raider? Will a raider brain in a colonist body turn the colonist into a raider? Will the brain of a shooting level 10 still have that 10 levels of shooting when placed in a body with 0 shooting?
    Seems like a awful lot of work for a singe feature.

    You are anchoring your thinking on the body. Change the anchor to the brain, as we indeed are effectively our brains, the rest is small business. All the stats, perks and skills should be replaced by the ones of the incoming brain (yeah would need a lot of code to hold that data). Maybe apply some slight degradation for skills that require physical conditioning, such as melee, ranged combat, etc. Only thing that would be swapped is the bodies with female/male brains for psychic drones, however that could be worked around I assume by adding transexualized brain/bodies. (male in female and female in male)
    I was thinking more along the lines of 'is it even possible to shove that much data in a single object?'
    Also, I feel like switching bodies will be slightly more than 'feels weird' or 'somewhat not up to scratch'.
    For example, would a master calligrapher still be able to do the same job in the body of a laborer who does grunt work six days a week?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: tiger33116 on February 06, 2016, 11:15:05 AM
    You could have an illness that reduces a person's skills while they adapt to the new body.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on February 13, 2016, 12:51:18 AM
    I found out something.
    If you give someone a prosthetic arm, you can give them a normal arm on that side anymore, even after you remove it.
    I think it's because the thing has a shoulder included, while an arm doesn't. When you remove a prosthetic arm, it says 'shoulder removed', and I'm guessing you need a shoulder to attach an arm.
    Edit: Also, I think it will be nice if you could add new limbs even if the 'limb' is fine.
    Whenever my colonist lost a foot or a hand, I have to either use prostheses-which are either not as good, or expensive, or remove the limb the body part it attached to before giving a new limb, which causes a big mood debuff for the colonist and a mood debuff for everyone.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LittleGreenStone on February 13, 2016, 05:45:23 AM
    Quote from: AllenWL on February 13, 2016, 12:51:18 AM
    ...
    or remove the limb the body part it attached to before giving a new limb, which causes a big mood debuff for the colonist and a mood debuff for everyone.

    That isn't right.
    After some time I always replace the whole hand(/foot) if a finger(/toe) is missing, sometimes the whole arm/leg when a had/food is missing, I haven't once see this debuff.

    If you simply "install" body parts, you shouldn't have it.
    If you "harvest", however...
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on February 14, 2016, 01:37:12 AM
    Quote from: LittleGreenStone on February 13, 2016, 05:45:23 AM
    Quote from: AllenWL on February 13, 2016, 12:51:18 AM
    ...
    or remove the limb the body part it attached to before giving a new limb, which causes a big mood debuff for the colonist and a mood debuff for everyone.

    That isn't right.
    After some time I always replace the whole hand(/foot) if a finger(/toe) is missing, sometimes the whole arm/leg when a had/food is missing, I haven't once see this debuff.

    If you simply "install" body parts, you shouldn't have it.
    If you "harvest", however...
    Quote from: AllenWL on February 13, 2016, 12:51:18 AM
    if you could add new limbs even if the 'limb' is fine.
    What I'm saying is you cannot give a colonist a new natural(not prosthetic) arm/leg if the 'limb' itself is not damaged. In other words, a colonist missing a hand/foot cannot be given a arm/leg without first removing the arm/leg, which gives the 'organ harvested' debuff.
    Sure, prosthetic work fine, but I want to give them natural limbs damn it!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: 23Emeralds on February 23, 2016, 10:50:21 AM
    Hello :D

    This is a wonderful mod, but I was wondering where can I get all the recipes ? Or did I misread something ?
    Thanks :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: 23Emeralds on February 23, 2016, 10:56:35 AM
    Don't worry i found the recipes xD :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: beiltro on March 02, 2016, 11:53:55 PM
    Does this mod allow for the creation and replacement of natural organs and limbs instead of synthetics?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Entropy147 on March 03, 2016, 05:03:42 AM
    Quote from: beiltro on March 02, 2016, 11:53:55 PM
    Does this mod allow for the creation and replacement of natural organs and limbs instead of synthetics?
    No , it doesn't allow you to create natural body parts although it does allow you to install natural body parts like arms and legs
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: beiltro on March 03, 2016, 11:30:22 AM
    Thank you for the information.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Entropy147 on March 03, 2016, 11:31:07 AM
    No problem!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Shushei on March 08, 2016, 07:24:36 AM
    Hello I have enountered a problem after installing this mod.
    My research tab is completly empty

    Here are the mods I try to use together with this one

    https://ludeon.com/forums/index.php?topic=16626.0  // Recyle Aparel

    and

    https://ludeon.com/forums/index.php?topic=5258.0 .. EDB Interface UI

    Anyideas which one is causing problems ? I really would like to use them all : (

    Edit1

    I actually checked it out and it apears that with just Your mod and libraries i still have research empy .

    Edit#2

    So I made it work with other mods . Problem is the Library Core Tweaks needs to be disabled, Else The Research tab stays blank together with Your Mod. :) Cheers Mate.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kadrush on March 08, 2016, 07:30:01 AM
    A small bug report, I am getting a yellow error message on the debug for the table prostetics table (attached). Dont mind the red ones, i just placed a random mod to force the debug to appear.



    [attachment deleted by admin - too old]
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Tony2000 on March 22, 2016, 11:23:45 AM
    I have encountered a problem when colonist has exoskeleton, advanced bionic legs and arms and 12 adrenaline ribs. He had very high manipulation boost and at some point when he was crafting bionics, the "Amount of work left" on the crafted item became less than 0 (i.e -14 or -5, etc) and he just kept standing there in front of the bench "working" while doing actually nothing.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Playbahnosh on March 23, 2016, 07:35:34 AM
    I'm sorry if this has been asked before, but would it be possible to extend the surgery and prosthetics to animals too?

    EPOE already does everything I would need in a medical mod...for humans. But for many colonies now I always have the one dog that's just isn't right. A missing kidney, a hurt back, a missing paw, nothing life-threatening but it's just sad I can't do anything to help them and I haven't found any mod that allows prosthetics and surgery on animals.

    I don't know how complicated it would be to include this, but a one-size-fits-all animal prosthetics and limb/organ surgery would be a pretty great start. I know it's kinda weird to amputate a leg from a cow and attach it to a dog, but I dunno how complex it is to do for different species.
    Also, creating a cybernetic dog would be pretty friggin rad :D

    Would any of this be possible?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: NoImageAvailable on March 23, 2016, 07:41:27 AM
    Quote from: Playbahnosh on March 23, 2016, 07:35:34 AM
    I'm sorry if this has been asked before, but would it be possible to extend the surgery and prosthetics to animals too?

    EPOE already does everything I would need in a medical mod...for humans. But for many colonies now I always have the one dog that's just isn't right. A missing kidney, a hurt back, a missing paw, nothing life-threatening but it's just sad I can't do anything to help them and I haven't found any mod that allows prosthetics and surgery on animals.

    I don't know how complicated it would be to include this, but a one-size-fits-all animal prosthetics and limb/organ surgery would be a pretty great start. I know it's kinda weird to amputate a leg from a cow and attach it to a dog, but I dunno how complex it is to do for different species.
    Also, creating a cybernetic dog would be pretty friggin rad :D

    Would any of this be possible?

    See this mod
    https://ludeon.com/forums/index.php?topic=16000.0
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on March 23, 2016, 02:14:25 PM
    Quote from: Tony2000 on March 22, 2016, 11:23:45 AM
    I have encountered a problem when colonist has exoskeleton, advanced bionic legs and arms and 12 adrenaline ribs. He had very high manipulation boost and at some point when he was crafting bionics, the "Amount of work left" on the crafted item became less than 0 (i.e -14 or -5, etc) and he just kept standing there in front of the bench "working" while doing actually nothing.
    the issue has nothing to do with manipulation. if u want, search in this thread for "Amount of work left".
    in short, to fix this, click on the unfinished item and cancel it, then try again.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Frug on March 24, 2016, 08:41:43 PM
    I can't seem to be able to install any body parts from this mod. Really lame, as the parts work just fine if I put them on colonists through Prepare Carefully.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Playbahnosh on March 25, 2016, 04:48:20 AM
    Quote from: NoImageAvailable on March 23, 2016, 07:41:27 AM
    Quote from: Playbahnosh on March 23, 2016, 07:35:34 AM
    I'm sorry if this has been asked before, but would it be possible to extend the surgery and prosthetics to animals too?

    EPOE already does everything I would need in a medical mod...for humans. But for many colonies now I always have the one dog that's just isn't right. A missing kidney, a hurt back, a missing paw, nothing life-threatening but it's just sad I can't do anything to help them and I haven't found any mod that allows prosthetics and surgery on animals.

    I don't know how complicated it would be to include this, but a one-size-fits-all animal prosthetics and limb/organ surgery would be a pretty great start. I know it's kinda weird to amputate a leg from a cow and attach it to a dog, but I dunno how complex it is to do for different species.
    Also, creating a cybernetic dog would be pretty friggin rad :D

    Would any of this be possible?

    See this mod
    https://ludeon.com/forums/index.php?topic=16000.0

    Yes, I saw that mod, but the author hasn't posted since last September and it's incompatible with a lot of things.
    Plus, you can only ever get bits of animal prostethics from traders, there is no way to craft them.

    EPOE already has recipes and workbenches for all medical stuff. Would it be possible to add animal prosthetics and organ transplant to the existing benches and menus? It would be much simpler to have all the surgery and prostheses things in one place and it wouldn't screw with other mods and modpacks like MVP that many people use.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on March 25, 2016, 10:40:41 AM
    Animal surgery will come in the alpha 13 update, if there aren't any bigger compatibility problems.
    And frug: Check your mod order. EPOE should be activated last.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: w00d on March 26, 2016, 04:17:47 PM
    thanks Ykara !

    ps any chance for laser eyes for the animals ..cos you know.. Lasers on Sharks.. ok no sharks..yet.. but a full bionic Thrumbo with Laser projection eyes would be hilarious..
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: vel10 on March 26, 2016, 06:49:14 PM
    I was looking at the upcoming changes list for Alpha 13, and Tynan mentioned he was going to create several new kinds of 'mechanite infestations' - nanites, basically, which give various abilities at the cost of either pain or fatigue.

    Do you think the creation and deliberate infection of people with mechanite infestations would be possible for the next version of this mod? It's certainly within the scope of the augmentation theme of the mod, at least. I'm not sure how you can prevent them from being cured, but perhaps that function will already be in Alpha 13, since they're seemingly useful.

    The upcoming trauma savantism feature also seems like it has potential as some kind of deliberately engineered neural modification, with reduced drawbacks, similar to what DARPA is currently researching. That's a bit more distant from Prosthetics than simple nano-augmentations, though, so eh.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on March 27, 2016, 07:14:36 AM
    Infecting people with such infestations certainly is possible, and there are a lots of new features in the upcoming alpha that will be the base for various new features for the mod. But I don't know if it's worth putting all the time in new prostheses and maybe more advanced stuff as the poll clearly suggests that EPOE is already too extensive for many ^^
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Hiztaar on March 27, 2016, 09:54:47 PM
    I was wondering, is there any way to replace a broken clavicle ? I tried almost everything but it did not worked. Even exoskeleton suit :\
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on March 28, 2016, 04:46:01 AM
    No idea what that bone is, but if it's an arm bone, you need to replace the entire arm. If it's a leg bone, you'll have to replace the entire leg.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: AllenWL on March 28, 2016, 04:56:33 AM
    Quote from: Ykara on March 27, 2016, 07:14:36 AM
    Infecting people with such infestations certainly is possible, and there are a lots of new features in the upcoming alpha that will be the base for various new features for the mod. But I don't know if it's worth putting all the time in new prostheses and maybe more advanced stuff as the poll clearly suggests that EPOE is already too extensive for many ^^

    Personally, I'll welcome as many cool, fancy, and intresting bionics and replacements you add in... as long as it's NOT craftable and is only obtainable from traders or something.
    I feel that most of what makes EPOE too 'extensive' or 'overdone' isn't really the bionics it adds, but rather, the huge amount of research and crafting benches it adds(I mean, 7 researches and 6 workbenches just for prostheses?).
    Though this is just my opinion, I think just having the basic prostheses be craftable and the bionics and above being trader-bought would be better than being able to craft everything. I mean, it kinda makes the prostheses trader redundant as pretty much everything they sell can be crafted far more easily, and the few things that are uncraftable aren't sold by them(painkiller, joywire, liver, lung, etc), but by the exotic trader. The only time I ever trade with the prostheses trader is when I'm selling a few wooden feet for some quick cash. Otherwise, I just make them, and what replacements I do buy are from the exotic trader, not the prostheses trader.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Pumpus on March 28, 2016, 09:55:01 AM
    So i remember back in the day there was a mod where I could put dead bodies of humans into a vat and break them down and make new organs, biomatter for healing scars etc.

    Can this mod do that? I loved having a "special" medical wing ring next to my prison where all the naughty prisoners would end up. No one except the "butchers" would have access and the rest of the colony had no idea of the dark secrets that the "medical bay" were a part of.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Hiztaar on March 28, 2016, 10:44:21 AM
    Quote from: AllenWL on March 28, 2016, 04:46:01 AM
    No idea what that bone is, but if it's an arm bone, you need to replace the entire arm. If it's a leg bone, you'll have to replace the entire leg.

    It's a torso bone. The left clavicle is broken so I replaced left arm by a bionic arm et put an exoskeleton suit for the torso. None worked :S
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on March 28, 2016, 11:51:57 AM
    I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.

    Quote from: Pumpus on March 28, 2016, 09:55:01 AM
    So i remember back in the day there was a mod where I could put dead bodies of humans into a vat and break them down and make new organs, biomatter for healing scars etc.

    Can this mod do that? I loved having a "special" medical wing ring next to my prison where all the naughty prisoners would end up. No one except the "butchers" would have access and the rest of the colony had no idea of the dark secrets that the "medical bay" were a part of.
    No, the vat was the first thing I removed when I was modifying Minus' mod. It's extremely overpowered to make natural organs that have no downside out of dead raiders or prisoners. And patching scars isn't possible without extensive scripting work, and I'm more than untalented in scripting...
    Maybe a rebalanced version of the vat will make a return someday, but it's not on my priority list.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Grimandevil on March 28, 2016, 02:35:56 PM
    Quote from: AllenWL on March 28, 2016, 04:56:33 AM
    (I mean, 7 researches and 6 workbenches just for prostheses?)
    i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

    and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

    Quote from: Ykara on March 28, 2016, 11:51:57 AM
    I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
    i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Entropy147 on March 28, 2016, 04:11:15 PM
    Quote from: Grimandevil on March 28, 2016, 02:35:56 PM
    Quote from: AllenWL on March 28, 2016, 04:56:33 AM
    (I mean, 7 researches and 6 workbenches just for prostheses?)
    i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

    and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

    Quote from: Ykara on March 28, 2016, 11:51:57 AM
    I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
    i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.

    of course the mod creator could always put the "buy only" prosthetics in the light version (just an idea to appease those that complain of too many crafting tables and that certain things shouldn't be craftable and those that think the exact opposite) and maybe add the recipes to the full version
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: w00d on March 29, 2016, 01:55:19 AM
    i am gonna chime in and say i like the idea of being able to craft everything and create anything as required as long as i have the materials . That i have to rely on a random event trade to have something is something i do not want from a mod, you get enough random events already and maintaining a challenge should not be all about rng.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: vel10 on March 29, 2016, 08:08:56 PM
    I didn't get the impression that it was the number of 'things to craft' that people wanted simplified, but rather the number of benches and complex recipes and whatnot.

    I personally don't particularly mind those, but yeah.

    Also, I concur with w00d. I don't particularly like having to rely on random number generator stuff to get the things I want.
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dugalle900 on March 30, 2016, 03:57:36 PM
    Talking about traders, if you have a mod (or multiple mods) that adds new traders to the game it makes it even harder to get what you want/need from them. I have 3 new traders IIRC (1 from this mod and 2 from others) and it's almost impossible to get a Bulk Goods Trader to buy meat '-'
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kraehe on April 07, 2016, 09:49:37 AM
    Can't wait for the A13 update for the best Rimworld Mod. <3
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on April 07, 2016, 02:28:57 PM
    Quote from: Kraehe on April 07, 2016, 09:49:37 AM
    Can't wait for the A13 update for the best Rimworld Mod. <3
    Ohh, stop it! ⌒.⌒
    I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
    Stay tuned!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: SadisticNemesis on April 07, 2016, 02:33:20 PM
    Quote from: Ykara on April 07, 2016, 02:28:57 PM
    Quote from: Kraehe on April 07, 2016, 09:49:37 AM
    Can't wait for the A13 update for the best Rimworld Mod. <3
    Ohh, stop it! ⌒.⌒
    I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
    Stay tuned!

    Yay incoming update, love this mod so thanks for the efforts :)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kraehe on April 07, 2016, 02:37:02 PM
    Quote from: Ykara on April 07, 2016, 02:28:57 PM
    Quote from: Kraehe on April 07, 2016, 09:49:37 AM
    Can't wait for the A13 update for the best Rimworld Mod. <3
    Ohh, stop it! ⌒.⌒
    I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
    Stay tuned!

    Wohoo, you are the best! :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kolljak on April 07, 2016, 02:55:44 PM
    Quote from: AllenWL on March 28, 2016, 04:46:01 AM
    No idea what that bone is, but if it's an arm bone, you need to replace the entire arm. If it's a leg bone, you'll have to replace the entire leg.

    Clavical is the bone in your shoulder blade if im not mistaken
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: LustrousWolf on April 08, 2016, 04:12:59 PM
    Is this mod getting updated to Alpha 13? I used this mod so much I thought it was part of the default game, really missing it now when playing alpha 13... QnQ
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kraehe on April 08, 2016, 04:18:57 PM
    Quote from: LustrousWolf on April 08, 2016, 04:12:59 PM
    Is this mod getting updated to Alpha 13? I used this mod so much I thought it was part of the default game, really missing it now when playing alpha 13... QnQ

    yup

    QuoteOhh, stop it! ⌒.⌒
    I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
    Stay tuned!

    :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on April 08, 2016, 05:59:04 PM
    Quote from: LustrousWolf on April 08, 2016, 04:12:59 PM
    Is this mod getting updated to Alpha 13? I used this mod so much I thought it was part of the default game, really missing it now when playing alpha 13... QnQ
    Of course :D I've already done some work and it already works fine, altough I don't quite understand the reason behind some of the code changes yet ^^ I haven't tested it enough yet and also I want to add some minor balance corrections and integrate the new component system, but it should be finished by Sunday!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dugalle900 on April 08, 2016, 09:43:56 PM
    Quote from: Ykara on April 08, 2016, 05:59:04 PM
    Of course :D I've already done some work and it already works fine, altough I don't quite understand the reason behind some of the code changes yet ^^ I haven't tested it enough yet and also I want to add some minor balance corrections and integrate the new component system, but it should be finished by Sunday!
    That's the best news I've had all day :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: tigg on April 08, 2016, 10:02:12 PM
    will the update mean that when we install a bionic arm we get a regular arm to store?
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on April 09, 2016, 06:53:32 AM
    Quote from: tigg on April 08, 2016, 10:02:12 PM
    will the update mean that when we install a bionic arm we get a regular arm to store?
    I think that I have fixed this a few weeks ago, but I have to check, thanks for reminding me!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Orthum on April 09, 2016, 08:38:46 AM
    Small side note, I would love it, if there was a version that didn't change the gold at all... 
    Anyhow I love the bionics, and think its great... New organs will be great to add to this...   
    I just want to say I really enjoy this mod!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on April 09, 2016, 08:58:58 AM
    Quote from: Orthum on April 09, 2016, 08:38:46 AM
    Small side note, I would love it, if there was a version that didn't change the gold at all... 
    Anyhow I love the bionics, and think its great... New organs will be great to add to this...   
    I just want to say I really enjoy this mod!
    The gold volume is already changed for the next version, I've put some thoughts into rebalancing vancidium!
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Iwillbenicetou on April 09, 2016, 04:16:28 PM
    what about animals?  :o
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Ykara on April 09, 2016, 05:25:17 PM
    Quote from: Iwillbenicetou on April 09, 2016, 04:16:28 PM
    what about animals?  :o
    I've promised to do my best to bring bionic animals to EPOE in Alpha 13, so you just have to wait till Latta upgrades his incredible Animal Surgery Activator  :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: tigg on April 09, 2016, 06:20:35 PM
    Quote from: Ykara on April 09, 2016, 06:53:32 AM
    Quote from: tigg on April 08, 2016, 10:02:12 PM
    will the update mean that when we install a bionic arm we get a regular arm to store?
    I think that I have fixed this a few weeks ago, but I have to check, thanks for reminding me!
    Great! (Not that it's a deal breaker)
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Kolljak on April 09, 2016, 08:34:52 PM
    Will there be some way to treat those pesky Muscle parasites and Mechanites... like EMP Treatment for mechanites and Surgery for muscle parasites :D
    Title: Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
    Post by: Dryparn on April 10, 2016, 11:40:51 AM
    Quote from: Kolljak on April 09, 2016, 08:34:52 PM
    Will there be some way to treat those pesky Muscle parasites and Mechanites... like EMP Treatment for mechanites and Surgery for muscle parasites :D

    You can with ordinary medicine, it just takes a long time.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 12:08:19 PM
    Update 1.6 - Alpha 13 - The big balance update! (10.4.2016)

    Heyo!
    You have waited 8 months for Alpha 13 plus 3 painfully long days for the EPOE update. But now the waiting is finally over!
    There isn't much to say for version 1.6, even if the impressive changelog may suggest otherwise. Everything basically got more expensive. Doesn't sound too good, but hey, you can't do anything against it because it's the only version that works with Alpha 13! Muhahahaha!
    Jokes aside, the balance changes do indeed make sense, in previous versions you could already have advanced prostheses mid game, and that was not the purpose. Also I've fixed some inconsistencies like bionic hands and feet having the same benefits like bionic arms and legs at less cost. And I've fixed some bugs.
    I have tested some basic prostheses crafting and the new mechanics, but I don't know if there are some bugs left, so please report if you find one!
    Download as always on the orginal post,
    have fun!

    Changes:
    *  Added advanced components used for making advanced prostheses
    *  Changed pretty much every recipe to use components
    *  Added a new research project for brain surgery
    *  Gold now has a small volume again
    *  Removing parts now works properly
    *  Made vancidium much more expensive
    *  Slightly nerfed all advanced prostheses
    *  Nerfed the power arm, it now gives a smaller bonus to manipulation (like it should have always had)
    *  Slightly nerfed the drugged and the adrenaline rib
    *  Made the AI chip slightly more expensive
    *  Hands and feet now give a slightly smaller buff than arms and legs
    *  Crafting prostheses now has a higher priority
    *  Prostheses traders now sell medicine and glitterworld medicine, too
    *  Made some research projects more expensive
    *  Natural organs are now more expensive, so sell your kidneys!
    *  Some very minor description changes
    *  EPOE is no longer dependant on an assembly
    *  Polished some xmls

    P.S.: Happy birthday EPOE! Even if it's two months too late ;D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Adamiks on April 10, 2016, 12:41:25 PM
    "Doesn't sound too good, but hey, you can't do anything against it because it's the only version that works with Alpha 13! Muhahahaha!"

    Objection! XML modding is one of the easiest! :D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Kraehe on April 10, 2016, 12:51:03 PM
    Awesome <3

    And also happy birthday :D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 12:53:48 PM
    Quote from: Adamiks on April 10, 2016, 12:41:25 PM
    "Doesn't sound too good, but hey, you can't do anything against it because it's the only version that works with Alpha 13! Muhahahaha!"

    Objection! XML modding is one of the easiest! :D
    Objection! Changing every value in 12 seperate files will at least cost you enough time to make it annoying as hell!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Nattiejim on April 10, 2016, 12:59:31 PM
    Hello there.
    First of all, I'd just like to say that this has been an essential mod for me for a while. Thank you for updating it.

    Second of all, I don't know if I'm missing something, but the first thing I did was test out the brain stimulator. However, when I opened the Operations tab, no option to install the stimulator appeared - however, all other options were present.

    Any help would be appreciated.
    Thank you!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 01:05:39 PM
    Quote from: Nattiejim on April 10, 2016, 12:59:31 PM
    Hello there.
    First of all, I'd just like to say that this has been an essential mod for me for a while. Thank you for updating it.

    Second of all, I don't know if I'm missing something, but the first thing I did was test out the brain stimulator. However, when I opened the Operations tab, no option to install the stimulator appeared - however, all other options were present.

    Any help would be appreciated.
    Thank you!
    There's a new research project in v1.6 that you need to do before doing brain surgery. It's pretty late game, because brain injuries were as harmless as a lost toe in previous versions, and that was not the point. I've made this change to make these injuries a tragedy, not an inconvenience.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Nattiejim on April 10, 2016, 01:09:17 PM
    Ah, thank you for the information!

    I'll make sure to get the research project started soon.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Kraehe on April 10, 2016, 01:12:42 PM
    What about some kind of low tech brain surgery. So that the colonist can make simple work like hauling or cleaning but nothing other? So that he is  dead but some simple AI controlls his body to help the other colonists (with some mood debuff for all other colonists).
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: sadpickle on April 10, 2016, 01:27:19 PM
    This was my favorite mod in A12 and I'm glad to see it updated. I'm going to roll a new colony so I can start immediately playing this, but for reference, does it work with existing colonies? I'm fairly certain it doesn't, just checking in.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Adamiks on April 10, 2016, 01:29:54 PM
    Quote from: Ykara on April 10, 2016, 12:53:48 PM
    Quote from: Adamiks on April 10, 2016, 12:41:25 PM
    "Doesn't sound too good, but hey, you can't do anything against it because it's the only version that works with Alpha 13! Muhahahaha!"

    Objection! XML modding is one of the easiest! :D
    Objection! Changing every value in 12 seperate files will at least cost you enough time to make it annoying as hell!

    Objection! I did that many times before to balance out stuff i didnt like (or to add something etc)! Ohh, good old times when i was wasting my life on creating modpacks for Rimworld so game wasnt boring (just-for-me modpacks though, its a lot of hard work to release mods or modpacks, and im too lazy for that :D)

    Quote from: sadpickle on April 10, 2016, 01:27:19 PM
    This was my favorite mod in A12 and I'm glad to see it updated. I'm going to roll a new colony so I can start immediately playing this, but for reference, does it work with existing colonies? I'm fairly certain it doesn't, just checking in.

    You dont need to make a new colony, like with a lot of other mods.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 02:51:27 PM
    Quote from: Kraehe on April 10, 2016, 01:12:42 PM
    What about some kind of low tech brain surgery. So that the colonist can make simple work like hauling or cleaning but nothing other? So that he is  dead but some simple AI controlls his body to help the other colonists (with some mood debuff for all other colonists).
    Although I like the idea, that would mean a huge pile of work for just one new part. I think that it's good how it is. I'm not a fan of permanently crippled colonists beause of a spear through the head, but at the same time I think that it's necessary for some events to have an impact on the colony. Late game research is a reasonably compromise imho.

    Quote from: sadpickle on April 10, 2016, 01:27:19 PM
    This was my favorite mod in A12 and I'm glad to see it updated. I'm going to roll a new colony so I can start immediately playing this, but for reference, does it work with existing colonies? I'm fairly certain it doesn't, just checking in.
    Like Adamiks said, this mod works without creating a new colony!

    Quote from: Adamiks on April 10, 2016, 01:29:54 PM
    Quote from: Ykara on April 10, 2016, 12:53:48 PM
    Quote from: Adamiks on April 10, 2016, 12:41:25 PM
    "Doesn't sound too good, but hey, you can't do anything against it because it's the only version that works with Alpha 13! Muhahahaha!"

    Objection! XML modding is one of the easiest! :D
    Objection! Changing every value in 12 seperate files will at least cost you enough time to make it annoying as hell!
    Objection! I did that many times before to balance out stuff i didnt like (or to add something etc)!
    Okay okay, let's just say that it would be pretty time expensive to do so ;D

    P.S.: I've started a new poll, thanks for all the votes on the previous poll! This time it's about the pacing of the new update!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Mitsuma on April 10, 2016, 03:52:38 PM
    Quick question, does the mod require a fresh colony or will it work with an existing save?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 03:55:04 PM
    Quote from: Mitsuma on April 10, 2016, 03:52:38 PM
    Quick question, does the mod require a fresh colony or will it work with an existing save?
    It works fine with an existing one.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: toric on April 10, 2016, 04:56:39 PM
    I've been testing rimsinal, and it looks like there is no longer any bugs with attaching a massive number of recipes to one table. maybe its time to consolidate the workbenches a bit?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Rampart on April 10, 2016, 05:24:37 PM
    noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

    Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: prosaa on April 10, 2016, 06:08:07 PM
    So how do I get advanced components? Only through trading?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 06:25:01 PM
    Quote from: Rampart on April 10, 2016, 05:24:37 PM
    noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

    Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
    Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

    Quote from: toric on April 10, 2016, 04:56:39 PM
    I've been testing rimsinal, and it looks like there is no longer any bugs with attaching a massive number of recipes to one table. maybe its time to consolidate the workbenches a bit?
    I'm really not a fan of having too many recipes on one bench, but there'll be a light version of this mod one day or other that will adress the big number of workbenches and recipes, so stay tuned ^^

    Quote from: prosaa on April 10, 2016, 06:08:07 PM
    So how do I get advanced components? Only through trading?
    You can craft them at the component assembly bench after having researched vancidium!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Khall on April 10, 2016, 06:31:04 PM
    Quote from: Ykara on April 10, 2016, 06:25:01 PM
    Quote from: Rampart on April 10, 2016, 05:24:37 PM
    noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

    Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
    Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

    I think I also found something related to that, blood loss doesn't seem to work as well.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Ykara on April 10, 2016, 06:59:54 PM
    Quote from: Khall on April 10, 2016, 06:31:04 PM
    Quote from: Ykara on April 10, 2016, 06:25:01 PM
    Quote from: Rampart on April 10, 2016, 05:24:37 PM
    noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

    Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
    Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

    I think I also found something related to that, blood loss doesn't seem to work as well.
    Hm, I've tested it and you're right, I've experimented a little bit and think that I've found a solution. I've uploaded v1.61, please test it!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: Qwertyest on April 10, 2016, 08:31:11 PM
    How do you make ribs?

    I researched the tech for it, but don't see an option for making them on any of the benches. Feel like I must be being stupid, but I can't see them anywhere.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.6 (10.4.2016)
    Post by: Rampart on April 10, 2016, 08:35:33 PM
    Quote from: Ykara on April 10, 2016, 06:59:54 PM
    Quote from: Khall on April 10, 2016, 06:31:04 PM
    Quote from: Ykara on April 10, 2016, 06:25:01 PM
    Quote from: Rampart on April 10, 2016, 05:24:37 PM
    noticed a problem if used on an existing save, if your pawns have an existing state like hypothermia it doesn't seem to clear. I'll get my ice sheet cannibals warmed up and try the mod again to see if it reoccurs :D

    Edit: warmed them up while sleeping, and after loading the mod none of them seem to get hypothermia standing naked at -142 F.
    Okay, now that's strange ;D I really don't have an idea why this problem occurs, the mod changes nothing with hyptohermia or anything temperature related...

    I think I also found something related to that, blood loss doesn't seem to work as well.
    Hm, I've tested it and you're right, I've experimented a little bit and think that I've found a solution. I've uploaded v1.61, please test it!

    Looks like that did the trick, thanks!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: NephilimNexus on April 11, 2016, 12:07:37 AM
    (http://cdn.myanimelist.net/images/characters/14/269521.jpg)

    YAY!  Must-have-mod is back!

    Metal is better than meat.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: Jeffman12 on April 11, 2016, 03:28:55 AM
    Would using a bionic hand provide less discomfort for a prostophobe over a bionic arm? Or would it just be -5 happiness per prosthesis anyways?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: harpo99999 on April 11, 2016, 04:03:48 AM
    Quote from: Jeffman12 on April 11, 2016, 03:28:55 AM
    Would using a bionic hand provide less discomfort for a prostophobe over a bionic arm? Or would it just be -5 happiness per prosthesis anyways?
    yes
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: mo0504 on April 11, 2016, 07:51:12 AM
    When i activate this mod, my country flag (german flag) in the main menu is broken. i there anyone else with that problem?

    [attachment deleted by admin - too old]
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: thundercaller on April 11, 2016, 07:57:59 AM
    Me too. It occurs when mods are applied.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: Ykara on April 11, 2016, 08:04:41 AM
    Me too.
    I guess there has changed something in the language folder, I'll take a look.

    Quote from: Qwertyest on April 10, 2016, 08:31:11 PM
    How do you make ribs?

    I researched the tech for it, but don't see an option for making them on any of the benches. Feel like I must be being stupid, but I can't see them anywhere.
    I guess you have already researched the rib replacement tech? There could indeed be a bug, the research project was done with an assembly till this version. I'll take a look.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.61 (10.4.2016)
    Post by: Shabazza on April 11, 2016, 02:02:32 PM
    Thanks for updating!
    I'm totally addicted to this mod.  ;D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 11, 2016, 05:30:45 PM
    Hey guys, I've just uploaded the second hotfix. It mainly adresses the rib bug, so you can craft ribs again with this fix!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: SacoMato on April 11, 2016, 07:36:45 PM
    Hi.
    I can't find how to craft ribs in 1.62 either.
    I noticed that there aren't CreateMedicalRib, CreateDruggedRib and CreateAdrenalineRib in any workbench's recipe list.

    Cheers.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Adamiks on April 11, 2016, 09:30:57 PM
    Hey, i think i found a bug, or its just how rimworld works and you cant really do much about that without C#. So basically if your colonist is missing a foot (maybe hand too, i dunno, i tested it only on foot), you can harvest his leg and attach it again, and dadam! He has his foot once again! :D

    I felt its cheatsy tho, so i used developing mode and destroyed that leg.

    Also, i dunno if its how its supposed to work, but if you fail operation body part just disappears. Im not sure if its a bug or vanilla thing.

    And about researching speed - i have 1 colonist that is researching like all the time, but still, i feel like creating normal bionics feels way easier than waiting months for a trader (and having needed silver, of course). My suggestion is to make researching bionics a little harder, i think they're costly enough but because they're not that hard to research you can have them pretty early.

    Also, considering you can just harvest legs and arms from prisoners, simple prostheses are pretty useless, i think some kind of mood modification or chance that colonist's body will reject that body part would be pretty cool
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 12, 2016, 01:07:48 AM
    Quote from: SacoMato on April 11, 2016, 07:36:45 PM
    Hi.
    I can't find how to craft ribs in 1.62 either.
    I noticed that there aren't CreateMedicalRib, CreateDruggedRib and CreateAdrenalineRib in any workbench's recipe list.

    Cheers.
    Oh. Yes. It didn't need to have recipes in the workbench list with an assembly, but I have changed that. I think I've actually uploaded the wrong code again, I'm sorry ._.
    But thanks for reporting!

    And Adamiks: That's a common problem in rimworld and sadly there's nothing I can do about that :/
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 12, 2016, 01:51:00 AM
    I have just reuploaded the right version. Just redownload it and ribs should work again!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: SacoMato on April 12, 2016, 09:25:46 AM
    Working fine now, thanks.  :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Legion499 on April 12, 2016, 09:29:05 AM
    I think it'd be really nice to do some late game trait manipulation. Since we can make perfect bodies now, all that's left is a way to make perfect minds. There was a mod around here that allowed that kinda... but it was randomized and had a chance of going wrong... so not really useful. =_=;
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Bonzu on April 12, 2016, 09:32:12 AM
    Can you make something that allows to harvest organs from dead bodies? I think it would be good because in my game there are many dead and i need organs :(
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Russian_Chel on April 12, 2016, 01:57:40 PM
    Thank you for the Russian !  :) :) :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: DyDkaPro on April 12, 2016, 04:30:25 PM
    Pls get a mirror. why for me this file not found?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: fireball626 on April 12, 2016, 05:07:02 PM
    It seems as though Bionic Spines no longer treat bad backs. Is this intentional?

    [attachment deleted by admin - too old]
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Hatura on April 12, 2016, 06:16:47 PM
    Can you get a mirror or something? Mediafire won't download the file for some reason. Everytime I click download it refreshes the page.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Kolljak on April 12, 2016, 06:21:24 PM
    You forgot to diagnose bad back.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 12, 2016, 06:34:04 PM
    Quote from: Legion499 on April 12, 2016, 09:29:05 AM
    I think it'd be really nice to do some late game trait manipulation. Since we can make perfect bodies now, all that's left is a way to make perfect minds. There was a mod around here that allowed that kinda... but it was randomized and had a chance of going wrong... so not really useful. =_=;
    That's indeed a nice idea, but sadly it would require an assembly, and I'm really bad at C++ :/

    Quote from: Bonzu on April 12, 2016, 09:32:12 AM
    Can you make something that allows to harvest organs from dead bodies? I think it would be good because in my game there are many dead and i need organs :(
    Same thing here, without dlls there isn't anything that can be done. That suggestion has been there since alpha 6 and I still don't know why we can't harvest organs from the dead yet. But I guess there would go much work into balancing and maybe some extra coding, for example for how long an organ can be harvested before it turns useless.

    Quote from: Russian_Chel on April 12, 2016, 01:57:40 PM
    Thank you for the Russian !  :) :) :)
    Don't thank me, thank kiorhq ;D But there are some parts missing in the translation, I'm always looking for eager translators ^^

    Quote from: DyDkaPro on April 12, 2016, 04:30:25 PM
    Pls get a mirror. why for me this file not found?
    Quote from: Hatura on April 12, 2016, 06:16:47 PM
    Can you get a mirror or something? Mediafire won't download the file for some reason. Everytime I click download it refreshes the page.
    There have been some problems with mediafire in the past, I guess a mirror won't do any harm. But have you tried disabling adblocker if you have one installed? Adblockers like to interfere with download sites, could be worth a try.

    Quote from: fireball626 on April 12, 2016, 05:07:02 PM
    It seems as though Bionic Spines no longer treat bad backs. Is this intentional?
    It seems like you've installed EPOE after getting a colonist with bad back. That's the only drawback when installing on an existing colony, only newly generated colonists will have bad back affecting their spine. But I think you can fix this with the developer tools, wouldn't be cheating I guess.
    So no, it's not intentional and you can still fix them, you just had bad luck ^^

    Quote from: Kolljak on April 12, 2016, 06:21:24 PM
    You forgot to diagnose bad back.
    I wish that was still working, it was a nice solution for these kind of problems, sadly it stopped working with Alpha 11 I think. But maybe a coder more experienced than I am wants to take a look again at this issue, I'd really appreciate that :D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Kolljak on April 12, 2016, 06:36:03 PM
    Ah sorry i remeber back in 12d i had to diagnose back first then it went to Bad Back - Spine. then bionic spine would work.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Torkkar on April 12, 2016, 06:39:33 PM
    I'd like to suggest 2 things for this mod:

    1 Integrated Weapon Arms:
    Basically removes a Hand to make a Direct interface with a Weapon in the case of some weapon up to the elbow will be removed.
    Stats:

    Manipulation -20%
    Aim +40% Faster time +60% for Minigun
    Accuracy +40% / +10% for Minigun
    shows gun equipped at all times

    2 Plasteel Endo Skeleton:
    Replaces all bones with Plasteel copies making skeletal damage and Brain injuries highly unlikely.
    Stats:
    UNKNOWN
    bonus less chance of bone & Brain injuries.

    also for existing rib replacements how bout just make one to replace the Rib cadge instead of each individual rib.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Kolljak on April 12, 2016, 06:42:13 PM
    The Weapon arms might be hard... maybe built off the code for the Scyther Lancer Arm?... disapears on death.

    And i think the endo skeleton might be to op.

    Tho that does give me one idea. Why dont EMP nades not paralyze bionics.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Hatura on April 12, 2016, 06:55:59 PM
    Thanks for making a mirror. I tried without my adblockers but no luck:(

    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: macbuk on April 12, 2016, 07:31:07 PM
    Looks like it creates an error when trying to finish bionics, it gets to 0 work left but never finishes.

    (http://puu.sh/og7IW/815fbba975.png)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Jdalt40 on April 13, 2016, 03:41:03 AM
    Wait, couldn't you remove the social debuff to removed body parts? (Noses and eyes), I was only wondering since A13 already added this in a way.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: lvlchg on April 13, 2016, 06:21:14 AM
    Personally love the mod, only downside is that I think there is too many variants of the same parts.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: hector212121 on April 13, 2016, 07:17:58 AM
    Quote from: Kolljak on April 12, 2016, 06:42:13 PM
    The Weapon arms might be hard... maybe built off the code for the Scyther Lancer Arm?... disapears on death.

    And i think the endo skeleton might be to op.

    Tho that does give me one idea. Why dont EMP nades not paralyze bionics.

    What's overpowered is the fact that it's so easy to shoot something in the head and instakill it by breaking the brain or shoot it in the spine and cripple it's everything.

    Even a clipped spine means -20% accuracy and move speed.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: dawixx on April 13, 2016, 01:01:57 PM
    How do you make ribs? I have all research done and all workbenches but no ribs anywhere
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: kpsychopath on April 13, 2016, 02:38:50 PM
    Dont know if this is a error but some of the workbenches are missing the "power off" function
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: dawixx on April 13, 2016, 03:44:43 PM
    Quote from: kpsychopath on April 13, 2016, 02:38:50 PM
    Dont know if this is a error but some of the workbenches are missing the "power off" function
    All of them, actually.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Azhais on April 13, 2016, 04:14:42 PM
    Quote from: macbuk on April 12, 2016, 07:31:07 PM
    Looks like it creates an error when trying to finish bionics, it gets to 0 work left but never finishes.

    (http://puu.sh/og7IW/815fbba975.png)

    This occasionally happened in A12 too.  Only thing I've found for it is to click the "0 work left" item and hit cancel, which loses half the resources, then let it build again.  It is a very intermittent issue and I haven't found a real solid trigger for it yet other than it seems to happen more often when the crafter stops halfway through then goes back to it.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: hector212121 on April 13, 2016, 04:23:30 PM
    Needs animal prosthesi. Nothing sucks more than seeing a dying boomalope blast off 3 of a bonded animal's legs.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: spoderman_spoody on April 13, 2016, 04:43:59 PM
    Something I noticed from this mod in MVP was that if you had two beds next to each other and a vitals monitor such as

    X  X
    XXX

    replacing organs in the colonists on the beds faster than they could be hauled away would occasionally cause the bionics being installed to be lost. This happened mainly with advanced eyes and ears. It appeared that the ground had to be clear or the bionic part would be lost and an organ would drop.

    To give an example I had 4 advanced bionic ears queued for installation on two colonists and 8 in stock. The floor rapidly filled up with normal ears and when I noticed what had happened I had one colonist with 2 ears with the second with only 1 but queued for 1 more yet there were 8 normal ears laying on the ground and now 0 bionics in stock
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 13, 2016, 06:39:50 PM
    Quote from: Hatura on April 12, 2016, 06:55:59 PM
    Thanks for making a mirror. I tried without my adblockers but no luck:(
    Download it from here (https://onedrive.live.com/redir?resid=7FD475A44A296511!118843&authkey=!ACC_iXuSpPWC2o0&ithint=file%2czip)!

    Quote from: Torkkar on April 12, 2016, 06:39:33 PM
    I'd like to suggest 2 things for this mod:

    1 Integrated Weapon Arms:
    Basically removes a Hand to make a Direct interface with a Weapon in the case of some weapon up to the elbow will be removed.
    Stats:

    Manipulation -20%
    Aim +40% Faster time +60% for Minigun
    Accuracy +40% / +10% for Minigun
    shows gun equipped at all times

    2 Plasteel Endo Skeleton:
    Replaces all bones with Plasteel copies making skeletal damage and Brain injuries highly unlikely.
    Stats:
    UNKNOWN
    bonus less chance of bone & Brain injuries.

    also for existing rib replacements how bout just make one to replace the Rib cadge instead of each individual rib.
    The cannon arm was actually planned, but it just didn't work. I think it might even be still in the code. Rimworld doesn't know what to know with the shoot attribute on a prosthetic arm, so I guess that's not going to happen.
    To the exoskeleton suit: I could make a suit to completely replace the torso, so the colonist is just vulnerable at the torso, but that would be completely op ^^

    Quote from: dawixx on April 13, 2016, 01:01:57 PM
    How do you make ribs? I have all research done and all workbenches but no ribs anywhere
    Just redownload the mod, I've already included this fix.

    Quote from: kpsychopath on April 13, 2016, 02:38:50 PM
    Dont know if this is a error but some of the workbenches are missing the "power off" function
    Thanks for reporting, it's already fixed, just redownload the mod! I will officially release 1.63 in a day or two with all the fixes I've already silently included, so nobody gets confused and everyone gets the fixes. But till then you can just redownload 1.62 and it works fine.

    Quote from: macbuk on April 12, 2016, 07:31:07 PM
    Looks like it creates an error when trying to finish bionics, it gets to 0 work left but never finishes.

    (http://puu.sh/og7IW/815fbba975.png)
    I've thought I've already fixed that ._. What did you try to create? That would really help me fixing this problem.

    Quote from: Joshy1111 on April 13, 2016, 03:41:03 AM
    Wait, couldn't you remove the social debuff to removed body parts? (Noses and eyes), I was only wondering since A13 already added this in a way.
    Yeah, I guess. But I've never experienced a social debuff due to disfiguration, so I didn't change anything. But I think I'll take it out, doesn't really fit with A13 when you ask me. Thanks for reminding me!

    Quote from: lvlchg on April 13, 2016, 06:21:14 AM
    Personally love the mod, only downside is that I think there is too many variants of the same parts.
    Do you mean simple, bionic and advanced?

    Quote from: hector212121 on April 13, 2016, 04:23:30 PM
    Needs animal prosthesi. Nothing sucks more than seeing a dying boomalope blast off 3 of a bonded animal's legs.
    Be patient! It will come! ;D

    Quote from: spoderman_spoody on April 13, 2016, 04:43:59 PM
    Something I noticed from this mod in MVP was that if you had two beds next to each other and a vitals monitor such as

    X  X
    XXX

    replacing organs in the colonists on the beds faster than they could be hauled away would occasionally cause the bionics being installed to be lost. This happened mainly with advanced eyes and ears. It appeared that the ground had to be clear or the bionic part would be lost and an organ would drop.

    To give an example I had 4 advanced bionic ears queued for installation on two colonists and 8 in stock. The floor rapidly filled up with normal ears and when I noticed what had happened I had one colonist with 2 ears with the second with only 1 but queued for 1 more yet there were 8 normal ears laying on the ground and now 0 bionics in stock
    Looks like a general bug to me. Can you reproduce the bug without having EPOE activated? Could be a case for the bug department ^^
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: macbuk on April 13, 2016, 06:58:58 PM
    I was crafting a bionic leg, though the unfinished thing says "steel bionic leg". Not sure if it's supposed to specify the material.

    Edit: canceling that one and crafting another seems to have worked for now. Pity that half the plasteel got lost in the process though.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: NephilimNexus on April 13, 2016, 08:31:15 PM
    Quote from: Torkkar on April 12, 2016, 06:39:33 PM
    2 Plasteel Endo Skeleton:
    Replaces all bones with Plasteel copies making skeletal damage and Brain injuries highly unlikely.
    Stats:
    UNKNOWN
    bonus less chance of bone & Brain injuries.

    And 100% chance to die from pseudo-leukemia because your body can no longer make blood cells.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Azhais on April 14, 2016, 01:51:03 PM
    Quote from: macbuk on April 13, 2016, 06:58:58 PM
    I was crafting a bionic leg, though the unfinished thing says "steel bionic leg". Not sure if it's supposed to specify the material.

    Edit: canceling that one and crafting another seems to have worked for now. Pity that half the plasteel got lost in the process though.

    I, too, was making a bionic leg when this happened
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: hector212121 on April 14, 2016, 02:00:41 PM
    Quote from: NephilimNexus on April 13, 2016, 08:31:15 PM
    Quote from: Torkkar on April 12, 2016, 06:39:33 PM
    2 Plasteel Endo Skeleton:
    Replaces all bones with Plasteel copies making skeletal damage and Brain injuries highly unlikely.
    Stats:
    UNKNOWN
    bonus less chance of bone & Brain injuries.

    And 100% chance to die from pseudo-leukemia because your body can no longer make blood cells.

    Nanites.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: dj84722 on April 15, 2016, 03:06:38 AM
    even with 1.62 i still can't find ribs in the workbenches, which one are they supposed to be built at?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Callum_Steel on April 15, 2016, 06:08:16 AM
    Does anybody else feel like 1000 Gold per for an advanced bionic leg is a bit much. I know there suppost to be late game but it seems a bit exessive.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 15, 2016, 12:06:28 PM
    Quote from: dj84722 on April 15, 2016, 03:06:38 AM
    even with 1.62 i still can't find ribs in the workbenches, which one are they supposed to be built at?
    You can build it at the bionic workbench after having the research done. But there was a problem when I released 1.62, so I reuploaded the right version. Just redownload the mod if you can't seem to find the recipe.

    Quote from: Callum_Steel on April 15, 2016, 06:08:16 AM
    Does anybody else feel like 1000 Gold per for an advanced bionic leg is a bit much. I know there suppost to be late game but it seems a bit exessive.
    Yep, I'll think about that. But on the other hand, advanced stuff is endgame and the leg is pretty powerful...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: dj84722 on April 15, 2016, 01:01:04 PM
    Quote from: Ykara on April 15, 2016, 12:06:28 PM
    You can build it at the bionic workbench after having the research done. But there was a problem when I released 1.62, so I reuploaded the right version. Just redownload the mod if you can't seem to find the recipe.
    I Redownloaded the mod, tried both my current game and a new game with only your mod active, then completed all research and checked every production building, i couldn't find any option to build the ribs
    I can spawn them in and have seen them for sale
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 15, 2016, 01:43:41 PM
    same goes for me, version 1.62, new planet, new colony, no possibility to make ribs on any of the Workbenches, all research done
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 15, 2016, 02:15:54 PM
    Quote from: Severik on April 15, 2016, 01:43:41 PM
    same goes for me, version 1.62, new planet, new colony, no possibility to make ribs on any of the Workbenches, all research done
    Have you redownloaded it, too?

    The version that's currently available for download works perfectly fine. I really don't know what your problem could be :/
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 15, 2016, 03:17:32 PM
    yeah, it says EPOE1.62

    i rechecked the version in the Changelog too

    edit: same goes for my wife but we use synced Mod Directories so its no wonder
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 15, 2016, 03:24:24 PM
    Quote from: Severik on April 15, 2016, 03:17:32 PM
    yeah, it says EPOE1.62

    i rechecked the version in the Changelog too
    I mean if you have downloaded it again. I've updated the download. It's still 1.62, but has some fixes that I will release in a few days in 1.63. For example the rib fix.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 15, 2016, 03:32:14 PM
    mediafire says it was updatet before 18:00 and my download was 18:25 so im pretty sure its the new one. ofcourse i can try to re download and exchange the mods but will it fix the problem for a saved game or just a new colony?

    edit: the Changelog of my current version says 1.62 Hotfix #2

    edit #2: i just redownloaded it again, loaded only ur mod, restartet RW, created new Planet, created new Colony, activated all researches in Godmode and tested if i could make ribs.... i cant. maybe there is something wrong with the Medifafire Download itself or so
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 15, 2016, 04:49:53 PM
    Quote from: Severik on April 15, 2016, 03:32:14 PM
    mediafire says it was updatet before 18:00 and my download was 18:25 so im pretty sure its the new one. ofcourse i can try to re download and exchange the mods but will it fix the problem for a saved game or just a new colony?

    edit: the Changelog of my current version says 1.62 Hotfix #2

    edit #2: i just redownloaded it again, loaded only ur mod, restartet RW, created new Planet, created new Colony, activated all researches in Godmode and tested if i could make ribs.... i cant. maybe there is something wrong with the Medifafire Download itself or so
    Ah yes, I see. I've accidently overwritten the fixed version when uploading the fix for the workbenches... It's complicated ;D
    Updated it again, so if you download it now, it should work. Sorry for the inconveniences :/
    1.63 will clean up confusion, but I've yet to make some tweaks to ensure that everything is working properly this time ^^
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 15, 2016, 05:24:45 PM
    no problem^^ btw. nicely done german Translation
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: sadpickle on April 15, 2016, 07:59:13 PM
    Quote from: Callum_Steel on April 15, 2016, 06:08:16 AM
    Does anybody else feel like 1000 Gold per for an advanced bionic leg is a bit much. I know there suppost to be late game but it seems a bit exessive.
    :o 1000 gold?? Lordy.

    I'm here to muse on something, and now that I know 1000 gold is required for a leg, my thoughts need modification, lol. Allow me to explain... I started a new colony with EPOE, and a caravan in the first month was carrying some very precious cargo: two vancidium statues. One had a market value of 100,000. Yes, 100k. Well, I did the sensible thing: rushed a bunch of turrets and laid waste to their caravan. It had an impressive guard too. The muffalo with the statues almost made it off the map, but I got him on the edge with a well-placed headshot. The wealth of my fledging colony quadrupled, according to the history chart. The raids are fierce indeed.

    This made me question the feasibility of vancidium statues... they are common enough that it's notable, but the actual likelihood of making one is quite rare. I can't imagine using it for a statue when I need it for bionics. Is there any way to disable trade caravans from carrying them? Before caravans this could not be abused; I can't imagine anyone ever bought one... now I'm guaranteed at least 10k or so worth of goods on this single statue alone. I can easily put my relationship to +100 with the proceeds. And I can buy the 1000 gold I need for my favorite bionics...

    EDIT: A bunch of tribals showed up with garbage and a 20k vancidium spear. Why do you tempt me so?  ::)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: hector212121 on April 16, 2016, 06:51:07 AM
    Quote from: sadpickle on April 15, 2016, 07:59:13 PM

    EDIT: A bunch of tribals showed up with garbage and a 20k vancidium spear. Why do you tempt me so?  ::)

    Just smelt it.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 16, 2016, 07:45:30 AM
    Quote from: Severik on April 15, 2016, 05:24:45 PM
    no problem^^ btw. nicely done german Translation
    Thanks ;D Dr. Z helped me a lot, it's very work expensive to translate every single item, recipe and bench ^^

    Quote from: sadpickle on April 15, 2016, 07:59:13 PM
    Quote from: Callum_Steel on April 15, 2016, 06:08:16 AM
    Does anybody else feel like 1000 Gold per for an advanced bionic leg is a bit much. I know there suppost to be late game but it seems a bit exessive.
    :o 1000 gold?? Lordy.

    I'm here to muse on something, and now that I know 1000 gold is required for a leg, my thoughts need modification, lol. Allow me to explain... I started a new colony with EPOE, and a caravan in the first month was carrying some very precious cargo: two vancidium statues. One had a market value of 100,000. Yes, 100k. Well, I did the sensible thing: rushed a bunch of turrets and laid waste to their caravan. It had an impressive guard too. The muffalo with the statues almost made it off the map, but I got him on the edge with a well-placed headshot. The wealth of my fledging colony quadrupled, according to the history chart. The raids are fierce indeed.

    This made me question the feasibility of vancidium statues... they are common enough that it's notable, but the actual likelihood of making one is quite rare. I can't imagine using it for a statue when I need it for bionics. Is there any way to disable trade caravans from carrying them? Before caravans this could not be abused; I can't imagine anyone ever bought one... now I'm guaranteed at least 10k or so worth of goods on this single statue alone. I can easily put my relationship to +100 with the proceeds. And I can buy the 1000 gold I need for my favorite bionics...

    EDIT: A bunch of tribals showed up with garbage and a 20k vancidium spear. Why do you tempt me so?  ::)
    Ok, I've made vancidium cheaper. Instead of 40 gold it's now 20.

    And to the sculptures thing: I really haven't thought about that, didn't know that someone would be so evil to attack caravans :O I could make vancidium for bionics only, but then you couldn't build these cool walls and doors anymore and I'd have to update my screenshots. Dilemma.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Palladine on April 16, 2016, 10:44:54 AM
    I don't think you should worry about the balance issues that come from attacking caravans. Being evil gives you a head's up in most games, and Rimworld is not an exception; the downside is not mechanical but is rather the forfeiture of a piece of the player's soul.

    ... That sounds a bit preachy. I'm just trying to say that being a bad person is meant to be tempting, not that you're selling your soul for every virtual organ you harvest. In other words, please don't remove the decorative vancidium; it's impossible to get that lovely shade of teal anywhere else. :(

    EDIT: Also, this wouldn't be a problem at all if factions were more complex. Since this alpha focused on pawn relationships, here's to hoping the next alpha overhauls faction relationships.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: SomethingLikeArthi on April 16, 2016, 02:39:24 PM
    Sorry for bad english, i don't find download links for alpha 12, if it exists can you give me?
    :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 16, 2016, 03:23:24 PM
    another Day, another Question^^.

    so i noticed that when replacing an intact Arm/Leg with the Bionic Counterpart, the original Arm/Leg is destroyed or something .....ist it too hard for an 20/20 Doc to keep that old Bodypart intact like he does when amputating them? i think its more realistic if these old Bodyparts would be usabel......i dunno why but my ppl dont like it when im amputating their arms before replacing them with bionics^^
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 17, 2016, 06:59:41 AM
    Quote from: SomethingLikeArthi on April 16, 2016, 02:39:24 PM
    Sorry for bad english, i don't find download links for alpha 12, if it exists can you give me?
    :)
    Of course, here it is: Click! (http://www.mediafire.com/download/vjb26xgqv9mfw72/EPOE_1.52.zip)

    Quote from: Severik on April 16, 2016, 03:23:24 PM
    another Day, another Question^^.

    so i noticed that when replacing an intact Arm/Leg with the Bionic Counterpart, the original Arm/Leg is destroyed or something .....ist it too hard for an 20/20 Doc to keep that old Bodypart intact like he does when amputating them? i think its more realistic if these old Bodyparts would be usabel......i dunno why but my ppl dont like it when im amputating their arms before replacing them with bionics^^
    Legs work fine, I've found the problem with arms and have fixed it for the next version :D Thanks for reporting!

    Quote from: Palladine on April 16, 2016, 10:44:54 AM
    I don't think you should worry about the balance issues that come from attacking caravans. Being evil gives you a head's up in most games, and Rimworld is not an exception; the downside is not mechanical but is rather the forfeiture of a piece of the player's soul.

    ... That sounds a bit preachy. I'm just trying to say that being a bad person is meant to be tempting, not that you're selling your soul for every virtual organ you harvest. In other words, please don't remove the decorative vancidium; it's impossible to get that lovely shade of teal anywhere else. :(

    EDIT: Also, this wouldn't be a problem at all if factions were more complex. Since this alpha focused on pawn relationships, here's to hoping the next alpha overhauls faction relationships.
    Haha, nicely said! I don't want to remove vancidium as stuff either, but sadpickle has a point. If being evil is rewarded with tons of silver, it could get too tempting ^^ I'll see if there's any option to do something with the caravans.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: RazorHed on April 17, 2016, 09:49:59 AM
    As scarce as orbital trade ships are this alpha , you might want to remove the two new traders
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: SomethingLikeArthi on April 17, 2016, 05:31:59 PM
    Quote from: Ykara on April 17, 2016, 06:59:41 AM
    Quote from: SomethingLikeArthi on April 16, 2016, 02:39:24 PM
    Sorry for bad english, i don't find download links for alpha 12, if it exists can you give me?
    :)
    Of course, here it is: Click! (http://www.mediafire.com/download/vjb26xgqv9mfw72/EPOE_1.52.zip)

    Quote from: Severik on April 16, 2016, 03:23:24 PM
    another Day, another Question^^.

    so i noticed that when replacing an intact Arm/Leg with the Bionic Counterpart, the original Arm/Leg is destroyed or something .....ist it too hard for an 20/20 Doc to keep that old Bodypart intact like he does when amputating them? i think its more realistic if these old Bodyparts would be usabel......i dunno why but my ppl dont like it when im amputating their arms before replacing them with bionics^^
    Legs work fine, I've found the problem with arms and have fixed it for the next version :D Thanks for reporting!

    Quote from: Palladine on April 16, 2016, 10:44:54 AM
    I don't think you should worry about the balance issues that come from attacking caravans. Being evil gives you a head's up in most games, and Rimworld is not an exception; the downside is not mechanical but is rather the forfeiture of a piece of the player's soul.

    ... That sounds a bit preachy. I'm just trying to say that being a bad person is meant to be tempting, not that you're selling your soul for every virtual organ you harvest. In other words, please don't remove the decorative vancidium; it's impossible to get that lovely shade of teal anywhere else. :(

    EDIT: Also, this wouldn't be a problem at all if factions were more complex. Since this alpha focused on pawn relationships, here's to hoping the next alpha overhauls faction relationships.
    Haha, nicely said! I don't want to remove vancidium as stuff either, but sadpickle has a point. If being evil is rewarded with tons of silver, it could get too tempting ^^ I'll see if there's any option to do something with the caravans.
    Thanks :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: chaotix14 on April 18, 2016, 09:32:37 AM
    Hey, just giving you a heads up. Seems like EPOE causes an error in combination with CCL.
    (http://i.imgur.com/WyJ43eI.png)

    Managed to narrow it down to this mod after some tedium.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: sproutprinceps on April 18, 2016, 12:09:47 PM
    I'd like to report that sometimes when pawn upgrading the bionics on advanced bionic workbench the unfinished bionic process is stopped at 0, sometimes even minus number (-2, -3). I don't know why this happen, it's like when I used this mod on A12.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 18, 2016, 12:28:10 PM
    ah i got the same bug sometimes....once i had a bionic leg with work amunt of -1000 ....but i get this error with other things as well like kevlar vests and power Armors....so i thougth its not from this mod
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 18, 2016, 01:10:14 PM
    Should be fixed for the next version, I think it was because recipes now use components.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Florius on April 18, 2016, 01:27:41 PM
    Quote from: Ykara on April 18, 2016, 01:10:14 PM
    Should be fixed for the next version, I think it was because recipes now use components.

    So they aren't compatible for now?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 18, 2016, 01:45:35 PM
    Quote from: Florius on April 18, 2016, 01:27:41 PM
    Quote from: Ykara on April 18, 2016, 01:10:14 PM
    Should be fixed for the next version, I think it was because recipes now use components.

    So they aren't compatible for now?
    I've fixed the bug with the negative worktime, do you mean CCL?
    I've tested it and it works perfectly fine, because why shouldn't it. EPOE doesn't use a dll anymore, it's just a "simple" xml mod, so there's nothing to interfere with CCL.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Oduunich on April 18, 2016, 09:58:28 PM
    Is there another link to download from? Mediafire and me don't get along apparently.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Adamiks on April 18, 2016, 11:13:35 PM
    Hey, i wasnt at my house so i had no internet and sooo, i had to update a lot myself (like ribs and bugs) :C

    Though, i messed here and there (honestly, i dont even remember what exactly), i added advanced AI Chip, rebalanced vancidium, so now it requires more or less half of what it required before, it comes from my calculation that 1000 gold + plasteel that is expensive also is just super overpaying for some advanced prostheses, if you put that on 500 gold and less plasteel its like more or less exact market value of advanced prostheses, after all, isnt that the point of crafting prostheses yourself? You waste time and resources so later you can save some silver, especially that bionic prostheses are cheap as hell, like they require half the market value, for example bionic eye - producing cost: +/- 1000 market value: 2500 (or 2000, i dont remember). I also added craftable joywire and painstopper, i tried to make 'advanced painstopper/joywire' aka one of them connected with advanced AI chip. And it was dumb, because all i had to do is make them implants (so now you can install AI chip + painstopper and joywire), thank you, new hediff system (of course i noticed i can just make them implants after working my ass off to connect <painfactor> with capmods and to make that work, so yeah, i got it to work, and it was all just a waste of time, ahh, Rimworld Gods :D)!

    I also changed power arms so now they apply scratches like power claw, i think its more logical, after all, its an arm with claw and hand, so you would rather use that claw-y parts.

    Also, for some reason lungs are more expensive than heart or liver, it should be the other way, because after you remove liver or heart patient dies.

    And i couldnt hear any sounds coming from synthesizer, it should have tailoring-like sound, either way, i thought your EPOE sound is better for that, i kinda dont imagine 'tailoring' organs :D

    And there was a bug with traders, i think so at least, i had to add that they're orbital traders and change def name of pirate trader so it replaces vanilla pirate trader.

    Also, why is there no option to fix scars? In old versions there was a dll for that (i tried to see if that dll would still work on A13, i got no errors, but scars werent disappearing so i guess it is outdated, and yeah, i got xmls about scars too).

    Either way, i'll just send you my version (https://www.dropbox.com/s/5or15e31hqhv83q/ExpandedProsthetics%26OrganEngineering.rar?dl=0) so you can take a look at it, but keep in mind its 1.6 version without all those fixes (though, i fixed a lot of bugs myself, like shoulder/arm thing ribs thing and traders thing), and it was kinda still work in progress (so painstopper/joywire/advanced AI chip arent really balanced and other things).

    And honestly, its a waste i fixed some of the bugs (at least those arms for sure) before someone even reported them here on the forum but i couldnt let you know and/or send you my fix for it. Welp, life, i guess.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: freca on April 19, 2016, 02:00:15 PM
    I tried to build an upgraded bionic hand.
    For that i need:
    1 bionic hand - check
    3 advanced components - ??

    For 1 advanced component i need 5 vancidium
    So i need 15 vancidium

    1 vancidium needs
    2*20 gold
    25 steel
    10 plasteel

    15 vancidium:
    600 gold
    375 steel
    150 plasteel

    with an estimated cost for gold of 10 i have to buy or find gold worth about 6000 silver.

    And yes, i tried. it really takes 2*20 gold to craft one vancidium.
    Without the "*20" it would be ok, but like this it is way to expensive :-[
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Severik on April 19, 2016, 02:22:03 PM
    i dont find that 6k of silver is a high amount but it seems a bit overprized.....well, seeing that my wife has an 4 hours old colony with 25k silver.....
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 19, 2016, 03:29:59 PM
    Quote from: Oduunich on April 18, 2016, 09:58:28 PM
    Is there another link to download from? Mediafire and me don't get along apparently.
    Look a few posts above you ^^

    Quote from: Adamiks on April 18, 2016, 11:13:35 PM
    I also changed power arms so now they apply scratches like power claw, i think its more logical, after all, its an arm with claw and hand, so you would rather use that claw-y parts.

    Also, for some reason lungs are more expensive than heart or liver, it should be the other way, because after you remove liver or heart patient dies.

    And i couldnt hear any sounds coming from synthesizer, it should have tailoring-like sound, either way, i thought your EPOE sound is better for that, i kinda dont imagine 'tailoring' organs :D

    And there was a bug with traders, i think so at least, i had to add that they're orbital traders and change def name of pirate trader so it replaces vanilla pirate trader.

    Also, why is there no option to fix scars? In old versions there was a dll for that (i tried to see if that dll would still work on A13, i got no errors, but scars werent disappearing so i guess it is outdated, and yeah, i got xmls about scars too).
    Nice fixes, thanks, gonna  include them in 1.63! And the scar fixing doesn't work since alpha 11 I guess, because nobody wanted to update the assembly. Just recompiling didn't do it, and that's the only thing I'm capable of ^^

    To all the others: I've already halved the required gold amount for crafting vancidium for 1.63, it may indeed be a little bit too high.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: nashk on April 19, 2016, 05:10:53 PM
    I love this mod, thank you so much for your work!

    I do have a question for fellow players though. I use edb's "prepare carefully" mod for a custom start for my colony. I'm interested in trying to create Motoko "Major" Kusanagi from Ghost in the Shell using this mod. Does anyone have a suggestion as to what level of prosthetics I should use for her? And whether I should use an armored exoskeleton or just individually replace all the organs?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Astasia on April 19, 2016, 10:07:17 PM
    Quote from: Ykara on April 19, 2016, 03:29:59 PM
    To all the others: I've already halved the required gold amount for crafting vancidium for 1.63, it may indeed be a little bit too high.

    Not sure that's enough. Gold is like 10 times harder to get in A13 because the chance for orbital traders has been reduced to almost nothing. I played for 5 years (at double the orbital trader chance) and never got enough gold to make a single advanced part. Gold is also used in the good beds now, and giving all your colonists those beds is already a difficult long term goal at gold's new scarcity.

    I think maybe changing it to 10/20 silver instead of 1/2 gold per refine might be more feasible. Same overall value, but you can actually get silver.

    Edit: Your face parts are missing the new beautyRelated tag, not sure if you noticed and fixed on your end already. I think this is preventing the new "disfigured" social condition.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Oduunich on April 19, 2016, 11:13:05 PM
    Quote from: Ykara on April 19, 2016, 03:29:59 PM
    Quote from: Oduunich on April 18, 2016, 09:58:28 PM
    Is there another link to download from? Mediafire and me don't get along apparently.
    Look a few posts above you ^^
    I did. Looked through pages 64, 65, and 66 before I posted, rechecked them after I saw this. Only saw a link for the person who was looking for A12 version, which was also on Mediafire. The problem I am having is that Mediafire says it's a 3.78 MB file, but when I download it my computer says it's looking for a 3.8MB file. After it gets all of the file It's still looking for the last bits and doesn't complete. Only having this issue with files from Mediafire. Hence why I was asking if you had it on another place such as Dropbox or Github.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: w00d on April 19, 2016, 11:23:23 PM
    Motoko "Major" Kusanagi is a full cyborg, very little of her is naturally organic, not her skin, not her eyes not even her spinal column.... as per the manga, even her "soul" is now completely a ghost, an free AI floating in the what is termed their internet...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Aristocat on April 19, 2016, 11:24:06 PM
    I couldn't attach arm to colonist with missing shoulder so I looked at code and found out that it's only attachable to arm rather than shoulder, I fixed it and immediately worked, maybe you should look at it?

    Also can you lower cost of simple prosthetic? Currently as it stand I don't see any reason to craft them instead of just take one from prisoner; maybe 130 steel and 1 component?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: bigmap on April 20, 2016, 08:30:25 AM
    Compatible patch:
    Community Core Library 0.13.0
    ExpandedProsthetics&OrganEngineering 1.62

    Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".



    Sorry, this patch does not seem to function, required to modify the original MOD in order to remove the error.

    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 20, 2016, 08:40:43 AM
    Quote from: bigmap on April 20, 2016, 08:30:25 AM
    Compatible patch:
    Community Core Library 0.13.0
    ExpandedProsthetics&OrganEngineering 1.62

    Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".
    Well, I still don't know what the problem with CCL is, but thanks for making this patch anyway! I'll test it an add it to the original post if you allow it!

    I have already fixed all the other reported bugs an will release v1.63 soon! Thank you all for reporting!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: bigmap on April 20, 2016, 10:05:05 AM
    Quote from: Ykara on April 20, 2016, 08:40:43 AM
    Quote from: bigmap on April 20, 2016, 08:30:25 AM
    Compatible patch:
    Community Core Library 0.13.0
    ExpandedProsthetics&OrganEngineering 1.62

    Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".
    Well, I still don't know what the problem with CCL is, but thanks for making this patch anyway! I'll test it an add it to the original post if you allow it!

    I have already fixed all the other reported bugs an will release v1.63 soon! Thank you all for reporting!

    Very much looking forward to, thank you!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Dreadstorm on April 20, 2016, 10:20:17 AM
    I cant trade with offworld traders :(
    When I bring up the comms console make a deal, the accept button moves the funds, but doesn't close the trade screen, nor move the items either to the space guys or from the space guys. So in essence a trade becomes a bugged way of someone loosing out on money. Rather frustrating! Anyone else have this problem?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Adamiks on April 20, 2016, 12:11:32 PM
    Hmm... It sounds more like general bug or bug from another mod, i mean, this mod is not really doing anything to traders beside adding few, but that shouldnt cause problems like trading window being completely broken.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: spoderman_spoody on April 20, 2016, 01:47:18 PM
    I did some testing on the whole "losing bionics" bug

    http://oi67.tinypic.com/30xhob6.jpg

    Worthy of mention
    1. No stockpile was assigned but I have a feeling it would have happened even if there was one and said stockpiles were full
    2. In MVP in previous patch the bionics would get lost. In this update instead of the part disappearing the doctor gets stuck in a weird loop.

    BTW I totally saw the part in your files where it says "I wonder if anybody reads this" lol
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Dreadstorm on April 20, 2016, 03:09:06 PM
    Quote from: Adamiks on April 20, 2016, 12:11:32 PM
    Hmm... It sounds more like general bug or bug from another mod, i mean, this mod is not really doing anything to traders beside adding few, but that shouldnt cause problems like trading window being completely broken.

    All I was running was the planning mod and the UI mod at the top of the screen (with Community Mod ofc).
    I managed to remove those safely for my savefile and even after loading the traders were still broken. I cant remove this mod because it makes the save file broken. Without starting a pure vanilla game and waiting an hour for a trader its difficult to test.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: AmelieA on April 20, 2016, 05:23:04 PM
    I don't know if anyone reported it yet but when using this mod, colonist can't get cold. That removes all the fun you can have in a cold biome  :'(
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Distorti0N on April 20, 2016, 05:44:49 PM
    Quote from: Ykara on April 20, 2016, 08:40:43 AM
    Quote from: bigmap on April 20, 2016, 08:30:25 AM
    Compatible patch:
    Community Core Library 0.13.0
    ExpandedProsthetics&OrganEngineering 1.62

    Enable "Pacth(CCL+EPOE)"  after "Community Core Library" and "ExpandedProsthetics&OrganEngineering".
    Well, I still don't know what the problem with CCL is, but thanks for making this patch anyway! I'll test it an add it to the original post if you allow it!

    I have already fixed all the other reported bugs an will release v1.63 soon! Thank you all for reporting!

    Ykara, I was facing similar if not the same issues with CCL in Shinzy's mod Apparello.
    He found that a researchable item was missing the 'makeable' base.

    Check out https://ludeon.com/forums/index.php?topic=5085.780 (Pages 53 & 54)

    Maybe this will help with fixing EPOE? Worth a shot and let me know if I can help because my game is almost in perfect harmony with many mods - Just trying to fix yours lol.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 20, 2016, 06:46:37 PM
    Quote from: Oduunich on April 19, 2016, 11:13:05 PM
    Quote from: Ykara on April 19, 2016, 03:29:59 PM
    Quote from: Oduunich on April 18, 2016, 09:58:28 PM
    Is there another link to download from? Mediafire and me don't get along apparently.
    Look a few posts above you ^^
    I did. Looked through pages 64, 65, and 66 before I posted, rechecked them after I saw this. Only saw a link for the person who was looking for A12 version, which was also on Mediafire. The problem I am having is that Mediafire says it's a 3.78 MB file, but when I download it my computer says it's looking for a 3.8MB file. After it gets all of the file It's still looking for the last bits and doesn't complete. Only having this issue with files from Mediafire. Hence why I was asking if you had it on another place such as Dropbox or Github.
    Does it work yet? If not, click here (https://onedrive.live.com/redir?resid=7FD475A44A296511!119997&authkey=!AOasXj50yKvIsu0&ithint=file%2czip).

    Quote from: spoderman_spoody on April 20, 2016, 01:47:18 PM
    I did some testing on the whole "losing bionics" bug

    http://oi67.tinypic.com/30xhob6.jpg

    Worthy of mention
    1. No stockpile was assigned but I have a feeling it would have happened even if there was one and said stockpiles were full
    2. In MVP in previous patch the bionics would get lost. In this update instead of the part disappearing the doctor gets stuck in a weird loop.

    BTW I totally saw the part in your files where it says "I wonder if anybody reads this" lol
    That's really strange. I guess you have already tested it without any mods activated? I'll have to take a closer look at this problem.
    P.S.: Hehe, didn't think that there are people browsing through my code ^^ Maybe I'll hide some more hidden messages, who know ^^

    Quote from: Dreadstorm on April 20, 2016, 03:09:06 PM
    Quote from: Adamiks on April 20, 2016, 12:11:32 PM
    Hmm... It sounds more like general bug or bug from another mod, i mean, this mod is not really doing anything to traders beside adding few, but that shouldnt cause problems like trading window being completely broken.

    All I was running was the planning mod and the UI mod at the top of the screen (with Community Mod ofc).
    I managed to remove those safely for my savefile and even after loading the traders were still broken. I cant remove this mod because it makes the save file broken. Without starting a pure vanilla game and waiting an hour for a trader its difficult to test.
    Has to be the UI mod, EPOE doesn't interfere with the user interface at all.

    Quote from: AmelieA on April 20, 2016, 05:23:04 PM
    I don't know if anyone reported it yet but when using this mod, colonist can't get cold. That removes all the fun you can have in a cold biome  :'(
    You're still using 1.60, I've already fixed this bug, just download 1.62 and everything works fine. Well, not everything, but your colonists will get cold again.

    Quote from: Distorti0N on April 20, 2016, 05:44:49 PM
    Ykara, I was facing similar if not the same issues with CCL in Shinzy's mod Apparello.
    He found that a researchable item was missing the 'makeable' base.

    Check out https://ludeon.com/forums/index.php?topic=5085.780 (Pages 53 & 54)

    Maybe this will help with fixing EPOE? Worth a shot and let me know if I can help because my game is almost in perfect harmony with many mods - Just trying to fix yours lol.
    Quite an interesting error, but prostheses don't have a makeblebase as far as I'm concerned. I'll take a closer look at this problem, too, although it's gonna be difficult because I don't have any problems with CCL. But thanks for the link to Apparello, I'll see what I can do.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Oduunich on April 20, 2016, 07:32:55 PM
    Quote from: Ykara on April 20, 2016, 06:46:37 PM
    Does it work yet? If not, click here (https://onedrive.live.com/redir?resid=7FD475A44A296511!119997&authkey=!AOasXj50yKvIsu0&ithint=file%2czip).
    Nah, it's an issue with Mediafire, but that OneDrive one did. Thanks! Been trying at least 10 times a day for the last week, clearing caches, etc. and EPOE is one of 3 mods I'm waiting on updating to A13 (I've been playing A9 forever) to start a new map. At least yours was updated, every other mod I've found where they used Mediafire, I could live without. Gotta have my EPOE though.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: BinaryBlackhole on April 21, 2016, 05:43:56 PM
    One piece of vanadium takes nearly a thousand silver worth of materials to make advanced components take 5 I can't afford bionics in the 10 thousands.
    Could you please reduce the gold required to 1 as it is small volume and not enough traders are selling it or remove advanced components and instead just use vandicum
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: AmelieA on April 22, 2016, 07:17:26 AM
    I've played a few hours with a new map and the last version of the mod and I can't reload my map it crashes at "loading map".
    How do you get crashing logs ?


    Nevermind, found the log file near the save files and it was the number mods which crashed.
    Thanks for the mod :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: hector212121 on April 22, 2016, 09:12:34 AM
    Quote from: BinaryBlackhole on April 21, 2016, 05:43:56 PM
    One piece of vanadium takes nearly a thousand silver worth of materials to make advanced components take 5 I can't afford bionics in the 10 thousands.
    Could you please reduce the gold required to 1 as it is small volume and not enough traders are selling it or remove advanced components and instead just use vandicum

    I recommend buying items with Poor or lower quality made of vancidium and smelting/deconstructing them.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Entropy147 on April 22, 2016, 10:45:42 AM
    I'm not sure if this issue had been bought up yet, but anyways, I'm having an issue with ribs - I can craft them, but I can't install them as no option to install ribs shows in the operations tab.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Ykara on April 22, 2016, 01:28:01 PM
    Quote from: Sentry on April 22, 2016, 10:45:42 AM
    I'm not sure if this issue had been bought up yet, but anyways, I'm having an issue with ribs - I can craft them, but I can't install them as no option to install ribs shows in the operations tab.
    Why is it always the ribs? ^^ There have to be conflicting mods, for example a mod that overwrites the BodyPartsDef. Because installing should work fine.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.62 (11.4.2016)
    Post by: Entropy147 on April 22, 2016, 01:34:03 PM
    No, I don't have any mods that mess with body part defs (to my knowledge that is), although this could be an issue on my side,

    EDIT: Nevermind,  my mod order was screwed up (why do I always mess that up?)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 22, 2016, 03:06:16 PM
    Update 1.63 - Fixes, tweaks and a new rib!

    Howdy!
    I've finally found time to make some last tweaks to v1.63 - and here it is!
    You have reported countless bugs and other problems, and now they're all fixed, so thank you all very much!
    The two most important changes are that surgeries can now fail and that vancidium now requires only the half amount of gold to make, since many of you have noted how rare gold is in A13 without orbital traders. And have you ever noticed that you could not possibly fail when installing new body parts? Yeah, me neither. And that was a big balance issue, so I have given pretty much every surgery a small chance to fail and an even smaller chance to fail catastrophically. Natural surgery is slightly riskier than installing bionics, to balance the wide availability of harvested prisoner legs.
    Oh, and I've added a new rib, the painstopper rib. It's a little excuse for all the problems with crafting and installing ribs :D
    Download the update from the original post and have fun!

    Changes:
    *  All surgeries now have a small chance to fail, especially natural
    *  Added the painkiller rib, that decreases your pain factor!
    *  All benches can now be turned off
    *  Fixed creating ribs now works fine once again
    *  Halved the amount of gold needed to craft vancidium
    *  Slightly rebalanced the cost of some recipes
    *  Fixed a bug with colonists not getting the disfigured malus
    *  Removed the talking debuff when losing a nose
    *  Advanced components now require a normal component to make
    *  Changed the power arm's damage typ to scratch
    *  Fixed some problems with traders (thanks to Adamiks!)
    *  Changed some market values
    *  Fixed missing sounds in organ crafting
    *  Some changes on the German Translation
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 22, 2016, 04:10:35 PM
    Quote from: Ykara on April 22, 2016, 03:06:16 PM
    Howdy!

    Ehm... Ykara = Chara? That's pretty similar... I got my eyes on you...

    Quote from: Ykara on April 22, 2016, 03:06:16 PM
    And have you ever noticed that you could not possibly fail when installing new body parts? Yeah, me neither.

    Wot? OvO I'm pretty sure i failed at installing bionics... Maybe those were vanilla bionics... Yeah, that's probably it.

    Quote from: Ykara on April 22, 2016, 03:06:16 PM
    Oh, and I've added a new rib, the painstopper rib.

    Good call! Few more ribs can be used for other rib replacements than just adrenaline ones :D

    Also, i had a thought, considering vanilla has joywire and painstopper, its not really worth it to install drugged rib or even this new painstopper rib instead of adrenaline one (because you can install both j.wire and painst.) Maybe increase market value of joywire and painstopper?

    Quote from: Ykara on April 22, 2016, 03:06:16 PM
    *  Fixed some problems with traders (thanks to Adamiks!)

    I feel so honored right now! :D

    From all the people who reported bugs i'm the only one you mentioned ^^ (thats my flirty-raising eyebrows face, like this (http://i.imgur.com/B9Um1dC.gif) haha, now this image will be stuck in your head forever!)

    I feel a little bad for others, though, or no, it passed, IM THE CHOSEN ONE, BABY! EAT SHIT EVERYONE! SUCK M...

    Oh wait, thats not really appropriate, i'll for sure get reported for that! :D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 22, 2016, 05:12:56 PM
    I've mentioned you because I stole the code for the traders from your fixed EPOE version ;D I'm glad that you're so enthusiastic about it ^^
    Thanks for reminding me of changing the market value of the two brain implants, I've significantly increased it and have updated the download!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 22, 2016, 05:37:42 PM
    You can steal from me any time ^^

    And you're glad? Hmm... So it was your intention to... Flirt with me... All this time? :O
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 22, 2016, 07:53:08 PM
    Quote from: Adamiks on April 22, 2016, 05:37:42 PM
    And you're glad? Hmm... So it was your intention to... Flirt with me... All this time? :O
    You sound more like Papyrus than Sans, maybe you should change your profile pic  ::)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 22, 2016, 08:38:17 PM
    Oh no!

    So it's true! You're wearing clothes and now this?!

    FEAR NOT! THERE IS NOTHING GREAT DATE GUIDE AND GREAT PAPYRUS CANT HANDLE!

    I guess i can act like both of'em, but Pap is simply easier, like seriously, all those puns, i dont have a bone for them.

    Maybe i should be named Papyrans or Sarus from now on!

    (no, they suck....)

    NEVERMIND! YOU WONT DISTRACT ME WITH THIS TOPIC CHANGE!

    I dont wanna be a bonehead, i would have said, i dont want to rush, but i dont have a skin for any rash.

    I just thought of a new pun, wanna hear it? No? Potassium.

    No, that wasnt the pun. Its just how i talk, i'm not really a *brainy* guy, but im kind of, partly, smart.

    So, my interests are pretty narrow, because i have so much bone marrow. And im interested in you, so you wont get rid of me that easily ;)

    But that shouldnt be a problem, im sure you wouldnt wanna do that ^^


    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Plasmatic on April 23, 2016, 06:32:31 AM
    I dunno if it's just me but I notice that sometimes when my colonists try to craft a bionic bodypart the part can get stuck at 0 or -1 work remaining, completely breaking the work order and making the colonist stuck trying to work, as well as throwing a few errors in the log.

    Just happened now with bionic foot. I'll try to get the errors it throws up next time it happeneds
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 23, 2016, 06:52:44 AM
    Quote from: Plasmatic on April 23, 2016, 06:32:31 AM
    I dunno if it's just me but I notice that sometimes when my colonists try to craft a bionic bodypart the part can get stuck at 0 or -1 work remaining, completely breaking the work order and making the colonist stuck trying to work, as well as throwing a few errors in the log.

    Just happened now with bionic foot. I'll try to get the errors it throws up next time it happeneds
    Are you using the latest version of the mod? Even though I've not completely pinned down this error, I think I've reduced it's probability to happen.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: hoochy on April 23, 2016, 07:20:09 AM
    Quote from: Ykara on April 23, 2016, 06:52:44 AM
    Quote from: Plasmatic on April 23, 2016, 06:32:31 AM
    I dunno if it's just me but I notice that sometimes when my colonists try to craft a bionic bodypart the part can get stuck at 0 or -1 work remaining, completely breaking the work order and making the colonist stuck trying to work, as well as throwing a few errors in the log.

    Just happened now with bionic foot. I'll try to get the errors it throws up next time it happeneds

    Are you using the latest version of the mod? Even though I've not completely pinned down this error, I think I've reduced it's probability to happen.

    Happens to me all the time in 1.62, seems every OTHER bionic part has this happen to it, so quite common for me, haven't tried 1.63 yet. FWIW I nearly always run at 3x speed, could be related to a tick count issue at that speed or something.

    This is a good mod, I would say you have a place to add fixing ALL health issues with this mod, because other mods will likely conflict with it. There is a place for the defacto health mod and you wouldn't be far from it. :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Plasmatic on April 23, 2016, 08:58:37 AM
    Quote from: Ykara on April 23, 2016, 06:52:44 AM
    Quote from: Plasmatic on April 23, 2016, 06:32:31 AM
    I dunno if it's just me but I notice that sometimes when my colonists try to craft a bionic bodypart the part can get stuck at 0 or -1 work remaining, completely breaking the work order and making the colonist stuck trying to work, as well as throwing a few errors in the log.

    Just happened now with bionic foot. I'll try to get the errors it throws up next time it happeneds

    Are you using the latest version of the mod? Even though I've not completely pinned down this error, I think I've reduced it's probability to happen.

    I believe i am running the latest version
    <?xml version="1.0" encoding="utf-8"?>
    <ModMetaData>
    <name>Expanded Prosthetics and Organ Engineering</name>
    <author>Ykara</author>
        <url>https://ludeon.com/forums/index.php?topic=10571.0</url>
    <targetVersion>Alpha 13</targetVersion>
    <description>Adds the ability to craft tons of prostheses and artificial organs in various forms and shapes. Version 1.63</description>
    </ModMetaData>
    Is the about.xml file.

    If it helps I was also running at 3x speed, and the error seems to not happened if you have the unfinished bionic part selected for some strange reason.. Perhaps Hoochy isn't far from the truth with the ticks thing, assuming whatever is selected is updated more often?
    I'm just guessing wildly tho, I have no idea how the rimworld engine handles things :P
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on April 23, 2016, 05:06:20 PM
    After this i think i have to add Adamiks and Ykara as colonists in my next game. I'm curious how this will end. xD

    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 23, 2016, 05:44:21 PM
    Quote from: Kraehe on April 23, 2016, 05:06:20 PM
    After this i think i have to add Adamiks and Ykara as colonists in my next game. I'm curious how this will end. xD

    I'm a very modest guy, but...

    I think we both know how that will end ;)

    P.S.

    It's a 69th page ::)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Plasma Phi on April 23, 2016, 11:53:00 PM
    I noticed that once i "upgrade" colonist with advanced bionic arms, the advanced toolbelt can no longer be used by that colonist.

    Is this a bug ?

    -edit-
    Toolbelts are from "right tool for the job" mod
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ordessa on April 24, 2016, 11:48:14 AM
    Yo, as one of my long time favourite mods, first of all, I want to thank you for creating this! Along with Glittertech, it really perfects an endgame goal of ascending to glitterworld advanced humans.

    I am having a little bug though, I have noticed, more and more, that I am seeing animals with two of the same limbs being burned off/destroyed. Unless Alpaca's have evolved a lot since now, I think this may be a bug. Is their a known cause for this?

    Note: I am not using ADogSaid.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: AleXandrYuZ on April 24, 2016, 12:00:24 PM
    I log in just to tell you that I'm having the same glitch about colonist getting stuck and never finishing some bionic parts.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dave-In-Texas on April 24, 2016, 01:57:11 PM
    Quote from: AleXandrYuZ on April 24, 2016, 12:00:24 PM
    I log in just to tell you that I'm having the same glitch about colonist getting stuck and never finishing some bionic parts.
    I also have it happen.  in my case, cancelling the item and having them start over usually fixes it.  it seems to happen at times when they stop and re-start.  in my last game I only made 4 bionic parts - two of them had to be cancelled/restarted.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: uzzi44 on April 24, 2016, 02:22:04 PM
    When I installed the mod to my existing colony one of my colonists didnt do anything, just stood there. He didnt move even when drafted, mood didnt go up or down nothing. He had a bionic and a prosthetic arm. I fixed this by removing the mod, removing his arms then putting the mod in and installing his arms. Now im paranoid because half of my colonists had synthetic parts before the mod.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: AleXandrYuZ on April 24, 2016, 04:37:04 PM
    Quote from: Dave-In-Texas on April 24, 2016, 01:57:11 PM
    Quote from: AleXandrYuZ on April 24, 2016, 12:00:24 PM
    I log in just to tell you that I'm having the same glitch about colonist getting stuck and never finishing some bionic parts.
    I also have it happen.  in my case, cancelling the item and having them start over usually fixes it.  it seems to happen at times when they stop and re-start.  in my last game I only made 4 bionic parts - two of them had to be cancelled/restarted.
    Is not really a "fix" because you lose resources...I think.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 24, 2016, 04:50:50 PM
    Quote from: Kraehe on April 23, 2016, 05:06:20 PM
    After this i think i have to add Adamiks and Ykara as colonists in my next game. I'm curious how this will end. xD
    Oh god, please tell me how this ends xD

    Quote from: Plasma Phi on April 23, 2016, 11:53:00 PM
    I noticed that once i "upgrade" colonist with advanced bionic arms, the advanced toolbelt can no longer be used by that colonist.

    Is this a bug ?

    -edit-
    Toolbelts are from "right tool for the job" mod
    Hm, that shouldn't happen, I'll take a closer look.

    Quote from: Ordessa on April 24, 2016, 11:48:14 AM
    Yo, as one of my long time favourite mods, first of all, I want to thank you for creating this! Along with Glittertech, it really perfects an endgame goal of ascending to glitterworld advanced humans.

    I am having a little bug though, I have noticed, more and more, that I am seeing animals with two of the same limbs being burned off/destroyed. Unless Alpaca's have evolved a lot since now, I think this may be a bug. Is their a known cause for this?

    Note: I am not using ADogSaid.
    That's indeed strange, but I don't think it has something to do with EPOE. Maybe Tynan secretly included invisible dragons...

    Quote from: AleXandrYuZ on April 24, 2016, 12:00:24 PM
    I log in just to tell you that I'm having the same glitch about colonist getting stuck and never finishing some bionic parts.
    Are you using 1.63? I think it has something to do with unfinished items and I guess I've fixed this.

    Quote from: uzzi44 on April 24, 2016, 02:22:04 PM
    When I installed the mod to my existing colony one of my colonists didnt do anything, just stood there. He didnt move even when drafted, mood didnt go up or down nothing. He had a bionic and a prosthetic arm. I fixed this by removing the mod, removing his arms then putting the mod in and installing his arms. Now im paranoid because half of my colonists had synthetic parts before the mod.
    Synthetic parts before installing the mod? Synthetic parts are a part of the mod, something's not right here ^^ But the problem sounds interesting, I really don't know what could be causing it. Does anyone here have similar issues?

    Quote from: AleXandrYuZ on April 24, 2016, 04:37:04 PM
    Quote from: Dave-In-Texas on April 24, 2016, 01:57:11 PM
    I also have it happen.  in my case, cancelling the item and having them start over usually fixes it.  it seems to happen at times when they stop and re-start.  in my last game I only made 4 bionic parts - two of them had to be cancelled/restarted.
    Is not really a "fix" because you lose resources...I think.
    You don't lose the resources, only the work time... I think.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: A_Soft_Machine_Man on April 24, 2016, 04:54:50 PM
    Quote from: Ykara on April 24, 2016, 04:50:50 PM

    You don't lose the resources, only the work time... I think.

    You do indeed lose some of the resources. I forget the exact amount but in my own personal example a frozen Adv. Bionic Leg only yielded the Bionic Leg and 4 Adv. Components (rather than 5) when I canceled it
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 24, 2016, 05:01:44 PM
    Quote from: uzzi44 on April 24, 2016, 02:22:04 PM
    When I installed the mod to my existing colony one of my colonists didnt do anything, just stood there. He didnt move even when drafted, mood didnt go up or down nothing. He had a bionic and a prosthetic arm. I fixed this by removing the mod, removing his arms then putting the mod in and installing his arms. Now im paranoid because half of my colonists had synthetic parts before the mod.

    Have you tried drafting him and ordering him to move? Also, you can try to turn on developer mode, click that face icon and look for 'endcurrenttask', or something like this, it had 'end' in it for sure (you can search that up, you'll know). If that wont help, all you can do is sending us a log (if you get any errors at all), if you dont know how just search that up on the forum, im sure there are tons of topics with people asking about this

    Quote from: Ykara on April 24, 2016, 04:50:50 PM
    Quote from: Kraehe on April 23, 2016, 05:06:20 PM
    After this i think i have to add Adamiks and Ykara as colonists in my next game. I'm curious how this will end. xD
    Oh god, please tell me how this ends xD

    Well... We can check it out on our own ( ͡° ͜ʖ ͡°)

    Quote from: Ykara on April 24, 2016, 04:50:50 PM
    Quote from: AleXandrYuZ on April 24, 2016, 04:37:04 PM
    Quote from: Dave-In-Texas on April 24, 2016, 01:57:11 PM
    I also have it happen.  in my case, cancelling the item and having them start over usually fixes it.  it seems to happen at times when they stop and re-start.  in my last game I only made 4 bionic parts - two of them had to be cancelled/restarted.
    Is not really a "fix" because you lose resources...I think.
    You don't lose the resources, only the work time... I think.

    You actually lose resources. But i guess if thats bugging ('bugging' haha, oh man, im so funny even when i dont even try, im literally dying of laughter, noo, not really, tho, i wasnt planning to make that joke, just noticed it before i posted.. this post) anyone that much he can use developer mode, do simple math (recipe cost - what you got after canceling = amount of stuff you spawn) and spawn things you lost in the process.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: AleXandrYuZ on April 24, 2016, 05:17:16 PM
    I just loouked up in my Downloads file I yes I was indeed using 1.62. Sorry
    I'm gonna test 1.63 now.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dave-In-Texas on April 24, 2016, 05:19:36 PM
    Quote from: AleXandrYuZ on April 24, 2016, 04:37:04 PM
    Quote from: Dave-In-Texas on April 24, 2016, 01:57:11 PM
    Quote from: AleXandrYuZ on April 24, 2016, 12:00:24 PM
    I log in just to tell you that I'm having the same glitch about colonist getting stuck and never finishing some bionic parts.
    I also have it happen.  in my case, cancelling the item and having them start over usually fixes it.  it seems to happen at times when they stop and re-start.  in my last game I only made 4 bionic parts - two of them had to be cancelled/restarted.
    Is not really a "fix" because you lose resources...I think.
    You get your bionic part.  lost resources are just part of surviving on a rimworld.. until they fix the mod :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: bigmap on April 24, 2016, 10:51:42 PM
    ExpandedProsthetics&OrganEngineering\Defs\ThingDefs_Buildings
    Buildings_BasicProstheticWorkbench.xml

       <ThingDef ParentName="BuildingBase">
          <DefName>TableBasicProsthetic</DefName>

    Modify as

    <ThingDef ParentName="BenchBase">
          <DefName>TableBasicProsthetic</DefName>

    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: baronjutter on April 24, 2016, 11:49:30 PM
    I've never used mods before,  this mod was exactly what I was looking for.  I downloaded this mod and a couple others that should be compatible, made sure your mod is loaded last, but no new workbenches or research shows up in my existing game or a new world I made.  Any ideas?
    (http://puu.sh/ouKlv/4b3273d0f4.png)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dugalle900 on April 25, 2016, 12:10:05 AM
    Quote from: baronjutter on April 24, 2016, 11:49:30 PM
    I've never used mods before,  this mod was exactly what I was looking for.  I downloaded this mod and a couple others that should be compatible, made sure your mod is loaded last, but no new workbenches or research shows up in my existing game or a new world I made.  Any ideas?

    You have to extract the files from the .rar, not just place it in the Mods folder
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: baronjutter on April 25, 2016, 12:21:43 AM
    I had them all extracted.  Started a new world with only this mod enabled, still nothing.  What should I expect to see if the mod is working?  Where are the new benches located or do I need to do something in-game to unlock them?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dugalle900 on April 25, 2016, 12:24:15 AM
    Well, you gotta research the stuff first, but I thought you'd checked that -.-
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: baronjutter on April 25, 2016, 12:27:16 AM
    I figured it out!!  It was my directory structure.  When you just tell windows to unzip something it creates a folder with the same name as the zip, then the contents.  So I had this mod and a couple others in a sub-folder.  I noticed the mods that worked were the mods that were not in a sub-folder.  It's all good now, I see the basic prosthetics table in production now.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Geroj on April 25, 2016, 04:04:38 AM
    Would be nice if you could print shattered bones like femur, heal scars, or grow natural body parts for prosthophobes
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 25, 2016, 04:22:40 AM
    Quote from: baronjutter on April 25, 2016, 12:27:16 AM
    I figured it out!!  It was my directory structure.  When you just tell windows to unzip something it creates a folder with the same name as the zip, then the contents.  So I had this mod and a couple others in a sub-folder.  I noticed the mods that worked were the mods that were not in a sub-folder.  It's all good now, I see the basic prosthetics table in production now.

    Haha, i knew you messed up something while extracting because mod was named 'EPOE 1.6' like a .rar, not extracted mod. Well, good that you figured it out on your own tho!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: jackarbiter on April 25, 2016, 09:03:52 AM
    Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?

    You have to research bionics... no?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: qurffe on April 25, 2016, 09:14:54 AM
    Quote from: jackarbiter on April 25, 2016, 09:03:52 AM
    Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?

    You have to research bionics... no?

    You can just buy bionics part and install them without needing to research anything, for ribs you have to research it.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 25, 2016, 07:59:02 PM
    Quote from: qurffe on April 25, 2016, 09:14:54 AM
    Quote from: jackarbiter on April 25, 2016, 09:03:52 AM
    Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?

    You have to research bionics... no?

    You can just buy bionics part and install them without needing to research anything, for ribs you have to research it.

    Boom, done, if nobody wants to wait for Ykara moving her lazy (but probably nice ass, like even i have a nice ass, so i'm sure Ykara has a better one) ass and taking a look at that, he can use my 'fix' for that (not sure if its a fix though.... Its not a bug sooo...)!

    Here is (https://www.dropbox.com/s/ese4y3yvy1a5izg/EPOE%201.63.rar?dl=0) whole EPOE 1.63 with that little change of mine

    Or you can simply download that one file in attachments and put it in Rimworld game folder->Mods->EPOE->Defs->RecipeDefs and replace the file.

    P.S.

    Ykara, you forgot to remove todo.txt from a mod folder, it's so tempting to do some of those things and be like "Boom, baby, i did that, be thankful now, biaaatch!" :D

    But nah, i'll be a gentleman and let you do that, so you'll be proud of yourself ^-^

    (huehue, perfect excuse for bein' lazy)

    Anyway, goin' to sleep now! 2AM and im talki... typing to myself about ass of a girl i dont even know! Be or not to be a pervert?... For sure i'll be one.


    [attachment deleted by admin - too old]
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: BlackSmokeDMax on April 25, 2016, 09:56:43 PM
    Like to report something that seems wrong. Not positive it is from EPOE, but it seems likely. I am using it from within the Hardcore SK pack (2.5a with Alpha 12d)

    Anyway the issue I'm seeing is this:

    -I have a colonist who has a left arm that is "shot off" - Manipulation 50%
    -I craft a steel arm that I will attach in that void.
    -During surgery, the fake arm is installed correctly, but I also receive an "arm" as if I had replaced a good arm. - Manipulation 78%
    -That arm gets hauled off to a stockpile.

    Now I think to myself that is weird, I now have an 'arm' that is showing 50/50 (IIRC on that number) with no mention of it being a partial arm or anything. So I decide to save game, with the full intention of save-scumming if this next part does not work as planned.

    -I install the arm I received from the installation of the steel arm back in place of the steel arm. Surgery goes well, no injuries shown at all now - Manipulation 100% Also have the steel arm back to place into a stockpile.

    I did some searches both on google and here on the forums and didn't see anything come up in regards to this. Find it hard to believe this is the first time it has happened.

    Is this a known bug/cheese maneuver?
    Is this even from EPOE or something else from within the Hardcore SK modpack?

    Thanks in advance for any insights!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: jackarbiter on April 25, 2016, 10:10:59 PM
    Quote from: BlackSmokeDMax on April 25, 2016, 09:56:43 PM
    Is this a known bug/cheese maneuver?

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Removing parts now works properly

    I think I remember seeing this come up some pages back, and I think it's been addressed, but not for 12d.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: BlackSmokeDMax on April 25, 2016, 10:14:19 PM
    Quote from: jackarbiter on April 25, 2016, 10:10:59 PM
    Quote from: BlackSmokeDMax on April 25, 2016, 09:56:43 PM
    Is this a known bug/cheese maneuver?

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Removing parts now works properly

    I think I remember seeing this come up some pages back, and I think it's been addressed, but not for 12d.

    Thanks, glad to know it's fixed. Honestly I wouldn't even have tried it had I known it was a bug. I just really wanted to know at that point.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on April 26, 2016, 05:12:14 AM
    I don't know why but since i restartet with 1.63 i cannot install pain stopper. The only thing i changed was that in this game i also installed "A dog said...". :/

    But i created the pain stoppers with the development mode.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on April 26, 2016, 07:25:42 AM
    Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?
    To make it more challenging. Rib replacements are pretty cheap to make, and, although balanced with some downsides, pretty effective. And you don't need the research to install the ribs, just to craft them.

    Quote from: jackarbiter on April 25, 2016, 10:10:59 PM
    Quote from: BlackSmokeDMax on April 25, 2016, 09:56:43 PM
    Is this a known bug/cheese maneuver?

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Removing parts now works properly

    I think I remember seeing this come up some pages back, and I think it's been addressed, but not for 12d.
    Actually this bug is very well known and can't be fixed, it's a problem of the vanilla game. What I have fixed is that every part can now be removed and that it spawns the item correctly. But unfortunately there's nothing I can do about BlackSmoke's described problem :/

    Quote from: Kraehe on April 26, 2016, 05:12:14 AM
    I don't know why but since i restartet with 1.63 i cannot install pain stopper. The only thing i changed was that in this game i also installed "A dog said...". :/

    But i created the pain stoppers with the development mode.
    You have to research brain surgery first, same goes for joywire.

    Quote from: Adamiks on April 25, 2016, 07:59:02 PM
    Ykara, you forgot to remove todo.txt from a mod folder, it's so tempting to do some of those things and be like "Boom, baby, i did that, be thankful now, biaaatch!" :D

    But nah, i'll be a gentleman and let you do that, so you'll be proud of yourself ^-^

    (huehue, perfect excuse for bein' lazy)
    Oops ;D But don't get your hopes up too high, most of these things are just ideas or reminders. But help is always appreciated and of course I'd be very thankful if you could do an EPOE Lite version for  me ^^
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Sokar408 on April 26, 2016, 07:33:57 AM
    Quote from: Ykara on April 26, 2016, 07:25:42 AM
    Actually this bug is very well known and can't be fixed, it's a problem of the vanilla game. What I have fixed is that every part can now be removed and that it spawns the item correctly. But unfortunately there's nothing I can do about BlackSmoke's described problem :/

    So effectively this means, that with 1 prosthetic, you can "repair" your colonists, by attaching the prosthetic, and then reattach the newly spawned limb? That seems a bit off :/
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 26, 2016, 09:16:46 AM
    Quote from: Ykara on April 26, 2016, 07:25:42 AM
    Quote from: Dugalle900 on April 24, 2016, 11:30:38 PM
    Why do I have to research Rib replacements in order to install ribs but to instal bionic stuff I don't have to research anything?
    To make it more challenging. Rib replacements are pretty cheap to make, and, although balanced with some downsides, pretty effective. And you don't need the research to install the ribs, just to craft them.

    I literally went into (surgery)bionic recipes and removed research prerequisite, so sorry honey, Great Adam is right once again ;P

       <RecipeDef ParentName="SurgeryBionic">
          <defName>InstallPainkillerRib</defName>
          <label>install painkiller rib</label>
          <description>Installs a painkiller rib.</description>
          <workerClass>Recipe_InstallArtificialBodyPart</workerClass>
          <jobString>Installing a painkiller rib.</jobString>
          <workAmount>2000</workAmount>
          <ingredients>
             <li>
                <filter>
                   <categories>
                      <li>Medicine</li>
                   </categories>
                </filter>
                <count>1</count>
             </li>
             <li>
                <filter>
                   <thingDefs>
                      <li>PainkillerRib</li>
                   </thingDefs>
                </filter>
                <count>1</count>
             </li>
          </ingredients>
          <fixedIngredientFilter>
             <categories>
                <li>Medicine</li>
             </categories>
             <thingDefs>
                <li>PainkillerRib</li>
             </thingDefs>
          </fixedIngredientFilter>
          <appliedOnFixedBodyParts>
             <li>Rib1</li>
             <li>Rib2</li>
             <li>Rib3</li>
             <li>Rib4</li>
             <li>Rib5</li>
             <li>Rib6</li>
             <li>Rib7</li>
             <li>Rib8</li>
             <li>Rib9</li>
             <li>Rib10</li>
             <li>Rib11</li>
             <li>Rib12</li>
          </appliedOnFixedBodyParts>
          <addsHediff>PainkillerRib</addsHediff>
          <researchPrerequisite>RibReplacements</researchPrerequisite>
       </RecipeDef>


    Quote from: Ykara on April 26, 2016, 07:25:42 AM
    Quote from: Adamiks on April 25, 2016, 07:59:02 PM
    Ykara, you forgot to remove todo.txt from a mod folder, it's so tempting to do some of those things and be like "Boom, baby, i did that, be thankful now, biaaatch!" :D

    But nah, i'll be a gentleman and let you do that, so you'll be proud of yourself ^-^

    (huehue, perfect excuse for bein' lazy)
    Oops ;D But don't get your hopes up too high, most of these things are just ideas or reminders. But help is always appreciated and of course I'd be very thankful if you could do an EPOE Lite version for  me ^^

    Oh man, i guess now i'll need to do that :C

    Ok, i can help you, but i need something to work with, i dunno if you want to achieve your goal by making new benches (and remove current ones, for Lite version, of course), or you want to simply decrease number of benches and stick recipes from lets say two benches to only one bench.

    If so, i think Upgrading Station and Bionic Workbench could be mixed into one bench, but said bench would be more costly than regular bionic bench (maybe as costly as upgrading station, if you wish), and recipes that are currently sticked to Upgrading Station would be available on Bionic/Upgrading Bench-Mix after a heavy research (to keep balance, i think one less workbench to build aka less resources wasted should be exchanged by longer research time to at least advanced bionics, but maybe regular bionics too).

    I'll mix those two benches together, send you that and well, you'll tell me if you're satisfied with that or not. I'll edit this post later if i'll finish that before you'll read that, if i wont finish it before that, send me PM or something about more details.

    If not then... I suck at making textures, so dont ask me about that, i wont help you!

    EDIT

    I just realized transfering recipes from 2 benches to 1 bench will result in a pretty long list of recipes... Ehm... Maybe remove hands/feet? Lite is lite after all... :D Or... Maybe transfer ribs to synthesizer?

    EDIT 2

    And i wonder what i could do with basic prostheses, on one hand, mixing them with simple prostheses doesnt sound that smart, people wont be able to install even something as basic as peg legs, but i cant decrease research time of simple prostheses because that would suck, too easy, and on the other hand, basic workbench is pretty useless when you're over the really-early game (besides installing peg legs to prisoners to cheat game, of course, but at that time, you would probably have simple workbench already). I dunno, i'll either mix simple workbench and basic workbench without changing research time or i think i'll transfer simplest recipe in the game and one of the most useful - peg leg - to a working spot, or however this thing is called, it's free to put, so your colonists could at least walk before you would research simple prostheses.

    EDIT 3

    Nevermind... I removed research prerequisite from a bench and added that to all simple prostheses recipes. So now you can build that from the beginning, but only craft basic prostheses till you'll research simple prostheses.

          <categories>
            <li>ProbablyTheWorstWorkaroundEver</li>
          </categories>


    Haha :D
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: BlackSmokeDMax on April 26, 2016, 09:47:46 AM
    Quote from: Ykara on April 26, 2016, 07:25:42 AM
    Quote from: jackarbiter on April 25, 2016, 10:10:59 PM
    Quote from: BlackSmokeDMax on April 25, 2016, 09:56:43 PM
    Is this a known bug/cheese maneuver?

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Removing parts now works properly

    I think I remember seeing this come up some pages back, and I think it's been addressed, but not for 12d.
    Actually this bug is very well known and can't be fixed, it's a problem of the vanilla game. What I have fixed is that every part can now be removed and that it spawns the item correctly. But unfortunately there's nothing I can do about BlackSmoke's described problem :/

    Oh well, at least I have an answer, will just have to not cheat. Hopefully something that Tynan can address some day.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on April 26, 2016, 10:20:28 AM
    Ah, ok. Thank you :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: creeperciaran on April 26, 2016, 10:35:11 AM
    Apologies if i'm interrupting anything, but is there anywhere i can find the stats of the items that are added in by the mod?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 26, 2016, 10:50:13 AM
    Quote from: creeperciaran on April 26, 2016, 10:35:11 AM
    Apologies if i'm interrupting anything, but is there anywhere i can find the stats of the items that are added in by the mod?

    You can check that in-game on prostheses you have (in the colony, i mean) or you can go to Rimworld game folder -> Mods -> EPOE -> Defs -> HediffDefs -> Well, it's getting more complicated here, just look through that, i'm sure you'll get how it works instantly. If not, just ask.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: jackarbiter on April 26, 2016, 11:34:02 AM
    Quote from: creeperciaran on April 26, 2016, 10:35:11 AM
    Apologies if i'm interrupting anything, but is there anywhere i can find the stats of the items that are added in by the mod?

    In the game, go to the options menu, check the mark next to Development mode. (EDIT)Then MAKE A NEW COLONY.(/EDIT) In game, go to the dev menu with the little white icons at the top, click the 4th one over (first one that looks like a gear with a play button), under Autotests select "make colony (full)" - then you'll have every station and item laid out in rows on the ground. Probably the easiest way to see everything and check the stats.

    (EDIT) As adamiks says below, be careful doing this, only try it on a totally new map not a current save.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 26, 2016, 12:19:05 PM
    Quote from: jackarbiter on April 26, 2016, 11:34:02 AM
    Quote from: creeperciaran on April 26, 2016, 10:35:11 AM
    Apologies if i'm interrupting anything, but is there anywhere i can find the stats of the items that are added in by the mod?

    In the game, go to the options menu, check the mark next to Development mode. In game, go to the dev menu with the little white icons at the top, click the 4th one over (first one that looks like a gear with a play button), under Autotests select "make colony (full)" - then you'll have every station and item laid out in rows on the ground. Probably the easiest way to see everything and check the stats.

    Oh yeah, i forgot that you can check item's description on benches. So if you have a bench, you can check what you can craft and if its worth it.

    Also, everyone be careful about that 'make colony (full)', save the game before doing that or create a new colony for that. If you play on permadeath mode, be super careful, if game will autosave after you'll do that, it's pretty much over.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: creeperciaran on April 26, 2016, 12:38:20 PM
    Thanks for the help, i'll be off now.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Fallatus on April 26, 2016, 01:51:16 PM
    So hey, I've got an idea.
    What if you had a single prosthetic bench(basic) and then you craft additions (like the tool drawers and multi-analyzers) and once they are connected it unlocks new recipes from the bench.
    [Simple] could be something like a tool desk/rack (+mini anvil?), [Bionics] could have micro-assembler/3D-printer.
    There could be growth vats for [Organ growing] (which could also utilize the system by having a central [Nutrient feeder] that the growth vats connect to), And the advanced bionics could have a [Nano-Weaver/Assembler].
    Great mod by the way, Can't play without.(Well i can, It just isn't as fun.)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Shabazza on April 26, 2016, 02:41:31 PM
    I find the protheses too expensive with their horrendous plasteel requirements.
    In many maps there is not a single ounce of plasteel to mine and the price at the merchants is way too high for the amounts needed for even "simple prostheses".
    I don't know how other players do this. But on most maps I'm unable to build anything beyond "basic prostheses", which is pretty frustrating.

    Therefor, I removed plasteel from all recipes and increased steel cost instead.
    I love this mod for it's functionality, but when even simple prostheses are way too expensive, there is not much use to it.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 26, 2016, 02:48:43 PM
    Quote from: Shabazza on April 26, 2016, 02:41:31 PM
    I find the protheses too expensive with their horrendous plasteel requirements.
    In many maps there is not a single ounce of plasteel to mine and the price at the merchants is way too high for the amounts needed for even "simple prostheses".
    I don't know how other players do this. But on most maps I'm unable to build anything beyond "basic prostheses", which is pretty frustrating.

    Therefor, I removed plasteel from all recipes and increased steel cost instead.
    I love this mod for it's functionality, but when even simple prostheses are way too expensive, there is not much use to it.

    Keep in mind even simple prostheses are pretty expensive if you would like to buy the from traders, and simple prostheses are used to create bionic prostheses later, so to be honest, simple prostheses dont go to waste later, when you're in advanced era of bionic prostheses.

    Quote from: Fallatus on April 26, 2016, 01:51:16 PM
    So hey, I've got an idea.
    What if you had a single prosthetic bench(basic) and then you craft additions (like the tool drawers and multi-analyzers) and once they are connected it unlocks new recipes from the bench.
    [Simple] could be something like a tool desk/rack (+mini anvil?), [Bionics] could have micro-assembler/3D-printer.
    There could be growth vats for [Organ growing] (which could also utilize the system by having a central [Nutrient feeder] that the growth vats connect to), And the advanced bionics could have a [Nano-Weaver/Assembler].
    Great mod by the way, Can't play without.(Well i can, It just isn't as fun.)

    That's actually a great idea, though, i dont know how hard coding this stuff will be, i never did that before (its a new thing, this whole tool cabin concept).
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kligor on April 27, 2016, 12:45:33 AM
    So I found a weird issue that I dunno if it was solved earlier or whatnot. Basically Im doing research but I have absolutely no new workbenches. Am I dumb and not knowing something or is this a glitch?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: hoochy on April 27, 2016, 05:24:47 AM
    Quote from: Shabazza on April 26, 2016, 02:41:31 PM
    I find the protheses too expensive with their horrendous plasteel requirements.
    In many maps there is not a single ounce of plasteel to mine and the price at the merchants is way too high for the amounts needed for even "simple prostheses".
    I don't know how other players do this. But on most maps I'm unable to build anything beyond "basic prostheses", which is pretty frustrating.

    Therefor, I removed plasteel from all recipes and increased steel cost instead.
    I love this mod for it's functionality, but when even simple prostheses are way too expensive, there is not much use to it.
    It is not this mods fault the game has poorly balanced resources. Get omnigel mod and you can at least make some stuff by growing omnigel first and processing it. I have a mining suggestion thread and a mod I may finish which fixes the issue in a nice way. There are also a couple mining production building mods which can help but they mostly seem unbalanced and basic from my playtesting. Omnigel with some tweaks is the best method currently to balance the resource issue.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: harpo99999 on April 27, 2016, 05:31:39 AM
    Quote from: Kligor on April 27, 2016, 12:45:33 AM
    So I found a weird issue that I dunno if it was solved earlier or whatnot. Basically Im doing research but I have absolutely no new workbenches. Am I dumb and not knowing something or is this a glitch?
    are you checking the 'production' area in the architect menu(this is where they actually show up)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ordessa on April 27, 2016, 05:42:34 PM
    This feels like a stupid question, but how do I make rib implants and what-not?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: A_Soft_Machine_Man on April 27, 2016, 09:19:49 PM
    Quote from: Ordessa on April 27, 2016, 05:42:34 PM
    This feels like a stupid question, but how do I make rib implants and what-not?

    You have to research them first, once you get the research done you can craft and implant them.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kligor on April 28, 2016, 12:12:18 AM
    Yes I have researched a bunch and yet the production section is the same. I also got a weird error message that reads as such.
    http://imgur.com/9BPDUJ6
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 28, 2016, 09:58:56 AM
    Download latest version
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: igz33 on April 28, 2016, 02:41:00 PM
    I got this problem where my colonist update an bionics and then at 0 work left, they keep standing and the unfinished bionics can't be finished by any mean. It shappen like 1 of 10 or maybe less! Any way to fix it? The unfinished piece can't be finished in any way.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 28, 2016, 02:58:01 PM
    Do you use latest version? Ykara kinda fixed that problem (at least its less frequent now).
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kligor on April 28, 2016, 05:13:18 PM
    Yeah that didnt fix it, sadly. Still is showing the same error n whatnot.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Luroshard on April 29, 2016, 01:15:52 AM
    This is my favorite mod as of now, it's so essential to Rimworld that I find it hard to believe such a vital mod isn't vanilla. Many thanks for maintaining it all of this time.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Plasma Phi on April 29, 2016, 02:01:51 AM
    One thing i really would want is some kind of storage crate that only takes organs, and another one for only bionic parts.
    Advanced bionic eyes litter the hallways in my base, feels abit off...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Adamiks on April 29, 2016, 06:21:30 AM
    Quote from: Plasma Phi on April 29, 2016, 02:01:51 AM
    One thing i really would want is some kind of storage crate that only takes organs, and another one for only bionic parts.
    Advanced bionic eyes litter the hallways in my base, feels abit off...

    Well, just download some storage mod, there are enough of those out there.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: nuschler22 on April 29, 2016, 07:35:04 PM
    I didn't see it.  I'm sure it's been answered already but couldn't find it.

    Can this be added to a saved game?

    Thanks! :)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: amodchecker on April 30, 2016, 12:40:23 PM
    Quote from: nuschler22 on April 29, 2016, 07:35:04 PM
    I didn't see it.  I'm sure it's been answered already but couldn't find it.

    Can this be added to a saved game?

    Thanks! :)

    it might work,  but it doesn't like colonists with simple prosthetic arms,  caused my colonist to freeze up and not do anything
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Maitri on April 30, 2016, 06:14:11 PM
    Any idea if this is compatible with DE Surgeries? https://ludeon.com/forums/index.php?topic=18976.0

    I assume it's not but can't hurt to check!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Jakub k. on April 30, 2016, 06:22:06 PM
    recently i became realy upset when i spent tens of plasteel and hundreds of steel just to get a +10% diffrence of upgrading bionic legs
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: uzzi44 on May 01, 2016, 09:20:12 AM
    Game constantly freezes for me for a second every time and it didnt do this before i installed the mod.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on May 02, 2016, 03:50:32 AM
    Quote from: uzzi44 on May 01, 2016, 09:20:12 AM
    Game constantly freezes for me for a second every time and it didnt do this before i installed the mod.
    If you have other mods try another mod order. In the last Alpha this was my solution for this Problem (but with another mod).
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: duduluu on May 02, 2016, 04:47:21 AM
    hello, Ykara
    there is a problem, the Unfinished system always contributs colony waiting and the game get stuck (run very slowly).
    i think you could remove the UnfinishedProsthetic, just make prosthetic directly.
    The problem is common.
    Forgive me for my broken English.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: TheThing on May 02, 2016, 07:01:46 AM
    There was a scar remove. Is it still there?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Minnigin on May 02, 2016, 07:26:40 AM
    Quote from: Maitri on April 30, 2016, 06:14:11 PM
    Any idea if this is compatible with DE Surgeries? https://ludeon.com/forums/index.php?topic=18976.0

    I assume it's not but can't hurt to check!

    Im using both and a plethora of mods with 3 game years in so far and not one error, also when I put EPOE near the top of my mods list I almost always get errors, put it on the bottom or very close to it, just my recommendation
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Dawnrister on May 05, 2016, 08:19:15 AM
    So my poor chef got her arm cut off but I had a spare biotic arm laying around so no probs. The funny thing is that when the operation was complete she dropped the cut off arm...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Jack Kenseng on May 06, 2016, 08:22:45 PM
    Looks like this is the only prosthetic mod that's actually updated.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Minnigin on May 07, 2016, 07:03:33 AM
    Quote from: TheThing on May 02, 2016, 07:01:46 AM
    There was a scar remove. Is it still there?

    For scar removal I recommend https://ludeon.com/forums/index.php?topic=18976.0
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: nuschler22 on May 07, 2016, 04:24:23 PM
    I just want to confirm that this uses "Craft" as a skill and not something like "Smith."   I see that it says you can "craft" bionics, but I didn't know if they were using that generally or meant it specifically.  Just making sure I have the correct priority set.

    I looked and couldn't find the answer.   

    Thank you!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: silverskin on May 08, 2016, 05:17:59 PM
    I voted slightly too slow purely due to how expensive vancidium is to craft and how much of it is needed to make a single advanced augment.
    One synthetic lung (best cure for asthma) will set me back 300 gold, 375 steel and 150 plasteel. And my colonist needs 2 lungs.

    If it wasn't for the deep mine from industrialisation, I don't think it would even be possible.

    There's a lot of different augments and lot of body parts to replace. Perhaps a slight increase in the yield from smelting vancidium? Maybe allow advanced components to be made from less vancidium? Or have advanced bionics only require 1 advanced component but lots of regular components?
    It's just slightly too slow.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Nanao-kun on May 08, 2016, 05:30:36 PM
    Quote from: silverskin on May 08, 2016, 05:17:59 PM
    I voted slightly too slow purely due to how expensive vancidium is to craft and how much of it is needed to make a single advanced augment.
    One synthetic lung (best cure for asthma) will set me back 300 gold, 375 steel and 150 plasteel. And my colonist needs 2 lungs.

    I just take lungs from prisoners.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Profugo Barbatus on May 08, 2016, 05:41:03 PM
    Quote from: Nanao-kun on May 08, 2016, 05:30:36 PM
    Quote from: silverskin on May 08, 2016, 05:17:59 PM
    I voted slightly too slow purely due to how expensive vancidium is to craft and how much of it is needed to make a single advanced augment.
    One synthetic lung (best cure for asthma) will set me back 300 gold, 375 steel and 150 plasteel. And my colonist needs 2 lungs.

    I just take lungs from prisoners.

    My colonists have lost so many family members that I can't afford the moral hit from harvesting XD. I used crash landing, some girls brother got directly hit by falling space debris in year two, the day after her father was killed trying to raid us, a month after her husband was killed by a mortar attack. She's pretty much stuck in a gold plated room for a season XD.

    I modified the output of the vancidium recipe a bit myself, I like combat and need the limbs to keep my soldiers up, so it was a win win to massively boost my colony wealth and have better soldiers.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Nanao-kun on May 08, 2016, 08:01:46 PM
    Quote from: Profugo Barbatus on May 08, 2016, 05:41:03 PM
    My colonists have lost so many family members that I can't afford the moral hit from harvesting XD. I used crash landing, some girls brother got directly hit by falling space debris in year two, the day after her father was killed trying to raid us, a month after her husband was killed by a mortar attack. She's pretty much stuck in a gold plated room for a season XD.

    I modified the output of the vancidium recipe a bit myself, I like combat and need the limbs to keep my soldiers up, so it was a win win to massively boost my colony wealth and have better soldiers.

    In that regard, I once got a resource pod from an unknown crashing ship with the Crash Landing mod... filled with vancidium. About 2200 of it since they stacked to 500. Jumped my colony wealth to almost a million. When I barely had any defenses and no way to sell it all way. My colony died from oversized and overequipped raids soon after.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Bairne on May 08, 2016, 10:48:06 PM
    Love the mod, but I can't help but feel that the parts you replace with bionics or what have you should be "lost." I typically replace arms and legs due to multiple or deep scars, and it's odd to get a perfectly healthy replacement during the surgery. Maybe an exception made for replacing bionic for advance bionic, but a scarred arm becoming perfectly usable with no penalty for the harvest because it was done during an upgrade doesn't seem very balanced.

    I'd also like to point out that everything seems to be listed twice in the stockpiles. Once in the actual listing (as a sub of say bionics) and again after all the categorized listings. Changing one seems to change the other, so it's only a matter of being a screen hog, but I figured I'd point it out.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Galvenox on May 09, 2016, 05:12:25 AM
    workbenches from this mod are charging power even when I don't use them, even now when vanilla ones don't do that anymore. is it a bug on my end?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Freakycrafter on May 09, 2016, 12:32:18 PM
    Could you add download links for older versions of the mod?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: fourknights on May 11, 2016, 04:51:02 PM
    the research requirement of min five to create Vancidium needs to be removed. just increase the crafting requirement because the skill decays and eventually you will no longer be able to make late game bionics because of this
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: hoochy on May 13, 2016, 11:24:47 AM
    Quote from: fourknights on May 11, 2016, 04:51:02 PM
    the research requirement of min five to create Vancidium needs to be removed. just increase the crafting requirement because the skill decays and eventually you will no longer be able to make late game bionics because of this

    Just use the madskills mod because the current skills decaying "feature" is pretty stupid.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Boboid on May 14, 2016, 03:10:30 AM
    Quote from: hoochy on May 13, 2016, 11:24:47 AM
    Quote from: fourknights on May 11, 2016, 04:51:02 PM
    the research requirement of min five to create Vancidium needs to be removed. just increase the crafting requirement because the skill decays and eventually you will no longer be able to make late game bionics because of this

    Just use the madskills mod because the current skills decaying "feature" is pretty stupid.

    Given that skills only decay when above 10 I'm not precisely sure what the issue is.

    The late game nature of Vancidium and the incredible expense involved in crafting it makes it hard to imagine a situation where you're unable to craft Vancidium because you don't have the research skill required anywhere in your colony.

    Even if your colonists CONSTANTLY die and skills aren't maintainable AND you've researched everything the low requirement (5) means that a reasonable portion of recruits will be able to craft it anyway. Any recruit with 5 or more research skill can simply skill up crafting to 8.



    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Rauminen on May 15, 2016, 12:03:34 PM
    The bit in the latest update about all surgeries having a small chance of failing.... does that look correct for everyone?

    I just had a guy fail 9 out of 10 times installing a leg with medicine 8 and 110% manipulation. 5 of which the patient died straight away. I don't think this should be normal...

    Edit: If I'm reading this right, the surgeries for natural body parts should have an 80% success rate, and 30% of the failures should be fatal. What I don't know is how the medicine skill factors in, eg what are these exponents:

       <RecipeDef Name="SurgeryNatural" ParentName="SurgeryFlesh" Abstract="True">
          <surgeonSurgerySuccessChanceExponent>2</surgeonSurgerySuccessChanceExponent>
          <roomSurgerySuccessChanceFactorExponent>4</roomSurgerySuccessChanceFactorExponent>
          <surgerySuccessChanceFactor>0.8</surgerySuccessChanceFactor>
          <deathOnFailedSurgeryChance>0.3</deathOnFailedSurgeryChance>
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: CactusCraze on May 21, 2016, 12:38:46 PM
    Can I use combat realism with this mod?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 21, 2016, 03:58:36 PM
    Quote from: Dawnrister on May 05, 2016, 08:19:15 AM
    So my poor chef got her arm cut off but I had a spare biotic arm laying around so no probs. The funny thing is that when the operation was complete she dropped the cut off arm...

    This happened to me too! Why is this happening? If I had to hint I'd say that might be related to prosthetics replacing shoulders and not arms?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Zephalon on May 21, 2016, 04:48:17 PM
    The new "Social" Tab disappears as soon as i activate the mod (1.63). Does this happen to anyone else?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 21, 2016, 06:08:10 PM
    Quote from: Zephalon on May 21, 2016, 04:48:17 PM
    The new "Social" Tab disappears as soon as i activate the mod (1.63). Does this happen to anyone else?

    Social tab? You mean "Relations" tab? If there is a tab named social Ive never seen it and in that case yeah I might have the same problem xD
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: harpo99999 on May 21, 2016, 06:18:07 PM
    there is a social tab on EACH pawn when you select the pawn (it tracks all relationships and interations with other pawns)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 21, 2016, 06:46:44 PM
    Quote from: harpo99999 on May 21, 2016, 06:18:07 PM
    there is a social tab on EACH pawn when you select the pawn (it tracks all relationships and interations with other pawns)

    Ohhh that social tab xD what other mods do you have installed? Do you have CCL installed?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Breedon on May 22, 2016, 06:15:48 AM
    Is it impossible to have Bionic hands and arms or legs and feet. ?

    I have Adv Bionic arms both left and right but now I can't wear rings from cuproPanda's Ancient Amulets mod. Says "missing body parts"   (ie:Hands for rings)   ... I assumed that if you installed arms that hands just came with them? because I assumed your manipulation wouldn't be better with just stumps lol. 

    Fine fine. I now made a Adv Bionic hand, removed the Adv Bionic left shoulder, went to add the left hand annnnd oh wait I can't because it removed the shoulder and I only have an arm from the the original surgery... *Grumble* Soooo I harvested a shoulder off a...volunteer.. to attach that for the hand, for the ring but I can't because Harvest shoulder only gives you a arm and not a shoulder. lol good times

    So I can't add an Adv B Hand on a Adv B Arm
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ghizmo on May 22, 2016, 07:10:24 AM
    Bree, I believe it workes like this without the mod as well.
    You can only install one bionic part on any of the limbs. eg, either the leg, or the foot becomes bionic. Which i thought was weird as well. My assumption was that if you replace the arm, the hand actually stays the same. Just the part from shoulder to hand would be bionic haha. But I never got to test it with the rings like you did. :) My ice-sheet colony gets rekt looong before i get to bionics.

    So I guess I'm wondering for the same thing.
    Could it be made possible to get all bodyparts replaced/attached/harvested? To make a full bionic colonist and allow complete body surgery.

    Btw, I love this mod! Ive been using it so long I would not be able to play without it anymore.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Breedon on May 22, 2016, 09:24:27 AM
    If you do what I did I found a way to fix it. (in Dev mode) Goto dev mode> apply damage>restore body part, Click on the toon then click on the body part you want to restore. In my Case I was stuck with a Bionic left and right arm and was unable to wear rings from a mod (because no hands) So I removed the Left Bionic arm with my Doctor, restored the arm in Dev mode then added the new Bionic hand I just made.

    Little cheaty but it's a fix i guess.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Zephalon on May 22, 2016, 03:17:53 PM
    Quote from: joaonunes on May 21, 2016, 06:46:44 PM
    Quote from: harpo99999 on May 21, 2016, 06:18:07 PM
    there is a social tab on EACH pawn when you select the pawn (it tracks all relationships and interations with other pawns)

    Ohhh that social tab xD what other mods do you have installed? Do you have CCL installed?

    I guess CCL = Community Core Library? Activating it does not change anything.

    I use EDB Colonist Bar, Prepare Carefully and Hospitality.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 22, 2016, 03:26:09 PM
    Quote from: Zephalon on May 22, 2016, 03:17:53 PM
    Quote from: joaonunes on May 21, 2016, 06:46:44 PM
    Quote from: harpo99999 on May 21, 2016, 06:18:07 PM
    there is a social tab on EACH pawn when you select the pawn (it tracks all relationships and interations with other pawns)

    Ohhh that social tab xD what other mods do you have installed? Do you have CCL installed?

    What's CCL? I use EDB Colonist Bar, Prepare Carefully and Hospitality.

    CCL stands for Community Core Library, you can find it here:
    https://ludeon.com/forums/index.php?topic=16599.0

    this mod^ is usually a requirement for other mods, maybe it is missing (and in fact you dont have it), but in your case I don't think CCL is a requirement... At least to the mods you said you have installed...

    I would install CCL, just to be sure... Also, if you have the latest Hospitality version you NEED CCL!!

    Also, edb's mods are held by a thread and there are A13 versions, but maybe you installed the wrong version? :P
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Zephalon on May 23, 2016, 01:08:17 PM
    I deactivated all mods and only used EPOE (1.63). The social tab is still gone :(. Apart from this the mod works totally fine.

    I don't understand why i am the only one with this problem :/. If it helps i can provide the log file (if there's one).

    EDIT: I did generate a new colony for testing.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 23, 2016, 02:37:17 PM
    Quote from: Zephalon on May 23, 2016, 01:08:17 PM
    I deactivated all mods and only used EPOE (1.63). The social tab is still gone :(. Apart from this the mod works totally fine.

    I don't understand why i am the only one with this problem :/. If it helps i can provide the log file (if there's one).

    EDIT: I did generate a new colony for testing.

    YES, log files are probably the most important things you should provide :P
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Reaper on May 24, 2016, 09:20:04 AM
    Anyway to replace a missing shoulder? Like say you removed? I though you used to be able to just put another arm in it?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on May 24, 2016, 09:42:59 AM
    Quote from: Reaper on May 24, 2016, 09:20:04 AM
    Anyway to replace a missing shoulder? Like say you removed? I though you used to be able to just put another arm in it?

    weird thing: in previous versions it seemed that an arm was an arm and arm prosthetics replaced the arms. Now they replace the shoulder, so if you need a shoulder just get a prosthetic and you'll be good :P
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Reaper on May 24, 2016, 08:09:34 PM
    I think it should be placed back the way it was, But I lack the option to reinstall a shoulder I removed. Possibly a def someplac is still pointing to arm and not shoulder?
    I suck with xml could you find it for me?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Riftmaster on May 25, 2016, 09:52:31 PM
    Ran into an odd event earlier today - I have researched and built the workbenches up to the point of having advanced bionics available.

    As one of my colonists apparently failed in epic fashion during a bionic leg installment, and somehow removed the patient's spine...
    I thought I'd craft an advanced bionic spine for the poor bastard.

    However for some reason my crafter just stands there (literally - his activity is "standing") and will not complete the advanced bionic spine.

    I'm building a regular bionic spine for him, but this seemed buggy.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Fregrant on May 29, 2016, 12:28:44 PM
    Found the problem.
    Here is small fix:
    1) Now you can to implant a natural arm.
    2) Now you can fix the shoulder by implanting a natural arm.
    Just unpack it to mods folder and it will replace the original file.
    Sadly, looks like no effect until you will start a new colony.

    Rewrited EPOE for an animals, like addon to original EPOE
    http://www.mediafire.com/download/9dxqa77luizmzqf (http://www.mediafire.com/download/9dxqa77luizmzqf)
    Was used ADS mod from here
    https://ludeon.com/forums/index.php?topic=16000.0 (https://ludeon.com/forums/index.php?topic=16000.0)
    Thanks to Latta and Ykara!

    [attachment deleted by admin - too old]
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: LustrousWolf on May 31, 2016, 02:18:20 PM
    My colonist lost a hand, and another lost an arm. I made a bionic hand and bionic arm. I could attach the bionic arm to the pawn with no arm, but it would not let me put the bionic hand onto the pawn with no hand, anyone else have this problem? Here are all the mods I am using, I do not see any other mod that would conflict with pawns body parts though? Am I wrong? o.o
    https://gyazo.com/b22e48c13987ebbf8dee2a1b9946efd6
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Reaper on May 31, 2016, 02:28:36 PM
    Quote from: Fregrant on May 29, 2016, 12:28:44 PM
    Found the problem.
    Here is small fix:
    1) Now you can to implant a natural arm.
    2) Now you can fix the shoulder by implanting a natural arm.
    Just unpack it to mods folder and it will replace the original file.
    Sadly, looks like no effect until you will start a new colony.

    Rewrited EPOE for an animals, like addon to original EPOE
    http://www.mediafire.com/download/voq38qnnex4v3q4 (http://www.mediafire.com/download/voq38qnnex4v3q4)
    Was used ADS mod from here
    https://ludeon.com/forums/index.php?topic=16000.0 (https://ludeon.com/forums/index.php?topic=16000.0)
    Thanks to Latta and Ykara!

    Oh thank you this is just what i need.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: DeMoraatz on June 01, 2016, 04:23:13 AM
    I like this mod, well made and th benches fit in just fine.

    Found another bug though; when attaching a bionic arm to a shoulder where the arm has been shot off, I get an amputated arm for free.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on June 01, 2016, 05:58:11 AM
    Quote from: DeMoraatz on June 01, 2016, 04:23:13 AM
    I like this mod, well made and th benches fit in just fine.

    Found another bug though; when attaching a bionic arm to a shoulder where the arm has been shot off, I get an amputated arm for free.

    This problem has been pointed out quite some time ago :P But still no fix...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Fregrant on June 01, 2016, 06:33:22 AM
    Its because scheme is:
    Body
       Shoulder <= surgery point, arm goes here, arm spawns from here
          Arm
             Hand

    Maybe change shoulder to arm... But then no fix for shattered shoulder...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: DeMoraatz on June 02, 2016, 09:04:31 AM
    Quote from: joaonunes on June 01, 2016, 05:58:11 AM
    Quote from: DeMoraatz on June 01, 2016, 04:23:13 AM
    I like this mod, well made and th benches fit in just fine.

    Found another bug though; when attaching a bionic arm to a shoulder where the arm has been shot off, I get an amputated arm for free.

    This problem has been pointed out quite some time ago :P But still no fix...
    \
    Ah, then apologies for repeating this bug report. 75 pages is a lot to scroll through. ;)

    Quote from: Fregrant on June 01, 2016, 06:33:22 AM
    Its because scheme is:
    Body
       Shoulder <= surgery point, arm goes here, arm spawns from here
          Arm
             Hand

    Maybe change shoulder to arm... But then no fix for shattered shoulder...
    so if I replace an arm, should I also replace the hand?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on June 02, 2016, 12:39:52 PM
    Quote from: DeMoraatz on June 02, 2016, 09:04:31 AM
    Ah, then apologies for repeating this bug report. 75 pages is a lot to scroll through. ;)
    No problem... the bug is still there, so a bump should not harm anyone :P

    Quote from: DeMoraatz on June 02, 2016, 09:04:31 AM
    so if I replace an arm, should I also replace the hand?
    Well.... yeah. You wouldn't chop an arm in pieces just so you could keep your hand, you would cut off the whole arm. The issue here is the arm VS shoulder problems...
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ocirannor on June 02, 2016, 05:48:20 PM
    Sorry if this has be answered already but i dont really want to read thro 76 pages. But could anyone tell me how to see the recipes? Cant for the life of me figure it out
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ghizmo on June 03, 2016, 08:05:33 AM
    You click on the work bench > bills > the details button that accompanies each bill will tell you this.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: madexd on June 06, 2016, 01:33:24 PM
    The new crafting component Vancidium is way to expensive, in my opinion.
    If i want to craft an advanced bionic spine for example, I need to craft a bionic spine first for 125 steel, 125 plasteel and 10 components.
    To upgrade the spine i need 5 advanced components, which cost 5 vancidium and 1 component each.
    To craft 1 vancidium you need 20 gold, 10 plaststeel and 25 steel. So that makes 200 steel 125 plasteel 10 components and 125 gold total for one advanced bionic spine, not to mention all the time it takes to research the 20 work benches and the costs to build them.
    So after you go through all the trouble of researching and building the work benches, you can craft an advanced bionic spine, which costs roughly 5650 silver, instead of just buying it from a trader for 4k silver? Whats the point of going through all the crafting, if its cheaper to just buy the part?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Minnigin on June 06, 2016, 03:42:24 PM
    Quote from: madexd on June 06, 2016, 01:33:24 PM
    The new crafting component Vancidium is way to expensive, in my opinion.
    If i want to craft an advanced bionic spine for example, I need to craft a bionic spine first for 125 steel, 125 plasteel and 10 components.
    To upgrade the spine i need 5 advanced components, which cost 5 vancidium and 1 component each.
    To craft 1 vancidium you need 20 gold, 10 plaststeel and 25 steel. So that makes 200 steel 125 plasteel 10 components and 125 gold total for one advanced bionic spine, not to mention all the time it takes to research the 20 work benches and the costs to build them.
    So after you go through all the trouble of researching and building the work benches, you can craft an advanced bionic spine, which costs roughly 5650 silver, instead of just buying it from a trader for 4k silver? Whats the point of going through all the crafting, if its cheaper to just buy the part?

    In my opinion it makes sense to cost a bit more to create your own simply because you get to choose exactly what bionic to make, while simply buying them from traders is cheaper you don't get the freedom of deciding which ones are available from random trades
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kiwih on June 14, 2016, 02:47:27 PM
    I can't download the mod. The file EPOE 1,63 takes forever :(
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: harpo99999 on June 14, 2016, 05:23:44 PM
    Quote from: Kiwih on June 14, 2016, 02:47:27 PM
    I can't download the mod. The file EPOE 1,63 takes forever :(
    odd, in MY computer (btw NO junkware/spyware/toolbars) the download took approx 10 seconds.
    if your computer has NO toolbars/junkware/spyware/malware and other downloads (and even web pages take a long time to load and you have atleast 4gb of ram) then it might be that your internet has a monthly download limit and you and the other users of the connection have exceeded the download limit
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: joaonunes on June 15, 2016, 02:42:25 AM
    Quote from: harpo99999 on June 14, 2016, 05:23:44 PM
    Quote from: Kiwih on June 14, 2016, 02:47:27 PM
    I can't download the mod. The file EPOE 1,63 takes forever :(
    odd, in MY computer (btw NO junkware/spyware/toolbars) the download took approx 10 seconds.
    if your computer has NO toolbars/junkware/spyware/malware and other downloads (and even web pages take a long time to load and you have atleast 4gb of ram) then it might be that your internet has a monthly download limit and you and the other users of the connection have exceeded the download limit

    Monthly download limits still exist? I feel bad as an IT student :(
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: ☢FLAY☢ on June 15, 2016, 07:45:31 PM
    Quote from: joaonunes on June 15, 2016, 02:42:25 AM
    Quote from: harpo99999 on June 14, 2016, 05:23:44 PM
    Quote from: Kiwih on June 14, 2016, 02:47:27 PM
    I can't download the mod. The file EPOE 1,63 takes forever :(
    odd, in MY computer (btw NO junkware/spyware/toolbars) the download took approx 10 seconds.
    if your computer has NO toolbars/junkware/spyware/malware and other downloads (and even web pages take a long time to load and you have atleast 4gb of ram) then it might be that your internet has a monthly download limit and you and the other users of the connection have exceeded the download limit

    Monthly download limits still exist? I feel bad as an IT student :(

    Mine is 50gb, I have to get my little brother to download the games I buy at my parents place to stay in the damn safe zone, the struggle with school fees and low wage
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ghizmo on June 17, 2016, 02:24:06 PM
    What needs to be changed and where does it need to be changed to be able to add prosthetic/adv/bionic hand parts to prosthetic/adv/bionic arm parts?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: lch on June 21, 2016, 02:58:14 PM
    You did such a professional job with this mod! Fits in so well too, great work!

    Feedback:
    1. Brain stimulator implant for brain injury fell far too short. I was hoping for 90% and could probably live with even 80%, but 50% is just too slow to be worth the effort. As a side note I found myself wishing it also helped colonists suffering from Alzheimer's, in some way.
    2. I feel the synthetic surrogate organs require far too much resource(s). Calculating just how much material (and time) required simply for a synthetic heart, for example. Also think about how easy it is to alternatively harvest organs from captured pirates. My suggestion is the hyperweave and 1 advanced component.

    Possible bug: I have all colonists set to use herbal medical kits, yet twice now, when going to install an implant (such as a medical rib), they grab a glitterworld medical kit (or other high medical kit) for the surgery. It may be just going for the nearest kit w/o checking.

    ps. Really loved the attention to detail, such as the sound effects for the different benches. So good!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Lady Wolf on June 22, 2016, 07:49:40 AM
    I noticed a bug with the animal prosthesis add-on to EPOE in that the A.I chip surgery and pain stopper implant surgeries were missing from the operations tab.

    This is because in the Recipe_SyntheticAnimal the animal brain is defined as  "Brain" when it should be listed as "AnimalBrain"

    For anyone who wants to fix this themselves, simply open the animalprosthesis/defs/recipedefs/Recipe_SyntheticAnimal.xml file and go to lines 46 & 127

    And look for the following lines:
          <appliedOnFixedBodyParts>
             <li>Brain</li>
          </appliedOnFixedBodyParts>


    and replace them with

          <appliedOnFixedBodyParts>
             <li>AnimalBrain</li>
          </appliedOnFixedBodyParts>


    save the file and the surgeries will now be available under the operations tab.

    (Note this IS save game compatible.)
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Jovus on June 26, 2016, 12:12:41 PM
    As soon as I found this mod, I installed it. It's lovely.

    However, I have one small problem: I can't seem to do any brain surgeries.

    I have the Brain Surgery research project; I have the Bionics research project. I have a bionics workbench. I have an AI personality core. When I go to the operations tab on a colonist with a permanent brain injury, I find no relevant surgery, and there are no promising recipes at the bionics workbench.

    What am I missing?

    It might be conflicts with other mods; I have several, including Glitterworld and A Dog Said, among others. I just wanted to check I wasn't missing something obvious.

    Thanks!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Lady Wolf on June 26, 2016, 09:09:58 PM
    Quote from: Jovus on June 26, 2016, 12:12:41 PM

    What am I missing?


    To to brain surgery on colonists you need an A.I Chip, not an AI personality Core. (You build an A.I chip at the Synthetic organ research bench.)

    Hope that helps!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Jovus on June 27, 2016, 01:49:24 AM
    It does. I'm off to build the synthetic organ workbench!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: theaetetus on June 29, 2016, 06:31:29 PM
    Tried to run this mod. My existing save loads, but starts erroring out quickly. Colonists start getting stuck and won't move, even if I draft and issue move commands.

    Mods loaded:
    [1] Core
    [2] Roof Support Guide - Tool
    [3] Misc. Robots
    [4] Miscellaneous 'CORE'
    [5] More Trade Ships
    [6] Practise Target v2.06
    [7] RoofBomb
    [8] This mod. :>

    No other mods installed.

    Here's a debug log screenshot for ya:
    http://puu.sh/pKJsP/f2168f10d3.png
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ghizmo on June 30, 2016, 04:54:05 AM
    Did you test a new map with new colony?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: ArguedPiano on June 30, 2016, 06:11:14 AM
    As Ghizmo said, usually you have to not only create a new world and colony, but it's a good idea to quit Rimworld completely and relaunch it.

    This is especially true with mods that make major changes to the core of the game.

    EdB's Mod Order mod is an excellent tool to help you with this.
    https://ludeon.com/forums/index.php?topic=7454.0
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: theaetetus on June 30, 2016, 07:09:57 AM
    Quote from: Ghizmo on June 30, 2016, 04:54:05 AM
    Did you test a new map with new colony?

    Yep. Works with a fresh colony. First post says it's existing save compatible so I assumed it was. Is that outdated?

    Quote from: ArguedPiano on June 30, 2016, 06:11:14 AM
    As Ghizmo said, usually you have to not only create a new world and colony, but it's a good idea to quit Rimworld completely and relaunch it.

    This is especially true with mods that make major changes to the core of the game.

    EdB's Mod Order mod is an excellent tool to help you with this.
    https://ludeon.com/forums/index.php?topic=7454.0

    Restarted the game a few times before posting. No change.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: ArguedPiano on June 30, 2016, 09:52:44 PM
    Quote from: theaetetus on June 30, 2016, 07:09:57 AM
    Quote from: Ghizmo on June 30, 2016, 04:54:05 AM
    Did you test a new map with new colony?

    Yep. Works with a fresh colony. First post says it's existing save compatible so I assumed it was. Is that outdated?

    It may be worth creating a new world. It says it's save compatible but I find most mods aren't. I'm no expert by any means, but what harm could come from trying?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: PictishArrow on July 03, 2016, 07:25:09 PM
    I think I found a bug. My colonist's left arm was blown off by a mech, but when I replaced it with a bionic arm the operation dropped a biological arm... from the stump where my colonist's missing arm used to be!

    The Bionic arm took fine, but the mod seems to have forgotten to check if the limb was still present before "cutting" it off and turning it into an arm object for future use. I have not verified if it can, in fact, be installed on another pawn as a fully functioning arm.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Terodan on July 04, 2016, 02:58:21 AM
    I had the same effect when I gave a colonist, that had lost a hand a bionic arm. The game dropped an arm item that magically had a hand on it again. I guess the game/mod just doesn't carry over injuries from harvested organs. But it is not something that really bothers me.

    Since sometimes I have to wait for ages for the next plasteel trader to come by, I dont feel too bad to get a free arm or leg every once in a while
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Miner_239 on July 05, 2016, 01:58:46 AM
    My 16 medicine has killed one and wounded three, out of five tries, trying to install simple arms/legs. Is it supposed to be that difficult?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Argelle on July 08, 2016, 03:50:41 PM
    hello ! Hello !
    Fantastic mod, I've only discover 5% of it, but it's a nice addition to the game.
    I may have made a mistake by operating TWO eyes patches. My english is not so good, so on the first place I was not sure if it covers the eyes or improves a wounded eyes.
    So, now my colonist may be blind. I don't know. He seems happy to trottle everywere without banging his head to the wall.

    (http://tof.canardpc.com/preview2/143dfc6b-14a4-435e-b72a-442e21e93f31.jpg) (http://tof.canardpc.com/view/143dfc6b-14a4-435e-b72a-442e21e93f31.jpg)

    View is 0 (efficacity 0%) but right eyes is 10/10 (not shown on picture) and left is 10/10 as well. How comes?

    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Argelle on July 10, 2016, 12:53:14 PM

    Second question :
    What ordering what to craft an item there is no mention of bonuses (like for stablehand trouser) but when crafted (or is it from a dead body recup?) it shows a magnifico tame animal bonus, and agicultural bonus !
    is it standard ? randomly generated ? is there a list somethere of these new cloths and their stats ?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: GalavanteLantern on July 12, 2016, 08:11:21 PM
    I found what I believe to be a mod incompatibility.

    Mod(s) : Education Mod

    Why? After installing the Education Mod the rate of surgery failure went to 100% to every attempted operation, even with my level 16+ doctors.   I tried this with just this mod, Core, CCL, and Education loaded [not in this order] to double check.  Loaded up several different colonies and tried this several times with different levels and different operations, the result was always either minor or catastrophic failure.  After removing Education Mod everything went back to normal.  I hope this helps anyone having this same problem.

    On a different note; I love this mod and I enjoy playing with it.  Its totally worth any wait that might come with an update, as long as we eventually get to play with it again. Now, back to A13 and my lovely colony!  Have a great day!
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Seikikai on July 15, 2016, 12:14:20 PM
    Getting This Error When A Pawn Finishes A Painkiller Rib. The Pawn Doesn't Create The Item Leaving An Unfinished Item With A Work Value Of 0 Or -1

    QuoteJobDriver threw exception in initAction. Pawn=Cleveland, Job=DoBill A=Thing_TableBionics3044358 B=Thing_UnfinishedProsthesis3580120 C=(210, 0, 170), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0

      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0

      at USCM_DB.JobDriver_DoBill.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0

      at USCM_DB.JobDriver_DoBill+<>c__DisplayClass12_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x00000] in <filename unknown>:0

      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on July 15, 2016, 02:26:15 PM
    Is it compatible with A14?
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on July 15, 2016, 08:07:58 PM
    Quote from: Kraehe on July 15, 2016, 02:26:15 PM
    Is it compatible with A14?
    Oops, alpha 14 came fast. You could try, altough I don't think so. But I think I can feel my modding enthusiasm coming back, so I'll release an update in the next few days, with some longe overdue fixes.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: codyo on July 15, 2016, 10:54:52 PM
    Quote from: Miner_239 on July 05, 2016, 01:58:46 AM
    My 16 medicine has killed one and wounded three, out of five tries, trying to install simple arms/legs. Is it supposed to be that difficult?

    You may notice after surgeries a "surgical incision" injury in the health tab. It adds like 3 or 5 damage. Your colonist has to rest before you do a lot of operations. A prisoner died after I did too many operations on his torso, too fast.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Kraehe on July 16, 2016, 05:24:08 AM
    Quote from: Ykara on July 15, 2016, 08:07:58 PM
    Quote from: Kraehe on July 15, 2016, 02:26:15 PM
    Is it compatible with A14?
    Oops, alpha 14 came fast. You could try, altough I don't think so. But I think I can feel my modding enthusiasm coming back, so I'll release an update in the next few days, with some longe overdue fixes.

    That would be awesome. As i said in the last Alpha, your Mod makes Rimworld perfect. I even would donate for your mod. ^^
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Schaap21 on July 16, 2016, 03:52:20 PM
    Quote from: Ykara on July 15, 2016, 08:07:58 PM
    Oops, alpha 14 came fast. You could try, altough I don't think so. But I think I can feel my modding enthusiasm coming back, so I'll release an update in the next few days, with some longe overdue fixes.

    That would be much appreciated. It's my favorite mod, as I'm sure is true for many others.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Solastar on July 16, 2016, 07:55:10 PM
    I would be glad to donate if you have a pay pal to help your motivation :) Do you have a pay pal? This is by far my favorite mod.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (16.07.2016)
    Post by: Ykara on July 16, 2016, 08:39:28 PM
    According the donations, I have PayPal but I don't know if I want to make a donation button. I'll think about it, but I'm glad you like my mod anyway! And so that you no longer have to play Alpha 14 without all that cool and extremely overpriced extra stuff, I'm proudly presenting...

    Update 1.7 - Alpha 14 and Steam Workshop Release!
    Guten Tag!
    Every three months I come back from the dead to update EPOE to the new alpha, and Alpha 14 is no exception. This would be a pretty short text, if it wasn't for the RIMWORLD STEAM RELEASE!!! Finally it's there, and EPOE is on Steam now, too! Ok, it's still a short text. I haven't really added new features or something, but at least I've fixed the "as soon as you amputate this completely severed arm it's fully recovered again"-bug. That includes that you no longer can take away arms from prisoners, but what sicko did this anyway. Am I right?
    Download the update from the original post or from the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=725956940)!

    Changes:
    *  Ported EPOE to Alpha 14
    *  Steam Workshop Release!
    *  Removed the possibility to harvest many natural body parts for balancing and eliminating bugs
    *  Synthetic organs are now a little bit cheaper
    *  Most research is now spacer tech level, don't know how this will work out
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: kaptain_kavern on July 16, 2016, 09:50:02 PM
    yeah!  :D

    Thx Ykara
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: Schaap21 on July 16, 2016, 10:04:08 PM
    Wow, that's fast. Nicely done, congratulations and thank you!
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: Jdalt40 on July 16, 2016, 11:03:26 PM
    Hey Ykara, nice work on the update to Alpha 14  :)! But I was wondering if it would be possible to make sort of a 'bionic torso' where the torso has a lot more health, I just noticed my colonists usually die of the torso being destroyed instead of actually bleeding out or organs being destroyed.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Jdalt40 on July 16, 2016, 11:12:51 PM
    Quote from: Argelle on July 08, 2016, 03:50:41 PM
    hello ! Hello !
    Fantastic mod, I've only discover 5% of it, but it's a nice addition to the game.
    I may have made a mistake by operating TWO eyes patches. My english is not so good, so on the first place I was not sure if it covers the eyes or improves a wounded eyes.
    So, now my colonist may be blind. I don't know. He seems happy to trottle everywere without banging his head to the wall.

    (http://tof.canardpc.com/preview2/143dfc6b-14a4-435e-b72a-442e21e93f31.jpg) (http://tof.canardpc.com/view/143dfc6b-14a4-435e-b72a-442e21e93f31.jpg)

    View is 0 (efficacity 0%) but right eyes is 10/10 (not shown on picture) and left is 10/10 as well. How comes?
    *Facepalm*...
    A eye patch covers the eye :D
    Oh and 10/10 just means the health of the eye patch
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: Dakkon on July 17, 2016, 05:49:03 AM
    Another essential mod I can't play without.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: joshwoo69 on July 17, 2016, 07:08:51 AM
    Yay! Thanks Ykara! Have you ever considered joining rimworld slack? (The link is in kaptain kavern's signature)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: Kyos on July 17, 2016, 08:44:59 AM
    This mod update could not have come at a better time. One of my colonists just lost his entire spine! (It got shot out by a pirate's shotgun).
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.7 (17.07.2016)
    Post by: macrosblackd on July 17, 2016, 01:47:25 PM
    Not sure if this is a bug with this mod or with "Right tool for the job" but when you have implant arms it completely removes the hand/finger parts of the body which prevents you from using toolbelts
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Ykara on July 17, 2016, 09:26:32 PM
    Quote from: joshwoo70 on July 17, 2016, 07:08:51 AM
    Yay! Thanks Ykara! Have you ever considered joining rimworld slack? (The link is in kaptain kavern's signature)
    I've actually considered joining, but I don't consider myself an experienced modder. The work I do is not that complicated, and to be honest, I'm happy with that. I don't really have ambitions to get into assembly modding, the only thing I could do would be chatting, and that's not what it's meant for as far as I know.

    Quote from: macrosblackd on July 17, 2016, 01:47:25 PM
    Not sure if this is a bug with this mod or with "Right tool for the job" but when you have implant arms it completely removes the hand/finger parts of the body which prevents you from using toolbelts
    It's a game engine thing afaik, but I'm gonna look into it.

    Update 1.71 - Repolishing + Refrankensteining!

    Greetings!
    At first I just wanted to make a small fix for the natural parts category not quite working as intended, but then I was like "It's 2 am in the morning, gonna get creative!" and now we've got this.
    This update brings back many harvest options I've removed yesterday, because I've tested it and only the limbs were the problem. But what to do with all the harvested organs? Well, why not take them and shove them into the meat grinder and feed the bleeding remains of your half-dead prisoner's intestines to their completely frightened friends? Yeah, that was my first thought, too. So I added the option to mince human organs and limbs at the butcher table for some extra meat. I'm sure there's someone who appreciates this feature.
    I've also looked through your suggestions and incorporated them, for example the option to craft joywires and painstoppers or the brain stimulator boost.
    Have fun!

    Changes:
    *  Readded the option to harvest the stomach, nose, ears, eyes and jaw. Be Frankenstein again!
    *  Introducing: Mincing natural parts! Turn organs into meat at the butchering table!
    *  Added the option to craft joywires and painstoppers
    *  Fixed an error with the natural parts category
    *  Slightly boosted the brain stimulator (from 50% to 65% functionality)
    *  Raised the market value of the advanced bionic spine
    *  Changed the preview image
    *  Fixed some typos
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 17, 2016, 09:41:16 PM
    Refrankensteining!

    Awesome. Thanks
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 123nick on July 18, 2016, 04:04:18 AM
    will u make this compatible with glittertech? i heard mods that add prosthetics and other surgery bills and etc dont work well together when both are being used.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Ykara on July 18, 2016, 08:00:46 AM
    Quote from: 123nick on July 18, 2016, 04:04:18 AM
    will u make this compatible with glittertech? i heard mods that add prosthetics and other surgery bills and etc dont work well together when both are being used.
    Sam has uploaded a surgery free version of Glittertech, just use this version and you'll be fine.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Argelle on July 18, 2016, 08:45:03 AM
    Quote from: Joshy1111 on July 16, 2016, 11:12:51 PM

    *Facepalm*...
    A eye patch covers the eye :D
    Oh and 10/10 just means the health of the eye patch

    Thanks Joshy, that settle it then.

    On a different matter : if I want to retain control of a mod (prosthetics for one), it is possible to unstall it manually on a steam version, isn't it? Reason I do not use the DRM free rimworld is the quickest speed of update on steam.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: prototype2001 on July 18, 2016, 08:47:57 AM
    Heres some of my feedback regarding the mod. I used this in A13 and loved it until it got out of control. When each raid yields more and more prisoners its hard to pass up the opportunity to harvest their organs, in A13 i think you could harvest 14 organs per prisoner which was around ~13,000 worth.

    Now from what i understand of "Removed the possibility to harvest many natural body parts for balancing and eliminating bugs" I could harvest the same stuff as in A13 except no legs & arms, that is still 7,800 worth per prisoner. Designing 10 bills for each prisoner becomes a chore, lucrative chore. I also don't understand why body part's value got multiplied in EPOE ex: the value of a heart in vanilla is 500 while in EPOE its 2,000.

    Going this route of organ harvesting factory also requires the colony to be full of psychopaths as killing innocent prisoners and harvesting their organs gives you a nasty stacking mood penalty that lasts 7 days.

    All of my complaints would be solved with a special medical bed that has pre-designed bills attached to it of eye,ear,stomach, etc etc and lastly heart removal.

    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 123nick on July 18, 2016, 09:02:52 AM
    Quote from: Ykara on July 18, 2016, 08:00:46 AM
    Quote from: 123nick on July 18, 2016, 04:04:18 AM
    will u make this compatible with glittertech? i heard mods that add prosthetics and other surgery bills and etc dont work well together when both are being used.
    Sam has uploaded a surgery free version of Glittertech, just use this version and you'll be fine.

    i know, and im considering that option, but i wonder if im gaining anything by having both mods as prosthetics options, like, is there any improved organs and etc that glittertech has that EPOE doesent? i wonder if its possible for their to be a compatability option, if that isnt too much too ask.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Great on July 18, 2016, 12:48:03 PM
    It's possible to also be able to download older version?I don't know if it's included in hardcore SK.
    Title: Re: [A13] Expanded Prosthetics and Organ Engineering 1.63 (22.04.2016)
    Post by: Ykara on July 18, 2016, 03:15:02 PM
    Quote from: prototype2001 on July 18, 2016, 08:47:57 AM
    Heres some of my feedback regarding the mod. I used this in A13 and loved it until it got out of control. When each raid yields more and more prisoners its hard to pass up the opportunity to harvest their organs, in A13 i think you could harvest 14 organs per prisoner which was around ~13,000 worth.

    Now from what i understand of "Removed the possibility to harvest many natural body parts for balancing and eliminating bugs" I could harvest the same stuff as in A13 except no legs & arms, that is still 7,800 worth per prisoner. Designing 10 bills for each prisoner becomes a chore, lucrative chore. I also don't understand why body part's value got multiplied in EPOE ex: the value of a heart in vanilla is 500 while in EPOE its 2,000.

    Going this route of organ harvesting factory also requires the colony to be full of psychopaths as killing innocent prisoners and harvesting their organs gives you a nasty stacking mood penalty that lasts 7 days.

    All of my complaints would be solved with a special medical bed that has pre-designed bills attached to it of eye,ear,stomach, etc etc and lastly heart removal.
    You're a sick, sick man.
    Having said that, I'm not that of a skilled modder, including your suggestion requires more than just basic XML knowledge. Sorry :/

    Quote from: 123nick on July 18, 2016, 09:02:52 AM
    i know, and im considering that option, but i wonder if im gaining anything by having both mods as prosthetics options, like, is there any improved organs and etc that glittertech has that EPOE doesent? i wonder if its possible for their to be a compatability option, if that isnt too much too ask.
    No, you don't gain anything from having both mods' extra prostheses. Although I think they are already compatible, you could try. But it's confusing, because both mods add prostheses with similar names.

    Quote from: Great on July 18, 2016, 12:48:03 PM
    It's possible to also be able to download older version?I don't know if it's included in hardcore SK.
    What version do you need? I'd give you the link.

    Quote from: Argelle on July 18, 2016, 08:45:03 AM
    Thanks Joshy, that settle it then.

    On a different matter : if I want to retain control of a mod (prosthetics for one), it is possible to unstall it manually on a steam version, isn't it? Reason I do not use the DRM free rimworld is the quickest speed of update on steam.
    Yep you can, just unsuscribe the mod on steam. For manually removing you need the path, for me it's: \Steam\steamapps\workshop\content\294100\725956940
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Cassgon on July 19, 2016, 06:44:15 PM
    if it's not too much trouble can I get an a13 mod link?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Ykara on July 19, 2016, 08:11:34 PM
    Quote from: Cassgon on July 19, 2016, 06:44:15 PM
    if it's not too much trouble can I get an a13 mod link?
    Of course, here (http://www.mediafire.com/download/83hyrs8nigapgoc/EPOE_1.63.zip)!
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Terodan on July 19, 2016, 08:16:12 PM
    I see the removed option for legs and arm from a split position. the "organ harvesting factory" is indeed lucrative and I also had a storage full of spare parts that I'd regulary sell. But in the end youre using one way or another to get to a good deal of silver by trading, either by selling  300000 statues for example in Vanilla, or 20000 simple meals or you actually do the actually less automated version of organ harvesting, that actually even makes you deal with bad thoughts all the time, since if you don't use other mods to have a colony full of psychopaths (or just dev mode) that does add up, especially if you dont let them walk away on those peg legs you graciously gave them before sending them on their way home, but also decided to take the heart/liver and get the "killed harvesting" bad thought too multible times.

    So in fact I think while lucrative it actually did involve a LOT more micro management and effort to actually do that, not to mention in some raids just everyone dies. I dont really play with a lot of mods so all of my weapons are vanilla and I rarely get more than one prisoner and half of that prisoner usually goes to fixing colonists that got injured by that very raid.

    On a side note: Is it possible to somehow add the former owner of a body part to it, name tag wise? It would be kinda interesting to see the frankenstein-ification of ones colony by clicking on the health tab  XD
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Ykara on July 19, 2016, 09:28:35 PM
    Quote from: Terodan on July 19, 2016, 08:16:12 PM
    I see the removed option for legs and arm from a split position. the "organ harvesting factory" is indeed lucrative and I also had a storage full of spare parts that I'd regulary sell. But in the end youre using one way or another to get to a good deal of silver by trading, either by selling  300000 statues for example in Vanilla, or 20000 simple meals or you actually do the actually less automated version of organ harvesting, that actually even makes you deal with bad thoughts all the time, since if you don't use other mods to have a colony full of psychopaths (or just dev mode) that does add up, especially if you dont let them walk away on those peg legs you graciously gave them before sending them on their way home, but also decided to take the heart/liver and get the "killed harvesting" bad thought too multible times.

    So in fact I think while lucrative it actually did involve a LOT more micro management and effort to actually do that, not to mention in some raids just everyone dies. I dont really play with a lot of mods so all of my weapons are vanilla and I rarely get more than one prisoner and half of that prisoner usually goes to fixing colonists that got injured by that very raid.

    On a side note: Is it possible to somehow add the former owner of a body part to it, name tag wise? It would be kinda interesting to see the frankenstein-ification of ones colony by clicking on the health tab  XD
    Yep, that's pretty much my view, too. If you're willing to take that huge mood penalty (and bad karma), why not make it rewarding?
    I really like that idea! But I'm afraid that I lack the modding skills to actually add that feature :/
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: hector212121 on July 20, 2016, 02:16:39 AM
    How about simply dropping the prices of organs? It's nice to be able to replace limbs rather than merely organs.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: LustrousWolf on July 20, 2016, 07:12:01 AM
    Is there a way to fix a shattered clavicle? I tried the bionic arm but that did not fix it :(
    I thought everything was fixable except for the frail torso or am I missing something? :o
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 20, 2016, 10:15:57 AM
    Clavicle are situated in the torso part, from the code i think only the exoskeleton suit regenerate torso

    I think i can try to put clavicle surgeries/treatment in DESurgeries (https://github.com/kaptain-kavern/DESurgeries) (after i solved how to make an EPOE compatible version - As it modify Races_Humanlike.xml too in order to put new surgeries - Do i have to copy yours, add my new surgeries and load it after EPOE?) if you want, Ykara. Not sure if your mod is focus on artificial organs only
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Etherdreamer on July 20, 2016, 01:32:12 PM
    Quote from: kaptain_kavern on July 20, 2016, 10:15:57 AM
    Clavicle are situated in the torso part, from the code i think only the exoskeleton suit regenerate torso

    I think i can try to put clavicle surgeries/treatment in DESurgeries (https://github.com/kaptain-kavern/DESurgeries) (after i solved how to make an EPOE compatible version - As it modify Races_Humanlike.xml too in order to put new surgeries - Do i have to copy yours, add my new surgeries and load it after EPOE?) if you want, Ykara. Not sure if your mod is focus on artificial organs only

    Dude, how I install this one, sounds really handy I hate those incurable diseases.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: UncleFester on July 20, 2016, 02:16:23 PM
    Hello,

    installation of prosthesis doesn't harvest organs (if we replace them)? But why?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: BlackSmokeDMax on July 20, 2016, 04:00:07 PM
    Quote from: UncleFester on July 20, 2016, 02:16:23 PM
    Hello,

    installation of prosthesis doesn't harvest organs (if we replace them)? But why?

    That was a long standing bug that apparently got fixed.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: LustrousWolf on July 20, 2016, 04:03:37 PM
    I have a steel arm in my stockpile, yet it does not appear in the list of operations. Bug?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: retep998 on July 20, 2016, 05:11:55 PM
    You appear to have forgotten the labels for your workgiver definitions.
    (http://i.imgur.com/EFlUcX1.png)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Jozay on July 21, 2016, 03:28:45 PM
    Hi,
    I'd like to translate this mod in French :)

    Y a t-il un Français sur le coup ?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: retep998 on July 21, 2016, 04:02:25 PM
    Also I just have to ask, what is with Items_Hyperweave.xml? As far as I can tell it is identical to the version from Core, so why are you redefining it?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Gar1onriva on July 21, 2016, 05:31:59 PM
    Hey. I've tried installing this mod a couple of times and I keep encountering the same bug. While the mod is active, one of my pawns can't pass through doors. By possible coincidence, he's the only one with any prosthetics (simple arm).
    I tried removing the door ahead of him reaching it and he passed through the gap, only to catch on the next door he tried. Once he's caught, I can't move him at all; even drafting him doesn't move him.

    The Debug log says "Object reference not set to an instance of an object"

    I hope that I can overcome this issue as I really want to make my paralysed pawn a new pelvis.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 21, 2016, 09:11:22 PM
    Quote from: Jozay on July 21, 2016, 03:28:45 PM
    Hi,
    I'd like to translate this mod in French :)

    Y a t-il un Français sur le coup ?

    Salut, alors c'est pas trop compliqué en fait.

    Alors simplement tu prend ton dossier EPOE existant, tu copie-colle dans le dossier Languages un dossier d'une autre langue existant, je te conseil de ne pas prendre l'allemand qui n'a pas l'air a jour (c'est le seule a avoir moins de fichier que les autres). Tu renome ta copie en French.  Dedans dans le dossier DefInjected tu remarquera que tu as exactement la même arborescence que dans le dossier Defs à la racine du dossier du mod. Chaque fichier de traduction, dans Languages\French , correspond a un autre dans Defs. Il faut comprendre que le fichier dans le repertoire de traduction ne contient que ce qui est entre balise <label></label> et c'est ca que tu va traduire en francais.

    Explication par Tynan : https://ludeon.com/forums/index.php?topic=2933.0

    Et peut-etre dans le thread a propos de la traduction fr du jeu du trouvera des explications aussi.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Rorax on July 21, 2016, 11:04:54 PM
    Quote from: Gar1onriva on July 21, 2016, 05:31:59 PM
    Hey. I've tried installing this mod a couple of times and I keep encountering the same bug. While the mod is active, one of my pawns can't pass through doors. By possible coincidence, he's the only one with any prosthetics (simple arm).
    I tried removing the door ahead of him reaching it and he passed through the gap, only to catch on the next door he tried. Once he's caught, I can't move him at all; even drafting him doesn't move him.

    The Debug log says "Object reference not set to an instance of an object"

    I hope that I can overcome this issue as I really want to make my paralysed pawn a new pelvis.

    Hi I just want to say I encountered this bug too, again simple arm prosthetic already on the pawn. I also noticed they wouldn't do anything after dropping an item at a stockpile.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 22, 2016, 01:17:23 AM
    Have a tiny little minor bug to report for EPOE :

    With Fluffy Work Tab, the game throw a yellow error message about a missing <label> tag in Workgiver.xml (nearly at the bottom of the screenshot). I guess there is a function in DLL files that search that in order to display it in the improved tab. Anyway, adding the right tag solved the issue and the error is not game breaking.

    (https://i.imgur.com/64Rt5va.jpg)




    Also on an other hand, i have updated DESurgeries (https://github.com/kaptain-kavern/DESurgeries) (that add a bunch of new surgeries to the game) to A14 and i'm searching for a way to make it work with EPOE. The problem i have is that the mod modify Races_Humanlike.xml too. If i want this to work do i have to copy paste yours, add my modded <recipes> tags under yours and tell people to load it after EPOE or do you see another way maybe? And above all, are you OK with that type of thing? Or if you prefer/want to integrate them somehow directly to EPOE.




    Also on an other other hand (:D), i also maintain ADogSaid (https://github.com/kaptain-kavern/ADogSaid) (originally by Latta) for animal prostheses and bionics and wanna ask if it's ok with you to make a compatibility patch in order to permit animals to receive all the artificial organs that EPOE brings?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Jozay on July 22, 2016, 07:53:46 AM
    Quote from: kaptain_kavern on July 21, 2016, 09:11:22 PM
    Quote from: Jozay on July 21, 2016, 03:28:45 PM
    Hi,
    I'd like to translate this mod in French :)

    Y a t-il un Français sur le coup ?

    Salut, alors c'est pas trop compliqué en fait.

    Alors simplement tu prend ton dossier EPOE existant, tu copie-colle dans le dossier Languages un dossier d'une autre langue existant, je te conseil de ne pas prendre l'allemand qui n'a pas l'air a jour (c'est le seule a avoir moins de fichier que les autres). Tu renome ta copie en French.  Dedans dans le dossier DefInjected tu remarquera que tu as exactement la même arborescence que dans le dossier Defs à la racine du dossier du mod. Chaque fichier de traduction, dans Languages\French , correspond a un autre dans Defs. Il faut comprendre que le fichier dans le repertoire de traduction ne contient que ce qui est entre balise <label></label> et c'est ca que tu va traduire en francais.

    Explication par Tynan : https://ludeon.com/forums/index.php?topic=2933.0

    Et peut-etre dans le thread a propos de la traduction fr du jeu du trouvera des explications aussi.

    Merci ;)

    Mais du coup, il n'y a pas de GitHub pour traduire ce mod ?

    Is there a "GitHub" project to translate this mod ?
    Title: [Future/change Request]
    Post by: Vastrix on July 22, 2016, 09:19:06 AM
    We've all had that one guy, he who craves having bionic body parts.
    And because he's a lvl 20 artist we're such generous gods, we happily comply! :)

    However, depending on your way of playing, there will be a time where building advancedbionics starts looking very attractive.. I was there actually, just a moment ago.

    So I had everything lined up, I sold my very soul to the devil to afford the crazy amounts of plasteel..
    I tagged the guy for the operation, he went and lied down in chair, the doctor came.... aaaaand HE FAILED! He had a 92% success chance btw

    (https://67.media.tumblr.com/tumblr_ll42z0QYmy1qfz0ybo1_500.gif)

    Never had I ever enabled the dev console that fast before.. like it must've been some kind of record..
    There was no way in hell that I was gonna buy that much plasteel again to go through the tedious process that is making advanced components.. na ah!

    So I cheated in the advanced bionic thingy again, performed the operation (again) and guess what... HE FAILED! AGAIN




    Long story short, third time was the charm..

    Change request:



    • Create a config option that refunds the item when the operation fails.

    This would be awesome.. :)
    Cheers,
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: ChrisH43272 on July 22, 2016, 11:29:07 AM
    The mod works fine up until I try to install any of the prosthetics, I have the item but I don't get an operation to install them.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Lomano on July 22, 2016, 12:02:58 PM
    I love this mod but i think there is too many workbenches. I know then it would be easy to research but the proces of making advanced bionic X is really long.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Gar1onriva on July 22, 2016, 01:05:45 PM
    Quote from: Rorax on July 21, 2016, 11:04:54 PM
    Hi I just want to say I encountered this bug too, again simple arm prosthetic already on the pawn. I also noticed they wouldn't do anything after dropping an item at a stockpile.

    I seem to have found a workaround. By removing the prosthetic arm prior to activating the mod, and then replacing it after the mod's activated, the bug vanishes.
    Still a bug, but this way we can use the mod.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 123nick on July 23, 2016, 03:47:47 AM
    hey i think there is a bug, when i give someone 2 advanced bionic arms, they cant wear an advanced toolbet from The right tool for the job mod.
    it says that the advanced toolbelt covers the fingers, all or most of them ,and with the 2 arms apparently the colonist has no fingers. see here:
    (http://i.imgur.com/RaZeUV6.jpg)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Mrshilka on July 23, 2016, 05:03:49 AM
    Hello Ykara, thanks for your fantastic mod.

    I am using your Steam release and I have a small possible bug to report, it seems when making vancidium and making advanced components your colonists do not gain any crafting skill.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: LustrousWolf on July 24, 2016, 09:06:07 AM
    Is there a way to replace sternums? :o
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Dogman_27 on July 24, 2016, 03:01:00 PM
    Help! I can't install anything in the brain (brain stimulator, AI chip) and the four types of ribs (medical, adrenaline, painkiller and drugged).

    EDIT: Was testing this mod on colony with god mode a spawned in things, forgot to do the brain surgery research...
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: ChrisH43272 on July 24, 2016, 09:08:57 PM
    Quote from: ChrisH43272 on July 22, 2016, 11:29:07 AM
    The mod works fine up until I try to install any of the prosthetics, I have the item but I don't get an operation to install them.

    Figured it out, turns out this isn't compatible with the zombie mod, my fault.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 24, 2016, 11:39:50 PM
    This mod will not be compatible with any other mods that modify Human_races.xml
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Ykara on July 26, 2016, 08:45:09 PM
    Quote from: retep998 on July 21, 2016, 04:02:25 PM
    Also I just have to ask, what is with Items_Hyperweave.xml? As far as I can tell it is identical to the version from Core, so why are you redefining it?
    You're right, it's the same. As far as I remember hyperweave wasn't tradable in the previous alphas, so I added that in. Could be wrong though. Anyway, thanks for pointing that out, I've "fixed" it for the next update.

    Quote from: retep998 on July 20, 2016, 05:11:55 PM
    You appear to have forgotten the labels for your workgiver definitions.
    (http://i.imgur.com/EFlUcX1.png)
    Afaik vanilla version doesn't use these labels, but I'm gonna add them for the next update.

    Quote from: LustrousWolf on July 20, 2016, 04:03:37 PM
    I have a steel arm in my stockpile, yet it does not appear in the list of operations. Bug?
    Has to be on your side, I don't have this problem.

    I wish I could :/
    Quote from: Vastrix on July 22, 2016, 09:19:06 AM
    Change request:



    • Create a config option that refunds the item when the operation fails.

    This would be awesome.. :)
    Cheers,
    I wish I could :/

    Quote from: ChrisH43272 on July 22, 2016, 11:29:07 AM
    The mod works fine up until I try to install any of the prosthetics, I have the item but I don't get an operation to install them.
    Looks like a mod conflict to me. Do you use any other mods?

    Quote from: Lomano on July 22, 2016, 12:02:58 PM
    I love this mod but i think there is too many workbenches. I know then it would be easy to research but the proces of making advanced bionic X is really long.
    Yeah, I'm working on that issue.

    Quote from: 123nick on July 23, 2016, 03:47:47 AM
    hey i think there is a bug, when i give someone 2 advanced bionic arms, they cant wear an advanced toolbet from The right tool for the job mod.
    it says that the advanced toolbelt covers the fingers, all or most of them ,and with the 2 arms apparently the colonist has no fingers.
    That's not a bug, that's how prostheses work. When you replace an arm, it replaces everything from the shoulders downwards. There's also no fix to this since it's hardcoded. Sorry :/

    Quote from: Mrshilka on July 23, 2016, 05:03:49 AM
    Hello Ykara, thanks for your fantastic mod.

    I am using your Steam release and I have a small possible bug to report, it seems when making vancidium and making advanced components your colonists do not gain any crafting skill.
    Thanks for reporting! Gonna fix it.

    Quote from: LustrousWolf on July 24, 2016, 09:06:07 AM
    Is there a way to replace sternums? :o
    No, but what do you need sternums for anyway :^)

    Quote from: ChrisH43272 on July 24, 2016, 09:08:57 PM
    Quote from: ChrisH43272 on July 22, 2016, 11:29:07 AM
    The mod works fine up until I try to install any of the prosthetics, I have the item but I don't get an operation to install them.

    Figured it out, turns out this isn't compatible with the zombie mod, my fault.
    Gonna make a compatibility patch, good to see that the Zombie mod is back!

    Quote from: Killface on July 26, 2016, 04:17:22 PM
    Some Chinese guy released your mod on Steam, along with many other mods.
    http://steamcommunity.com/sharedfiles/filedetails/?id=729842858
    That's interesting, I only recall giving him permission to translate the mod. Thank you, I'm gonna ask him if wants to provide me the Chinese translation, next update could be the next big language update :D
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Sarelth on July 27, 2016, 01:22:24 AM
    For the problem with the toolbelts, is it possible to instal a hand and get the fingers back?
    Title: [BUG] AI chip effects not applied
    Post by: Vastrix on July 28, 2016, 10:04:04 AM
    Bug Report


    The AI Chip should give (according to the in-game description) enhanced Consciousness and mobility

    (https://puu.sh/qhrVM/b54c91690a.png)

    However, once administered none of those effects seem to be applied..
    (https://puu.sh/qhs4U/b03714284b.png)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RickDeckerSpiegel on July 28, 2016, 05:16:34 PM
    Hello, your MOD is fantastic! I played many hours with it and I really to help my colonist with medical science at his best. Is there any chance, that you're planning to expand the possibilities for animals too? I would like the feeling to be a mad scientist who created Robodog (from the Fallout series) or having a Cyborg-Killer-Bear or just let my crippled Husky run  again :) plz make it possible!!!

    (I'm new here in the forum and I don't have the time to read all posts until now. In the case that many ppl allrdy requested what I said, dont be angry plz :) Good day Sir and I'm looking forward to see, where you go from now. Bionics made my Rimworlds are better place to live in.

    PS. plz help Caesar, he is still young and that sneaky grizzle came in our settlement and nearly killed him. He really want to run again!

    [attachment deleted by admin - too old]
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: harpo99999 on July 28, 2016, 05:30:39 PM
    for your husky, you will NEED ' A dog said' mod as it adds the limb replacement for animals
    Title: Re: [BUG] AI chip effects not applied
    Post by: 123nick on July 28, 2016, 06:02:42 PM
    Quote from: Vastrix on July 28, 2016, 10:04:04 AM
    Bug Report


    The AI Chip should give (according to the in-game description) enhanced Consciousness and mobility

    (https://puu.sh/qhrVM/b54c91690a.png)

    However, once administered none of those effects seem to be applied..
    (https://puu.sh/qhs4U/b03714284b.png)

    quick question that is probably offtopic, but regardless: do you use ShareX for your screenshots?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RickDeckerSpiegel on July 29, 2016, 01:59:51 AM
    Quote from: harpo99999 on July 28, 2016, 05:30:39 PM
    for your husky, you will NEED ' A dog said' mod as it adds the limb replacement for animals

    thank you very much, my friend! My colonist updated this new software in their medical hub and they're now able to operate my Husky!!!
    (hahahah at same time, the work at Cyborg Grizzle Jack begins)
    Title: Re: [BUG] AI chip effects not applied
    Post by: Vastrix on July 29, 2016, 03:35:02 AM
    Quote from: 123nick on July 28, 2016, 06:02:42 PM
    quick question that is probably offtopic, but regardless: do you use ShareX for your screenshots?
    Did the rounded rectangles give it away? :P
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kgoodrid on July 29, 2016, 07:33:23 AM
    Quote from: Gar1onriva on July 22, 2016, 01:05:45 PM
    Quote from: Rorax on July 21, 2016, 11:04:54 PM
    Hi I just want to say I encountered this bug too, again simple arm prosthetic already on the pawn. I also noticed they wouldn't do anything after dropping an item at a stockpile.

    I seem to have found a workaround. By removing the prosthetic arm prior to activating the mod, and then replacing it after the mod's activated, the bug vanishes.
    Still a bug, but this way we can use the mod.

    I seem to be having the same problem. I currently have a pawn with a simple prosthetic arm that is stuck. She seems to cycle through planned tasks but does not move. Also does not move when I draft her. I was hoping she would collapse from exhaustion so I could move her to a bed, but no luck, so there doesn't seem to be any way to 'fix' her. I also tried disabling the mod and it won't load the save at all.

    Not a big deal since I am relatively sure this is related to activating the mod after playing for awhile (thought it was active and then realized it wasn't!).

    Edit: Solution found. whats odd about this is that when trying several of my last few saves and autosaves, the pawn will get out of her bed then walk forward, but gets stuck at the door to her room. I've tried removing the door but she stays stuck. So I went back to a save where she was still in bed, set the bed to medical, and did an operation to remove the arm. Seems to have fixed the problem and I can now continue on.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Porter on July 29, 2016, 06:43:06 PM
    Did a surgery the other day to replace a missing nose ... had a failure and suddenly the pawn's spine has been removed?!  talk about an epic fail.  Luckily had a save prior to that. 
    Is this common with critical failures?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: feedingwolves on July 29, 2016, 07:16:50 PM
    A patch just rolled out that appears to have made it impossible to install any foot prostheses. Saves that had existing and previously working feet replacements have now got many stump-legged colonists having a great time, and in the Prepare Carefully mod window, trying to select the left or right foot is greyed out as if the slot is taken. Hands work fine, as do eyes and legs. Did not check anything else.

    Edit: Fiddling around with Prepare carefully let me add feet and then legs, but they don't start with the feet.

    I'm beginning to think this is intended and i'm stupid? I could swear I saw bionic feet and higher movement bonuses than what I've got in the health tab.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Killaim on July 30, 2016, 03:13:25 AM
    not sure if its in the game that you no longer can harvest arms and legs (did think it weird to begin with)

    is it just me ?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Fenrin on July 30, 2016, 03:30:02 AM
    Hi! Thank you for this mod, it is awesome!

    I have a question: how to get advanced components?I have all researches except of "advanced bionics", which is the last and cost 10000, but i can't find how to craft these components
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RickDeckerSpiegel on July 30, 2016, 03:51:45 AM
    Quote from: Fenrin on July 30, 2016, 03:30:02 AM
    Hi! Thank you for this mod, it is awesome!

    I have a question: how to get advanced components?I have all researches except of "advanced bionics", which is the last and cost 10000, but i can't find how to craft these components

    You can craft it on the component assembly bench. It costs 1x component and 5x vancidium, which is rare and expansive stuff. Some traders can offer you small amounts of it. (Or is there another way to get it?)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Fenrin on July 30, 2016, 04:11:03 AM
    Quote from: RickDeckerSpiegel on July 30, 2016, 03:51:45 AM
    Quote from: Fenrin on July 30, 2016, 03:30:02 AM
    Hi! Thank you for this mod, it is awesome!

    I have a question: how to get advanced components?I have all researches except of "advanced bionics", which is the last and cost 10000, but i can't find how to craft these components

    You can craft it on the component assembly bench. It costs 1x component and 5x vancidium, which is rare and expansive stuff. Some traders can offer you small amounts of it. (Or is there another way to get it?)

    Thank you. Somehow i did not notice this =|
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: IzzyHRC on July 30, 2016, 08:07:23 AM
    Hey, I'm testing out a new mod of mine with a few popular mods to check for incompatibilities.
    Turns out (cuz I didn't fully read your description) you also modify the Races_Humanlike.xml.
    Specifically the def of Human to add in your extra recipes.
    Looked into a fix for that and found one that I'm going to use. And perhaps you also might be interested in.

    Turns out you don't even have to touch that def at all.
    Simply add this in your recipe defs:


    <recipeUsers>
         <li>
    <filter>
    <thingDefs>
    <li>Human</li>
    </thingDefs>
    </filter>
          </li>
    </recipeUsers>


    It'll do the same thing, only causing less compatibility issues with other mods.

    Just thought I'd share that info :)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: John_Bigless on July 30, 2016, 08:39:34 AM
    This gives me an idea, i have to make a fully artificial/cybernetic/robotic colonist. (except for the torso of course) ;)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on July 30, 2016, 09:30:15 AM
    Quote from: IzzyHRC on July 30, 2016, 08:07:23 AM
    Hey, I'm testing out a new mod of mine with a few popular mods to check for incompatibilities.
    Turns out (cuz I didn't fully read your description) you also modify the Races_Humanlike.xml.
    Specifically the def of Human to add in your extra recipes.
    Looked into a fix for that and found one that I'm going to use. And perhaps you also might be interested in.

    Turns out you don't even have to touch that def at all.
    Simply add this in your recipe defs:


    <recipeUsers>
         <li>
    <filter>
    <thingDefs>
    <li>Human</li>
    </thingDefs>
    </filter>
          </li>
    </recipeUsers>


    It'll do the same thing, only causing less compatibility issues with other mods.

    Just thought I'd share that info :)

    I've done the same in DESurgeries (files change can be viewed here (https://github.com/kaptain-kavern/DESurgeries/pull/9/commits/be6d2b20f058bb29ebb1ed52d9a66f2703df75de))
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Helixien on July 30, 2016, 09:32:31 AM
    Can we please get the option to harvest legs and arms back? That was the ONE feature I loved most about the mod.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: FW190 on July 30, 2016, 12:19:30 PM
    Hi everyone. I installed a painkiller rib to ease a pain of my colonist, but it doesn't seem to work. Any way to fix it?

    UPD. Found a way. Looks like incorrect coefficient or something like this. Ykara, check it pls
    (http://s019.radikal.ru/i612/1607/e4/b0fb889c86d6.jpg)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Aussie_ox on July 31, 2016, 10:47:58 AM
    So I just bought a drug rib replacement, and cannot figure out how to install it into my person who wants it since they are a prosthophile. Is it a later research req to install them? or do they have to be wounded in that specific spot? Somthing I'm missing?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Killaim on August 01, 2016, 04:42:25 AM
    Quote from: iWilliBlecha on July 30, 2016, 09:32:31 AM
    Can we please get the option to harvest legs and arms back? That was the ONE feature I loved most about the mod.

    yes please this would be nice. ^^^^^^^^^^^
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: temporaryname on August 02, 2016, 03:27:12 AM
    Quote from: iWilliBlecha on July 30, 2016, 09:32:31 AM
    Can we please get the option to harvest legs and arms back? That was the ONE feature I loved most about the mod.

    Oh yes ! I miss this feature :(
    Pretty pleasee ^w^
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Chibisuke on August 02, 2016, 10:00:17 AM
    Added Labels to WorkGiver Def, so can see different names for each instead of all crafting with Work Tab.

    [attachment deleted by admin - too old]
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RandMckikas on August 03, 2016, 02:06:49 PM
    Not sure if its already been fixed or not but when making vancidium the ingredient list says 1 gold but requires 20 gold, version 1.71
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: qurffe on August 03, 2016, 02:32:22 PM
    Quote from: RandMckikas on August 03, 2016, 02:06:49 PM
    Not sure if its already been fixed or not but when making vancidium the ingredient list says 1 gold but requires 20 gold, version 1.71

    That is not a bug. Gold is small resource so it requires 20x more. its even written in the bill tab itself.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RandMckikas on August 03, 2016, 02:46:46 PM
    Quote from: qurffe on August 03, 2016, 02:32:22 PM
    Quote from: RandMckikas on August 03, 2016, 02:06:49 PM
    Not sure if its already been fixed or not but when making vancidium the ingredient list says 1 gold but requires 20 gold, version 1.71

    That is not a bug. Gold is small resource so it requires 20x more. its even written in the bill tab itself.

    nvm you're right, it says one gold but has the tiny x20 in the middle, my bad  :P
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: sanya02 on August 03, 2016, 03:12:10 PM
    Where operation with the hands? How to remove a hand from the colonist? Alfa 12!

    [attachment deleted by admin - too old]
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RickDeckerSpiegel on August 03, 2016, 03:13:51 PM
    Quote from: temporaryname on August 02, 2016, 03:27:12 AM
    Quote from: iWilliBlecha on July 30, 2016, 09:32:31 AM
    Can we please get the option to harvest legs and arms back? That was the ONE feature I loved most about the mod.

    Oh yes ! I miss this feature :(
    Pretty pleasee ^w^

    +1 I mean, you can harvest all the other organs. Why you shouldnt be able to get some fresh limbs or hands ~_~
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Gfurst on August 03, 2016, 03:19:08 PM
    Quote from: iWilliBlecha on July 30, 2016, 09:32:31 AM
    Can we please get the option to harvest legs and arms back? That was the ONE feature I loved most about the mod.
    Quote from: RickDeckerSpiegel on August 03, 2016, 03:13:51 PM
    +1 I mean, you can harvest all the other organs. Why you shouldnt be able to get some fresh limbs or hands ~_~
    Quote from: sanya02 on August 03, 2016, 03:12:10 PM
    Where operation with the hands? How to remove a hand from the colonist? Alfa 12!
    Well... you can't simply attach limbs and expect them to work... its simply not the same. Organs are a bit different as they usually have a unique function, even though there's a high chance of rejection... Why do you think you never seen a reattached leg in real life?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: sanya02 on August 03, 2016, 03:29:52 PM
    Excuse me! Maud works! Just how it conflicts with some other mod)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RandMckikas on August 03, 2016, 03:56:30 PM
    ok now i do have a problem i think, i have an ai chip and 2 painkiller ribs installed, but they dont seem to affect anything, they say efficiency 100% but they dont say they affect anything, my colonist is still in pain (was and still is 4%) and his consciousness still says ok not enhanced. By design?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: sanya02 on August 03, 2016, 03:59:54 PM
    conflict rimsenal-federation
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Lexmechanic on August 03, 2016, 05:13:36 PM
    I have a cautionary tale to share. A fresh colony of mine was visited by a tribal trader. While browsing his wares, I noticed a vancidium spear worth some 63,000 silver. Since the trader was unescorted and I was unscrupulous, I killed him. Shortly thereafter, a raid arrived with far more firepower than I would have expected. I had completely forgotten that the increased wealth would factor into random events. My greed blinded me. The moral of the story: don't steal more than you can defend. ;)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Prometheous- on August 03, 2016, 05:43:33 PM
    Rofl i did the same, only i locked the trade party with a spear in a room till they killed each other, the charge rifles i got from the next raid from the increased worth helped me rather effortlessly kill the mechanoids that came in after me next.

    lots of my guests die though my map averages in 50c range in summer, so hard to keep a big base cool
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Bunkier on August 03, 2016, 06:14:20 PM
    Why i can't instal parts? i can only instal peg legs
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Oragepoilu on August 04, 2016, 02:43:49 AM
    @sma342

    are you sure you did the research ? You cannot install all the part if you didn't research them, even if you buy them.

    @prometheous

    My previous game was having this king of problem, but was semi fixed by making clear path to the border of the map and having my colony more in the middle of the map (to have an even shorter path). I often draft a colonist from my base and from the border of the map and make him move to check where he path, then, build a roar here and/or cut trough rock.

    I'm not sure they earn a bonus speed with the road but at last they aren't slowed by tree, or blocked by a random fire. It's also faster for my colonist to rush help them if they collapse.

    There is also the solution of smelting the weapon, you can get some cool material this way and they are worth way less money...
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Bunkier on August 04, 2016, 06:14:43 AM
    Yes i researched them. I can't instal hook hands dentures and other "first tier" parts only peg leg
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Lobstercraft on August 04, 2016, 07:12:47 AM
    Hello, thanks for this great mod.
    Is it still possible to remove scars with this mod? If so, how? Or does anyone know of an Epoe compatible mod for removing scars? thank you
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: BlackSmokeDMax on August 04, 2016, 07:43:23 AM
    Quote from: Lobstercraft on August 04, 2016, 07:12:47 AM
    Hello, thanks for this great mod.
    Is it still possible to remove scars with this mod? If so, how? Or does anyone know of an Epoe compatible mod for removing scars? thank you

    Look at DE Surgeries
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Lobstercraft on August 04, 2016, 08:38:12 AM
    Using now DESurgeries with Epoe
    It works great
    thanks
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Oragepoilu on August 04, 2016, 08:47:51 AM
    Quote from: sma342 on August 04, 2016, 06:14:43 AM
    Yes i researched them. I can't install hook hands dentures and other "first tier" parts only peg leg

    I checked and I have the option.

    I recommend that you take the time to check your mods; It's likely you have either a conflict, a wrong version, or a problem during the download (even trough steam workshop).

    You can start by trying to only use this mod. In ...\Users\YourUserName\AppData\LocalLow\Ludeon Studios\RimWorld\Config, you can find a file called ModsConfig.xml. Make a copy of it to save your load order before you try to find the problem.
    Then start a new game with only this mod. If it works, you have a conflict with another mod. if it doesn't, download the latest version directly or unsubscribe in the workshop, make sure the folder is deleted (It's in ...Steam\steamapps\workshop\content\bunch of number for each game\bunch of number for each mod), and subscribe again. From here, check that it works now, then check if it works with your old load order, and finally change your load order if it doesn't works with the current one but works alone.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Adalah217 on August 04, 2016, 09:51:46 AM
    What's with the "workaround" stuff in the XML? It overwrites all the medicine and beer, which affects mods like glitterworld and vegetable garden. Not in a huge, meaningful way; but those mods change the values of the medical potency etc. Of course I can load them after this mod, but I'm curious what the workaround is for. Anesthetic for surgery?

    Edit: Just a heads up, loading EPOE first (before any mod which might change the market value or any little things about medicine or beer) should be a priority. I'm still trying to find out what the workaround stuff is.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: RickDeckerSpiegel on August 04, 2016, 09:55:07 AM
    Quote from: Lexmechanic on August 03, 2016, 05:13:36 PM
    I have a cautionary tale to share. A fresh colony of mine was visited by a tribal trader. While browsing his wares, I noticed a vancidium spear worth some 63,000 silver. Since the trader was unescorted and I was unscrupulous, I killed him. Shortly thereafter, a raid arrived with far more firepower than I would have expected. I had completely forgotten that the increased wealth would factor into random events. My greed blinded me. The moral of the story: don't steal more than you can defend. ;)

    I know what you mean!

    [attachment deleted by admin - too old]
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Quad on August 04, 2016, 07:26:39 PM
    I am going to add to the many requests to bring back limb harvesting and operations. PRETTY PLEASE  :P

    So just getting back into playing modded A14 rimworld not played since A12. Wondering when did this feature get taken out of your mod? Was it in A13+A14 or just A14? Just curious. In any case I want it back, I do miss my slave trader / chop shop style playthroughs. It's good to be bad  ;D

    PS: Essential mod, great work
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Facepunch on August 04, 2016, 08:17:25 PM
    Playing A13 because CombatRealism and CR Defense aren't up to a14 yet, is the A13 version of this mod all good with that? It just occured to me after reading through some posts on CR that this mod may have issues with that. Never noticed any, but thought I'd ask.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Napalm222 on August 04, 2016, 09:18:25 PM
    Quote from: sma342 on August 04, 2016, 06:14:43 AM
    Yes i researched them. I can't instal hook hands dentures and other "first tier" parts only peg leg

    I had the same issue with not being able to install stuff like the spine and AI chip. I went through my mods and found the zombie mod causes the conflict. I like zombies, but I like a new spine a tab bit more  ::)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: coemgen98 on August 05, 2016, 06:28:24 AM
    Quote from: Napalm222 on August 04, 2016, 09:18:25 PM
    Quote from: sma342 on August 04, 2016, 06:14:43 AM
    Yes i researched them. I can't instal hook hands dentures and other "first tier" parts only peg leg

    I had the same issue with not being able to install stuff like the spine and AI chip. I went through my mods and found the zombie mod causes the conflict. I like zombies, but I like a new spine a tab bit more  ::)

    There's a compatibility patch for the zombies mod. Have you checked the zombie mod page again?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Bunkier on August 05, 2016, 06:52:33 AM
    I repaired it. It was RimToes mod
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Programmdude on August 06, 2016, 12:53:19 AM
    A feature request is being able to harvest bionic components from corpses. I think standard organs might be a bit overpowered, though realistically if they are undamaged you should have 30 minutes or so to get them out safely, but bionic limbs should be able to just be taken off and put on someone new.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 1000101 on August 07, 2016, 04:14:52 AM
    Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

    Really, I don't know why any of that's in there to begin with.   :o
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 07, 2016, 05:02:39 AM
    This would require to move all "Recipes users" definition from the Races_Humanlike.xml file to recipes_xxx.xml files (recipes_surgery.xml per example).

    That's how i've done with DESurgeries (https://github.com/kaptain-kavern/DESurgeries/commit/be6d2b20f058bb29ebb1ed52d9a66f2703df75de) to stop messing with Races definitions and keep compatibilities  (for EPOE compatibility in fact :p ). Also what we've done in ADogSaid (https://github.com/kaptain-kavern/ADogSaid/commit/9c25f5629818b17189c5f99623c2c029d4cf9d7e)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 1000101 on August 07, 2016, 06:12:05 AM
    Actually, I just stripped all the core changes out of it and removed the redundant space-metal (we already have Plasteel, why do we need vancidium again?).

    Fixed all the missing abstracts, still working on it though.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Deagroth on August 08, 2016, 07:10:20 PM
    I'm having a problem when using some of the advanced power/bionics implants.  When using the advanced power arms I am unable to wear anything that covers hands and fingers only and while using the advanced bionic legs I can not wear anything that is for the feet/toes.  In both instances it says "missing body part".

    Actually, I'm having this problem with vanilla bionic arms/legs as well.  I know they're installed on the shoulders/legs, but are they defined as having the hands/fingers and feet/toes attached to them?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 1000101 on August 09, 2016, 07:58:52 PM
    Quote from: Deagroth on August 08, 2016, 07:10:20 PMActually, I'm having this problem with vanilla bionic arms/legs as well.  I know they're installed on the shoulders/legs, but are they defined as having the hands/fingers and feet/toes attached to them?

    When you say "with vanilla bionics" do you mean without having EPOE installed or with EPOE installed and the core bionics?  EPOE overrides all the core bionics.  I've been spending a little time going over EPOEs xml and found numerous errors and bad assumptions as well as unneeded overrides of core defs.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 09, 2016, 08:48:32 PM
    Now you understand why it was hard to manage EPOE compatibility for my others medical mods ^^
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Matusiak on August 10, 2016, 01:34:29 AM
    hi, for some reason i seem to have a problem with operations: i tried every surgery and all my colonists keep failing them no matter what. I use steam workshop version, any help?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 10, 2016, 01:38:41 AM
    I wrote something about surgeries chance of success : here (https://www.reddit.com/r/RimWorld/comments/4w5xj9/what_exactly_affects_surgery_success/d64b5jf)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: 1000101 on August 10, 2016, 02:51:29 AM
    Quote from: Matusiak on August 10, 2016, 01:34:29 AM
    hi, for some reason i seem to have a problem with operations: i tried every surgery and all my colonists keep failing them no matter what. I use steam workshop version, any help?

    Are you by chance trying to perform an operation with crappy or no medicine in the middle of a dirty environment with the patient on a sleeping pallet on the floor by a doctor with low medical skill?  Medicine, cleanliness, bed quality and doctors skill all factor into the chances of success.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: CJoker3221 on August 10, 2016, 04:27:49 AM
    I really like this mod but is there any plans about the prostheses tables? Like not taking power when they're not in use?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 10, 2016, 10:58:58 AM
    If only Ykara could use Github or hang a bit with us on the modder's Slackware, I see a few ways we could improve all the code a bit.

    I mean, it is a huge mod (I really can imagine how much time Ykara may have put in this and totally respect that too) and all mostly works and I'm sure it's one of the most used/DLed mod so no offence in me saying this. It's just that even the fact that we are in alpha make things change at each new release and give us more way to customize and use the game mechanics with mods, etc... And by changing how things are done code-wise, we could improve say : compatibility
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Deagroth on August 10, 2016, 03:12:21 PM
    Quote from: 1000101 on August 09, 2016, 07:58:52 PM
    When you say "with vanilla bionics" do you mean without having EPOE installed or with EPOE installed and the core bionics?  EPOE overrides all the core bionics.  I've been spending a little time going over EPOEs xml and found numerous errors and bad assumptions as well as unneeded overrides of core defs.

    I apologize for not being clear, by 'vanilla' bionics, I meant the core bionics with both the mod installed and uninstalled.  I previously tried advanced and core with it installed.  I just uninstalled the mod and tried again with the core bionics: still a no go.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Matusiak on August 10, 2016, 04:57:09 PM
    Quote from: 1000101 on August 10, 2016, 02:51:29 AM
    Quote from: Matusiak on August 10, 2016, 01:34:29 AM
    hi, for some reason i seem to have a problem with operations: i tried every surgery and all my colonists keep failing them no matter what. I use steam workshop version, any help?

    Are you by chance trying to perform an operation with crappy or no medicine in the middle of a dirty environment with the patient on a sleeping pallet on the floor by a doctor with low medical skill?  Medicine, cleanliness, bed quality and doctors skill all factor into the chances of success.
    I'm in a dirty environment but the beds are ok and all the doctors have 10+ skill, but that's not the point: i've tried more than 20 times with different operations and none of them ever worked. I'm talking about installing dentures or hook hands, not brain implants; is it possible that there's some conflict with [T] ExpandedCrops or vegetable garden since i was using herbal medicine or aloe?
    (update) Surgeries seem to fail only on a specific colonist, is it possible that my game is considering the surgery chance of the patient (in this case 4.6%)?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Matusiak on August 10, 2016, 05:11:13 PM
    Ty for the replies here's an example
    (http://images.akamai.steamusercontent.com/ugc/494654052796339552/29821ABDB60609464F076C7474F747FE53CEFA9E/)
    (http://images.akamai.steamusercontent.com/ugc/494654052796340962/55DF78701F9674E58F25B551DD4D085DB3009AE4/)
    (http://images.akamai.steamusercontent.com/ugc/494654052796347342/F928AB47161BD3FB5CE83DD497546642424B2AC2/)

    [attachment deleted by admin - too old]
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Nanao-kun on August 10, 2016, 05:40:35 PM
    Those are just basic beds, and that room is extremely dirty. Also, what medicine is the doctor using? Regular medicine works at 100% of the doctor's skill, glitter medicine works at 160%, and herbal at 75%. So if normal surgery chance is 100%, herbal would make it 75%. With dirty environments, that chance can drop even further.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 10, 2016, 05:58:12 PM
    And it became even worse with modded low-potency one's. It's actually something I'm just starting to really understand. Same thinks seems to occur for DESurgeries user. After investigation, for me, it is not really a bug but how core game mechanics are. You will failed even simple surgeries with low potency medicines units without medical beds bonus and a really clean and well light room. A less than 15 Medicine skilled colonist is not sure to perform even simple things without proper conditions and potent medicine
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Elysium on August 10, 2016, 06:15:03 PM
    Quote from: kaptain_kavern on August 10, 2016, 05:58:12 PM
    And it became even worse with modded low-potency one's. It's actually something I'm just starting to really understand. Same thinks seems to occur for DESurgeries user. After investigation, for me, it is not really a bug but how core game mechanics are. You will failed even simple surgeries with low potency medicines units without medical beds bonus and a really clean and well light room. A less than 15 Medicine skilled colonist is not sure to perform even simple things without proper conditions and potent medicine

    With DESurgeries in particular I was failing a simple cure scar 9 times out of 10 with a level 20 doctor with 123% success chance ( thanks to infused ) using regular medicine.  Room was completely sterile using a excellent hospital bed.  I seriously think there is something wrong with the values in DESurgeries because curing a scar is considered SurgeryEasy which as the name indicates is the easiest of all surgery types available in the mod.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 10, 2016, 07:04:25 PM
    even with last release ?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Etherdreamer on August 10, 2016, 07:25:35 PM
    @matusiak what a mess of colony lol
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: Matusiak on August 11, 2016, 04:29:06 PM
    Quote from: Nanao-kun on August 10, 2016, 05:40:35 PM
    Those are just basic beds, and that room is extremely dirty. Also, what medicine is the doctor using? Regular medicine works at 100% of the doctor's skill, glitter medicine works at 160%, and herbal at 75%. So if normal surgery chance is 100%, herbal would make it 75%. With dirty environments, that chance can drop even further.
    (http://images.akamai.steamusercontent.com/ugc/494654052800265388/2EF1E4394BA8A684673C3E33E5E0AA856F80E84A/)
    100% fail in 10 tries with top medics. Cmon guys i'm talking about steel arms and jaws, an experienced surgeon should be able to do that with eyes closed...
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.71 (17.07.2016)
    Post by: kaptain_kavern on August 11, 2016, 05:08:05 PM
    Quote from: Matusiak on August 11, 2016, 04:29:06 PM
    100% fail in 10 tries with top medics. Cmon guys i'm talking about steel arms and jaws, an experienced surgeon should be able to do that with eyes closed...

    Any (https://en.wikipedia.org/wiki/Robert_Liston#Liston.27s_most_famous_cases) ?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 11, 2016, 09:04:21 PM
    Basic prostheses like steel arms have a 100% success chance in EPOE, so it's not the mod fault. But I've experienced this problem, too. Rimworld seems to be very serious with its success chances, even with a medical skill of 11 you can still fail at installing a peg leg. Anywayyyyyyyyyyy....

    Update 1.72 - French translation and better compatibility!
    Greetings!
    I've finally finished the new update, and there are many, mainly subtle improvements. But there are also two essential improvements: French translation and compatibility with basically every mod out there. For the first you have to thank Jozay (no, really, go and thank him, EPOE is a pretty big mod and he did the full translation in like two days), and for the second you have to thank yourselves. You've finally persuaded me into removing the Races_Humanlike and using RecipeUser instead. You now no longer need compatibility patches for mods like Zombies mod!
    I've also fixed the basic prosthetics workbench. How come no one ever told me that this bench was bugged? Did no one notice? The shadows were completely off. I've also tweaked the colors so it looks way more natural now.
    Have fun!

    Changes:
    *  Added French translation! (thanks to Jozay!)
    *  Now compatible with nearly all mods (removed the Races_Humanlike)
    *  Fixed and improved the basic prosthetics workbench texture
    *  Added ear bandage to get rid of the "disfigured" malus
    *  Crafting prostheses now uses smithing skill instead of tailoring
    *  Tweaked the surgery success chances
    *  Fixed and clarified some descriptions
    *  Some minor bugfixes
    *  Better compatibility with Colony Manager
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 11, 2016, 09:16:06 PM
    Awesome job on the update Ykara.

    Thanks a lot
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: alexo on August 11, 2016, 09:17:32 PM
    ty masta!!
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 11, 2016, 11:02:31 PM
    Thanks Ykarita!
    Title: Question/Bug Report AI Chip
    Post by: Vastrix on August 12, 2016, 06:48:30 AM
    Question/Bug Report - AI chip no worky



    So I noticed that you changed the description of the AI chip, it should no longer Boost the consiousness and mobility but completely restore it to 100%
    (https://puu.sh/qyC1a/914780314b.png)

    So I'm assuming:

    • that if something boosts consciousness, this won't drag it down to 100%.. (like the brain stimulator)
    • If later something's added that nerfs consciousness, this will restore it back to 100%
    If both those assumptions are correct then i've got a bug report for you.. :s

    (https://puu.sh/qyBXQ/da986e9153.png)

    If one or more of those assumptions are incorrect then i've got a feature request for you ;)

    Either way, thanks for the great mod :)
    Cheers,
    Title: Re: Question/Bug Report AI Chip
    Post by: Warforyou on August 12, 2016, 06:59:40 AM
    Quote from: Vastrix on August 12, 2016, 06:48:30 AM
    Question/Bug Report - AI chip no worky



    So I noticed that you changed the description of the AI chip, it should no longer Boost the consiousness and mobility but completely restore it to 100%
    (https://puu.sh/qyC1a/914780314b.png)

    So I'm assuming:

    • that if something boosts consciousness, this won't drag it down to 100%.. (like the brain stimulator)
    • If later something's added that nerfs consciousness, this will restore it back to 100%
    If both those assumptions are correct then i've got a bug report for you.. :s

    (https://puu.sh/qyBXQ/da986e9153.png)

    If one or more of those assumptions are incorrect then i've got a feature request for you ;)

    Either way, thanks for the great mod :)
    Cheers,

    Isn't it the drugged rib that lowers consciousness?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Oragepoilu on August 12, 2016, 07:06:21 AM
    I'm not sure you did understand how it works, vastrix.

    the efficiency you see on the left side of the health tab is a value that come from :
    -if you have a body part of not (not having a brain => 0% consciousness)
    -if the part is damaged or not (damaged mean you go from 100% to something lower than this)
    -How many part is linked for each thing. Movement require two leg, so you get a value of (100+100)/2. With a scar than reduce 10% of a leg, you get (100+90)/2=95%.
    -If you replace a brain by a Ai chip, you loose the value of the brain but get the value of the AI chip instead (AI chip is 100%).
    -Each part can give additional bonus. Drugged rib give -5% consciousness.

    So your brain have a base value of 100% (AI chip), isn't damaged, and you get -5% for the drigged rib. All is cool and works fine.

    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Warforyou on August 12, 2016, 07:12:04 AM
    Quote from: Oragepoilu on August 12, 2016, 07:06:21 AM
    I'm not sure you did understand how it works, vastrix.

    the efficiency you see on the left side of the health tab is a value that come from :
    -if you have a body part of not (not having a brain => 0% consciousness)
    -if the part is damaged or not (damaged mean you go from 100% to something lower than this)
    -How many part is linked for each thing. Movement require two leg, so you get a value of (100+100)/2. With a scar than reduce 10% of a leg, you get (100+90)/2=95%.
    -If you replace a brain by a Ai chip, you loose the value of the brain but get the value of the AI chip instead (AI chip is 100%).
    -Each part can give additional bonus. Drugged rib give -5% consciousness.

    So your brain have a base value of 100% (AI chip), isn't damaged, and you get -5% for the drigged rib. All is cool and works fine.

    That led me to the interesting idea/suggestion. Would it be possible to make BRAIN harvestable so that you can install it to other pawn and that would get all the skills and traits of the pawn it was harvested from?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Oragepoilu on August 12, 2016, 07:57:13 AM
    @warforyou
    The way I see it, if it would be possible to copy skills and trait from a pawn to another, it wouldn't be like this : item wouldn't be able to hold this kind of data on their own.

    I know you can change traits. I know it was possible to increase skill of someone ... but having them change based on another pawn ?

    At best it remind me an old mod, that allowed to have your pawn act like a hive : all were connected and shared same skill, using a sort of electric hivemind building.

    So if it's possible, it sound really complicated IMO, and not the way you actually see it. but I'll let people that actually mod rimworld think about it :p
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Vastrix on August 12, 2016, 12:47:45 PM
    Quote from: Oragepoilu on August 12, 2016, 07:06:21 AM
    -If you replace a brain by a[n] Ai chip, you['ll] lose the value of the brain but [you'll] get the value of the AI chip instead (AI chip is 100%).

    Aaah ok, it just replaces the brain?
    It's like an Advanced Brain stimulator, ok I see..

    So it's only useful if you have brain damage.. Just like the brain stimulator.

    What I thought is that it would remove any and all Consciousness penalties given from other parts.
    as the description said "this little chip is able to completely restore the user[']s consciousness and mobility."

    But ok, I get it ;) 
    Cheers,

    (Brain damage must be pretty darn popular) :p
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 12, 2016, 01:05:35 PM
    I still wait that mod would get a revive again... plus other posible stuff I was thinking..
    Quote
    The only bad thing was the solar flares but some time after, someone create a solar flare shield, so Hive mind would really shine. But the autor stoped to update the Hivemind and that cool feature just got lost.

    -All the paws in the colony that got and chip inside the head, could get conectan to the HM and share experiences... A real cool thing.

    Other posible stuff could be: total understanding in colony, no more fighting for meaningless stuff.

    Global work speed cause almost perfect Synchronization (or maybe if they are working in the same task).

    Better medical work. (the medic could get instantly where it´s the issue with someone that don´t need to talk to you. Just sending all the info to the HM.

    Better combat teamwork, different eyes in different angles would totally improve the response vs any thread.

    I could go for a lot of possible options to improve the HM.

    Balancing also it´s totally possible in a lot of ways:

    -Gradually adding improvements via vanilla research, or using and alternative way inside the HM mainframe.

    -Not just building a monstruos space eater building machine, if you could add modules. Like if a module get damaged, the boosting could stop or get reduced by some % till the module get fixed. Add some stress to all pawn cause the HM it´s in danger.

    -HM it´s selfaware of danger, if it feels a future thread, he could send a message / stress all pawns to add attention to protect the core. A nearly energy depletion in the energy web like a 25% or less. Raiders targeting the HM, preventive awareness giving some hours or even a day or more about a serious thread. (Special faction than don´t want the HM spreading in the galaxy for X or Y reasons).

    -The updates of the HM could be part vanilla research or an special separated researching, or bot. The point is making something gradually evolutive and modular and not just "build and get bacon".

    -HM can research his own evolution / help vanilla research or both.

    -Micro stations that will extend the HM reach, the HM can only work to a limited range, so you can add relays / add researching / add modules to get more signal.

    -Using the mechanites disese as example, HM could have a module that spread / create machanite dust to boost -temporally / permanently the pawns.
    Injected (no range needed with the HM to get the bonuses), permanently (need be close an mechanite module / relay to stay active). Machanites are really weak and can fail or get destroyed by EMPs.

    There it´s other ideas, but there it´s enough content for create a whole mod for just the Hive Mind as cool gameplay.

    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Drusek on August 12, 2016, 02:30:58 PM
    CCL makes default crafting benches not drain power when idle. Was this considered in this mod? Flicking is just unnecessary micromanagement imo.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: biship on August 12, 2016, 04:50:26 PM
    Quote from: 1000101 on August 07, 2016, 04:14:52 AM
    Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

    Really, I don't know why any of that's in there to begin with.   :o

    How's the lite version coming along? There's so many tiny or no changes to vanilla xmls in EPOE :(
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: ThiIsMe007 on August 12, 2016, 06:09:04 PM
    Quote from: 1000101 on August 07, 2016, 04:14:52 AM
    Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

    Really, I don't know why any of that's in there to begin with.   :o

    Does this mean that EPOE should be loaded early/higher in the mod order list ? Does it matter with the latest version of EPOE (v1.72) I am using ?

    Here is my mod list and load order for reference :

    <?xml version="1.0" encoding="utf-8"?>
    <ModsConfigData>
      <buildNumber>1249</buildNumber>
      <activeMods>
        <li>Core</li>
        <li>Community Core Library</li>
        <li>Community Core Library - Vanilla Tweaks</li>
        <li>EdBPrepareCarefully</li>
        <li>ESM - CustomPopulation</li>
        <li>RW_Manager-0.14.0.2</li>
        <li>StorageSearch-0.14.0</li>
        <li>kNumbers-0.5.1-A14</li>
        <li>RW_EnhancedTabs-0.14.0.0</li>
        <li>RW_MedicalInfo-0.14.0.0</li>
        <li>RW_FluffyRelations-0.14.0.0</li>
        <li>Fluffy_Tabs-0.14.0.2</li>
        <li>LT_NoCleaningPlease</li>
        <li>xeva_hair</li>
        <li>Apparello</li>
        <li>NaturalFloors-NaturalFloors1.3</li>
        <li>Clutter Furniture</li>
        <li>Clutter Structure</li>
        <li>Clutter Misc Hands</li>
        <li>Rimfire 2.1</li>
        <li>Rimfire 2.1 + Clutter Misc Hands</li>
        <li>RedistHeat</li>
        <li>RoofBomb-RoofBomb1.4</li>
        <li>More Vanilla Turrets</li>
        <li>Embrasures-Embrasures1.5</li>
        <li>ExtendedFabrics-ExtendedFabrics1.3</li>
        <li>ReclaimFabric-ReclaimFabric1.5</li>
        <li>ArmourRepair-ArmourRepair-1.0</li>
        <li>TargetPractise</li>
        <li>Medical Training</li>
        <li>LT_DoorMat</li>
        <li>LT_Gardening</li>
        <li>AdditionalLighting-AdditionalLighting1.7</li>
        <li>FluffierThanThou-Fluffy_Breakdowns-39f6364</li>
        <li>ADogSaid</li>
        <li>DESurgeries-master</li>
        <li>DermalRegenerator-DermalRegenerator1.6</li>
        <li>ExpandedProsthetics&amp;OrganEngineering_v172</li>
        <li>EPOE-ADogSaid</li>
        <li>RTFTJ</li>
        <li>Infused</li>
        <li>Grenade Fix</li>
        <li>RW_Outfitter</li>
        <li>RW_Outfitter_Infused</li>
        <li>Hospitality</li>
        <li>Miniaturisation</li>
        <li>ESM - DoNotDisturb</li>
        <li>ESM - MountainTemp</li>
        <li>LessIncidentTrolling</li>
        <li>MadSkills-A14-1.1.6-T</li>
      </activeMods>
    </ModsConfigData>
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 12, 2016, 06:48:23 PM
    Heya. Just noticed duplicate operations on version 1.72. Apparently, it was caused by defining <recipeUsers> Human </recipeUsers> on certain recipes when the same exact recipe defname already exists in Races_Humanlike.

    Removing recipeUsers on operations already on Races_Humanlike should clear that right up.

    Choosing either will still use the mod's recipe, so it's mainly more of a visual bug. Sample (4 install peg leg):

    (http://i.imgur.com/b5ReN18.jpg)

    Man.. I really want to get into modding.. but everyone just sounds so.. demanding. :^(
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: biship on August 12, 2016, 07:09:44 PM
    Is there a preferred load order for A Dog Said..., DESurgeries & EPOE? Or do they all get along regardless of order now?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Syntria on August 12, 2016, 07:13:29 PM
    Thanks for all your hard work on this mod! :)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 12, 2016, 08:04:09 PM
    Quote from: biship on August 12, 2016, 07:09:44 PM
    Is there a preferred load order for A Dog Said..., DESurgeries & EPOE? Or do they all get along regardless of order now?
    No it shouldn't, none of them should modify/alter the same files now
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Adventurer on August 13, 2016, 04:51:30 AM
    (http://i.imgur.com/jfV9NDD.png)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 13, 2016, 05:18:57 AM
    ^That just means there's no <label> for the jobs introduced by this mod. The Work Tab mod uses the <label> by default to show you the jobs when looking at the work tab in obsessive compulsive rainbow mode.

    That is totally fine to ignore. Though you can add any labels you want under workgiverdefs in EPOE such as <label>make prosthesis</label>.. or just download the latest version which I assume you haven't already.. because 1.72 has the labels defined now. I checked.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: mazacik on August 13, 2016, 01:15:37 PM
    Hey, for some reason I cannot install the new ribs on my colonists. In operations tab, there is no "install X rib" option. Other things (legs, ams,...) work fine. I have researched every single thing available in my save file. Any suggestions?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 13, 2016, 02:59:33 PM
    Tested in Prepare carefully, I can´t install ribs too. :/
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 13, 2016, 08:32:37 PM
    Quote from: biship on August 12, 2016, 04:50:26 PM
    Quote from: 1000101 on August 07, 2016, 04:14:52 AM
    Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

    Really, I don't know why any of that's in there to begin with.   :o

    How's the lite version coming along? There's so many tiny or no changes to vanilla xmls in EPOE :(
    What exactly bothers you?

    Quote from: MoatBordered on August 12, 2016, 06:48:23 PM
    Heya. Just noticed duplicate operations on version 1.72. Apparently, it was caused by defining <recipeUsers> Human </recipeUsers> on certain recipes when the same exact recipe defname already exists in Races_Humanlike.

    Removing recipeUsers on operations already on Races_Humanlike should clear that right up.

    Choosing either will still use the mod's recipe, so it's mainly more of a visual bug. Sample (4 install peg leg):
    Thanks for reporting, totally forgot about that ^^ I'll fix this.

    Quote from: biship on August 12, 2016, 07:09:44 PM
    Is there a preferred load order for A Dog Said..., DESurgeries & EPOE? Or do they all get along regardless of order now?
    My advice is to always load EPOE last, but there are no conflicts between these mods anymore, so it doesn't really matter.

    Quote from: mazacik on August 13, 2016, 01:15:37 PM
    Hey, for some reason I cannot install the new ribs on my colonists. In operations tab, there is no "install X rib" option. Other things (legs, ams,...) work fine. I have researched every single thing available in my save file. Any suggestions?
    Have you, by any chance, installed EPOE after creating the world?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 13, 2016, 08:41:15 PM
    No Ykara, the installation it´s fresh and world it´s new too, Ribs can´t be installed
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 13, 2016, 08:43:58 PM
    Quote from: mazacik on August 13, 2016, 01:15:37 PM
    Hey, for some reason I cannot install the new ribs on my colonists. In operations tab, there is no "install X rib" option. Other things (legs, ams,...) work fine. I have researched every single thing available in my save file. Any suggestions?

    Just tested this out in the latest version. Ribs work just fine. The operation itself is locked behind the "rib replacements" research. Once the research is done, you'll need any rib somewhere on your map, and the operation should appear when you click.

    Quote from: Etherdreamer on August 13, 2016, 02:59:33 PM
    Tested in Prepare carefully, I can´t install ribs too. :/

    Prepare carefully only lets you spawn the ribs. It doesn't let you attach any of them at the start. You'll still need to research the operation.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 13, 2016, 08:46:54 PM
    Weird, you can attach anything in P C but the only ones that can´t be added are the ribs? gonna test again them.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 13, 2016, 08:52:12 PM
    Yep, for some reason the mod locks the rib operation behind the research. Just the ribs.

    If you want to take that requirement out, look in "Recipe_BionicProsthetics" under RecipeDefs in EPOE and remove <researchPrerequisite>RibReplacements</researchPrerequisite> from the 4 ribs operations.

    You'll still need the research to craft them, but you'll no longer need it to put 'em on if you want to start with them.

    EDIT: woops. not sure how PC actually handles these. ignore this comment ^
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Etherdreamer on August 13, 2016, 09:00:05 PM
    Tested, nope, Rib replacements don´t allow you add ribs.

    http://imgur.com/a/kj950

    Edit: researched everything spawned a Rib opened the operation tab, and there it´s no add Rib operation.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 13, 2016, 09:09:05 PM
    Quote from: Etherdreamer on August 13, 2016, 09:00:05 PM
    Tested, nope, Rib replacements don´t allow you add ribs.

    Wait a minute... sedate.. harvest arms/legs.. isn't that from the medical complication mod pack?

    You should probably get help from there. If you have that modpack installed along with standalone EPOE, you're bound to get some weird stuff happening.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: AleXandrYuZ on August 13, 2016, 10:21:37 PM
    One of my colonist died for installing a "ear bandage"  :(
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: mazacik on August 13, 2016, 11:03:09 PM
    Can confirm, the rib problem was totally caused by the medical complication mod. I'll just go and complain there, then. On a side note, are we going to see any of medical complication's features (namely harvest arms/legs, craft medicine) in EPOE?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 14, 2016, 03:06:57 AM
    Hey boss.. what's up with that ProbablyTheWorstWorkaroundEver stuff? I can't seem to figure out what it's for. Something to do with healing?

    Studying is fun.  :o
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 14, 2016, 03:16:17 AM
    Looks like it's for link all items under one category. Put I've to admit that had puzzled me too when browsing the code
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 14, 2016, 05:02:18 AM
    Hmm.. is that it? I have this feeling that it's something more complicated.. or silly. It's tied to beer, medicine, components, and prosthesis.. but I can't find what links those things together.

    Time to mess around.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 14, 2016, 08:52:37 AM
    Quote from: AleXandrYuZ on August 13, 2016, 10:21:37 PM
    One of my colonist died for installing a "ear bandage"  :(
    Ok, now it's official, vanilla surgery chances are ridiculous. EPOE doesn't change the surgery success chances for basic prostheses, they have a 100% success rate. What skill level does your doctor have? Was the room dirty? Do you have medical beds? I think Rimworld takes this whole success chance thing a little bit too serious.

    Quote from: mazacik on August 13, 2016, 11:03:09 PM
    Can confirm, the rib problem was totally caused by the medical complication mod. I'll just go and complain there, then. On a side note, are we going to see any of medical complication's features (namely harvest arms/legs, craft medicine) in EPOE?
    Good to know! EPOE had the option to harvest limbs until version 1.7. It just breaks the game and won't return in future updates. And about crafting medicine, I don't actually think that it's necessary. I actually think that herbal meds do a good enough job.

    Quote from: MoatBordered on August 14, 2016, 03:06:57 AM
    Hey boss.. what's up with that ProbablyTheWorstWorkaroundEver stuff? I can't seem to figure out what it's for. Something to do with healing?

    Studying is fun.  :o
    Didn't expect that so many people would take a look at the code! The explanation is actually pretty simple. Do you remember that bug from the previous versions, where the work left on an unfished prosthesis dropped to -1 and you could never finish it? I figured out it was because of the system the unfinished item uses. You can only make unfinished items with stuff, but items like beer (drugged rib), medicine (adrenaline rib), components (every bionic) and prostheses (advanced bionics) were no stuff. And that lead to that bug, so I made that workaround stuff category and put them all in it. And since nobody has complained about that bug since 1.6, I guess that fixed it. I hope that explained it :D
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 14, 2016, 09:59:10 AM
    Quote from: Ykara on August 14, 2016, 08:52:37 AM
    Didn't expect that so many people would take a look at the code! The explanation is actually pretty simple. Do you remember that bug from the previous versions, where the work left on an unfished prosthesis dropped to -1 and you could never finish it? I figured out it was because of the system the unfinished item uses. You can only make unfinished items with stuff, but items like beer (drugged rib), medicine (adrenaline rib), components (every bionic) and prostheses (advanced bionics) were no stuff. And that lead to that bug, so I made that workaround stuff category and put them all in it. And since nobody has complained about that bug since 1.6, I guess that fixed it. I hope that explained it :D

    Can't it came from the fact you use abstract/parent classes without defining them at first?
    Here UnfinishedBase is used but is not defined in your files/mod. (And I saw several cases in the code, not just for unfinished things

    And it's in this bit (From Core):
      <ThingDef Name="UnfinishedBase" Abstract="True">
        <thingClass>UnfinishedThing</thingClass>
        <category>Item</category>
        <label>unfinished thing</label>
        <graphicData>
          <texPath>Things/Item/Unfinished/UnfinishedSculpture</texPath>
          <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
        <altitudeLayer>Item</altitudeLayer>
        <useHitPoints>true</useHitPoints>
        <isUnfinishedThing>true</isUnfinishedThing>
        <canMakeOnMapGen>false</canMakeOnMapGen>
        <selectable>true</selectable>
        <tradeability>Never</tradeability>
        <drawerType>RealtimeOnly</drawerType>
        <!-- For CompForbiddable -->
        <statBases>
          <MaxHitPoints>50</MaxHitPoints>
        </statBases>
        <comps>
          <li Class="CompProperties_Forbiddable"/>
        </comps>
        <alwaysHaulable>true</alwaysHaulable>
        <rotatable>false</rotatable>
        <pathCost>15</pathCost>
        <thingCategories>
          <li>Unfinished</li>
        </thingCategories>
        <stuffCategories>
          <li>Metallic</li>
          <li>Woody</li>
          <li>Stony</li>
        </stuffCategories>
      </ThingDef>


    Notice <isUnfinishedThing>true</isUnfinishedThing> and <thingCategories><li>Unfinished</li></thingCategories> that are here (in the parent Abstract class) can't be inherited to your Unfinished prostheses. Maybe your problems/bugs came from this ?

    More precise infos here : https://ludeon.com/forums/index.php?topic=19499.0


    Anyway just my 2 cents, wasn't intended to be mean or telling you how you should do your thing. But I've never had the problem with my mods when using "Unfinished" game-mechanics (even with non stuff resources)

    Keep up the good job ;)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: chaotix14 on August 14, 2016, 10:03:27 AM
    It's either because of the stuff work around or because of the vanilla weapon crafting because that also uses components and seems to work just fine. Maybe Tynan did some more of his usual old code rewriting to keep the modders guessing what needs to be updated and how.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: biship on August 14, 2016, 10:06:49 AM
    I love it when mod authors help each other out :)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: mazacik on August 14, 2016, 12:54:29 PM
    Quote from: Ykara on August 14, 2016, 08:52:37 AM
    Quote from: mazacik on August 13, 2016, 11:03:09 PM
    Can confirm, the rib problem was totally caused by the medical complication mod. I'll just go and complain there, then. On a side note, are we going to see any of medical complication's features (namely harvest arms/legs, craft medicine) in EPOE?
    Good to know! EPOE had the option to harvest limbs until version 1.7. It just breaks the game and won't return in future updates. And about crafting medicine, I don't actually think that it's necessary. I actually think that herbal meds do a good enough job.
    Not even as an addon of some sort? I think it's pretty neat. A raider shot a leg off one of my animals? I'll just borrow his right arm and let him go. Or, when your main colonist has a leg missing and would really like an advanced bionic one, but I've got no (glitterworld) medicine and there was not a single prosthesis trader in the last three years. At that point, I just debug-spawned some in.

    Edit: What about a device or a system that would increase the learning passion of a colonist? Or remove negative traits/add positive ones? Or, when a colonist has a skill disabled, it does something about it?
    Edit2: Would it be possible to somehow revive 'dead' pawns? Sometimes a colonist dies after like two shots for no good reason, they get shot in their hand and a leg, not even destroying them, and just die. That's very lame, especially when playing on permadeath. This could be extremely expensive, and would give cryosleep caskets an actual use.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: AleXandrYuZ on August 14, 2016, 06:22:15 PM
    The Colonist that died for installing a "ear bandage" was on a medical bed with vitals monitor and sterile floor and was operated by a well skilled doctor...What.....the.... FU***************
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 1000101 on August 14, 2016, 09:25:23 PM
    Quote from: Ykara on August 13, 2016, 08:32:37 PM
    Quote from: 1000101 on August 07, 2016, 04:14:52 AM
    Can we get a "lite" version of this mod where you don't touch vanilla assets or add the "vancidium?"  I've used this mod in the past long before you started touching core items and added the new resource but I don't have time to maintain my own copy of this mod where I've stripped that stuff out.

    Really, I don't know why any of that's in there to begin with.   :o

    What exactly bothers you?

    Basically as I stated, there's no need for vancidium as there is already a futuristic metal (Plasteel) so it's adding an unnecessary production chain.

    The advanced components are ok but since they are only used by this mod they inclusion is dubious.

    Why are you editing beer???  Or any other core resource?  It's completely unnecessary and only introduces potential for mod incompatibility.

    Your "worst work around" is also unneeded.

    When I removed all the above (with the exception of the advanced components) and made the changes required, there was no difference in how EPOE played.  The edits to the core thing defs didn't make a difference as well as moving the references to the new recipes from the human thing def to the recipes themselves (which you actually did in your latest update).

    Finally, I also added all the required abstracts to the def classes which you didn't not include and can cause issues by not being present (missing/default field values).  See this post (https://ludeon.com/forums/index.php?topic=19499.0) on the subject.

    Anyway, my "lite" version plays quite nicely and please don't take these suggestions as complaints.  I really like your mod but those are some small issues which bother me.  :)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 15, 2016, 12:59:49 AM
    Quote from: AleXandrYuZ on August 14, 2016, 06:22:15 PM
    The Colonist that died for installing a "ear bandage" was on a medical bed with vitals monitor and sterile floor and was operated by a well skilled doctor...What.....the.... FU***************

    There's a belief running around that dark operating rooms have a ridiculously high failure rate. I haven't tested this one myself, but you never know. As far as I know though, ear bandages are part of the basic tier and have no hardcoded chance to die on failure. basic = 0%, simple = 1%, bionics = 10%, advanced = forgot% ... unless the colonist was severely damaged when you operated, there should be no chance for instant death.

    Quote from: Ykara on August 14, 2016, 08:52:37 AM
    Didn't expect that so many people would take a look at the code! The explanation is actually pretty simple...

    Nice. I do remember a time when modders didn't like using the unfinished item def a while back. Lol, my smith would have to sit on the crafting bench for 12 hours straight or else progress was completely lost on the weapon being crafted. Good to see you found a workaround for that. I just knew it had to be something interesting.  :o

    Oh no, people seem to be raising a fuss because of it though. Errbody calm down. :V
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 15, 2016, 01:24:14 AM
    Quote from: MoatBordered on August 15, 2016, 12:59:49 AM
    There's a belief running around that dark operating rooms have a ridiculously high failure rate.

    It is not a belief. See this post for actual data's on how surgery success is computed : https://ludeon.com/forums/index.php?topic=18965.msg240949#msg240949


    Quote from: MoatBordered on August 15, 2016, 12:59:49 AM
    I do remember a time when modders didn't like using the unfinished item def a while back. Lol, my smith would have to sit on the crafting bench for 12 hours straight or else progress was completely lost on the weapon being crafted. Good to see you found a workaround for that. I just knew it had to be something interesting.  :o
    Oh no, people seem to be raising a fuss because of it though. Errbody calm down. :V

    Also there is quite an misunderstanding I think here. What I was trying to say is that using Unfinished items mechanics normally doesn't require to do all of this. There is no need for a workaround (anymore). And like 1000101 have explained no need to modify other core objects.

    And this was not intended as an insult or mockery. Just talks about working together better. In any case, this was my only intention.
    You know we have talks like this on a daily basis on the modder Slackware.

    And again to be sure to clear any misunderstandings : like I said earlier I have nothing but respect for Ykara and his work on this (big) mod and I use it in each and every of my plays.

    Best regards
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: RafaelPz on August 15, 2016, 05:36:09 AM
    I have the mod completely to the Spanish, as step to contribute?
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Schwartz on August 15, 2016, 09:41:01 PM
    It'd be cool if the Silent Jaw could void the social penalty from the Annoying Voice trait.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 15, 2016, 10:37:41 PM
    Quote from: kaptain_kavern on August 14, 2016, 09:59:10 AM
    Quote from: Ykara on August 14, 2016, 08:52:37 AM
    Didn't expect that so many people would take a look at the code! The explanation is actually pretty simple. Do you remember that bug from the previous versions, where the work left on an unfished prosthesis dropped to -1 and you could never finish it? I figured out it was because of the system the unfinished item uses. You can only make unfinished items with stuff, but items like beer (drugged rib), medicine (adrenaline rib), components (every bionic) and prostheses (advanced bionics) were no stuff. And that lead to that bug, so I made that workaround stuff category and put them all in it. And since nobody has complained about that bug since 1.6, I guess that fixed it. I hope that explained it :D

    Can't it came from the fact you use abstract/parent classes without defining them at first?
    Here UnfinishedBase is used but is not defined in your files/mod. (And I saw several cases in the code, not just for unfinished things

    And it's in this bit (From Core):
      <ThingDef Name="UnfinishedBase" Abstract="True">
        <thingClass>UnfinishedThing</thingClass>
        <category>Item</category>
        <label>unfinished thing</label>
        <graphicData>
          <texPath>Things/Item/Unfinished/UnfinishedSculpture</texPath>
          <graphicClass>Graphic_Single</graphicClass>
        </graphicData>
        <altitudeLayer>Item</altitudeLayer>
        <useHitPoints>true</useHitPoints>
        <isUnfinishedThing>true</isUnfinishedThing>
        <canMakeOnMapGen>false</canMakeOnMapGen>
        <selectable>true</selectable>
        <tradeability>Never</tradeability>
        <drawerType>RealtimeOnly</drawerType>
        <!-- For CompForbiddable -->
        <statBases>
          <MaxHitPoints>50</MaxHitPoints>
        </statBases>
        <comps>
          <li Class="CompProperties_Forbiddable"/>
        </comps>
        <alwaysHaulable>true</alwaysHaulable>
        <rotatable>false</rotatable>
        <pathCost>15</pathCost>
        <thingCategories>
          <li>Unfinished</li>
        </thingCategories>
        <stuffCategories>
          <li>Metallic</li>
          <li>Woody</li>
          <li>Stony</li>
        </stuffCategories>
      </ThingDef>


    Notice <isUnfinishedThing>true</isUnfinishedThing> and <thingCategories><li>Unfinished</li></thingCategories> that are here (in the parent Abstract class) can't be inherited to your Unfinished prostheses. Maybe your problems/bugs came from this ?

    More precise infos here : https://ludeon.com/forums/index.php?topic=19499.0


    Anyway just my 2 cents, wasn't intended to be mean or telling you how you should do your thing. But I've never had the problem with my mods when using "Unfinished" game-mechanics (even with non stuff resources)

    Keep up the good job ;)
    Thanks for pointing that out, I'm gonna take a look!

    Quote from: 1000101 on August 14, 2016, 09:25:23 PM
    Basically as I stated, there's no need for vancidium as there is already a futuristic metal (Plasteel) so it's adding an unnecessary production chain.

    The advanced components are ok but since they are only used by this mod they inclusion is dubious.
    Thanks for the feedback!
    Vancidium has been in this mod since the first release. I just needed a very expensive and hard to make metal, to balance the extremely strong advanced bionics (they were even stronger in previous releases). Advanced bionics are late game and pretty much just a cherry on the top, so I don't really mind having an "unnecessary" production chain, since advanced bionics are also quite unnecessary. To play and enjoy this mod you don't have to research and craft vancidium, but for the ones who'd like to, I think some extra content doesn't hurt.
    But I'm always open for suggestions, how'd you replace vancidium without making advanced bionics too cheap?

    Quote from: Schwartz on August 15, 2016, 09:41:01 PM
    It'd be cool if the Silent Jaw could void the social penalty from the Annoying Voice trait.
    That makes sense, I'll see what I can do. Don't know if I can change social traits with a body part though.

    Quote from: RafaelPz on August 15, 2016, 05:36:09 AM
    I have the mod completely to the Spanish, as step to contribute?
    That's great! Thank you very much! Just upload you translation somewhere and send me the link and I'm gonna include it in the next update! Of course you'll be given full credit!
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Lady Wolf on August 16, 2016, 12:05:37 AM
    Quote from: Ykara on August 15, 2016, 10:37:41 PM

    Vancidium has been in this mod since the first release. I just needed a very expensive and hard to make metal, to balance the extremely strong advanced bionics (they were even stronger in previous releases). Advanced bionics are late game and pretty much just a cherry on the top, so I don't really mind having an "unnecessary" production chain, since advanced bionics are also quite unnecessary. To play and enjoy this mod you don't have to research and craft vancidium, but for the ones who'd like to, I think some extra content doesn't hurt.
    But I'm always open for suggestions, how'd you replace vancidium without making advanced bionics too cheap?

    Just thought I'd weigh in on this since you're looking for feedback and I've been loving this mod since A9 roughly.


    In my experience the down side to vancidium is how incredibly expensive and tedious it is to produce in any great quantity compared to being able to just buy the advanced cybernetics from a tradeship. (For the cost & time of producing enough vancidium to build 1-2 high end pieces you can usually purchase 3 or more.)

    What I did in my games was triple the amount of vancidium produced from each crafting order, this lowers the time and cost investment to make it more feasible to craft the bionics rather than buy them from traders. Another alternative one could do to remove the extra production chain without making it too easy to produce would be to remove vancidium entirely and just quadruple the "work" time it takes to craft the advanced bionics, and double or triple the plas steel cost.

    Either way I thoroughly enjoy the mod, and I'm looking forward for the "A dog said" add-on to it so I can once again craft synthetic kidneys, livers, and other organs for my pups when needed.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 16, 2016, 12:58:36 AM
    Quote from: Lady Wolf on August 16, 2016, 12:05:37 AM
    Either way I thoroughly enjoy the mod, and I'm looking forward for the "A dog said" add-on to it so I can once again craft synthetic kidneys, livers, and other organs for my pups when needed.

    Hello Lady, Can you elaborate? Can ADogSaid Team be of any help? (maybe reply in ADogSaid thread)

    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 1000101 on August 16, 2016, 04:49:26 AM
    Still on the subject of vancidium, with components added to the game and making advanced components from components + plasteel, you have your longer production chain for the advanced bionics.  This is what I did in my local copy having removed the vancidium.

    True, vancidium was implemented before A13 when components were added but now you have possible alternative.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Drusek on August 16, 2016, 08:30:06 AM
    Having vancidium enabled you can always kill that trading group that came to you having grand vancidium sculpture with them :D
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Fregrant on August 16, 2016, 08:52:55 AM
    Yeah, also you could see vancidium spears, knives, swords  ::)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Drusek on August 16, 2016, 01:37:03 PM
    Idea: ribs that affects sleep and joy in positive way. Like sleeping pills (better/faster sleep) and some drugs that rises joy like every few hours and lowers consciousness. (if that's possible)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Schwartz on August 16, 2016, 02:02:35 PM
    I also don't tend to go beyond regular Bionics, but that's more of a self-imposed restriction for balance's sake than anything else. Firstly it'd be way too expensive to deploy the highest tier Bionics on a grand scale, and secondly it'd make my murder squad of 50 even more overpowered.

    Don't think I've seen raider groups decked out in high-end Bionics either. So it's a fairly elegant solution for the player to either use the stuff or ignore it. Yeah, a 'baseline' EPOE that didn't include Vancidium or Advanced Components would be my preference, but it's just unnecessary work.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Lady Wolf on August 16, 2016, 04:16:13 PM
    Quote from: kaptain_kavern on August 16, 2016, 12:58:36 AM
    Hello Lady, Can you elaborate? Can ADogSaid Team be of any help? (maybe reply in ADogSaid thread)

    I was referring to the post here https://ludeon.com/forums/index.php?topic=16000.msg225469#msg225469 by Fregrant, I wasn't sure if this or the ADS thread was the proper threat to post in given is uses both mods.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 16, 2016, 04:50:03 PM
    Oh this is an old thread. The mod have been updated to A14 (https://ludeon.com/forums/index.php?topic=21788.0) since and syntax1983 team had made a compatibilty patch too (https://ludeon.com/forums/index.php?topic=22282.msg242025#msg242025)
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Fregrant on August 17, 2016, 05:15:17 AM
    Yes, this is a quite confusing, I really wish to see moderators moving all these necro-threads to the Outdated section.
    Title: Feature Request - Human or Android?
    Post by: Vastrix on August 17, 2016, 08:43:47 AM
    Feature Request



    When your conolinist has advanced everything and upgraded everything there is to upgrade, I think i'd be cool
    to change his appearance from human to Terminator/android, with a few extra buffs like: "this colonist can never die".

    Q: Why?
    A: Well, this will give the player something to work towards to. It'll also just require the player to look at the colonist in order to see how advanced he is "oh he's an android already, ok no more work there"

    cheers,
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 123nick on August 19, 2016, 10:47:11 PM
    when using this with a dog said, i should use this mod,  a dog said  (workshop link):

    http://steamcommunity.com/sharedfiles/filedetails/?id=730360526&searchtext=EPOE

    and a dog said-epoe workbenches ? :

    http://steamcommunity.com/sharedfiles/filedetails/?id=732515888&searchtext=EPOE

    however, this still allows me to craft animal prosthetics at the machining table, so i might want to use a dog said, no crafting, by spoon shortage, seeable here: http://steamcommunity.com/sharedfiles/filedetails/?id=734709234&searchtext=EPOE
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 19, 2016, 10:57:24 PM
    AFAIK you have to use the NoCraft version of ADogSaid if you use the "ADS-EPOE Workbench patch"
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 123nick on August 19, 2016, 11:07:44 PM
    Quote from: kaptain_kavern on August 19, 2016, 10:57:24 PM
    AFAIK you have to use the NoCraft version of ADogSaid if you use the "ADS-EPOE Workbench patch"

    ok, thanks :) i tried it with the noraml ADS version , i could craft both at epoe benches and machining table, but with no craft it will be ok :D
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Monzer on August 20, 2016, 01:14:11 PM
    hello , thanks for this awesome mod ,btw when i putt harvest limbs on butcher table it not working ?  Sorry if I'm mistaken but im new to the game and mods .. also there is a lot of working bench I think it's too much for vanila like maybe it just me .
    Title: Re: Feature Request - Human or Android?
    Post by: Ykara on August 20, 2016, 01:53:08 PM
    Quote from: Vastrix on August 17, 2016, 08:43:47 AM
    Feature Request



    When your conolinist has advanced everything and upgraded everything there is to upgrade, I think i'd be cool
    to change his appearance from human to Terminator/android, with a few extra buffs like: "this colonist can never die".

    Q: Why?
    A: Well, this will give the player something to work towards to. It'll also just require the player to look at the colonist in order to see how advanced he is "oh he's an android already, ok no more work there"

    cheers,
    That would require C# skills, but I'm currently working on something that gets rid of the need of sleep. That's one more step closer to being an android!

    Quote from: Monzer on August 20, 2016, 01:14:11 PM
    hello , thanks for this awesome mod ,btw when i putt harvest limbs on butcher table it not working ?  Sorry if I'm mistaken but im new to the game and mods .. also there is a lot of working bench I think it's too much for vanila like maybe it just me .
    You can't harvest limbs, you can just mince them, if you happen to find some. And about the workbenches, roughly 10% of posts in this thread are about that topic, you're definitely not the only one ^^ There will be one workbench less in the A15 update, that should do it for now ^^
    You can start placing bets on which workbench has to go :P
    Title: Re: Feature Request - Human or Android?
    Post by: 123nick on August 20, 2016, 01:56:35 PM
    Quote from: Ykara on August 20, 2016, 01:53:08 PM
    Quote from: Vastrix on August 17, 2016, 08:43:47 AM
    Feature Request



    When your conolinist has advanced everything and upgraded everything there is to upgrade, I think i'd be cool
    to change his appearance from human to Terminator/android, with a few extra buffs like: "this colonist can never die".

    Q: Why?
    A: Well, this will give the player something to work towards to. It'll also just require the player to look at the colonist in order to see how advanced he is "oh he's an android already, ok no more work there"

    cheers,
    That would require C# skills, but I'm currently working on something that gets rid of the need of sleep. That's one more step closer to being an android!

    Quote from: Monzer on August 20, 2016, 01:14:11 PM
    hello , thanks for this awesome mod ,btw when i putt harvest limbs on butcher table it not working ?  Sorry if I'm mistaken but im new to the game and mods .. also there is a lot of working bench I think it's too much for vanila like maybe it just me .
    You can't harvest limbs, you can just mince them, if you happen to find some. And about the workbenches, roughly 10% of posts in this thread are about that topic, you're definitely not the only one ^^ There will be one workbench less in the A15 update, that should do it for now ^^
    You can start placing bets on which workbench has to go :P

    what workbench are you removing? i liked the workbenches.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Nictis on August 21, 2016, 02:17:00 AM
    I would like to make a change to the poll, I wouldn't trade my family for the mod, I would sell their eyes, ears, and most of their limbs for it though.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kuledude on August 21, 2016, 08:03:13 AM
    You should do something about the prices, from 4 raiders(harvested completely) i literally afforded 500-600 Plasteel + some extra stuff from the traders.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 21, 2016, 11:26:54 AM
    Quote from: Nictis on August 21, 2016, 02:17:00 AM
    I would like to make a change to the poll, I wouldn't trade my family for the mod, I would sell their eyes, ears, and most of their limbs for it though.
    Yeah, that's reasonable, I've changed it ^^ This poll is just a placeholder anyway, with the A15 update (there will be new mechanics!) I'll have enough things to make a poll about again ;D

    Quote from: kuledude on August 21, 2016, 08:03:13 AM
    You should do something about the prices, from 4 raiders(harvested completely) i literally afforded 500-600 Plasteel + some extra stuff from the traders.
    Well, but you worked for that money, and you have to live with the fact that you have destroyed the lives of 4 innocent human beings, just for your profit. You should do something about your ethical principles, my friend.

    Quote from: 123nick on August 20, 2016, 01:56:35 PM
    what workbench are you removing? i liked the workbenches.
    I will merge the advanced bionic workbench with the synthetics workbench. You will still have 5 workbenches, that should be enough ;D
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: neobikes on August 21, 2016, 12:46:13 PM
    "You should do something about the prices, from 4 raiders(harvested completely) i literally afforded 500-600 Plasteel + some extra stuff from the traders."

    where did you get a trader from :) ?
    i wait 1,5 year and only one ship passed with ... animals and ...venacidium bed ...
    mehh..

    and caravans got like 4-7 components and sometimes maybe 30 gold if i am lucky.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: carpediembr on August 22, 2016, 11:29:58 PM
    Anyone able to help me out? How I craft the exoskeleton? I cant find any 3D printers.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 123nick on August 24, 2016, 09:42:09 AM
    hey, is this compatible with diseases plus? it adds some diseases and ailments, but it also makes it so bruises dont get bandaged. here is link : https://ludeon.com/forums/index.php?topic=24898.0
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 123nick on August 24, 2016, 10:35:17 PM
    a suggestion, you know how simple prosthetics are slightly below the standard efficiency of a body part? so a simple prosthetic leg isnt as good as a normal leg, but a bionic leg is a little bit better than a normal leg? well, i have a suggestion for basic bionics- they are prosthetics equal in efficiency to normal human body parts, and could be like normal bionic crafting recipes but slightly cheaper. also, is this mod compatible with aeryls  condition replace? which allows for treating people's conditions like bad back n etc? like hearing loss with hearing aid, bad back with plasteel disc,  cataracts with synthetic lense?  here is link: https://ludeon.com/forums/index.php?topic=24818.0
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Ykara on August 24, 2016, 11:13:19 PM
    Quote from: carpediembr on August 22, 2016, 11:29:58 PM
    Anyone able to help me out? How I craft the exoskeleton? I cant find any 3D printers.
    You can craft it at the advanced bionics workbench. The 3D printer is a part of this workbench ^^

    Quote from: 123nick on August 24, 2016, 09:42:09 AM
    hey, is this compatible with diseases plus? it adds some diseases and ailments, but it also makes it so bruises dont get bandaged. here is link : https://ludeon.com/forums/index.php?topic=24898.0
    It could break the possibility to treat bad backs with EPOE, if you activate it after my mod. But except for that I don't see any problems.

    Quote from: 123nick on August 24, 2016, 10:35:17 PM
    a suggestion, you know how simple prosthetics are slightly below the standard efficiency of a body part? so a simple prosthetic leg isnt as good as a normal leg, but a bionic leg is a little bit better than a normal leg? well, i have a suggestion for basic bionics- they are prosthetics equal in efficiency to normal human body parts, and could be like normal bionic crafting recipes but slightly cheaper. also, is this mod compatible with aeryls  condition replace? which allows for treating people's conditions like bad back n etc? like hearing loss with hearing aid, bad back with plasteel disc,  cataracts with synthetic lense?  here is link: https://ludeon.com/forums/index.php?topic=24818.0
    I think it is compatible, but it's unecessary if you already have EPOE. EPOE has spine replacements, eye replacements and ear replacements. And about your suggestion: Do you mean there should be another type of bionics? I'm not sure about that, EPOE is already such a huge mod ^^
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: 123nick on August 25, 2016, 12:06:26 AM
    Quote from: Ykara on August 24, 2016, 11:13:19 PM
    Quote from: carpediembr on August 22, 2016, 11:29:58 PM
    Anyone able to help me out? How I craft the exoskeleton? I cant find any 3D printers.
    You can craft it at the advanced bionics workbench. The 3D printer is a part of this workbench ^^

    Quote from: 123nick on August 24, 2016, 09:42:09 AM
    hey, is this compatible with diseases plus? it adds some diseases and ailments, but it also makes it so bruises dont get bandaged. here is link : https://ludeon.com/forums/index.php?topic=24898.0
    It could break the possibility to treat bad backs with EPOE, if you activate it after my mod. But except for that I don't see any problems.

    Quote from: 123nick on August 24, 2016, 10:35:17 PM
    a suggestion, you know how simple prosthetics are slightly below the standard efficiency of a body part? so a simple prosthetic leg isnt as good as a normal leg, but a bionic leg is a little bit better than a normal leg? well, i have a suggestion for basic bionics- they are prosthetics equal in efficiency to normal human body parts, and could be like normal bionic crafting recipes but slightly cheaper. also, is this mod compatible with aeryls  condition replace? which allows for treating people's conditions like bad back n etc? like hearing loss with hearing aid, bad back with plasteel disc,  cataracts with synthetic lense?  here is link: https://ludeon.com/forums/index.php?topic=24818.0
    I think it is compatible, but it's unecessary if you already have EPOE. EPOE has spine replacements, eye replacements and ear replacements. And about your suggestion: Do you mean there should be another type of bionics? I'm not sure about that, EPOE is already such a huge mod ^^

    yeah, i was wondering if i needed the mod with yours, just wondering if it could be a cheaper alternative to completely replacing someone's spine. honestly, EPOE being huge isn't really that bad a thing, and it could be useful if you want a colonist to be back to normal capacity and no less than normal capacity ,but also no better, although you may be right. maybe just having the options we have already is good enough.

    also, a new mod just came out , or atleast i just found it recently, that does some major-ish changes to surgery, and i wonder if it is compatible? : https://ludeon.com/forums/index.php?topic=24975.0
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: MoatBordered on August 25, 2016, 01:04:22 AM
    Quote from: 123nick on August 25, 2016, 12:06:26 AM
    also, a new mod just came out , or atleast i just found it recently, that does some major-ish changes to surgery, and i wonder if it is compatible? : https://ludeon.com/forums/index.php?topic=24975.0

    It seems to be somewhat compatible.. but you'll have to manually use that mod's fixed <workerClass> functions and overwrite the default ones used by this mod.

    In that other mod's 3 xml files, you'll notice workerClasses like Recipe_InstallNaturalBodyPart_Fix, Recipe_InstallArtificialBodyPart_Fix, etc. So basically, you load that mod up first so you can use it's new functions, remove its xml files, then replace EPOE's surgery workerclasses with those used by the new mod. All you need is a text editor with Find and Replace All, and it should work.

    Maybe I'm wrong though, I haven't dug deep enough in the source to figure out why he didn't just override the defaults. It's pretty new, so wait a bit for some more bugfixing and code improvements.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: Pax_Empyrean on August 26, 2016, 02:08:21 AM
    So I've been playing with this mod for a while and I really enjoy it. However, while there is far too much to handle it all with just one or two workbenches, there really are too many at present. I suggest consolidating the eight down to five as follows:

    Prosthetics Workbench: combines basic and simple workbench
    Bionics Workbench: combines bionic and advanced workbench
    Organ Workbench: combines the two organ crafting workbenches

    It's appropriate to have the research splitting up the tiers the way it does now. The way I would implement it with consolidated workbenches like I suggested is to have basic prosthetics and bionics unlock their respective workbenches, while simple prosthetics and advanced bionics unlock their recipes at those workbenches. Same deal with organ crafting: the basic one unlocks the bench, and the advanced one unlocks the advanced recipes.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: chch88 on August 29, 2016, 04:43:18 AM
    can someone elaborate what exactly this systems do?
    * Added a graft rejection system!
    * Added an accustoming system!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Ykara on August 29, 2016, 06:56:57 AM
    Quote from: chch88 on August 29, 2016, 04:43:18 AM
    can someone elaborate what exactly this systems do?
    * Added a graft rejection system!
    * Added an accustoming system!

    I sure can!


    Update 1.8 - Alpha 15 and the medical system deepening!
    Heyo!
    Alpha 15 is here, and so is the new EPOE update! And this is a big update. At least it was pretty time consuming to make. So what are these mysterious graft rejection and prostheses accustoming systems?
    You now for example can't just put a liver in one of your colonists and expect it to immediately work as if nothing ever happened. Natural organs now have rejection reactions you have to treat, same for surrogate and synthetic organs.
    And installing a peg leg now isn't such a simple and quick task anymore either. Your colonists now have to learn to use their new prosthesis and get initial maluses, for example with a peg leg you colonists have to learn to walk again.
    That's basically the biggest change in this mod, and it's something I wanted to do for a very long time, because I've always felt that the medical system was a bit ... dull.
    But there is more! For one and a half years you guys have constantly been reminding me of how much you dislike the number of new workbenches, so I sat down and thought about some ways to remove one workbench. I didn't want all the recipes on two tables, and I wanted the basic prosthethics table to remain a sperate workbench. So i settled for merging the two high tech benches, the synthetics and the advanced bionics ones. I hope that's what you had in mind!
    Have fun!

    Changes:
    * Added a graft rejection system!
    * Added an accustoming system!
    * Merged the advanced bionics workbench and the synthetics workbench + new texture
    * Crafting synthetic organs now requires their surrogate counterparts
    * The painkiller and the adrenaline rib now require go-juice and yayo
    * Some brain implants now have some side effects
    * Tribals now have to research basic prosthetics
    * Building workbenches now requires components
    * Fixed duplicate operation recipes
    * Nerfed the hook hand damage
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Grishnerf on August 29, 2016, 06:59:03 AM
    nice work dude!  :)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: MoatBordered on August 29, 2016, 05:17:24 PM
    Interesting. Now that's some pretty creative use of hediffs.  :o

    I kinda like it these new systems.. will test for oddities soon..
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: BlueWinds on August 29, 2016, 05:54:03 PM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    * Added a graft rejection system!
    * Added an accustoming system!

    Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

    * but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Ykara on August 29, 2016, 06:12:17 PM
    Quote from: BlueWinds on August 29, 2016, 05:54:03 PM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    * Added a graft rejection system!
    * Added an accustoming system!

    Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

    * but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
    First of all: There are "only" 5 new workbenches ^^
    And yes, I could probably do that, it shouldn't be too much work if you only want the vanilla parts. I'm gonna see what I can do, and I'm glad you like the idea! I know it's not something everyone will instantly love, but I'm always open for suggestions!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: BlueWinds on August 29, 2016, 06:31:46 PM
    Quote from: Ykara on August 29, 2016, 06:12:17 PM
    Quote from: BlueWinds on August 29, 2016, 05:54:03 PM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    * Added a graft rejection system!
    * Added an accustoming system!

    Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

    * but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
    First of all: There are "only" 5 new workbenches ^^
    And yes, I could probably do that, it shouldn't be too much work if you only want the vanilla parts. I'm gonna see what I can do, and I'm glad you like the idea! I know it's not something everyone will instantly love, but I'm always open for suggestions!

    Ah, I was basing it off the comment by Pax_Empyrean earlier on this page: "I suggest consolidating the eight down to five as follows". I haven't actually installed EPOE since my initial trial back in... a12, I think it was... so I'm not exactly up to date.

    For EPOE "core", my suggestion is the same as 1000101 - remove vancidium. If you want things to be expensive, just use gold + plasteel in the recipe. If you want it to be slow, just make it take a lot of work. No need to add a new material for that.

    (I'd have to actually play with it for a bit to make constructive suggestions on reducing workbench count, so instead I'll make an unproductive one. :P The Component Assembly Bench could probably take a ton of new recipes without much trouble)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Dingo on August 29, 2016, 07:05:23 PM
    I think I've identified which mods I really -love- in RimWorld and which I just like and use. The most important difference is the tried and true "less is more", which is something I feel has been brought up in the comments here quite a number of times.
    Basically, add as much as you can without overloading a mod with content. If that means making a modular release or even separate mods for different unique systems and make them all compatible.

    I would still use EPOE even if it retains its current release module but I think you could do pretty much everything here with far less redundancy. Here's what I would suggest compared to the opening post's description:


    • Prosthesis workbench, unlocks more advanced prosthesis with further research

    • Bionics workbench, much more advanced and requires further research and expensive materials / work time.

    • Tissue printer (or something similar) for organ crafting. Requires a very high tech colony to engineer and very high medical stat for organ manufacturing. Probably don't let it engineer complex parts like brain/heart.

    • Keep the graft rejection and accustoming mechanisms, maybe as a separate mod that is compatible with both EPOE and vanilla.

    • Integrate the new traders' stocks into existing traders with appropriate rarity, maybe add one rare late game trader for bionics parts / upgrades and make it expensive.

    • Rest of the mod seems fine. The added functionality and zaniness is very RimWorld to be honest.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Shinkai on August 29, 2016, 08:18:53 PM
    Quote from: BlueWinds on August 29, 2016, 06:31:46 PM
    Quote from: Ykara on August 29, 2016, 06:12:17 PM
    Quote from: BlueWinds on August 29, 2016, 05:54:03 PM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    * Added a graft rejection system!
    * Added an accustoming system!

    Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

    * but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
    First of all: There are "only" 5 new workbenches ^^
    And yes, I could probably do that, it shouldn't be too much work if you only want the vanilla parts. I'm gonna see what I can do, and I'm glad you like the idea! I know it's not something everyone will instantly love, but I'm always open for suggestions!

    Ah, I was basing it off the comment by Pax_Empyrean earlier on this page: "I suggest consolidating the eight down to five as follows". I haven't actually installed EPOE since my initial trial back in... a12, I think it was... so I'm not exactly up to date.

    For EPOE "core", my suggestion is the same as 1000101 - remove vancidium. If you want things to be expensive, just use gold + plasteel in the recipe. If you want it to be slow, just make it take a lot of work. No need to add a new material for that.

    (I'd have to actually play with it for a bit to make constructive suggestions on reducing workbench count, so instead I'll make an unproductive one. :P The Component Assembly Bench could probably take a ton of new recipes without much trouble)

    I actually kind of like the vancidium component.

    My only issue with it is that it can get... excessive.

    Like 1 Vancidium takes 10 plasteel 25 steel and 20 gold iirc.

    And 5 Vancidium is used to make 1 advanced component.

    And synth organs can take up to 6 advanced components. 6*5= 30*10, 30*25, 30*20.

    300 plasteel, 750 steel, 600 gold.

    For one painstopper(iirc)

    One painstopper. Takes almost as much material for an entire ship power plant.

    Its a bit excessive.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Janus on August 30, 2016, 01:29:41 AM
    Is it intentional that this mod removes the medicine crafting recipe added by vanilla A15 (herbal medicine + cloth + neutroamine)? Without the mod, the bill is available in the drug lab once you've researched medicine crafting. With the mod, it's no longer there.

    If it is intentional, am I missing some other method of crafting medicine which is added by the mod?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: viktoria.s on August 30, 2016, 05:24:51 AM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    But there is more! For one and a half years you guys have constantly been reminding me of how much you dislike the number of new workbenches, so I sat down and thought about some ways to remove one workbench. I didn't want all the recipes on two tables, and I wanted the basic prosthethics table to remain a sperate workbench. So i settled for merging the two high tech benches, the synthetics and the advanced bionics ones. I hope that's what you had in mind!

    To be honest I don't quite like this change. My preference is to have  4 workbenches:

    • basic prosthetics workbench just the way it was in alpha 14
    • bionics workbench with the bionics and the advanced bionics recipes
    • simple prosthetics workbench just the way it was in alpha 14
    • organ workbench with the surrogate organ workbench and the synthetic organ assembler recipes
    In my opinion it is more logical because in this way it is more easy to find the recipe you are looking for: if you want a bionic body part you go for the bionics workbench, if you want to create an artificial organ you go for the organ workbench.
    But anyways this is a great mod  ;) and I really really love it  :) :) :). Thank you for all your hard work.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Ykara on August 30, 2016, 06:44:45 AM
    Thank you very much for your construcive feedback, I'm currently thinking about making the graft rejefection and the bionic accustoming systems a modular choice.
    And about vancidium: I have already lowered the cost of the painstopper in this update, but I can see why it's still to much. I could make the advanced components cheaper to make. Vancidium is basically just for cutting down the amount of materials needed for crafting body parts, because you can only fit three different materials on a workbench, so removing vancidium altogether would either make body parts too cheap or you would have to fill up half the room with steel and plasteel.

    Quote from: Janus on August 30, 2016, 01:29:41 AM
    Is it intentional that this mod removes the medicine crafting recipe added by vanilla A15 (herbal medicine + cloth + neutroamine)? Without the mod, the bill is available in the drug lab once you've researched medicine crafting. With the mod, it's no longer there.

    If it is intentional, am I missing some other method of crafting medicine which is added by the mod?
    That's definitely not intentional, thanks for reporting, I'm gonna look into that. I really don't know what went wrong there, I altered nothing related to the new workbench and recipes.

    Quote from: viktoria.s on August 30, 2016, 05:24:51 AM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    But there is more! For one and a half years you guys have constantly been reminding me of how much you dislike the number of new workbenches, so I sat down and thought about some ways to remove one workbench. I didn't want all the recipes on two tables, and I wanted the basic prosthethics table to remain a sperate workbench. So i settled for merging the two high tech benches, the synthetics and the advanced bionics ones. I hope that's what you had in mind!

    To be honest I don't quite like this change. My preference is to have  4 workbenches:

    • basic prosthetics workbench just the way it was in alpha 14
    • bionics workbench with the bionics and the advanced bionics recipes
    • simple prosthetics workbench just the way it was in alpha 14
    • organ workbench with the surrogate organ workbench and the synthetic organ assembler recipes
    In my opinion it is more logical because in this way it is more easy to find the recipe you are looking for: if you want a bionic body part you go for the bionics workbench, if you want to create an artificial organ you go for the organ workbench.
    But anyways this is a great mod  ;) and I really really love it  :) :) :). Thank you for all your hard work.
    That's also a good idea. My idea behind the upgrading station is, that it includes all recipes that require their respective lower tier part - hence the name upgrading station. But your approach is more effective as it seems. I'm gonna think about it, thanks for the idea!

    Quote from: Dingo on August 29, 2016, 07:05:23 PM
    I think I've identified which mods I really -love- in RimWorld and which I just like and use. The most important difference is the tried and true "less is more", which is something I feel has been brought up in the comments here quite a number of times.
    Basically, add as much as you can without overloading a mod with content. If that means making a modular release or even separate mods for different unique systems and make them all compatible.

    I would still use EPOE even if it retains its current release module but I think you could do pretty much everything here with far less redundancy. Here's what I would suggest compared to the opening post's description:


    • Prosthesis workbench, unlocks more advanced prosthesis with further research

    • Bionics workbench, much more advanced and requires further research and expensive materials / work time.

    • Tissue printer (or something similar) for organ crafting. Requires a very high tech colony to engineer and very high medical stat for organ manufacturing. Probably don't let it engineer complex parts like brain/heart.

    • Keep the graft rejection and accustoming mechanisms, maybe as a separate mod that is compatible with both EPOE and vanilla.

    • Integrate the new traders' stocks into existing traders with appropriate rarity, maybe add one rare late game trader for bionics parts / upgrades and make it expensive.

    • Rest of the mod seems fine. The added functionality and zaniness is very RimWorld to be honest.
    Some good suggestions here! As I've said, I could make the graft rejection and bionics accustoming system modular. Integrating the traders is also a good idea, that could help condensing the mod. Thanks!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: 123nick on August 30, 2016, 06:57:55 AM
    Quote from: BlueWinds on August 29, 2016, 06:31:46 PM
    Quote from: Ykara on August 29, 2016, 06:12:17 PM
    Quote from: BlueWinds on August 29, 2016, 05:54:03 PM
    Quote from: Ykara on August 29, 2016, 06:56:57 AM
    * Added a graft rejection system!
    * Added an accustoming system!

    Any chance you could split these out into a separate mod? They sound like fantastic systems and I'd love to try them*.

    * but don't really want 8 (or even 5) new workbenches, a new material and dozens of new items.
    First of all: There are "only" 5 new workbenches ^^
    And yes, I could probably do that, it shouldn't be too much work if you only want the vanilla parts. I'm gonna see what I can do, and I'm glad you like the idea! I know it's not something everyone will instantly love, but I'm always open for suggestions!

    Ah, I was basing it off the comment by Pax_Empyrean earlier on this page: "I suggest consolidating the eight down to five as follows". I haven't actually installed EPOE since my initial trial back in... a12, I think it was... so I'm not exactly up to date.

    For EPOE "core", my suggestion is the same as 1000101 - remove vancidium. If you want things to be expensive, just use gold + plasteel in the recipe. If you want it to be slow, just make it take a lot of work. No need to add a new material for that.

    (I'd have to actually play with it for a bit to make constructive suggestions on reducing workbench count, so instead I'll make an unproductive one. :P The Component Assembly Bench could probably take a ton of new recipes without much trouble)

    but i like vancidium. its neat. maybe u can have it be made in the smithy? or machining table? then, it would be more of a dependence on other things before organs, so you cant have synthetic organs yet be unable to make a steel sword :P
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: matty491 on August 30, 2016, 08:36:44 AM
    I wish it could be removed because using Prepare Carefully I now can't install any bionics straight off the bat :/

    In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Ykara on August 30, 2016, 11:28:51 AM
    Quote from: matty491 on August 30, 2016, 08:36:44 AM
    I wish it could be removed because using Prepare Carefully I now can't install any bionics straight off the bat :/

    In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
    I'm sorry to hear that. What exactly do you hate about this feature? Is it just that it now takes a few days before the prostheses work at their full capacity?
    I think I'll do a modular solution for that feature, as there seems to be a diversity of opinions about the new systems.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Aatxe360 on August 30, 2016, 12:39:59 PM
    Have any options for working with Fluffy's The Birds And The Bees mod?  Or just with core body parts?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: matty491 on August 30, 2016, 12:43:56 PM
    Quote from: Ykara on August 30, 2016, 11:28:51 AM
    Quote from: matty491 on August 30, 2016, 08:36:44 AM
    I wish it could be removed because using Prepare Carefully I now can't install any bionics straight off the bat :/

    In fact I dislike this new edition so much that I'm gonna role back to A14 mod even if it gives me errors!
    I'm sorry to hear that. What exactly do you hate about this feature? Is it just that it now takes a few days before the prostheses work at their full capacity?
    I think I'll do a modular solution for that feature, as there seems to be a diversity of opinions about the new systems.


    Well how i normally play is I have one colonist, stark naked with maxed skills and maxed bionics (essentially a cyborg) I play on the highest difficulty on random with nothing to start with and I try to survive from there on out.

    It's not that I dislike the feature, if anything it makes perfect sense in a realistic setting but because im going for a Deus Ex kinda vibe might I recommend either the modular choice or handle it the way Deus Ex Human Revoloutions (PC Game) handles it.

    Essentially normal people have bionics (Augmentations) but they need to take a drug called Neuropozyne. The main character of the game has a gene which allows him to have these bionics without needing the drug.

    I'm thinking there are three possible choices/options to handle this.

    1. Make it modular so people who want to wait can wait.
    2. Introduce a drug similar to the A15 malaria blocker that need's to be taken say every 5 days to prevent the rejection from occurring straight away or else the body will slowly roll back to as if the bionic was first installed and rejection needs to be built up naturally.
    3. Introduce a new trait that means some pawns are automatically capable of having bionics without rejection.

    Hope this feedback helps!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: GrumpyProgrammer on August 30, 2016, 01:23:44 PM
    You might want to think about using the new drug production system to allow making anti-rejection drugs.

    Higher-tier prosthetics should have lessened or eliminated adjustment penalties/lengths. After all, the whole point in more advanced prosthetics is that they are as good or better than the real thing, so they should feel natural to the recipient.


    Similarly, synthetic organs shouldn't have rejection issues. They are, after all, specifically designed organ replacements, so the engineering would've taken rejection and the reduction or elimination of it into account. Since natural organs are used in the production of synthetics, you could add anti-rejection drugs to the recipe ingredients.

    You might also want to think about adding a research item for reducing the time needed for prosthetic adjustment. Call it 'physical therapy' or something. Even better if you could add some new item (physical therapy spot?) that would allow a prosthetic recipient to adjust more quickly.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: jaked122 on August 30, 2016, 02:37:50 PM
    I kinda wish that you had put some sort of in-game text about the rejection and accustomization(is that the right word?) systems.

    Remittent seems to be something like a near end of the rejection, but the definition of the word mostly pertains to the rejection occasionally relapsing, but not the severity of the rejection itself.

    It might also be nice to have some idea of how long these symptoms last for, how long it takes for rejection to quiet down, how long it takes to become accustomed to a bionic (at least some approximate length of time related to it).

    I suspect that it might also be good to have a different sort of accustomization based on the specialization of the bionic (like the power arm being more of a weapon than a straight up replacement/enhancement than say the plain bionic arm).

    Other than that, this is great.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Smellis on August 30, 2016, 05:24:06 PM
    Hi, I actually like the new system and having a few days to get used to bionics/transplants. However i am not liking how the rejection for transplants seems to keep coming back. Am I missing something? my pawn gets treatment, then the rejection returns a few days later and what with him being pretty much frankensteins monster right now he spends a lot of time in medical bed.

    Do i have to just keep treating and it will eventually stop? or does it continue forever? because that would kinda suck.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: SpaceDorf on August 30, 2016, 05:30:24 PM
    that really sounds anoying and unfun :(

    But the feature in itself sounds cool

    Actually just posting to watch ..
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Shinkai on August 30, 2016, 06:05:50 PM
    Quote from: Smellis on August 30, 2016, 05:24:06 PM
    Hi, I actually like the new system and having a few days to get used to bionics/transplants. However i am not liking how the rejection for transplants seems to keep coming back. Am I missing something? my pawn gets treatment, then the rejection returns a few days later and what with him being pretty much frankensteins monster right now he spends a lot of time in medical bed.

    Do i have to just keep treating and it will eventually stop? or does it continue forever? because that would kinda suck.

    If its anything like RL rejection, than no. After all, even the most compatible organ receivers still need to take anti-rejection drugs.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: Ykara on August 30, 2016, 06:41:03 PM
    Quote from: Aatxe360 on August 30, 2016, 12:39:59 PM
    Have any options for working with Fluffy's The Birds And The Bees mod?  Or just with core body parts?
    I could do that.

    Quote from: matty491 on August 30, 2016, 12:43:56 PM
    Well how i normally play is I have one colonist, stark naked with maxed skills and maxed bionics (essentially a cyborg) I play on the highest difficulty on random with nothing to start with and I try to survive from there on out.

    It's not that I dislike the feature, if anything it makes perfect sense in a realistic setting but because im going for a Deus Ex kinda vibe might I recommend either the modular choice or handle it the way Deus Ex Human Revoloutions (PC Game) handles it.

    Essentially normal people have bionics (Augmentations) but they need to take a drug called Neuropozyne. The main character of the game has a gene which allows him to have these bionics without needing the drug.

    I'm thinking there are three possible choices/options to handle this.

    1. Make it modular so people who want to wait can wait.
    2. Introduce a drug similar to the A15 malaria blocker that need's to be taken say every 5 days to prevent the rejection from occurring straight away or else the body will slowly roll back to as if the bionic was first installed and rejection needs to be built up naturally.
    3. Introduce a new trait that means some pawns are automatically capable of having bionics without rejection.

    Hope this feedback helps!
    You have some good suggestions, but I think they will be too hard to implement. I'll just go with a modular release.

    Quote from: Smellis on August 30, 2016, 05:24:06 PM
    Hi, I actually like the new system and having a few days to get used to bionics/transplants. However i am not liking how the rejection for transplants seems to keep coming back. Am I missing something? my pawn gets treatment, then the rejection returns a few days later and what with him being pretty much frankensteins monster right now he spends a lot of time in medical bed.

    Do i have to just keep treating and it will eventually stop? or does it continue forever? because that would kinda suck.
    Everything eventually stops, except for natural organ rejection. In real life you also have to continue taking drugs after an organ transplant.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: Ykara on August 30, 2016, 08:15:31 PM
    Update 1.81 - Appeasement Patch
    Good morning!
    This is a quick and simple update: I just threw the graft rejection and the bionics accustoming systems out, since many people complained. They are now an optional mod, available here (http://steamcommunity.com/sharedfiles/filedetails/?id=755301196) on Steam, and here (https://ludeon.com/forums/index.php?topic=25252.0) on the forums.
    Btw, I couldn't figure the problem with crafting medicine out. I couldn't find that recipe in the core files. Anyone here who could help me?
    Have fun!

    Changes:
    *  Made the graft rejection and the bionics accustoming system optional, it's now available as a seperate mod
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: kaptain_kavern on August 30, 2016, 09:02:54 PM
    Quote from: Ykara on August 30, 2016, 08:15:31 PM
    Btw, I couldn't figure the problem with crafting medicine out. I couldn't find that recipe in the core files. Anyone here who could help me?

    Can it come from the new definition of those items in /Core/Defs/ThingDefs_Items/Items_Resource_Manufactured.xml
    The costlist tag is in the object def now
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: Dingo on August 30, 2016, 09:30:41 PM
    If I had to guess I'd say in Items_WorkaroundStuff.xml you reference Medicine and you lack the components for it.

    Edited: I've actually fixed it by adding the recipe there, attached my fixed Items_WorkaroundStuff.xml (nothing else changed but medicine).

    Edited again..: Can you maybe explain why you use this file at all? Does the mod create errors if you reference items straight from their original file? This XML has different values for some items that I suspect are from previous alphas and may not reflect the current game balance. For example, Healroot market value and deterioration rate are different than its current A15 values.

    [attachment deleted by admin - too old]
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: hoochy on August 30, 2016, 10:02:48 PM
    Have to agree that having "Rejection" of bionic parts and "Getting used to them" doesn't really make much sense. You would suspect if they had the technology to make synthetic parts, or robotic limbs, that those problems are also "Taken care of". Perhaps it could apply to the simple prosthetic legs and such.

    I also don't like the change that was made so you can no longer harvest prisoner limbs for your own colonists. I understand the game is "bugged" in that regard as you can repair limbs that way but the chance of death/damage still exists in doing any transplant. Maybe rejection of "Real limbs" and "Simple prosthetics" could be added so that you can bring back the real limbs again.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.8 (29.08.2016)
    Post by: LivingNexus on August 31, 2016, 01:08:32 AM
    Quote from: Ykara on August 30, 2016, 06:41:03 PM
    Everything eventually stops, except for natural organ rejection. In real life you also have to continue taking drugs after an organ transplant.

    You could make a new surgery, called "Cure rejection ([Organ])" that requires Glitterworld medicine.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: SpaceDorf on August 31, 2016, 01:33:09 AM
    Quote from: Ykara on August 30, 2016, 08:15:31 PM
    Update 1.81 - Appeasement Patch
    Good morning!

    Changes:
    *  Made the graft rejection and the bionics accustoming system optional, it's now available as a seperate mod

    Hi Ykara,
    sadly you forgot the Non-Steam Link to the Realistic Medical System on your EPOE Main Page.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.81 (31.08.2016)
    Post by: eadras on August 31, 2016, 02:12:47 AM
    Quote from: SpaceDorf on August 31, 2016, 01:33:09 AM
    Hi Ykara,
    sadly you forgot the Non-Steam Link to the Realistic Medical System on your EPOE Main Page.
    Looks like Realistic Medical System has its own separate thread now.  https://ludeon.com/forums/index.php?topic=25252.0

    Thanks for the update, Ykara!  This is an essential mod, and I like the RMS, too.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ykara on August 31, 2016, 09:33:29 AM
    Update 1.82 - Just a small fix
    Good evening!
    Thank you all for your help on that fix, it's now out!
    Have fun!

    Changes:
    *  You can now craft medicine at the drug lab again
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on August 31, 2016, 12:49:20 PM
    Hey Ykara, I did some rudimentary testing by deleting medicine altogether from the Items_WorkaroundStuff.xml file (crafted some parts and installed them). Colonists seemed to use medicine just fine, I could craft it at a drug lab, it had the correct properties.
    This leads me to believe you don't really need to overwrite it in your files (and maybe other things like healroot / drugs)... Maybe you don't need most of that workarounds file at all, I think it'll just cause you trouble in the future like it did with A15.
    Title: Re: [A14] Expanded Prosthetics and Organ Engineering 1.72 (12.08.2016)
    Post by: kaptain_kavern on August 31, 2016, 08:10:18 PM
    Quote from: Dingo on August 31, 2016, 12:49:20 PM
    Hey Ykara, I did some rudimentary testing by deleting medicine altogether from the Items_WorkaroundStuff.xml file (crafted some parts and installed them). Colonists seemed to use medicine just fine, I could craft it at a drug lab, it had the correct properties.
    This leads me to believe you don't really need to overwrite it in your files (and maybe other things like healroot / drugs)... Maybe you don't need most of that workarounds file at all, I think it'll just cause you trouble in the future like it did with A15.
    Quote from: kaptain_kavern on August 15, 2016, 01:24:14 AM
    Also there is quite an misunderstanding I think here. What I was trying to say is that using Unfinished items mechanics normally doesn't require to do all of this. There is no need for a workaround (anymore). And like 1000101 have explained no need to modify other core objects.

    And this was not intended as an insult or mockery. Just talks about working together better. In any case, this was my only intention.
    You know we have talks like this on a daily basis on the modder Slackware.

    And again to be sure to clear any misunderstandings : like I said earlier I have nothing but respect for Ykara and his work on this (big) mod and I use it in each and every of my plays.

    Best regards

    I have done the same with the A14 version and things were running smoothly.


    Thanks for the update Ykara
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on August 31, 2016, 08:16:27 PM
    So you just delete that file @kaptain_kavern?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: AstroChimp on August 31, 2016, 10:01:38 PM
    My workbenches are not getting power. When they clearly got access to it. Any thoughts on what the problem might be?
    Using the SteamWorkshop version of the EPOE without the new rejection systems.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: shhfiftyfive on August 31, 2016, 11:01:51 PM
    forgive me for asking this, but the cost of crafting vancidium is so ridiculous. so i just wanted to make sure these recipes are as intended...

    1 vancidium costs:
    - 20 gold per, not just 1. as well as
    - 25 steel and
    - 10 plasteel.

    so to craft 1 advanced component, you need:
    - 1 component, and
    - 5 vancidium, which requires a total of
    -- 125 steel,
    -- 50 plasteel,
    -- 100 gold

    FOR EACH!!!

    and so a recipe here such as 1 joywire implant will cost:
    - 660 gold,
    - 325 plasteel,
    - 750 steel, and
    - 6 components...

    where am i supposed to get my hands on all this gold guys?

    also, the market value of 1 joywire is $13,000 (seen one for sale at $11,000, but the materials required to craft 1 joywire total market value is over $19,000. even if i got my own steel and plasteel, buying just the gold alone from the market costs $9,000 per joywire.

    i'd never ever craft this. i would just buy it.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on September 01, 2016, 12:10:20 AM
    Quote from: Dingo on August 31, 2016, 08:16:27 PM
    So you just delete that file @kaptain_kavern?
    Yes, and use <li>Root</li> (or rarely another) as categories when needed. (Sorry I haven't conserved the files)

    Too bad there is not a Github repo to contribute to, more directly ;)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: shhfiftyfive on September 01, 2016, 02:39:24 AM
    another question: the "pain stopper" chip

    prevents pawn from feeling pain.

    does this mean that a pawn with it installed will fist fight to the death? (instead of being knocked out when feeling enough pain)

    fist fights are common, given the mood issues on extreme very often lead to berzerk, as well as just common fist fights between 2 pawns due to social insults.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ioann1742 on September 02, 2016, 04:36:36 PM
    Dear author! Please, fix amount of required livers to do one syntho-liver (T2), because now it require f**king 10 T1 livers

    I can't imagine what da hell the're doing with such amount)))
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ykara on September 02, 2016, 08:36:13 PM
    Quote from: kaptain_kavern on September 01, 2016, 12:10:20 AM
    Quote from: Dingo on August 31, 2016, 08:16:27 PM
    So you just delete that file @kaptain_kavern?
    Yes, and use <li>Root</li> (or rarely another) as categories when needed. (Sorry I haven't conserved the files)

    Too bad there is not a Github repo to contribute to, more directly ;)
    I'm gonna tak a look at the workaround stuff again and maybe get rid of it if it's really unnecessary. Thanks for the tip with the Root category! ^^

    Quote from: shhfiftyfive on September 01, 2016, 02:39:24 AM
    another question: the "pain stopper" chip

    prevents pawn from feeling pain.

    does this mean that a pawn with it installed will fist fight to the death? (instead of being knocked out when feeling enough pain)

    fist fights are common, given the mood issues on extreme very often lead to berzerk, as well as just common fist fights between 2 pawns due to social insults.
    Basically, yes. Or if he just can't move anymore. Would be interesting to see a fistfight between to guys with painstopper :P

    Quote from: Ioann1742 on September 02, 2016, 04:36:36 PM
    Dear author! Please, fix amount of required livers to do one syntho-liver (T2), because now it require f**king 10 T1 livers

    I can't imagine what da hell the're doing with such amount)))
    Quote from: Ioann1742 on September 02, 2016, 04:36:36 PM
    Dear author! Please, fix amount of required livers to do one syntho-liver (T2), because now it require f**king 10 T1 livers

    I can't imagine what da hell the're doing with such amount)))
    Yeah, it's just a typo. It's gonna be fixed in the next update. Meanwhile you can just look into the recipes folder and change the ingredients yourself, you can find it in the Recipe_Synthesizer.xml.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Janus on September 03, 2016, 06:42:52 AM
    Request: can you update your bionic spine to also get rid of "bad back"? It seems odd to me for that to not be fixed by a bionic spine.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ykara on September 03, 2016, 08:26:50 AM
    Quote from: Janus on September 03, 2016, 06:42:52 AM
    Request: can you update your bionic spine to also get rid of "bad back"? It seems odd to me for that to not be fixed by a bionic spine.
    It actually does. You seem to have installed EPOE on an already existing save game, bad backs are spawned on the spine with EPOE, every bad back spawned before installing EPOE is still on the torso and therefore untreatable. You should be able to get rid of it with the developer tools I think.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ioann1742 on September 03, 2016, 04:43:44 PM
    Quote from: Ykara on September 02, 2016, 08:36:13 PM
    Yeah, it's just a typo. It's gonna be fixed in the next update. Meanwhile you can just look into the recipes folder and change the ingredients yourself, you can find it in the Recipe_Synthesizer.xml.
    Thank you!)) It becomes more interesting to go deeper into other mods also))
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Janus on September 03, 2016, 07:34:57 PM
    Quote from: Ykara on September 03, 2016, 08:26:50 AM
    Quote from: Janus on September 03, 2016, 06:42:52 AM
    Request: can you update your bionic spine to also get rid of "bad back"? It seems odd to me for that to not be fixed by a bionic spine.
    It actually does. You seem to have installed EPOE on an already existing save game, bad backs are spawned on the spine with EPOE, every bad back spawned before installing EPOE is still on the torso and therefore untreatable. You should be able to get rid of it with the developer tools I think.
    Ah, yeah, it was an existing savegame. Thanks for the info!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Draconian on September 03, 2016, 10:28:08 PM
    Quote from: Ioann1742 on September 03, 2016, 04:43:44 PM
    Quote from: Ykara on September 02, 2016, 08:36:13 PM
    Yeah, it's just a typo. It's gonna be fixed in the next update. Meanwhile you can just look into the recipes folder and change the ingredients yourself, you can find it in the Recipe_Synthesizer.xml.
    Thank you!)) It becomes more interesting to go deeper into other mods also))

    More than a typo - fired up development mode and there was no attempt to create a synthetic liver until there were 10 surrogates - and somehow they were attempting to make the synthetics out of WOOD sometimes (probably an issue with another mod or maybe that they had to gather the 10 surrogates). I have made the change in the .xml and will see if - a. It only takes 1 surrogate and b. If they ever try to make one out of wood....

    With all that said - love the mod.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: AstroChimp on September 03, 2016, 11:29:02 PM
    Started a new colony with both bionics eyes and a exoskeleton suit implanted trhough Prepare Carefully. Both eyes lost their debuff (Just Installed and Accostuming) but the exoskeleton suit is still with it's debuff(Just installed). It's been a year now since I started that colony.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Draconian on September 04, 2016, 12:56:18 AM
    Quote from: Draconian on September 03, 2016, 10:28:08 PM
    Quote from: Ioann1742 on September 03, 2016, 04:43:44 PM
    Quote from: Ykara on September 02, 2016, 08:36:13 PM
    Yeah, it's just a typo. It's gonna be fixed in the next update. Meanwhile you can just look into the recipes folder and change the ingredients yourself, you can find it in the Recipe_Synthesizer.xml.
    Thank you!)) It becomes more interesting to go deeper into other mods also))

    More than a typo - fired up development mode and there was no attempt to create a synthetic liver until there were 10 surrogates - and somehow they were attempting to make the synthetics out of WOOD sometimes (probably an issue with another mod or maybe that they had to gather the 10 surrogates). I have made the change in the .xml and will see if - a. It only takes 1 surrogate and b. If they ever try to make one out of wood....

    With all that said - love the mod.


    Okay, have been playing around with debug and doesn't appear to be caused by another mod. Happens with all organs (synthetic, not surrogate) as far as I can see - it will attempt to create a version made of wood from time to time. Debug inspector screenshot attached - shows item made of wood

    MakeThing error: Tried to make UnfinishedProsthesis from SurrogateHeart which is not a stuff. Assigning default.     ---this error occurs when pawn STARTS to make the item from wood.

    JobDriver threw exception in initAction. Pawn=Shouta, Job=DoBill A=Thing_UpgradingStation218738 B=Thing_UnfinishedProsthesis1876310 C=(182, 0, 116), Exception: System.InvalidOperationException: Operation is not valid due to the current state of the object
      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0
      at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0
      at Verse.AI.Toils_Recipe.ProcessedIngredients (Verse.AI.Job job, Verse.Thing& dominantIngredient) [0x00000] in <filename unknown>:0
      at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey380.<>m__54D () [0x00000] in <filename unknown>:0
      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0    -------this happens when the wooden organ reaches 0 work left (it will never finish and must be cancelled - the pawn will be stuck standing during this time)


    BTW - did modify the .xml and liver no longer requires 10 surrogates - however, still fails from time to time as above.
    And please note - at no time does a pawn ACTUALLY have wood in their inventory, nor do they retrieve wood...it just "appears" when they attempt to make the synthetic organ. Have no idea if it is related - but the recipes show "Weapons allow non-smeltable" by default - hpwever, even when deselected the issue occurs.


    [attachment deleted by admin - too old]
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: deathstar on September 05, 2016, 01:12:06 PM
    Hey quick question, I'm unable to amputate arms or legs. I'm sure that used to be possible in my a14 version (arms would be under left/right shoulder-surgeries). I'm actually not sure if the option was added by a mod as I only remember using the same medical mods I'm using now (EPOE, DESurgeries).

    Replacing limbs with prosthetics still works, but the natural limb is lost.

    edit: I did add the new graft rejection mod as well.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Phyroxis on September 05, 2016, 02:52:04 PM
    Does anyone have version 1.71 or 1.70? I am playing game version 14.1234 and would like to use this mod
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Monzer on September 08, 2016, 01:17:49 PM
    hey after researching synthatic organs I couldn't find the workbench for it . I have all other workbenches but this one any idea ?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Jan2607 on September 08, 2016, 05:28:54 PM
    Quote from: Monzer on September 08, 2016, 01:17:49 PM
    hey after researching synthatic organs I couldn't find the workbench for it . I have all other workbenches but this one any idea ?

    Same. Can't find how I can craft these.
    And another question: One of my colonists has a destroyed spinal column. Is it possible to fix it with this mod?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Inzann on September 08, 2016, 09:43:04 PM
    Hello! I downloaded the mod today to the updated version of the game and I removed an eye from a prisoner and decided to give it to one of my colonists who had damaged their eye. It says on my colonist "permanent gunshot injury (FN Five-seven)". This was why I wanted to fix her eye. Anyway I operated the eye on her but she has been in bed ever since (I think its 4 days total now). I remember using this mod before and they would get up as soon as the anesthesia wore off. Is this a bug?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: JournalSnail on September 08, 2016, 10:54:55 PM
    Quote from: Jan2607 on September 08, 2016, 05:28:54 PM
    Quote from: Monzer on September 08, 2016, 01:17:49 PM
    hey after researching synthatic organs I couldn't find the workbench for it . I have all other workbenches but this one any idea ?

    Same. Can't find how I can craft these.
    And another question: One of my colonists has a destroyed spinal column. Is it possible to fix it with this mod?
    It does not have a station of it's own. It's station is the Upgrading station, it's the same station that you use to upgrade your normal bionic parts to advanced ones. You can create a bionic spine and replace your destroyed spine with it.

    This is unrelated to the two posts above but it's annoyed me how easily bionic parts can be destroyed. I've looked everywhere in the code to try to figure out if the bionic parts have respective hitpoints from the original body part. With my limited knowledge I've concluded that it has the same health levels. Normal limbs are much more durable than bionic parts thanks for the extra segments like the toes or fingers, though. Is it possible to add armor values to the bionic parts? I imagine it's the same situation as firing projectiles; I imagine the verbs don't work. I know a number of people also complained about this same subject.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Kiwih on September 09, 2016, 07:40:56 PM
    Hi Ykara

    So i'm playing with my colony, and have researched Synthetic organs, but can't find the workbench for it in my production tab.
    Do you have any idea why that is?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kunyomi on September 10, 2016, 06:18:20 AM
    I gave one of my guys an ear bandage, he was sedated (god knows why) when the surgeon put it on and has been in a bed unable to move for over a season since then, I already applied an artificial nose and bionic foot to other people in the meanwhile, who recovered and adjusted to their new body parts just fine.

    But still, the guy that had a piece of cloth put on his ear hole is stuck in a coma, is this a bug or just unlucky post-operation duration RNG?

    The sedation condition is long gone, he's just stuck at 10% consciousness
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: GenericUsername on September 10, 2016, 06:33:05 AM
    I had that bug too, I don't know if it has to do with this mod though.

    Two people were stuck in bed at 10% consciousness with no health issues.
    One had an eye patch and the other had a wooden foot added (early game).

    I fixed it by directly opening the save file, finding the pawns and removing the line that says their health state is "down". That brought their consciousness back to 100% and they immediately got up.
    Haven't had that bug again so far.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kunyomi on September 10, 2016, 07:24:47 AM
    Do you remember what line it was exactly?
    Having trouble finding it, would help if I could just ctrl-f it.

    Edit: Nevermind, I decided to just remove the ear bandage (my surgeon failed "catastrophically", by the way, causing major bleeding) after which he decided it was time to wake up.

    I guess all it takes to get people out of a coma in the rimworld is the only thing scarier than death: rimworld surgeons.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: GenericUsername on September 10, 2016, 07:30:50 AM
    <healthState>Down</healthState>

    As far as I can tell, "Healthstate" can be "Dead" or "Down", people that are living and conscious do not have that line, so you can straight up delete it.

    EDIT: Nevermind, it's still bugged. A colonist got his leg blown off, I replaced it with a prosthetic and he's stuck in bed at 10% consciousness.
    I can fix it with save editing but I have to do it every single time I operate on a colonist.
    There's definitely something not right here.

    EDIT2: On top of that, I noticed I have a colonist that's stuck at 50% consciousness for no reason. He moves around and works, but much worse than he should.
    This particular colonist has had no operations done to him, just medical care for normal injuries.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Jan2607 on September 10, 2016, 04:18:32 PM
    For what exactly do I need these advanced components?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: JournalSnail on September 10, 2016, 10:31:09 PM
    Quote from: Jan2607 on September 10, 2016, 04:18:32 PM
    For what exactly do I need these advanced components?
    Upgrading the bionics.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kunyomi on September 11, 2016, 09:26:13 AM
    How long is a colonist supposed to stay unconcious after anesthesia/operations?
    I'm always unsure if it's bugged or if just supposed to last a few days.
    Is this reliant on the quality of the medicine / surgeons skill?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on September 11, 2016, 04:16:09 PM
    Quote from: kunyomi on September 11, 2016, 09:26:13 AM
    How long is a colonist supposed to stay unconcious after anesthesia/operations?
    I'm always unsure if it's bugged or if just supposed to last a few days.
    Is this reliant on the quality of the medicine / surgeons skill?
    There seems to be a bug relating to surgeries and conciousness, check the last couple pages in this thread.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: GenericUsername on September 11, 2016, 04:49:56 PM
    Speaking of that bug, I since started a new colony.
    I haven't had the "downed for no reason" bug so far, but I have had people stuck on 50% consciousness. This time however, it seems to fix itself within a day or two and they go back to 100%.

    Since I've been luckier though, I haven't had anyone require prosthetics yet, just routine treatment.
    I guess I could try giving my one colonist who lost a couple fingers scissor hands and see if it bugs out again.

    EDIT: Nope, still bugged even on the new colony.
    Captured a tribal who had his ear blown off, decided to give him an ear bandage and now he's stuck in bed at 10% consciousness for no reason and he's been there for days.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: SyClap on September 13, 2016, 01:58:40 AM
     I think this is a bug, I started a new colony and the basic prosthetic workbench was available to construct right away with all it's bills ready to be issued (steel arm, eye patch, wooden foot, etc). The thing is that I didn't research the basic prosthetics research, it was available to be researched, though. When I decided to research it just for curiosity's sake, when it was complete nothing happened (I had the option to craft basic prosthetics from the start so thats an obvious, I guess).
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: alainv20 on September 13, 2016, 09:08:01 AM
    @SyClap Dumb question but i'll ask anyways,are you playing with Dev mode activated and if you are,did you maybe have God Mode activated?God mode makes it so you can also place any item regardless if you have the research Or materials available

    Anyways i get the feeling that if the Incapacitated bug Is this mod it would probably be something to do with the anesthesia effect from the meds,had a few instances where A:While using the A Dog Said mod my dog would(Cyborged out my terrier)never wake up,and B:Two of my colonists who had operations that didn't include any new parts still stayed in bed forever.anyways love the mod regardless thanks for the work your putting into this man.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: alainv20 on September 13, 2016, 09:32:08 AM
    Thanks for the work "YOU'RE" putting into this,sorry,my crappy spelling was bothering me
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Inzann on September 13, 2016, 07:50:30 PM
    So any solution to the "being stuck in bed after surgery" bug?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kyle5471 on September 13, 2016, 08:52:32 PM
    Quote from: Inzann on September 13, 2016, 07:50:30 PM
    So any solution to the "being stuck in bed after surgery" bug?

    The only solution I know is to open your save file found here: C:\Users\(Your Username)\AppData\LocalLow\Ludeon Studios\RimWorld\Saves and ctrl + f to find this line: <healthState>Down</healthState> and delete it.

    You'll need to do it every time a colonist has surgery or is manually sedated though. Same with animal surgery if you use A Dog Said
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: ngcq1811 on September 14, 2016, 01:07:17 PM
    I am having problem with bionic parts.

    By replacing an arm or a missing arm with a bionic arm, I forever forfeit the ability to ever put a literal hand on a colonist again.
    That's it, he loses his entire hand and fingers eventhough he now does everything better than everyone else.
    This, according to an old thread, makes colonists glass cannon as the damage now rolls for only the arm without factoring in miniscule parts like fingers and hand.

    How do I know they don't have hands once you install the bionic arm?
    Well, I can't wear items that cover the fingers. It says "missing body part" eventhough my colonist has his arms in tact and never succumbed any finger damage whatsoever. The option to install hands on a bionic armed colonist is non existent, whereas you can replace a bionic hand on a colonist with an arm (and never be able to do so again). That being said, replacing limbs do not yield any original parts for me. Now if I put two Bionic arms on a pawn, he forever loses the ability to wield items that cover the fingers.

    I think it has to do with the core game, but I'm still pondering on whether to report this as a bug or something Tynan overlooked. For the time being, I think I'll have to fix it by editting everything that covers the fingers to an arm only, but if a solution could be brought to the table, it would be handy.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Deimos Rast on September 14, 2016, 04:52:30 PM
    just a thought, but I believe you can regrow body parts via one of the debug menu options. Might be able to regrow some digits that way. Obviously not ideal. Edit: just checked, maybe not

    I wonder if you could create a separate bodydef skeleton for bonic parts and have it break down what all the bionic arm contains. But that might be tantamount to defining a whole new body. Hmm.
    "Ohhhhhhh, the left bionic shoulder's connected to the bionic arm, 's connected to the bionic hand, 's connected to the bionic left index finger...."
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on September 14, 2016, 08:39:43 PM
    The vanilla bionic arms and legs do not have "hands" "feet" or fingers and toes, they are all just one solid part. I don't think the coding allows for bionics to have sub-parts ie, a bionic arm complete with hands and fingers. Tynan would need to change the code for bionics for this mod to allow it, as I understand things.

    Right now you cannot remove limbs, for some reason. This is likely a bug. In previous iterations you could remove limbs and place them on other pawns. Maybe it's not a bug and was removed for being too powerful? If you gave a pawn a new arm or leg their bodies were normal.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: delheit on September 14, 2016, 11:55:22 PM
    Sorry if this has been asked before but is there a non steam version of ADS-EPOE Workbench patch I tried searching online and in the forums but can only find it on steam. Thank You.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: ngcq1811 on September 15, 2016, 12:59:51 AM
    Newsflash: Items don't treat bionic arms as "arms", if I classify BodyGroup as "Arms" it would say the same-- missing body parts. The game treats bionic arms as, you guess it, "Shoulders" (well, it does say install bionic arm on left/right shoulder). Therefore, installing two bionic arms on a pawn means forfeiting your ability to ever wield anything related to the arm, hand and fingers again. The only fix that doesn't need tampering with DefThing is to have one bionic arm and original arm on a pawn, or just use bionic hands entirely. This is a downer indeed, but I do think that it's intentional to prevent stacking bionic buffs (two bionic arms + two bionic hands mean 100% manipulation), but a shallow method nonetheless.

    Another fix is to edit BodyGroup to "Shoulders" and move on with it.

    Though damage roll (whether it exists or not), as far as I know, might still a big issue. There's less parts to be factored into the formula and thus you don't get damages to your fingers or hands anymore, but the entire arm is going to eat it all. So if anyone with bionic arms has experienced increased frequency of arms being blown away, do clarify this for me.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sulusdacor on September 15, 2016, 04:32:41 AM
    the recipe for the synthetic livers need 10 surrogate livers. i'm assuming it should be 1,since the other organs just need one,that you upgrade. using the mediafire download link, not looked at the steamversion.

    great mod thx for making it,must in my modlist all the time ;)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: movingtarget on September 15, 2016, 07:52:18 PM
    I found a glitch. The work bench for synthetic organs isnt showing up after i research it.

    I have no other medical mods active
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: SyClap on September 15, 2016, 10:23:04 PM
     The basic prosthetic workbench doesnt require it's due research to be built, I ended up messing with the defs and I manage to fix it. It was easier than I thought, so if someone wants to fix it, just replace the Buildings_BasicProstheticWorkbench.xml with this one.

    [attachment deleted by admin - too old]
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Ser Kitteh on September 16, 2016, 09:14:46 PM
    I've research brain surgery, have a well equipped hospital, and a good doctor. Why can't I perform brain surgery on this one prisoner? Do I have to recruit them first?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on September 17, 2016, 08:20:32 PM
    Drugged Rib is not assembling correctly for me in the Steam release. The bill creates an intermediary workbench product "wooden drugged rib" despite being made of Beer and Plasteel, which never gets completed. When work gets to 0 pawn stands at bench doing nothing.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Jetex on September 18, 2016, 06:54:15 AM
    I need help i installed two bionic arms and right bionic foot and for no reason it cant stand up :(
    its a bug right?.
    or im playing it wrong?.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Kiwih on September 18, 2016, 10:08:43 AM
    Quote from: movingtarget on September 15, 2016, 07:52:18 PM
    I found a glitch. The work bench for synthetic organs isnt showing up after i research it.

    I have no other medical mods active

    I got the exact same problem :(
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Jusso on September 18, 2016, 01:37:36 PM
    Well mode kinda makes game unplayable, first - pawns don't wake up after anaesthetic, save/load doesn't fix problem, pawn will always remain at 10% consciousness(editing save file or putting in cryocasket - doesn't help, see next),
    Second - all debufs remains externally - example - two pawns get light flu, healed them - after two weeks there is still debufs on them, or after I opened cryocasket pawn will always have 70 consciousness and 60 work speed.
    This problem is in both version 1.72 and 1.82, I have game version a15c 0.15.1282 rev1150.
    This mod is one of the best here, but this bug makes all prosthetics unusable, more than that my colony which is in middle/late stage is now on verge of playability.
    ********************************
    Found a ''way' to fix, first - I install prosthetic than after anaesthetic wears off - put pawn into cryocasket and put him out, than save - go into main menu, turn off epoe and turn on, restart game - pawn fixed, shame that I will need to do it after every sickness or operation but don't wanna restart the colony.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: mew_the_pinkmin on September 18, 2016, 03:18:37 PM
    Simple prosthesis should not require plasteal.(also most prosthesis except advanced stuff is too expensive to build without some resource growing mod.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Aatxe360 on September 18, 2016, 04:44:41 PM
    Probably should also post these in the Mod Bugs (https://ludeon.com/forums/index.php?board=23.0) thread if others get these problems and can't figure out which mod it is.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on September 19, 2016, 05:45:20 PM
    Quote from: mew_the_pinkmin on September 18, 2016, 03:18:37 PM
    Simple prosthesis should not require plasteal.(also most prosthesis except advanced stuff is too expensive to build without some resource growing mod.
    Eh, that was true before the Deep Drill was added to vanilla. I highly recommend making it a priority research item if you need plasteel. After checking a couple deposits I had thousands of the stuff.

    Advanced bionics are super expensive but since they are permanent, massive stat buffs it's balanced imo.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Adventurer on September 19, 2016, 06:40:54 PM
    I strongly suggest merging your workbenches all into one workbench that just unlocks more stuff as your research advances. Aristocrat made this modification himself for Medical Compilation, but it really should be baseline.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: yavorh on September 20, 2016, 03:02:06 PM
    Quote from: Jusso on September 18, 2016, 01:37:36 PM
    Well mode kinda makes game unplayable, first - pawns don't wake up after anaesthetic, save/load doesn't fix problem, pawn will always remain at 10% consciousness(editing save file or putting in cryocasket - doesn't help, see next),
    Second - all debufs remains externally - example - two pawns get light flu, healed them - after two weeks there is still debufs on them, or after I opened cryocasket pawn will always have 70 consciousness and 60 work speed.
    This problem is in both version 1.72 and 1.82, I have game version a15c 0.15.1282 rev1150.
    This mod is one of the best here, but this bug makes all prosthetics unusable, more than that my colony which is in middle/late stage is now on verge of playability.
    ********************************
    Found a ''way' to fix, first - I install prosthetic than after anaesthetic wears off - put pawn into cryocasket and put him out, than save - go into main menu, turn off epoe and turn on, restart game - pawn fixed, shame that I will need to do it after every sickness or operation but don't wanna restart the colony.

    Maaan... And I'm far off from researching those cryocaskets too... Any way of spawning them through developer mode directly?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Plasma Phi on September 24, 2016, 05:57:52 PM
    Colonist with Advanced bionic arms cannot wear advanced toolbelt, that requires all 10 fingers. Adv. bionic hands work fine, but not adv. bionic arms nor adv. power arms.

    Is this a bug ?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on September 24, 2016, 06:59:15 PM
    I'd strongly recommend everyone with the stuck debuffs do a clean reinstall. I have not seen this problem over the last week over two maps. I'm using the Steam Workshop release.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Serenity on September 27, 2016, 06:55:19 PM
    With the way the operating system works I guess it's not possible for the eye patch to be anything but a full operation I guess. It's a bit silly when I first get a surgery failure and now the patient is still sedated. For an eye patch.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on September 27, 2016, 08:15:09 PM
    The problem with EPOE is that the structure (with the horrible workaround etc.) is not good and the mod is very large. You can have a hard time pinpointing errors or issues if you're using it. I think Ykara just doesn't have time to work on it at the moment, or maybe just not publicly.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on September 27, 2016, 08:15:33 PM
    Quote from: Inzann on September 13, 2016, 07:50:30 PM
    So any solution to the "being stuck in bed after surgery" bug?
    It is a vanilla bug. You "just" need to have a drafted colonist to punch the sedated one to wake him up
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: RommePawn on September 28, 2016, 03:22:30 AM
    I think that painkiller ribs should be changed as they make pain 90% rather then -10 or -6 or -3 or whatever.

    I have made a poll explaining this more here: https://ludeon.com/forums/index.php?topic=26463.0

    Thank you.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on September 29, 2016, 10:36:31 PM
    Unofficial Update: 1.83 - Bug Fixing & Structure

    I contacted Ykara and got permission to try and fix bugs since Ykara is busy right now. No balance changes, only attempted fixes for issues that have been brought up lately.
    Download 1.83 from Google Drive (direct download) (https://drive.google.com/uc?export=download&id=0Bz2imWwZydMqQVk5OE1BTnZhOHM)

    No errors on my short testing session. Please perform a clean installation if you want to test it and start a new save.

    Changelog:
    1.83 - Dingo's attempt to fix mod issues (30.09.2016)
    - Made all XML structures "pretty" (everything tabbed according to hierarchy. makes it easier to read)
    - Added missing A15c abstract bases to reduce chance of errors
    - Removed unused AIPersonaCore (cleanup)
    - Removed unused CannonArm (cleanup)
    - Removed unused Brain bodypart (cleanup)
    - Removed unused GlassEye bodypart (cleanup)
    - Removed Item_Workaround XML
    - Removed StuffCategoryDefs folder
    - Removed "ProbablyTheWorstWorkaroundEver" from Items_BodyPartsBionic.xml, Items_BodyPartsSimple.xml, Items_UnfinishedProsthesis.xml, Items_Vancidium.xml
    - UnfinishedProsthesis doesn't require specific StuffCategories any more (it can use anything, stemming from recipes that have <unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>)
    - CreateSyntheticLiver recipe fixed to require 1 SurrogateLiver
    - Fixed missing research prerequisite for TableBasicProsthetic (classic start has this research completed by default)
    - Consolidates workbenches into one XML (doesn't actually change anything, just reduces file clutter)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on September 29, 2016, 11:10:25 PM
    Hey thank you both. I will try this one ASAP. I'm looking forward to see if the cleaned categorisation and removing of the "workaround" goes well with ADS and DESurgeries. I better should say if they will go along well with new EPOE. But it should and if not I want to correct things on my side quickly ;-)

    Thx again guys. Much Appreciated
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on September 29, 2016, 11:19:56 PM
    When I first removed the ProbablyTheWorstWorkaroundEver thing I had errors when trying to make drugged ribs (since they require beer which isn't stuff).

    Using <stuffCategories /> for UnfinishedProsthesis seemed to have the desired result so I believe it's fully compatible now. The unfinished item uses any ingredients included in the recipe. This is the same behaviour as UnfinishedGun, UnfinishedTechArmor etc. from-which I blatantly stole it of course.

    The added benefit of getting rid of ProbablyTheWorstWorkaroundEver is that vanilla defs aren't touched at all.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Un0riginal on September 30, 2016, 10:26:20 PM
    Could you please add a way for colonists to gain research skill without needing researches. I have researched everything and while I do have a researcher I could train in crafting, I'd rather train my crafters in research. If for whatever reason my researcher dies, then that's the end of the advanced section of your mod.

    That or remove the research requirement on vancidium crafting and make it a research itself.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: AlphaMason on October 02, 2016, 04:23:02 PM
    Any chance we might be able to play Frankenstein in Rimworld.  It be nice to be able to bring your colonist back from the dead so you can put them back to work like drones or maybe even a full resurrection/restore but with a downside of some debuff(s) for example scars, slower movement speed, and/or etc.  Doctor skill and meds should be a factor in how good or bad the "revived" are.  I was thinking maybe brains you can craft with some kind of organic material that you grow in a vat or tank for example it could be called gray matter or another option where you use components to make some type of artificial brain/AI to revive your colonist after death, but before they turn to bones unless you replace all the parts expect the bones however you should be able to still replace bones if you want to.  Anyways, that's my suggestion.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: ogbuluhouse on October 03, 2016, 10:48:12 PM
    i have a problem where whenever i tell a colonist to preform surgery they just literally stand there until it's time for them to sleep. It even says they're standing not moving to get a prosthetic or anything. I've had a colonist for days now that has lost their leg and i cannot give them a new one. no matter what bed he is in, type of floor, or person operating on them. please help this is quite frustrating
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: geliant on October 04, 2016, 02:53:20 PM
    I have a problem with purple workbench.It did not appear after the researching,so i can't craft synthetics organs.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on October 04, 2016, 03:27:00 PM
    Wasn't that changed to be the Upgrade Station?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: tombery8 on October 05, 2016, 01:39:47 PM
    Quote from: Dingo on October 04, 2016, 03:27:00 PM
    Wasn't that changed to be the Upgrade Station?
    But I cant find Upgrade Station.
    Where is it?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on October 05, 2016, 02:31:22 PM
    It's unlocked by the Advanced Prosthetics research, I think. That might be a design oversight since Ykara narrowed down the number of benches recently.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: peppel36 on October 07, 2016, 02:19:21 PM
    Great mod, thanks!
    I have a question though;
    I have edited the incidentsDef in the core folder so I get more orbital traders, but it doesnt seem to work with this mod.
    I have tried editing the multiplier to rediculous amounts, like 100, 1000 and 10000 but it doesnt seem to do anything.
    Am I just being really unlucky here?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: sadpickle on October 08, 2016, 04:52:56 PM
    Quote from: peppel36 on October 07, 2016, 02:19:21 PM
    Great mod, thanks!
    I have a question though;
    I have edited the incidentsDef in the core folder so I get more orbital traders, but it doesnt seem to work with this mod.
    I have tried editing the multiplier to rediculous amounts, like 100, 1000 and 10000 but it doesnt seem to do anything.
    Am I just being really unlucky here?

    This mod adds a Prosthetics Trader which is probably overwriting your changes or something.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: faltonico on October 09, 2016, 11:14:00 PM
    Thank you for making this mod!, it is really a tremendous addition to this great game!
    But i have to say that, 5 vancidium per component and 5 component to upgrade is kind of ludicrous... i modified for my personal use the vancidium amount required for the components, the ammount of components needed for every upgrade and added raw vancidium to the recipe of each upgrade.
    The thing is that you need a very specialized toon to craft those components and the vancidium, and if you take into account the requirements for crafting each piece, those recipes become simply useless, in the sense that it is better just to buy the pieces already crafted if you have the chance.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: coldcell on October 11, 2016, 12:42:20 PM
    How do I put the 1.83?

    In the mod order, is the 1.83 above or below the 1.82?

    Thanks!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on October 11, 2016, 03:41:25 PM
    Guys, I repeat, 1.83 MUST BE INSTALLED CLEANLY. You have to delete the old EPOE folder before you install 1.83. This is completely safe to do.

    Contrary to how Ykara phrased it, 1.83 is not a patch, it's a full version and it deletes obsolete files that you do not want to load from 1.82 to fix some bugs.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Litcube on October 12, 2016, 10:10:43 AM
    Hi guys, a question.

    Does anyone know why ykara, the author, uses two bases every so often, one being 'vanilla'?  For example, in synthetic surgery:


    SurgerySynthetic
    SurgerySyntheticVanilla

    Both bases are the same, except vanilla doesn't have 'human' as a recipe user.

    Install joywire and install painstopper use the vanilla base, and the other synthetic organs don't. 

    Does anyone know why it was designed this way?  What's the significance of not having human as a recipe user?


    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: jmababa on October 15, 2016, 03:29:49 AM
    Quote from: Litcube on October 12, 2016, 10:10:43 AM
    Hi guys, a question.

    Does anyone know why ykara, the author, uses two bases every so often, one being 'vanilla'?  For example, in synthetic surgery:


    SurgerySynthetic
    SurgerySyntheticVanilla

    Both bases are the same, except vanilla doesn't have 'human' as a recipe user.

    Install joywire and install painstopper use the vanilla base, and the other synthetic organs don't. 

    Does anyone know why it was designed this way?  What's the significance of not having human as a recipe user?

    Just grab the medical compilation it has this there but has what you want and more
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 15, 2016, 01:00:19 PM
    Quote from: Litcube on October 12, 2016, 10:10:43 AM
    Hi guys, a question.

    Does anyone know why ykara, the author, uses two bases every so often, one being 'vanilla'?  For example, in synthetic surgery:


    SurgerySynthetic
    SurgerySyntheticVanilla

    Both bases are the same, except vanilla doesn't have 'human' as a recipe user.

    Install joywire and install painstopper use the vanilla base, and the other synthetic organs don't. 

    Does anyone know why it was designed this way?  What's the significance of not having human as a recipe user?

    The only difference I found is the
                     <recipeUsers>
    <li>Human</li>
    </recipeUsers>


    But I, too, can't explain the goal behind having those two bases. They are essentially the same, and the two surgeries that they are attached to are not Vanilla ^^
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Dingo on October 15, 2016, 01:18:45 PM
    The mod is really big but its structure can probably be condensed down by 10-20% with proper editing, inheritance etc. Values for a lot of the prostheses are overpriced, Vancidium is kinda weird, surgery bases being really similar and all that jazz. It doesn't make a difference in the final product, though, just the initial loading time.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: dragon0303 on October 16, 2016, 05:09:00 PM
    Hello having a question about mod. i Have colonist with brain 5/9. Wanna fix that so i research brain surgery. But i cant find that option. Where i have option to fix that vegetable?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: ReconCrow on October 17, 2016, 03:55:27 AM
    Quote from: dragon0303 on October 16, 2016, 05:09:00 PM
    Hello having a question about mod. i Have colonist with brain 5/9. Wanna fix that so i research brain surgery. But i cant find that option. Where i have option to fix that vegetable?
    Craft Brain Simulator or Al Chip and install it.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: dragon0303 on October 17, 2016, 06:19:45 AM
    Sure, but where i can find it? :D i cant find it in workbenches or operations.

    EDIT; Okay got it, you must research surrogate organ too.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: dragon0303 on October 17, 2016, 09:43:11 AM
    ok, got another problem. I install brain simulator, stats are ok. But she cant move. Even when i try draft hear, game say "she cannot walk". Buged? Or i fak up something? :D
    (http://s5.ifotos.pl/mini/2222jpg_arsxsrr.jpg)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: expllosao on October 17, 2016, 10:58:42 AM
    I got the same bug, installed a bionic spine but james still cant walk... Please help :(
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 17, 2016, 02:49:59 PM
    Isn't that the "vanilla" bug with anaesthetised peoples that cannot wake up ?

    If yes, all you have to do is just punch them once with another drafted colonist in order to wake them up
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: dragon0303 on October 17, 2016, 02:57:18 PM
    Holy, that work out. Autor should give adnotation about that bug on mod.
    Thanks for help
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 17, 2016, 03:00:20 PM
    No problems mate.

    I too maintain a medical mod and had to search for it because I was thinking it can come from mine, and I can tell you that the bug happen even in Vanilla.

    The only other solution I found was to edit savegames ^^
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: lc-soz on October 17, 2016, 03:01:54 PM
    For anyone having the problem of pawn don't get back to walk after surgery (I saw this "solution" in this post, posted by kyle5471¹)


    • Go to your save folder, normally: C:\Users\[you user name]\AppData\LocalLow\Ludeon Studios\RimWorld\Saves (Inside rimworld option's it's possible to open directly the folder).
    • Open the save you want to "fix" with a text editor, I personally use Notepad++, tons of functions for other uses aswell.
    • Search for "<healthState>Down</healthState>" (without quotation marks)
    • Delete all of them

    If you use notepad++ you can "fine touch" this:


    • When searching "<healthState>Down</healthState>" press "Find All in Current Document"
    • One tab will open, normally in the button part of Notepadd++
    • Only delete the more to the left one's, like in the image attach to this reply. By my experience it will only "get up" pawns

    You can roll up to find the pawn that is Down, so you just use this to the one you think that need the solution. Other way is to search "<nick>Your pawn nick</nick>" and roll down until find "<healthState>Down</healthState>".

    To make this "fair" I wait the consciousness of my pawn get back to normal, then I use this solution. I don't know if you can use it before that...

    OR

    Quote from: kaptain_kavern on October 17, 2016, 02:49:59 PM
    just punch them once with another drafted colonist in order to wake them up

    I don't like the idea of my colonists hurting each other, so I prefer to use the "edit save" way.



    ¹Profile link: https://ludeon.com/forums/index.php?action=profile;u=42495 (https://ludeon.com/forums/index.php?action=profile;u=42495)

    Sorry for my bad english.

    Edit:

    Before: Only delete the more to the right one's
    Correction: Only delete the more to the left one's

    I discover that all my other "Down" pawn were AIRobots from Haplo's Miscellaneous w MAI+Robots mod, it's possible that in your case it only have "normal" pawns in down state.


    [attachment deleted by admin - too old]
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: lc-soz on October 17, 2016, 10:13:56 PM
    I would love to see an option to copy surgery bills or to remove all organs in an order that remove most organs (like don't remove heart or liver before eyes). If anyone knows a mod that does that, please, tell me.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Nimrod on October 18, 2016, 10:24:26 AM
    Quote from: Dingo on October 15, 2016, 01:18:45 PM
    The mod is really big but its structure can probably be condensed down by 10-20% with proper editing, inheritance etc. Values for a lot of the prostheses are overpriced, Vancidium is kinda weird, surgery bases being really similar and all that jazz. It doesn't make a difference in the final product, though, just the initial loading time.

    Yeah, the code is kind of a mess ... some abstracts are missing, the sound file is 2,5 MB and there is some really strange "work around" in the Defs ... *sigh* I guess I have to clean this up for myself ...

    P.S.: still good work though, I know porting/ taking something over is tough work.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 18, 2016, 11:04:53 AM
    Quote from: Nimrod on October 18, 2016, 10:24:26 AM
    Yeah, the code is kind of a mess ... some abstracts are missing, the sound file is 2,5 MB and there is some really strange "work around" in the Defs ... *sigh* I guess I have to clean this up for myself ...
    P.S.: still good work though, I know porting/ taking something over is tough work.

    Looks like you're running the 1.82?   Dingo had worked on a 1.83 (https://ludeon.com/forums/index.php?topic=10571.msg268020#msg268020) with some of this corrected
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Nimrod on October 18, 2016, 11:08:15 AM
    Quote from: kaptain_kavern on October 18, 2016, 11:04:53 AM
    Quote from: Nimrod on October 18, 2016, 10:24:26 AM
    Yeah, the code is kind of a mess ... some abstracts are missing, the sound file is 2,5 MB and there is some really strange "work around" in the Defs ... *sigh* I guess I have to clean this up for myself ...
    P.S.: still good work though, I know porting/ taking something over is tough work.

    Looks like you're running the 1.82?   Dingo had worked on a 1.83 (https://ludeon.com/forums/index.php?topic=10571.msg268020#msg268020) with some of this corrected

    Hey, thanks for the heads up! Yes, I was looking at the Steam Workshop version.
    Cheers!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: alainv20 on October 21, 2016, 02:41:57 PM
    I have noticed you can get colonists/prisoners to actually get back up if you bring them to the verge of starving,not starving to death just till they get the first "Malnutrition" state,so for incapped prisoners just deny food for awile,and put each colonist in their own room and lock the door.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: RommePawn on October 25, 2016, 02:04:47 AM
    Somebody messed up a recipe.

    Easy fix, go to Defs\recipeDefs\Recipe_Synthesizer.xml search liver, find <count>10</count> under SurrogateLiver. Feel free to compare with the other organ recipes, everything else uses 1 to make 1. Rather then 10>>1.

    (https://ludeon.com/forums/index.php?action=dlattach;topic=10571.0;attach=16556;image)


    [attachment deleted by admin due to age]
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 25, 2016, 02:05:47 AM
    And somebody should use the 1.83 provided by Dingo  :P : https://ludeon.com/forums/index.php?topic=10571.msg268020#msg268020

    It corrected many other things. But you fixed it right although

    Cheers
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: RommePawn on October 25, 2016, 02:08:03 AM
    Quote from: kaptain_kavern on October 25, 2016, 02:05:47 AM
    And somebody should use the 1.83 provided by Dingo  :P : https://ludeon.com/forums/index.php?topic=10571.msg268020#msg268020

    It corrected many other things. But you fixed it right although

    Oh... I need to stop reporting things that have been fixed. Lol.. Thanks
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on October 25, 2016, 02:15:46 AM
    I don't know if you want to do modding at some point (or even just for tweaking mods to your convenience), but that had the merit to make you sure about having understood well the way the recipes system work ;)

    Don't depreciate yourself ;D
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Poebe on October 31, 2016, 02:22:06 PM
    Is it just me or you don't get human limbs after you replace them with bionics anymore?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: harpo99999 on October 31, 2016, 06:14:31 PM
    even in the base game you do not
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: jmababa on November 01, 2016, 05:09:23 AM
    Quote from: RommePawn on October 25, 2016, 02:04:47 AM
    Somebody messed up a recipe.

    Easy fix, go to Defs\recipeDefs\Recipe_Synthesizer.xml search liver, find <count>10</count> under SurrogateLiver. Feel free to compare with the other organ recipes, everything else uses 1 to make 1. Rather then 10>>1.

    (https://ludeon.com/forums/index.php?action=dlattach;topic=10571.0;attach=16556;image)

    grab the toned down version of this in medical compilation modpack its balanced better than the original
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on November 01, 2016, 06:28:30 AM
    Quote from: jmababa on November 01, 2016, 05:09:23 AM
    Grab the toned down version of this in medical compilation modpack its balanced better than the original
    Matter of taste I'd say. Making everything super easy is not something everyone find balanced. As always balance is not something universal/objective IMHO
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: skisquirrel on November 05, 2016, 02:03:13 PM
    So I might have missed it in the 99 pages of comments, but does anyone still have a link to the Alpha 13 version?  CombatRealism still hasn't updated, and I'm feeling the urge, but apparently lost this mod in my last reformat.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: faltonico on November 05, 2016, 10:54:08 PM
    Hello there!
    There is a typo (but i don't know if it intended... because html code), in the name of the mod in the "About" .XML file in version 1.83 (&amp; for and).
    That typo makes it imcompatible with miniaturization overloaded xD
    Edit: Well not incompatible... just miniaturization doesn't work ;p
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Cthonia on November 06, 2016, 05:53:04 AM
    Hello Community!
    This is my first post, so off-topic it's a great game, played for months now, many thanks to devs.
    I study bionics at my uni, so this is my number one mod to have and I have a great idea (not so sure it can be implemented), the thing is: with brain surgery and chips, we can improve the pawns, but say why not downgrade them? If somebody familiar with warhammer 40k I'm pointing towards servitors (for those who not: they are vatgrown/convicts lobotomized and reprogrammed for a single task/simple tasks). No more pesky 99% difficulty prisoners... Install ports into their brain, craft doctrina wafers (agriculture,haul/build, combat), install, profit (though, I'd limit the wafers to one per pawn. I'm somewhat familiar with programming so I can write the parts and the skill penalties/improvements but for the love of god I can't change faction with installing the ports. Maybe somebody can point out the obvious? Also feedback would be welcome.

    Cheers, Cthonia
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Jamestec on November 06, 2016, 08:52:26 AM
    Quote from: Cthonia on November 06, 2016, 05:53:04 AM
    I'm somewhat familiar with programming so I can write the parts and the skill penalties/improvements but for the love of god I can't change faction with installing the ports.

    You can do this by adding something like
    <workerClass>Recipe_ImplantLobotomize</workerClass>
    to your surgery/medical RecipeDef, then make the class Recipe_ImplantLobotomize : Recipe_MedicalOperation and do your faction changing in the ApplyOnPawn method.
    An example where workerClass is used in vanilla for surgery is the RecipeDef for RemoveMechanoidBodyPart and the workerClass Recipe_RemoveBodyPart.

    You should ask for modding help in Mods > Help though.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Cthonia on November 07, 2016, 04:41:54 AM
    Thanks, I'll try that. Yes, maybe I should have asked in the modding topic, but I want to build on EPOE and made an extension to it. So I asked here.

    Cheers
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on November 08, 2016, 07:57:31 AM
    FYI :

    "EPOE - Arms/Legs harvesting enabler (https://www.reddit.com/r/RimWorld/comments/5bkwlz/cant_harvest_legs_epoe/d9qyv03/)"  ;)
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: LittleGreenStone on November 08, 2016, 08:26:23 AM
    "Are the new graft rejection and prostheses accustoming systems good additions?"

    I voted 'no', though you may consider it a yes. TBH I was missing a third option?
    If it were to be integrated into the mod, I'd definitely say no, but if it was optional (it is, as far as I know), well, I can see why people could enjoy it, and since it would not affect those who do not want it, there's no reason to say no, right?

    ...yep, I should've voted 'yes'. Sorry.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Syrah on November 08, 2016, 04:10:51 PM
    I haven't read through these 100 pages to see if this is an issue, but for some reason after I preform surgery (to add/replace parts) the person is permanently downed? After they are under anesthetics, they just lay there. I can't get them to walk. Help?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on November 08, 2016, 04:38:48 PM
    Vanilla bug it seems.

    Just have another colonist punch the blocked one and he will get up. Seriously
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Imperator Sylvor on November 09, 2016, 03:07:10 PM
    Sorry if this has been asked before, but is there a list of the different prosthetics, organs, etc. and what they do?
    I couldn't find the effects of the body modifications in the mod files.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: kaptain_kavern on November 09, 2016, 03:15:19 PM
    You can find what effects are applied by which bodyparts in the files in this folder : "\Defs\HediffDefs\"
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Imperator Sylvor on November 09, 2016, 03:32:13 PM
    Quote from: kaptain_kavern on November 09, 2016, 03:15:19 PM
    You can find what effects are applied by which bodyparts in the files in this folder : "\Defs\HediffDefs\"

    Found it, thanks!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: MagicItalian on November 18, 2016, 10:41:59 PM
    I am sorry if this has already been mentioned, but it seems like a fringe case and I unfortunately do not have the time to check the 100 pages.

    I have been using EPOE and Crashlanding on my Modded colonies, and over time I have seen  that Crashlanding occasionally spawns art galleries, which usually have sculptures made of vancidium. These sculptures can be deconstructed to yield a very large amount of vancidium (due to the x20 required for sculptures). This results what I assume is greatly unbalanced gameplay, as the vancidium is plundered for free and your colony wealth goes through the roof.

    Unfortunately I do not have any proposition to stop this, except maybe allowing fewer vancidium sculptures to spawn. I'll also try to post this on the Crashlanding forum. Thank you for your time!
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Admirer on December 07, 2016, 02:56:32 PM
    So im using this along with GlitterTech, and since both have Advanced Bionic Arms, I decided to change the Glittertech ones. I changed the labels in body part and things def, the colonists with them installed have the correct description, and everything. However, I have to spares, and when i tried to install them on someone I couldn't find the option. Please send help, You're my only hope.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Smexy_Vampire on December 08, 2016, 02:07:02 AM
    Quote from: Admirer on December 07, 2016, 02:56:32 PM
    So im using this along with GlitterTech, and since both have Advanced Bionic Arms, I decided to change the Glittertech ones. I changed the labels in body part and things def, the colonists with them installed have the correct description, and everything. However, I have to spares, and when i tried to install them on someone I couldn't find the option. Please send help, You're my only hope.
    changed the name ? need to fix it in the sergerys deff and pawn humelke
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Didact04 on December 08, 2016, 03:43:53 AM
    So one of my colonists lost an arm. Steel arms aren't fun, so I was delighted to see an arm come up from a pirate trader some time down the line.

    Except now I have a new problem: the option to install the arm doesn't come up in the surgery drop-down menu. I've looked up and down it several times and can confirm that the thing is indeed in my stockpile ect.

    I've got one other mod that affects surgery, the Realistic Medical System mod, but to my knowledge these two mods don't conflict at all.

    Am I missing something or is this a bug of some variety?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Fafn1r on December 08, 2016, 06:47:09 AM
    Quote from: Didact04 on December 08, 2016, 03:43:53 AM
    So one of my colonists lost an arm. Steel arms aren't fun, so I was delighted to see an arm come up from a pirate trader some time down the line.

    Except now I have a new problem: the option to install the arm doesn't come up in the surgery drop-down menu. I've looked up and down it several times and can confirm that the thing is indeed in my stockpile ect.

    I've got one other mod that affects surgery, the Realistic Medical System mod, but to my knowledge these two mods don't conflict at all.

    Am I missing something or is this a bug of some variety?

    There's a version of RMS compatibile with EPOE: http://steamcommunity.com/sharedfiles/filedetails/?id=755301196 (http://steamcommunity.com/sharedfiles/filedetails/?id=755301196).
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Kraehe on December 20, 2016, 12:51:44 PM
    Now i  have to wait. I hope Ykara will update my most favorite Mod soon so i can start to play Alpha 16. :D
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: drakemasta on December 20, 2016, 01:11:17 PM
    any chance of getting a addon mod that brings back the limb harvesting from a14?
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Smexy_Vampire on December 20, 2016, 02:28:15 PM
    Quote from: Kraehe on December 20, 2016, 12:51:44 PM
    Now i  have to wait. I hope Ykara will update my most favorite Mod soon so i can start to play Alpha 16. :D
    should allredy work as is seeing as dsnof was useing it in the a16 bata
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: KevinHann on December 20, 2016, 02:37:32 PM
    Can anyone confirm if it works in 16? I'm waiting for several mods to get updated for it before I move over. Secretly hoping someone will do something amazing with the new world map or at least provide greater variety and scaling with the pirate bases.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Kraehe on December 20, 2016, 02:46:06 PM
    Quote from: Smexy_Vampire on December 20, 2016, 02:28:15 PM
    Quote from: Kraehe on December 20, 2016, 12:51:44 PM
    Now i  have to wait. I hope Ykara will update my most favorite Mod soon so i can start to play Alpha 16. :D
    should allredy work as is seeing as dsnof was useing it in the a16 bata

    That would be awesome, i will try it tomorrow. Thank you. :)


    Edit:
    My brother tested it and sayd he get tons of errors if he activate the mod.
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Wendigo on December 21, 2016, 07:15:06 PM
    I attempted to update EPOE version 1.83 to A16.  This hasn't been thoroughly tested, I had to eyeball some of the bionic limb damage values/attack speeds, the item masses are default, and I outright replaced the EPOE HediffGiverSets.xml with the A16 vanilla one because I couldn't figure out the issue was, and the EPOE variant didn't seem to do anything new.

    Needless to say, use at your own risk, your experience may vary, stuff can go wrong or be improperly balanced.  I only touched what was throwing errors, so the only real balance concern I have right now is with the bionics that grant melee attacks, and with weight.

    That said, I hope it's a passable stopgap until we get an official update. 

    Known Issues: I've been getting minor errors pertaining to sound on game start, it doesn't appear to be anything major.  Everything but vanicidium and advanced components weigh 1 kg.  The research tree is a bit messy and tangled, but it appears to work. 

    If all that didn't scare you off, here's the link: https://www.dropbox.com/s/5ppiw86np13prfp/EPOE%20A16.zip?dl=0
    Title: Re: [A15] Expanded Prosthetics and Organ Engineering 1.82 (31.08.2016)
    Post by: Facepunch on December 21, 2016, 08:21:04 PM
    Awesome. Will provide feedback on what is terribly unbalanced or outright broken, might make the dev's life easier.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Ykara on December 22, 2016, 05:44:16 PM
    @Wendigo: I have gone through your code, thanks for your effort! I have to take a look at the item masses, too. The HediffGiverSets just changes the location of the bad back to the spine. It's just a one altered word, so it's easy to miss it ^^

    Update 1.9 - Quick A16 fix
    Good evening!
    After being dead for approximately 3 months, A16 brought me back to life and motivated me to sacrifice half an hour to update EPOE. Tynan seems to finally have lost the fun of changing random variable names just to troll the modders, so it was less work this time.
    There isn't really much to say about this update, the title sums it up pretty well. I haven't gone through all your bug reports and suggestions yet (thanks for all the replies!), but I will once I have time. So maybe there will be some new content and patches over the holidays!
    Have fun and Merry Christmas!

    Changes:
    * Updated to Alpha 16!
    * Tidied up the workaround category mess (Creds to Dingo)
    * CreateSyntheticLiver recipe fixed to require 1 SurrogateLiver (Creds to Dingo)
    * Fixed missing research prerequisite for TableBasicProsthetic (Creds to Dingo)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Grishnerf on December 22, 2016, 05:51:43 PM
    Quote from: Ykara on December 22, 2016, 05:44:16 PM


    After being dead for approximately 3 months, A16 brought me back to life and motivated me to sacrifice half an hour to update EPOE. Tynan seems to finally have lost the fun of changing random variable names just to troll the modders, so it was less work this time.

    ;D
    thx for the work.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: ShotDead on December 22, 2016, 05:57:45 PM
    Thanks for the update! <3
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: TOWC on December 22, 2016, 06:29:39 PM
    >A16 update

    Yes.
    YES!
    YEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!!!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: deathstar on December 22, 2016, 07:06:34 PM
    Seriously, thank you so much!
    RMS on the way too?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: neet0 on December 22, 2016, 09:00:24 PM
    How difficult would it be to add the Organ Vat back in? I miss the fun of loading corpses into it for biomatter. Also thank you for the update and the mod.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Smexy_Vampire on December 22, 2016, 11:02:09 PM
    ty :D
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Alradaev on December 23, 2016, 06:40:30 AM
    Neat! Are you going to update on the workshop too?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Etherdreamer on December 23, 2016, 02:43:19 PM
    Ykara.. you´re single?
    Thanks for the quick update!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Trigon on December 23, 2016, 05:08:31 PM
    Oh man. Time to start a new colony.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: mraadx on December 23, 2016, 10:54:59 PM
    aww yissss. So, is it possible to also add head, neck and body augmentation. All bionics so we can finally have a fully functioning android.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Anxarcule on December 24, 2016, 06:34:20 PM
    I love this mod!  Quick question though - is there another mod that drastically reduces the surgery fail rate?  It seems that in A16 the success rate is abysmal.. I've started save-scumming through surgeries due to sheer frustration
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Primal Lord on December 24, 2016, 07:01:06 PM
    Thanks for such an awesome mod, unless it's already included and i just missed it, may i suggest some sort of "reflex booster", to decrease melee and ranged cooldowns? Especially melee since vanilla at least has careful shooter and it's counterpart who's name escapes me atm, that effect accuracy and cooldown on guns.

    Quote from: Anxarcule on December 24, 2016, 06:34:20 PM
    is there another mod that drastically reduces the surgery fail rate?

    Not sure about mods, but if your confident enough that you wont mess up the xml you can go into the games install directory into RimWorld\Mods\Core\Defs\Stats, open up Stats_Pawns_WorkMedical.xml scroll down to surgery success rate (about the third one down, just read the descriptions and you'll find it), and increase the success rate for each level of skill to what you feel comfortable with. ps. level 0 is 0.05 which equals 5%, 0.5 equals 50%, and 5 would equal 500% success, so setting each level to 1 / 1.0 would be 100% success every time.

    edit: pss. ALWAYS make a backup of any core files you decide to alter.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jakub k. on December 25, 2016, 05:34:14 AM
    hey btw, mediafire seems to not be working,it just spams me with adverts and doesnt allow me to download the mod.anyway of uploading this on dropbox?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: harpo99999 on December 25, 2016, 06:27:53 AM
    while I did get a couple of adds in mediafire( and I am using several add blocking browser addins) I was able to download
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jakub k. on December 25, 2016, 09:40:29 AM
    darn! ill try it on another browser!

    //edit
    it works perfectly on chrome,managed to download it
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: asquirrel on December 25, 2016, 07:36:55 PM
    Please find something to replace my pawns fingers and ears.  They got blown off and they don't want me to lop their hands or heads off.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: harpo99999 on December 25, 2016, 08:24:31 PM
    asquirrel, there are BIONIC ears and hands(and even advanced bionic hands) in the mod, but have not seen any fingers
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: asquirrel on December 25, 2016, 10:07:41 PM
    Thanks man.  I haven't researched bionics yet so I didn't know.  I remember having another mod though that repaired fingers and ears.  I don't remember the name of it though. It's probably not updated to A16 yet either.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: kenshinoh on December 26, 2016, 06:59:11 AM
    Thanks for the Update ... Still  I find the successful rate of surgery is insanely odd ... My doctor can't even harvest a single organ without  damaging half of the pawn body . And the pawn die almost instantly at the second try ! Is it some kind of bug or intended in A16 ?  :'( :'( :'(

    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Smexy_Vampire on December 26, 2016, 10:49:08 AM
    Quote from: kenshinoh on December 26, 2016, 06:59:11 AM
    Thanks for the Update ... Still  I find the successful rate of surgery is insanely odd ... My doctor can't even harvest a single organ without  damaging half of the pawn body . And the pawn die almost instantly at the second try ! Is it some kind of bug or intended in A16 ?  :'( :'( :'(
    a 16 changed medkits and sergery rates
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: golgepapaz on December 26, 2016, 11:09:35 AM
    that old bug of not being able to craft medkits at drug lab resurfaced again. I can't craft any medkits....
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: kenshinoh on December 26, 2016, 01:27:09 PM
    Quote from: Smexy_Vampire on December 26, 2016, 10:49:08 AM
    Quote from: kenshinoh on December 26, 2016, 06:59:11 AM
    Thanks for the Update ... Still  I find the successful rate of surgery is insanely odd ... My doctor can't even harvest a single organ without  damaging half of the pawn body . And the pawn die almost instantly at the second try ! Is it some kind of bug or intended in A16 ?  :'( :'( :'(
    a 16 changed medkits and sergery rates

    Yea just figure out I have to use medicine instead of herbal to make surgery doable ... A bit of a hassle I guess .
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: teknotel on December 26, 2016, 08:23:13 PM
    Anyone know anything about not being able to craft medicine in the drugs lab? I have done some research and I believe it could be this mod. I have researched the ability to craft medicine with neutromine, cloth and herbal medicine, but it doesn't show up in the bills on the drugs lab.

    Anyone have any ideas what I can do to fix this or point me in the right direction.

    Thank you for any help.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: kenshinoh on December 26, 2016, 11:13:09 PM
    Quote from: teknotel on December 26, 2016, 08:23:13 PM
    Anyone know anything about not being able to craft medicine in the drugs lab? I have done some research and I believe it could be this mod. I have researched the ability to craft medicine with neutromine, cloth and herbal medicine, but it doesn't show up in the bills on the drugs lab.

    Anyone have any ideas what I can do to fix this or point me in the right direction.

    Thank you for any help.

    If youre using Combat Realism with this mod it will disable Medicine crafting . Atleast that what happened to me xD
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: teknotel on December 27, 2016, 04:18:05 AM
    Ahhhh ok thanks for the info.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Rah on December 27, 2016, 02:59:38 PM
    Hey guys. Thought I'd share my version of this epic mod. I made it more hardcore and more vanilla oriented. Check out the changelog and thread  HERE  (https://ludeon.com/forums/index.php?topic=28731.msg289484#msg289484)

    Feel free to try it out and see if you like it. :)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: duduluu on December 29, 2016, 02:16:56 PM
    Hey, Ykara!
    We translated EPOE to Chinese, could you merge the translation files, please?
    https://github.com/RimWorld-zh/Ykara-Mods-zh
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: ChairmanPoo on December 29, 2016, 05:02:55 PM
    Hello! I have the mod  enabled but can't seem to add artificial organs from Prepare carefully anymore. Is this intentional?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: killerx243 on December 31, 2016, 12:17:02 PM
    Quote from: ChairmanPoo on December 29, 2016, 05:02:55 PM
    Hello! I have the mod  enabled but can't seem to add artificial organs from Prepare carefully anymore. Is this intentional?

    Did you add the torso exoskeleton first? Whenever I do that I have to put that one on last, my doctor pawns are unable to install organs afterwards. BTW is that intentional?

    EDIT: Is there a easier way to find out what parts are not compatible or what the different parts do? Like I am not too sure why I cannot install synthetic skin on my guy.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: twilightrazor on December 31, 2016, 01:10:56 PM
    Would it be possible to add to more teirs of bionics? Cybernetic and Advanced Cybernetic. Cybernetic would be twice as good as advanced bionics but it would require a real hand, arm, leg, etc and be very expensive. Advanced Cybernetic would be the Cybernetic limb/organ plus an Advanced bionic limb/organ with a load of advanced components! I have tried to do this and I have failed horribly. Any help would be amazing!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: ChairmanPoo on December 31, 2016, 02:03:00 PM
    PD: It seems it was Prepare Carefully all along. THe version in the forum is a bit outdated and has this known bug.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Canute on January 01, 2017, 05:54:55 AM
    Not sure if this from this mod or from A16.
    But at A15 and this mod, a failed operation just damage the implant not complete destroy it at the 1. try.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jakub k. on January 01, 2017, 11:04:03 AM
    hm...what an interesting underground resource


    [attachment deleted by admin due to age]
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Smexy_Vampire on January 02, 2017, 01:43:17 AM
    you hit the motherload of lost teck dump by the terminators :D
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jakub k. on January 02, 2017, 06:46:24 AM
    yis lol! its a lost tresure of the terminators,and they're here to reclaim it back.lol
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: System.Linq on January 02, 2017, 07:09:18 AM
    Those are the Atari ETs of cybernetic stomachs.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jakub k. on January 02, 2017, 08:11:08 AM
    terminator called in and he said he wants his organs back xD
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: asquirrel on January 02, 2017, 03:29:42 PM
    Quote from: ChairmanPoo on December 29, 2016, 05:02:55 PM
    Hello! I have the mod  enabled but can't seem to add artificial organs from Prepare carefully anymore. Is this intentional?

    Happened to me also.  When the pawn fails it destroys the prosthesis. Just reload the game.  Not sure if it's a bug or not but it seems a bit extreme or a punishment for failing, especially if it's a bionic part.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Canute on January 02, 2017, 05:40:40 PM
    Btw. why do you can craft power arm's  with bionic research, when you need power claw's which need adv. bionic research.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Kyna Tiona on January 05, 2017, 10:26:39 AM
    Quote from: Canute on January 02, 2017, 05:40:40 PM
    Btw. why do you can craft power arm's  with bionic research, when you need power claw's which need adv. bionic research.

    Clearly because power claws are advanced~ Which is to say, advanced bionics and power claws are both alternate upgrade paths from normal bionics, so it makes sense to put them on the same station.

    On the topic of unintuitive research requirements, though: building the upgrade station requires researching vancidium, but synthetic organs do not. I got myself into a confusing situation where I'd researched synthetic organs, but had no crafting station to actually make them.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: burandon on January 05, 2017, 08:04:29 PM
    I already researched Vancidium and Synthetic Organs but I can't find the upgrade station anywhere.
    EDIT: I had to research Advanced Bionics for it to appear, which took me a loooong time, I think It needs to be fixed somehow...
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jerry The Hellbound on January 06, 2017, 07:06:51 PM
    Surgery Chance Fail (*"PROBLEM" nvm*)

    So im having trouble harvesting with my colonist: Doc Aeula
    She's a medicine level 20 doctor, which by the wiki's claims is 99% success chance, yet when i try to harvest an eyeball from my prisoner because one of my other colonists got shot in the face and lost it.
    I've now attempted to harvest from FIVE prisoners, only to have... get this: their head torn off. Just how do you cut or tear a head off... by cutting an eyeball out? (By the way, Doc is bionically enhanced prior to mod installation) the Surgery Success Chance on the eyeball harvesting is too high considering the dangers.

    Now i do not know if this was intentional, but i do hope it isn't. Chef wants his new eyeball for christmas, but 6k worth of slaves arent worth such.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Kyna Tiona on January 06, 2017, 09:10:58 PM
    Quote from: Jerry The Hellbound on January 06, 2017, 07:06:51 PM
    Surgery Chance Fail (*"PROBLEM"*)

    So im having trouble harvesting with my colonist: Doc Aeula
    She's a medicine level 20 doctor, which by the wiki's claims is 99% success chance, yet when i try to harvest an eyeball from my prisoner because one of my other colonists got shot in the face and lost it.
    I've now attempted to harvest from FIVE prisoners, only to have... get this: their head torn off. Just how do you cut or tear a head off... by cutting an eyeball out? (By the way, Doc is bionically enhanced prior to mod installation) the Surgery Success Chance on the eyeball harvesting is too high considering the dangers.

    Now i do not know if this was intentional, but i do hope it isn't. Chef wants his new eyeball for christmas, but 6k worth of slaves arent worth such.

    I'm sorry to inform you that this is totally vanilla RimWorld. Luckily, Psychology recently made an awesome mod (https://ludeon.com/forums/index.php?topic=29098.0) to fix it~
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jerry The Hellbound on January 06, 2017, 10:02:08 PM
    Quote from: Caraise Link on January 06, 2017, 09:10:58 PM
    Quote from: Jerry The Hellbound on January 06, 2017, 07:06:51 PM
    -snip-

    I'm sorry to inform you that this is totally vanilla RimWorld. Luckily, Psychology recently made an awesome mod (https://ludeon.com/forums/index.php?topic=29098.0) to fix it~
    Ahh, thank you very much.  ;D
    I also decided to test stuff out on another save using debug, having a psycho colonist with max medicine and the best advanced bionic arms, which i would assume either doubled or quadrupled the success chance by weight, and it worked sucessfully with those, but it commonly failed with other bionics.
    Also, after some time, i made a full on cyborg thanks to this mod, which was the major roleplay point of my whole playthrough, i just need to find the cyber skin implant and thats it. :D
    Also, Holy Crackers! (regardless of the fact she looks like Kanna)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Kyna Tiona on January 07, 2017, 02:31:48 AM
    Quote from: Jerry The Hellbound on January 06, 2017, 10:02:08 PM
    Also, Holy Crackers! (regardless of the fact she looks like Kanna)

    Don't be silly, Arche looks exactly like Arche and definitely not like any card captors or KyoAni characters. [Does that nervous aside glance people do when they know you know they're lying]
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Jerry The Hellbound on January 07, 2017, 12:18:07 PM
    Quote from: Caraise Link on January 07, 2017, 02:31:48 AM
    Quote from: Jerry The Hellbound on January 06, 2017, 10:02:08 PM
    Also, Holy Crackers! (regardless of the fact she looks like Kanna)

    Don't be silly, Arche looks exactly like Arche and definitely not like any card captors or KyoAni characters. [Does that nervous aside glance people do when they know you know they're lying]

    Im talking about Kanna from Koe de Oshigoto
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Kyna Tiona on January 07, 2017, 05:14:05 PM
    Quote from: Jerry The Hellbound on January 07, 2017, 12:18:07 PM
    Quote from: Caraise Link on January 07, 2017, 02:31:48 AM
    Quote from: Jerry The Hellbound on January 06, 2017, 10:02:08 PM
    Also, Holy Crackers! (regardless of the fact she looks like Kanna)

    Don't be silly, Arche looks exactly like Arche and definitely not like any card captors or KyoAni characters. [Does that nervous aside glance people do when they know you know they're lying]

    Im talking about Kanna from Koe de Oshigoto

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

    I dunno, I kinda feel like that Kanna is the odd one out here~
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: JulianSkies on January 12, 2017, 06:40:28 PM
    Let's bring this thread that I love so much back up with a small bug report.
    It appears that there was some behind-the-scenes change where you don't want to use the "WorkToMake" component but "WorkToBuild" now, the difference is causing all the workbenches require 1 work to make
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: DaxNagtegaal on January 14, 2017, 12:27:11 PM
    My game is bugged out, every time my doc (any pawn for that matter) attempts a surgery they put the materials ready, put anesthesia on the subject and then just drop their shit and walk away to fetch another medpack while a hauler takes the one they were using back to the stockpile.

    This puts the subject in a permanent anesthesia state rendering them useless. The only way to 'revive' them is to start another surgery which fails every time.

    Output log below:


    JobDriver threw exception in initAction. Pawn=Kit, Job=DoBill A=Thing_Human443257 B=Thing_Kidney1573075 C=(115, 0, 97), Exception: System.NullReferenceException: Object reference not set to an instance of an object
      at Verse.HediffSet+<GetHediffsVerbs>c__Iterator1F1.MoveNext () [0x00000] in <filename unknown>:0
      at RimWorld.Pawn_MeleeVerbs.GetUpdatedAvailableVerbsList () [0x00000] in <filename unknown>:0
      at RimWorld.Pawn_MeleeVerbs.ChooseMeleeVerb () [0x00000] in <filename unknown>:0
      at RimWorld.Pawn_MeleeVerbs.ReconfirmCurMeleeVerb () [0x00000] in <filename unknown>:0
      at RimWorld.Pawn_MeleeVerbs.Notify_HediffAddedOrRemoved () [0x00000] in <filename unknown>:0
      at Verse.HediffSet.AddDirect (Verse.Hediff hediff, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
      at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
      at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef def, Verse.BodyPartRecord part, Nullable`1 dinfo) [0x00000] in <filename unknown>:0
      at Verse.HealthUtility.TryAnesthesize (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
      at RimWorld.Bill_Medical.Notify_DoBillStarted () [0x00000] in <filename unknown>:0
      at Verse.AI.Toils_Recipe+<DoRecipeWork>c__AnonStorey417.<>m__66E () [0x00000] in <filename unknown>:0
      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0

    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: 31ost on January 15, 2017, 08:55:06 AM
    Hello.
    Where to find the words for translation into another language:
    Make Advanced Component
    Craft Exoskeleton Suit
    Craft Joywire
    Craft Painstopper
    Craft Adrenaline Rib
    Painkiller Rib Craft
    Craft Golden Eye
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: roomaroo on January 15, 2017, 01:38:00 PM
    I've been experiencing a bug where cannot smelt any vancidium weapons. Even with EPOE only (no other mods) it doesn't work. This worked in the last version. It must be an update issue, because not RT's Weapon mod can't smelt either.

    I noticed in the configs (Items_Vancidium.xml) that vancidium does not bear the "<smeltable>true</smeltable>" tag. I'm no modder, but I tried adding it to no avail.

    Seems that the smelter doesn't recognize any weapon made from vancidium.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: jmababa on January 19, 2017, 01:13:47 AM
    Quote from: roomaroo on January 15, 2017, 01:38:00 PM
    I've been experiencing a bug where cannot smelt any vancidium weapons. Even with EPOE only (no other mods) it doesn't work. This worked in the last version. It must be an update issue, because not RT's Weapon mod can't smelt either.

    I noticed in the configs (Items_Vancidium.xml) that vancidium does not bear the "<smeltable>true</smeltable>" tag. I'm no modder, but I tried adding it to no avail.

    Seems that the smelter doesn't recognize any weapon made from vancidium.

    install medivial mod that should fix it now you can smelt that back using the smelter from that mod and its early in game with that mod
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: roomaroo on January 21, 2017, 09:38:42 AM
    Ill give it a go, thanks
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: WinterFlare on January 21, 2017, 10:41:43 AM
    I've seen a lot of people complaining about the market prices of organs on the Steam Workshop, and I kinda agree with them. I know it's your mod, and I have no right to dictate what direction you take with it, but I'd like to offer my suggestion for a "Fix"

    It would probably take a lot of work, and I have no idea if it's been suggested before, but you could you possibly implement something similar to vanilla's Deadman's Apparel to offset how much money crafted or harvested items are worth. The unfortunate effect of this is that it would possibly mean twice as many items, twice as many surgeries, but a better amount of monetary balance.

    Examples: (I don't know why I'm using all eyes, maybe it's because they're easiest to get and I'm too lazy to go into Dev Mode)

    Bionic Eye: MV 3500, MV of Ingredients 791, "Net Gain" 2709.

    Golden Eye: MV 1500, MV of Ingredients 200, "Net Gain" 1300.

    Eyeball: MV 1500, MV of Ingredients N/A, "Net Gain" 1500.

    Instead of adjusting their individual values, you could make different versions of the items. Basically something like "Bionic Eye (C)" or "Eyeball (H)" to signify they were either crafted or harvested on the world, and worth only 30% of their trader counterparts. This way buying something you desperately need from a trader costs an appropriate amount, but making the items or harvesting prisoners is a lot less lucrative.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Draegon on January 21, 2017, 06:57:26 PM
    What's the 2x1 purple table in the screenshots?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Der Failer on January 21, 2017, 07:17:31 PM
    Quote from: Draegon on January 21, 2017, 06:57:26 PM
    What's the 2x1 purple table in the screenshots?
    That no longer exists. It used to be to craft synthetic organs, but thous are now crafted in the upgrade station (the purple 3x1).
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: CaptainSlackjaw on January 22, 2017, 05:44:46 AM
    "This mod works fine with existing colonies!"
    I install this mod and it will work with previously saved game perfectly?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: sleepytaco on January 23, 2017, 05:27:07 AM
    I really enjoyed this mod in the past, but now literally 100% of my surgeries are failing.  I have been 'healing' my prisoners by giving them peg legs and such, however out of >15 operations I have yet to see a single one succeed.  This is with a doctor originally at 15 skill, now at 19.  This seems abysmally low and ridiculous.  Is anyone else seeing this issue? I'm not sure if its mod related or what.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: BlackSmokeDMax on January 23, 2017, 05:54:40 AM
    Quote from: sleepytaco on January 23, 2017, 05:27:07 AM
    I really enjoyed this mod in the past, but now literally 100% of my surgeries are failing.  I have been 'healing' my prisoners by giving them peg legs and such, however out of >15 operations I have yet to see a single one succeed.  This is with a doctor originally at 15 skill, now at 19.  This seems abysmally low and ridiculous.  Is anyone else seeing this issue? I'm not sure if its mod related or what.

    There was a change to the base game in A16, supposed to be a rebalancing in next alpha.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Grendl_Kahn on January 23, 2017, 02:46:45 PM
    My first post on this forum!

    I just had a question about painkiller ribs.
    One of my pawns has a badly healed gunshot wound and has a constant 23% pain modifier.
    So I wanted to install a painkiller rib to stop him from whining. But that didnt change a thing, the modifier still remains.
    Is this a bug? Or is this working as intended?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: harpo99999 on January 23, 2017, 04:16:24 PM
    it appears that the painkiller ribs only take 5% of the pain, so W A D,
    the best answer IF you can is to re-generate the torso & limbs (there is a mod somewher( not sure of name) that does add a regenerate torso to most pawns), the alternate is to put all prisoners with pain or unwanted traits to either execute or release assuming that they are a prisoner, but if it was ont of the originals or a autojoin no answer to my limited knowledge
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: homerbra on January 24, 2017, 11:07:00 AM
    I did the translation of the mod, to PT-BR with inject.
    How do I send?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: TeshacK on January 24, 2017, 03:59:11 PM
    I think I found a bug: you can build Basic Prosthetics Workbench without the Basic Prosthetics researched (tribal start)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Qrusher14242 on January 24, 2017, 08:35:53 PM
    I have the latest release of Colony Manager and after adding this mod, on the Manager tab, there are no icons at the top. Like for Hunting, Power etc. If i remove EPOE, it works fine. I haven't read anything about them being incompatible, but can't get them to work together. Do i have to start a new save for EPOE to work ok?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Flimflamshabam on January 25, 2017, 02:20:41 PM
    Why do my medics need to anesthtize people to give them eyepatches and other simple strap-on prosthetics, like the metal arm, golden eye, wooden foot, etc. Also why are my medics ripping peoples heads off to put on an eyepatch? These "operations" should have like a 0% chance of failure if they're performed in a cesspool by someone with -1 medicine skill, just sayin.

    I also think the simple prosthetics should be moved to medieval tech, just because it's a lot of hassle (even with tech level increasing mod) to research all the way up to micro electric basics just to make simple poseable prosthetics. Giving people action-figure hands seems like it shouldn't require an advanced industrial understanding.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: WinterFlare on January 25, 2017, 04:05:41 PM
    @Flimflamshabam

    The game treats all surgical operations exactly the same, and this mod does not modify surgery behaviors. The incredible likelihood of decapitation, or loss of other facial features, is the vanilla game's fault. If you want it to be less brutal, you need another mod like Less Arbitrary Surgery. (https://ludeon.com/forums/index.php?topic=29098.0)

    Because of vanilla surgery behavior, every surgery no matter how easy or hard in real life, is going to have the same chances for success and failure in the game. Individual parts/surgeries don't have different success chances. EPOE only makes this vanilla problem more noticeable, because early-game vanilla rimworld doesn't give you options to cover facial scars. If you operate on the leg, a simple failure will cut the leg or foot and you'll have to heal it. If you operate on a head, it will affect anything else on the head, and all of those body parts have incredibly low health.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: BlackSmokeDMax on January 25, 2017, 04:10:00 PM
    Quote from: Flimflamshabam on January 25, 2017, 02:20:41 PM
    Why do my medics need to anesthtize people to give them eyepatches and other simple strap-on prosthetics, like the metal arm, golden eye, wooden foot, etc. Also why are my medics ripping peoples heads off to put on an eyepatch? These "operations" should have like a 0% chance of failure if they're performed in a cesspool by someone with -1 medicine skill, just sayin.

    I also think the simple prosthetics should be moved to medieval tech, just because it's a lot of hassle (even with tech level increasing mod) to research all the way up to micro electric basics just to make simple poseable prosthetics. Giving people action-figure hands seems like it shouldn't require an advanced industrial understanding.

    My guess is that the game assumes it is just not throwing an eyepatch on, but going into the socket and cleaning any nastiness that remains from an eye being torn out. Same with a leg, preparing a stump to comfortably rest on the peg leg. It really comes down to balance, so you'll have to either put in a suggestion for a change and hope that comes to fruition, mod it out, or think of your own justification for why that is the way it is.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: felarius on January 27, 2017, 01:55:05 PM
    I am having an issue.  I have expanded prosthetics as well as quite a few other mods loaded.  When I went to install a bionic hand, once the surgery was complete, the hand disappeared even though no notice that the surgery was unsuccessful appeared.  I tried again with an artificial nose and a surrogate heart.  When I tried with the heart, I received the following error message:
    JobDriver threw exception in initAction. Pawn=Ambas, Job=DoBill A=Thing_Human875762 B=Thing_SurrogateHeart972877 C=(151, 0, 184), Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Argument cannot be null.
    Parameter name: type
      at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
      at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
      at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
      at Verse.RoomRoleDef.get_Worker () [0x00000] in <filename unknown>:0
      at Verse.Room.<UpdateRoomStatsAndRole>m__772 (Verse.RoomRoleDef x) [0x00000] in <filename unknown>:0
      at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector, IComparer`1 comparer) [0x00000] in <filename unknown>:0
      at Verse.GenCollection.MaxBy[RoomRoleDef,Single] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
      at Verse.Room.UpdateRoomStatsAndRole () [0x00000] in <filename unknown>:0
      at Verse.Room.GetStat (Verse.RoomStatDef roomStat) [0x00000] in <filename unknown>:0
      at Psychology.Detour._Recipe_Surgery._CheckSurgeryFail (RimWorld.Recipe_Surgery s, Verse.Pawn surgeon, Verse.Pawn patient, System.Collections.Generic.List`1 ingredients, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
      at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
      --- End of inner exception stack trace ---
      at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
      at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
      at Psychology.Detour._Recipe_InstallArtificialBodyPart._ApplyOnPawn (RimWorld.Recipe_InstallArtificialBodyPart r, Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
      at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
      at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey418.<>m__674 () [0x00000] in <filename unknown>:0
      at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
    Verse.Log:Error(String)
    Verse.AI.JobDriver:TryActuallyStartNextToil()
    Verse.AI.JobDriver:ReadyForNextToil()
    Verse.AI.<DoRecipeWork>c__AnonStorey417:<>m__66F()
    Verse.AI.JobDriver:DriverTick()
    Verse.AI.Pawn_JobTracker:JobTrackerTick()
    Verse.Pawn:Tick()
    Verse.TickList:Tick()
    Verse.TickManager:DoSingleTick()
    Verse.TickManager:TickManagerUpdate()
    Verse.Game:Update()
    Verse.Root_Play:Update()

    I recently added rumours and deception, colony leadership, pyschology and Dubs Bad Hygeine.  This is my first post so apologies in advance if this is the wrong place.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Dawidienko1 on February 03, 2017, 11:32:55 AM
    Hi!

    I create a full translation for Polish language:

    https://mega.nz/#!aI1EXBjA!_hdRlG6ghn-QmRB2eLaVtc9xJk3W6tNm2Ry209lNZDM (https://mega.nz/#!aI1EXBjA!_hdRlG6ghn-QmRB2eLaVtc9xJk3W6tNm2Ry209lNZDM)


    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Seiryuu on February 06, 2017, 04:03:59 AM
    Upgrading station doesn't work for me.
    Even though i have all the materials needed, it says that there are not enough materials, etc. when i try to do it manually. And yes, i have over 10 crafting. And yes, i am sure about the materials, i got like 5k plasteel, bionic arms, etc.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: McGuffin on February 06, 2017, 02:14:09 PM
    Hi, there
    I really like the mod, very neat, and quite balanced expect that new Vancidium thing.
    I mean, the new high tech material is ok, but at the same time, it's pretty wierd to see primitive factions that wear only swords and bows, having stuff in vancidium in their inventory. Such stuff should only be found in pirate merchant or at least be very rare, and it's not actually.

    In my last play through, a whole  caravane was killed by a manHunter event, I have been able to loot from them, then I got a bed, a chair, some weapons et even a piece of art in vancidium... This completely break the economic balance. Finally I dropped those items somewhere and decided to not use them at all, but this quite kills the feeling.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: hal98 on February 06, 2017, 02:42:39 PM
    Quote from: McGuffin on February 06, 2017, 02:14:09 PM
    Hi, there
    I really like the mod, very neat, and quite balanced expect that new Vancidium thing.
    I mean, the new high tech material is ok, but at the same time, it's pretty wierd to see primitive factions that wear only swords and bows, having stuff in vancidium in their inventory. Such stuff should only be found in pirate merchant or at least be very rare, and it's not actually.

    In my last play through, a whole  caravane was killed by a manHunter event, I have been able to loot from them, then I got a bed, a chair, some weapons et even a piece of art in vancidium... This completely break the economic balance. Finally I dropped those items somewhere and decided to not use them at all, but this quite kills the feeling.

    mcguffin try the EPOE hardcore mod, it doesnt have vancidium and it has less bugs etc. https://ludeon.com/forums/index.php?topic=28731.0
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: McGuffin on February 06, 2017, 03:19:50 PM
    @hal98, thx for the tip :)
    I will try it in my next map
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: ChairmanPoo on February 06, 2017, 04:21:26 PM
    I prefer vanilla to hardcore. Hardcore lacks many of the more interesting implants (eg ribs, brain chips...)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: karnovskov on February 07, 2017, 06:54:05 AM
    Hey i like this mod, but it's really unbalanced. For example:
    1. peg leg (market value 100$) - production cost 15 wooden logs x 1,4$ = 21$ (profit 79$)
    2. steel arm (market value 50$) - production cost 75 steel x 2$ = 150$ (profit -100$)
    3. golden eye (market value 1500$) - production cost 20 gold x 10$ = 200$ (profit 1300$) lol xd
    4. advenced component (market value 50$) - production cost 5 vancidium x 400$ + 1 component x 21$ = 2021 (profit -1971$)
    I became a millionaire in a short time. xD
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: sirgzu on February 07, 2017, 08:50:08 AM
    Quote from: karnovskov on February 07, 2017, 06:54:05 AM
    Hey i like this mod, but it's really unbalanced. For example:
    1. peg leg (market value 100$) - production cost 15 wooden logs x 1,4$ = 21$ (profit 79$)
    2. steel arm (market value 50$) - production cost 75 steel x 2$ = 150$ (profit -100$)
    3. golden eye (market value 1500$) - production cost 20 gold x 10$ = 200$ (profit 1300$) lol xd
    4. advenced component (market value 50$) - production cost 5 vancidium x 400$ + 1 component x 21$ = 2021 (profit -1971$)
    I became a millionaire in a short time. xD
    Yes crafting bionic eyes will also net you a stupid amount of gold for virtually no resources and little work / expertise
    Rebalancing needed!!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: mimib14 on February 08, 2017, 02:55:35 PM
    Even with EPOE at the bottom of my load order, I have duplicate operation bills in the operations menu. I went in and manually removed <RecipeUsers> from everything that was already in Races_Humanlike, but it's still doubled. Does anyone know how to fix this??
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Dragoon on February 09, 2017, 12:25:01 PM
    Quote from: karnovskov on February 07, 2017, 06:54:05 AM
    Hey i like this mod, but it's really unbalanced. For example:
    1. peg leg (market value 100$) - production cost 15 wooden logs x 1,4$ = 21$ (profit 79$)
    2. steel arm (market value 50$) - production cost 75 steel x 2$ = 150$ (profit -100$)
    3. golden eye (market value 1500$) - production cost 20 gold x 10$ = 200$ (profit 1300$) lol xd
    4. advenced component (market value 50$) - production cost 5 vancidium x 400$ + 1 component x 21$ = 2021 (profit -1971$)
    I became a millionaire in a short time. xD

    That's because you take resources, and make it into something, it's worth more. I don't know about you, but very few people would have the skill to mold these materials into any of these things. Or the required things to do that, if that's not a good example how about this. Ever go to a jewelry store? The cost for them versus the material required to make it's quite ridicules no?. That is proof that the amount materials don't really always justify the cost, as it shouldn't.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Rah on February 09, 2017, 04:29:27 PM
    Quote from: mimib14 on February 08, 2017, 02:55:35 PM
    Even with EPOE at the bottom of my load order, I have duplicate operation bills in the operations menu. I went in and manually removed <RecipeUsers> from everything that was already in Races_Humanlike, but it's still doubled. Does anyone know how to fix this??

    That is fixed in EPOE Hardcore Version.

    Quote from: Dragoon on February 09, 2017, 12:25:01 PM
    Quote from: karnovskov on February 07, 2017, 06:54:05 AM
    Hey i like this mod, but it's really unbalanced. For example:
    1. peg leg (market value 100$) - production cost 15 wooden logs x 1,4$ = 21$ (profit 79$)
    2. steel arm (market value 50$) - production cost 75 steel x 2$ = 150$ (profit -100$)
    3. golden eye (market value 1500$) - production cost 20 gold x 10$ = 200$ (profit 1300$) lol xd
    4. advenced component (market value 50$) - production cost 5 vancidium x 400$ + 1 component x 21$ = 2021 (profit -1971$)
    I became a millionaire in a short time. xD

    That's because you take resources, and make it into something, it's worth more. I don't know about you, but very few people would have the skill to mold these materials into any of these things. Or the required things to do that, if that's not a good example how about this. Ever go to a jewelry store? The cost for them versus the material required to make it's quite ridicules no?. That is proof that the amount materials don't really always justify the cost, as it shouldn't.

    Not to hijack the thread, but I did a lot of balance work in my version of this mod to reduce that problem, among other things. Feel free to try it out. https://ludeon.com/forums/index.php?topic=28731.0
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: ChairmanPoo on February 11, 2017, 09:05:09 PM
    The problem is that your version removes many of the more interesting cybernetics (eg ribs, brain implants, etc...). I like some of the streamlining you do, but not at the cost of being unable to cyber out characters.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Rah on February 12, 2017, 12:58:19 PM
    Quote from: ChairmanPoo on February 11, 2017, 09:05:09 PM
    The problem is that your version removes many of the more interesting cybernetics (eg ribs, brain implants, etc...). I like some of the streamlining you do, but not at the cost of being unable to cyber out characters.

    I have to disagree with you there. I don't find the weird rib implants very interesting or realistic, and the brain implant was basically a complete reversal of terminal brain damage, which felt pretty cheap to me. I am however considering introducing a small neuro-stimulator which will help brain damaged colonists. But the ribs with drugs in them (especially the one with beer in it) just didn't sit right with me, and the stats they give are tiny. If you want a painkiller, you get the painstopper implant or a real drug, or if you want movement speed, you get the bionic legs or inject Go-Juice etc. You can still cyber out your colonists in my version, just not with ribs. --  So I respectfully disagree. ;)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Flimflamshabam on February 12, 2017, 09:40:21 PM
    My concern with "Hardcore" is that it's going to be even more obnoxiously difficult/dumb to apply the neolithic prosthetics, most of which are simple strapped on objects such as the eyepatch. I've gotten my game to be less dumb with pegleg surgeries but the other neolithic prosthetics still have absurdly great failure chances and consequences considering they shouldn't be doing anything surgically at all.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Seiryuu on February 16, 2017, 08:43:04 PM
    I CAN'T USE THE ADVANCED BIONIC STATION:

    (https://s31.postimg.org/5hbzc3zmz/image.png)
    (https://s2.postimg.org/z0ofepex5/image.png)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Pichu0102 on February 17, 2017, 02:51:17 PM
    Quote from: Seiryuu on February 16, 2017, 08:43:04 PM
    I CAN'T USE THE ADVANCED BIONIC STATION:

    (https://s31.postimg.org/5hbzc3zmz/image.png)
    (https://s2.postimg.org/z0ofepex5/image.png)
    You're at the bill per table limit. Clear out some other bills to make room for another.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Seiryuu on February 17, 2017, 04:42:22 PM
    No man. I just filled up all the bills just so MAYBE that would work. But, it doesn't work on any bill even though i have all the materials..
    It says: "Cannot upgrade upgrading station. Need materials" or sth (look at the printscrn).
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Pichu0102 on February 17, 2017, 06:27:36 PM
    If the material stacks are reserved by someone trying to haul or use them already, it can do that. Try drafting everyone so they stop what they're doing, make sure no animals are doing hauling jobs, then undraft one and try again. You may have to wait a second or two at normal speed before they give up their reservation on whatever material they were going for. Also, really make sure you have the necessary ingredients. For the upgrading station, it requires advanced components, which are blue and diagonally flipped looking components, not normal ones.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.9 (22.12.2016)
    Post by: Seiryuu on February 17, 2017, 08:20:04 PM
    Quote from: Pichu0102 on February 17, 2017, 06:27:36 PM
    If the material stacks are reserved by someone trying to haul or use them already, it can do that. Try drafting everyone so they stop what they're doing, make sure no animals are doing hauling jobs, then undraft one and try again. You may have to wait a second or two at normal speed before they give up their reservation on whatever material they were going for. Also, really make sure you have the necessary ingredients. For the upgrading station, it requires advanced components, which are blue and diagonally flipped looking components, not normal ones.

    THANK YOU! I HAVE PLAYED LIKE 50 HOURS RIMWORLD AND I JUST REALISED THERE ARE ADVANCED COMPONENTS.. I thought components' official name was "advanced components" and thought it was a bug..
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 19, 2017, 12:32:03 PM
    Update 1.91 - Translations and Minor Fixes
    Good evening!
    Have you noticed? EPOE celebrates its second birthday today! And as a little birthday present I decided to polish some bugs and correct some smaller stuff like the market values (that's more work than it seems, windows calculator isn't fun to use at all).
    But the really important part of this update is the new translations. EPOE now supports 4 more languages, isn't that awesome? Thanks to the translators for your great work!
    Oh, and I've added an artificial clavicle as requested, for the 3 people on earth who actually manage to shatter their poor colonist's clavicle.
    Have fun!

    Changes:
    *  Added Chinese Translation! (HUGE thanks to duduluu!)
    *  Added Polish Translation! (again, HUGE thanks to Dawidienko1!)
    *  Added Portuguese (Brazilian) Translation! (once again, HUGE thanks to homerbra!)
    *  Updated and completed the Russian Translation! (last, but not least, HUGE thanks to kors!)
    *  Adjusted most of the market values (thanks for pointing that out!)
    *  Added the artificial clavicle
    *  The drugged rib now requires flake instead of beer
    *  Clarified some research descriptions
    *  Made Vancidium smeltable
    *  Made some surrogate organs slightly more expensive to craft
    *  Peg leg and wooden foot now require more wood
    *  All items now have a mass
    *  Some other minor fixes




    Update 2.0 - Less is more!
    But wait!
    I'm not done yet! Because it's EPOE's special day, I've decided to release a preview version of the next big update, version 2.0!
    Many of you have complained about the number of workbenches and the unnecessary new material, so I've finally decided to do something about that.
    I've once again restructured the workbenches and condensed them to 4. You now have the basic prosthetics workbench, the simple prosthetics workbench, the bionics workbench, and the tissue printer where you can craft all the organs. It makes more sense than the seperate upgrading station in my opinion.
    I've also removed vancidium entirely and replaced it with uranium. Please tell me how you like this change!
    The reason why I'm releasing two different versions is, because 2.0 often breaks your savegames, and I don't want do destroy your colonies. You can only download it from here, I don't think that I will upload it to the Steam Workshop.
    Have fun!

    Changes:
    *  Restructured the workbenches and condensed them to 4
    *  Removed Vancidium and replaced it with Uranium
    *  Replaced advanced components with energized components
    *  Adjusted countless market values
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: XeoNovaDan on February 19, 2017, 01:08:20 PM
    Looking pretty good! Definitely going to test out v2.0 with the countless other mods I've got installed - 69 including sub-mods. A Dog Said's 'EPOE Patch' seems to mostly work, except when it's trying to reference the Surrogate Organ workbench as that's been changed, but that should be nothing more than a few changes. Will probably have to get the manual version of the EPOE Patch as I'm currently rocking the workshop one.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Smexy_Vampire on February 19, 2017, 01:14:37 PM
    Quote from: Ykara on February 19, 2017, 12:32:03 PM
    Update 1.91 - Translations and Minor Fixes
    Good evening!
    Have you noticed? EPOE celebrates its second birthday today! And as a little birthday present I decided to polish some bugs and correct some smaller stuff like the market values (that's more work than it seems, windows calculator isn't fun to use at all).
    But the really important part of this update is the new translations. EPOE now supports 4 more languages, isn't that awesome? Thanks to the translators for your great work!
    Oh, and I've added an artificial clavicle as requested, for the 3 people on earth who actually manage to shatter their poor colonist's clavicle.
    Have fun!

    Changes:
    *  Added Chinese Translation! (HUGE thanks to duduluu!)
    *  Added Polish Translation! (again, HUGE thanks to Dawidienko1!)
    *  Added Portuguese (Brazilian) Translation! (once again, HUGE thanks to homerbra!)
    *  Updated and completed the Russian Translation! (last, but not least, HUGE thanks to kors!)
    *  Adjusted most of the market values (thanks for pointing that out!)
    *  Added the artificial clavicle
    *  The drugged rib now requires flake instead of beer
    *  Clarified some research descriptions
    *  Made Vancidium smeltable
    *  Made some surrogate organs slightly more expensive to craft
    *  Peg leg and wooden foot now require more wood
    *  All items now have a mass
    *  Some other minor fixes




    Update 2.0 - Less is more!
    But wait!
    I'm not done yet! Because it's EPOE's special day, I've decided to release a preview version of the next big update, version 2.0!
    Many of you have complained about the number of workbenches and the unnecessary new material, so I've finally decided to do something about that.
    I've once again restructured the workbenches and condensed them to 4. You now have the basic prosthetics workbench, the simple prosthetics workbench, the bionics workbench, and the tissue printer where you can craft all the organs. It makes more sense than the seperate upgrading station in my opinion.
    I've also removed vancidium entirely and replaced it with uranium. Please tell me how you like this change!
    The reason why I'm releasing two different versions is, because 2.0 often breaks your savegames, and I don't want do destroy your colonies. You can only download it from here, I don't think that I will upload it to the Steam Workshop.
    Have fun!

    Changes:
    *  Restructured the workbenches and condensed them to 4
    *  Removed Vancidium and replaced it with Uranium
    *  Replaced advanced components with energized components
    *  Adjusted countless market values

    will you be maintaining both bratches ? becuse the hardervertion is allredy kinda like your 2.0
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: faltonico on February 19, 2017, 02:46:41 PM
    If somebody for some reason don't like vancidum, they would already be playing with the hard core version by Rah. Don't fix what it is not broken.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: AngleWyrm on February 19, 2017, 03:01:22 PM
    How do the changes compare to Hardcore LITE version? I've been playing a colony with that version, but haven't yet reached the tech levels to use EPOE features.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 19, 2017, 04:30:11 PM
    Quote from: Smexy_Vampire on February 19, 2017, 01:14:37 PM
    will you be maintaining both bratches ? becuse the hardervertion is allredy kinda like your 2.0
    No, I won't maintain them both. When the next alpha is released, 2.0 will be the only version available and updated. I just released 2.0 early because I wasn't happy with the workbenches at all and it was long overdue to fix that.

    Quote from: faltonico on February 19, 2017, 02:46:41 PM
    If somebody for some reason don't like vancidum, they would already be playing with the hard core version by Rah. Don't fix what it is not broken.
    Quote from: AngleWyrm on February 19, 2017, 03:01:22 PM
    How do the changes compare to Hardcore LITE version? I've been playing a colony with that version, but haven't yet reached the tech levels to use EPOE features.
    I have just taken a look into the EPOE hardcore version and I can assure you, "vanilla" EPOE is still very different. It has more workbenches, more recipes, more parts etc. EPOE also uses energized components as a way to make later bionics more valueable and expensive while EPOE hardcore just raises the amount of the materials.
    So if think that EPOE is too extensive and big and don't like things like surrogate organs or more complex production chains, EPOE hardcore is the right choice for you.
    And for the vancidium, I do indeed think that it's broken. It is an unnecessary gimmick that only makes things more complicated without really adding anything of value. 
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: CathDubh on February 19, 2017, 05:24:27 PM
    Will 2.0 break a save if you have yet to research or build anything to do with EPOE? As in a couple of days in? Or should I just accept it and take 1.91 or restart my game?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 19, 2017, 05:37:41 PM
    Quote from: CathDubh on February 19, 2017, 05:24:27 PM
    Will 2.0 break a save if you have yet to research or build anything to do with EPOE? As in a couple of days in? Or should I just accept it and take 1.91 or restart my game?
    As far as I know it shouldn't be a problem in your case. The changes in 2.0 affect vancidium and the benches, and if you haven't researched or built them, your savegame should be totally fine. Just ignore the one or two red messages that will pop up when you first load your game with 2.0, they don't matter at all.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 19, 2017, 05:54:29 PM
    Will you be upgrading 1.9 version to 2.0 on Steam Workshop when new Alpha hits or are you moving EPOE to forums entirely? While Workshop has its quirks, being able to always have latest version is kinda nice and beats scanning forums everyday for an update.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 19, 2017, 06:16:15 PM
    Quote from: Madman666 on February 19, 2017, 05:54:29 PM
    Will you be upgrading 1.9 version to 2.0 on Steam Workshop when new Alpha hits or are you moving EPOE to forums entirely? While Workshop has its quirks, being able to always have latest version is kinda nice and beats scanning forums everyday for an update.
    Of course I will, don't worry. I just couldn't upload it to the workshop because it updates automatically, and since 2.0 can potentially cause problems with existing save games I thought that it would cause more harm than good. So I made 2.0 optional for those who start a new colony anyway and want to experience a decluttered and better version of EPOE.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 19, 2017, 06:34:15 PM
    Ah, ok, got it :) Thanks for your reply)) I kinda liked vancidium, but I admit it completely throws off anything resembling balance with just one spear worth 50k silver coming your way with a trader on day 5)))
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: CathDubh on February 19, 2017, 06:53:00 PM
    As red error line about "surrogatetable" can be ignored? Will compatibility remain with "a dog said" and others such as combat realism?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 19, 2017, 07:02:01 PM
    Quote from: CathDubh on February 19, 2017, 06:53:00 PM
    As red error line about "surrogatetable" can be ignored? Will compatibility remain with "a dog said" and others such as combat realism?
    Yep, that line can be ignored. Compatibility with combat realism and most other mods remains, but the compatibility patch for A Dog Said doesn't fully work for 2.0. But it shouldn't cause any major problems as far as I know.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Trigon on February 19, 2017, 08:26:13 PM
    Uranium instead of vancidium? I'm all for anything that makes uranium a worthwhile thing to have.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: AngleWyrm on February 19, 2017, 10:30:39 PM
    Quote from: Ykara on February 19, 2017, 04:30:11 PM
    EPOE also uses energized components as a way to make later bionics more valuable and expensive while EPOE hardcore just raises the amount of the materials.

    It is easy to confuse cost with value, so I'd like to clarify: Cost is the opposite of value, the negative to the merit a thing offers. To make something more expensive is to compare it against all the other things that could be purchased with a higher price.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: XeoNovaDan on February 20, 2017, 01:46:53 AM
    Quote from: CathDubh on February 19, 2017, 06:53:00 PM
    As red error line about "surrogatetable" can be ignored? Will compatibility remain with "a dog said" and others such as combat realism?

    This error is an easy fix anyway: Go to ADogSaid - EPOE Patch > Defs > RecipeDefs > Recipes_AnimalParts.xml, and change everything that says 'SurrogateTable' (under the RecipeUsers tag) to 'TableOrgans' - recipes using this being found in the lower part of the XML file. That's the beauty of XML-based mods; it's no more than a few tag reference changes.

    This is preferably done with the GitHub version as opposed to the Steam Workshop version, as your changes are subject to being reverted should kaptain_kavern (the author of A Dog Said + EPOE patch) update the patch on the workshop, or should Steam make a boo-boo as it's known to do at times.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: deathstar on February 20, 2017, 06:01:16 AM
    Is RMS gonna make a comeback too?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: agiber on February 20, 2017, 06:02:32 PM
    Do I understand correctly that clavicles and sternums can be fixed now?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: sefer on February 20, 2017, 07:34:01 PM
    Currently using rimfactions and orassan, their patches for EPOE do not work for 2.0 as they reference old tables and different components.

    Trying to fix this on my end to make them work with EPOE, but I don't know 100% how to go about it. What table replaces upgradestation?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 21, 2017, 04:58:35 PM
    Quote from: deathstar on February 20, 2017, 06:01:16 AM
    Is RMS gonna make a comeback too?
    Probably, yes, I'll look into it.

    Quote from: agiber on February 20, 2017, 06:02:32 PM
    Do I understand correctly that clavicles and sternums can be fixed now?
    Clavicles yes, sternums no. Since a broken sternum doesn't affect the capabilities of your colonists I don't think it is necessary to have the option to replace it.

    Quote from: sefer on February 20, 2017, 07:34:01 PM
    Currently using rimfactions and orassan, their patches for EPOE do not work for 2.0 as they reference old tables and different components.

    Trying to fix this on my end to make them work with EPOE, but I don't know 100% how to go about it. What table replaces upgradestation?
    The upgrading station is actually gone entirely, and its recipes are now on the bionics workbench as well as on the tissue printer, which replaces the surrogate organ workbench.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: agiber on February 22, 2017, 03:59:14 AM
    Quote from: Ykara on February 21, 2017, 04:58:35 PM

    Quote from: agiber on February 20, 2017, 06:02:32 PM
    Do I understand correctly that clavicles and sternums can be fixed now?

    Clavicles yes, sternums no. Since a broken sternum doesn't affect the capabilities of your colonists I don't think it is necessary to have the option to replace it.

    Thank you for reply! But look, grey sternum and 12 bionic ribs will look strange. Probably there is no need in "basic" sternum, but plasteel sternum could give +1% blunt armor for example. Would be nice I think.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Sebastian Cigar on February 24, 2017, 06:53:16 PM
    Hello there, dear mod author! I'm loving your work so far, I've been frequently viewing this thread and following the updates since, like, forever, though I've yet to create a full-on cyborg colonist, I can't stay devoted to one game for too long and, somehow, coming back to an old one doesn't feel right to me.
    EPOE was the one game extension that made me leave Vanilla forever, now I just can't play Rimworld as-is, unmodded.  ;D
    I'm very grateful to you for what you've created, although your recent update made me get out of read-only.
    Quote from: Ykara on February 21, 2017, 04:58:35 PM
    Clavicles yes, sternums no. Since a broken sternum doesn't affect the capabilities of your colonists I don't think it is necessary to have the option to replace it.
    Doesn't a missing sternum make a colonist's heart more vulnerable, atleast statistically? I'm not exactly aware of how bullets behave or how damage is dealt in Rimworld.
    I also can't help but agree with the previous poster. 12 aug-ribs and no sternum — that's weird.
    I have to add that the sternum is connected to the ribs via cartilage tissue, so adding some hyperweave to the required ingredients list for the recipe of an artificial sternum is a must, in my opinion. Obviously, that would be a mid-game augmentation, not a basic one.
    I know that damaged cybernetics don't bleed, and that's quite OP already, but how do you view making such body parts stronger in HP's as compared to natural ones? Is that even possible code-wise?
    What is your opinion on scar treatment? One can utilize Glitterworld meds for that in Rah's mod. How about a tissue-repairing nanites injection that would combine the idea used in Mechanite Augmentation mod (it takes up an extra "slot" in a pawn's body part and withers away with time, there's also a downside to using those) and the Luciferium vanilla mechanics (it takes something like, what, 2kk ticks to cure a 2-hp scratch scar? lol)
    And, how do you like Haplo's Brainpal from his Miscellaneous mod? Will you ever consider including that nifty thing, or a similar one, in EPOE?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 25, 2017, 04:56:54 AM
    I am all up for scar curing solution. Right now EPOE hardcore version is very tempting just because of that simple means - to use some glitter meds and rid yourself of those annoying bunny scratches to the neck you can't replace. Actually could be nice if you could literally replace EVERYTHING, to make a pawn a full android with no bleeding. Of course it would cost astronomical amounts of stuff... But man - a working cyborg with replaceable parts, no bleed, more damage absorption! How cool that would be.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 25, 2017, 05:31:24 AM
    To the idea of bionic sternums: The idea of it giving more armor to a colonist or simply having more hitpoints than the natural one seems intriguing of course, but I'm afraid it isn't doable at the time, because there is no slot in the hediffDefs for armor. And the hitpoints of the bionic replacements are always the same as their natural counterparts, so as long as I don't raise their hitpoints too I can't do anything about it unfortunately.

    And to the scar fixing: If you have followed the mod you might remember that it actually had an option to fix scars until Alpha 13. But then the assembly didn't get updated anymore and there was no other option to fix scars at that time.  But I'm aware that there are now XML solutions to this problem, so I'll look into that and see if it works as intended.
    Thank you again for all your feedback, I really appreciate it!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 25, 2017, 05:43:21 AM
    Quote from: Ykara on February 25, 2017, 05:31:24 AM
    To the idea of bionic sternums: The idea of it giving more armor to a colonist or simply having more hitpoints than the natural one seems intriguing of course, but I'm afraid it isn't doable at the time, because there is no slot in the hediffDefs for armor. And the hitpoints of the bionic replacements are always the same as their natural counterparts, so as long as I don't raise their hitpoints too I can't do anything about it unfortunately.

    And to the scar fixing: If you have followed the mod you might remember that it actually had an option to fix scars until Alpha 13. But then the assembly didn't get updated anymore and there was no other option to fix scars at that time.  But I'm aware that there are now XML solutions to this problem, so I'll look into that and see if it works as intended.
    Thank you again for all your feedback, I really appreciate it!

    You just don't know how much we appreciate your mod! I pretty much can't play without it now - I hate permanent disabilites too much. So if feedback is needed - we all more than happy to oblige!)

    The part hp and armor problem is a sad reality indeed - A Dog said author mentioned that too - when some people wanted armored cyber wargs. But bionic part that don't bleed is already very good start for robot human)) Can you make parts that literally replace neck and torso, to make unbleeding easy to fix up android?) If you could replace absolutely anything including neck, torso, head etc. you could have your very own Arni Schwarz version in Rimworld))
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Sebastian Cigar on February 25, 2017, 07:34:01 AM
    Quote from: Madman666 on February 25, 2017, 05:43:21 AM
    Can you make parts that literally replace neck and torso, to make unbleeding easy to fix up android?) If you could replace absolutely anything including neck, torso, head etc. you could have your very own Arni Schwarz version in Rimworld))
    You can replace a pawn's natural torso with the Exoskeleton suit "implant".
    And perhaps it would make more sense to turn the Silent Jaw  into Silent Neck or something-- sounds stupid, I know. It's just that I don't see how our jaws control what sounds our larynx makes... without blocking the pharynx completely, that is. But the eating and breathing processes of a silenced pawn are nominal unless hindered by an injury/ailment of some sort, so...
    Other than that, I don't think your idea is viable, atleast for now. Replacing the inner ear, the optic nerve, and brain implanting — I can see how that's done.  You could replace the calvaria (skull cap) or the more vulnerable part of our skull - the occipital bone, the one at the back of your skull, but that'd be just pointless in Rimworld; as it was just stated by the mod author, currently there is no way to define a body part's chance to repel damage. Secondly, Rimworld medics can "set" skull cracks easily, there's no skill requirement for that and there are no consequences of having it set poorly. And lastly, the skull doesn't bleed, so, again, could be a senseless addition at this point. If you want to have your pawns' head tissue made of living metal (WH40k-like, or a-la the Colossus from X-Men) or mechanical stuff similar to what's featured in the newest Ghost in the Shell trailers, then I guess you have to make a mod request, or perhaps visit the Glittertech thread, because that kind of things would seem too futuristic for EPOE. The Glittertech mod already has "Cybernetic" organs that are 2x as efficient.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 25, 2017, 07:39:32 AM
    @Sebastian Cigar

    I am pretty sure that exoskeleton doesn't "replace" torso perse, but just adds bonuses to it and bonuses aren't exactly what I am after. Shots will still hit torso and make it bleed. And torso has the most chance to be hit obviously, so replacing it with something that does not bleed could be a great bonus even if you can't buff health or armor of the part. Same with head really - if a bullet doesn hit ears, eyes, nose or brain - it goes just to "head" and as such makes it bleed. Bionics themselves are already futuristic enough to justify existence of full android pawns.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Sebastian Cigar on February 25, 2017, 03:37:33 PM
    Quote from: Madman666 on February 25, 2017, 07:39:32 AM
    @Sebastian Cigar

    I am pretty sure that exoskeleton doesn't "replace" torso perse, but just adds bonuses to it and bonuses aren't exactly what I am after. Shots will still hit torso and make it bleed. And torso has the most chance to be hit obviously, so replacing it with something that does not bleed could be a great bonus even if you can't buff health or armor of the part. Same with head really - if a bullet doesn hit ears, eyes, nose or brain - it goes just to "head" and as such makes it bleed. Bionics themselves are already futuristic enough to justify existence of full android pawns.
    I've tested it and, actually, it appears that you're absolutely right. The torso still bleeds, and it does not get 'replaced' with the Exoskeleton suit, hah. I never paid much attention to that somehow.
    Well, anyways, I don't believe that this mod will ever feature anything beyond what Adam Jensen's body looks like, that'd be just too much in my opinion.
    Let's see what Ykara thinks of this, though, it's their mod after all. Frankly, I wouldn't mind creating a Frankenstein's (bionic) Monster either.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on February 25, 2017, 08:00:46 PM
    Quote from: Madman666 on February 25, 2017, 05:43:21 AM
    You just don't know how much we appreciate your mod! I pretty much can't play without it now - I hate permanent disabilites too much. So if feedback is needed - we all more than happy to oblige!)

    The part hp and armor problem is a sad reality indeed - A Dog said author mentioned that too - when some people wanted armored cyber wargs. But bionic part that don't bleed is already very good start for robot human)) Can you make parts that literally replace neck and torso, to make unbleeding easy to fix up android?) If you could replace absolutely anything including neck, torso, head etc. you could have your very own Arni Schwarz version in Rimworld))
    Thank you very much, it's nice to know that people still enjoy the mod!
    I already tried to create a bionic torso a long time ago, but there is one fundamental problem: When a bodypart is replaced with a bionic, all bodyparts that are either in or attached to said part are removed. For example if you replace a natural arm with a bionic one, it removes the hand, the fingers and all bones in it. So if you replace the torso, it also removes all the organs, all the bones and all limbs - and that is rather unpractical.
    The solution I came up with is the exoskeleton suit, which works fine the way I intended it to work, but of course can't stop bleeding or provide additional hitpoints.
    It's unfortunate that there are so many restrictions with XML modding. Sebastian Cigar is right, this mod won't feature too many bionics beyond what Adam Jensens body has to offer, because of both the difficulty to add new and complicated mechanisms like going full terminator and my philosophy behind this mod. I wanted to add new possibilities to enhance your colonists, not replace them with robots ^^
    But don't worry, I still have some nice surprises up the sleeve for 2.0, I hope it will be something you like ^^
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 25, 2017, 09:15:30 PM
    Oh so that what the problem was. I figured it was something like autoremoval of parts that attached to target part. Too bad I guess. Bionics still kinda upgrade survivability a bit by not bleeding and also by increased speed, so I'll just be glad we have that)). And I am 100% sure I'll like what you have in store for us!) In fact I am probably more sure I'll like it, then you are))
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: erathia on February 26, 2017, 05:56:19 AM
    Maybe that vancidium was gimmickery, but it was an endgame material and was perfectly balanced to my taste, replacing it with uranium (even at same value per unit) make it less shiny to me, and less work is put into making them, i think at least.

    I tested 2.0 and downgraded to  1.91 after one 8 hour game... sry :/
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 26, 2017, 06:41:45 AM
    Balanced? 50k silver for one spear made from it on a visitor\trader is balanced? You know that you could rob a trader with it, smelt the thing and kit out half of your guys with advanced bionic right? Just one visitor with vancidium coming to your map early game and dying for various reasons could spike your wealth to leave you fighting next raid of 15 people with 3 colonists? Its anything but balanced. don't get me wrong - I liked ridiculous prices and hp on the stuff very much, but potential for exploiting exotic traders with sculptures of this stuff is insane. Thats not what you call balanced.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: erathia on February 26, 2017, 09:25:22 AM
    Did not see the problematic that way...
    Cant we stop the game from generating melee weps from specific stuff?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 26, 2017, 10:47:15 AM
    Quote from: erathia on February 26, 2017, 09:25:22 AM
    Did not see the problematic that way...
    Cant we stop the game from generating melee weps from specific stuff?

    I don't think so... If its listed and recognized as "stuff" you can make things from, they'll pop up in visiting pawns inventories. Raiders and trader guards already can't have spears and other weapons of vancidium because they have fixed maximum money "they can spend" on having weapons and its just not enough to afford it, but since "inventory" items aren't restricted they'll bring it with them from time to time, the way you can encounter golden weapons on traders. But I think I never saw golden items on visitors, so maybe it is possible to restrict them, I don't know.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Trigon on February 28, 2017, 12:58:12 AM
    One of my favorite pawns is still just a guy with a hook hand who does little else than clean, ineptly fire a shotgun at raiders, and then take a swing at them after inevitably missing. I know a lot of people love the serious super bionic soldier folks but I love the fact your mod gives me the option for that sort of stuff. Just wanted to speak out and show my appreciation even though I've had your mod forever I feel I've never actually posted here to say how much I thoroughly enjoy it.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 28, 2017, 06:15:53 AM
    We all have at least one pirate (janitor) with peg leg, hook hand and a golden eye!)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Trigon on February 28, 2017, 11:07:48 AM
    Glad I'm not the only one.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: WhiteGoblin on February 28, 2017, 02:36:15 PM
    Ykara, after reading your above post I wanted to login and thank you personally for your work. This mod is amazing and has greatly extended the lifetime of RimWorld for me. It really should just be part of the default game, it's that good. I love the changes in 2.0 to use Uranium, it makes sense & finally we have a reason to value it. I also love the little things you've thought about like the bionic jaws without voice boxes for abrasive characters, that's a ingenious addition. I posted a rather long tale of a world [link 1 (text) (https://www.reddit.com/r/RimWorld/comments/5trdgc/bob_ross_drugs_a_cyborg_luciferium_penoxycyline/), link 2 (video) (https://www.reddit.com/r/RimWorld/comments/5v9gvn/bob_ross_drugs_tales_of_the_terminators_rimworld/)] though the thing that got Reddit's attention and there for actually became semi-popular for a hot internet second was a screenshot from your mod (https://www.reddit.com/r/RimWorld/comments/5vovtw/rise_of_the_100000_man_cyborg_borg_resistance_is/). The late game expansion work you've done here is impressive & has really kept me playing this alpha far longer than I expected.

    Your comments about not replacing colonists with robots is really interesting to me. The way my current world is going (100+ hours) I've been slowly trying to turn everybody (I keep 20 constant colonists per base) into cyborgs. Before I discovered your mod it was not that hard, I maxed out pretty instantly & recorded the video from above to show off a colony of terminators. Though bored out of my skull with the lack of late game content I discovered your mod and wow! Now I've spent an insanely long time crafting 240 replacement ribs & slowly converting everybody over into at this point Star Trek Borgs. As shown in that screenshot, I have one complete fully upgraded character as per your current version of the mod. Though I'm slowly working my way through to getting everybody that way. I really enjoy how long it takes, I know that sounds odd, but it's late game content, it would be boring if it wasn't a super grind for this type of enhancement. It's not that it needs to be painful to do, but you've got a decent balance established. Long tech trees, very expensive items, and benefits that make some people question the journey in the first place. That's what i'm talking about, that's what every late game content gamer in the world strives for. The insanity they had to go through for that little bit of gain that makes them better then everybody else. It's a drive mechanism in gaming development that I feel you're pretty close to dead on.

    Lore wise, I'm calling in trading caravans every single time I can, moving thousand pile stacks of yayo & flake every transaction, and the problem I have is finding the synthread, hyperweave, & uranium. It's not that I don't have piles and piles of silver to pay for it with. It makes sense in my head that advanced glitterworld tech would totally be dispersed throughout the universe though not be something you can easily meddle with yourself or really always find avaiable. The multiple crafting tables, the inability to produce all the prerequisite items yourself, the long tech tree, it's all where it needs to be. Though personally, and I cannot speak for everybody else out there, but I'd love to see even more stuff added to the late game. I know your philosophy was not to create the Borg of RimWorld but I'd absolutely love to see some monster 100,000 silver, hell 250,000 silver enhancements. Just off the top of my head, being able to take one of those AI cores, put "a character" inside it, then put that AI core inside a full on new robotic body. It would give a second use to the AI cores in the game & would really expand on that late game content again. I added up all the silver it's going to take for the full 20 character borg run and it's like 2.5 million before I gave up nitpicking on how expensive each day is in the game while getting there. The point is, I don't see a problem with this at all or mind the time it's going to take. I love it. I guess what I'm really doing here is asking you to keep an open mind about how far you can push this mod's content. The players are out here, we're waiting to consume your creative output & we deeply appreciate the time you put into it.  :)

    Thank you for everything!

    'Goblin

    Edit: spelling, I should learn how to do that.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on February 28, 2017, 04:41:43 PM
    Told ya people were crazy about your mod, @Ykara))
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: agiber on March 02, 2017, 03:50:05 AM
    @Ykara
    I think this mod is "Classic" and that's why there is silence. "Everything works? So no need to say anything". I personally play Rimworld "with toys" (colonists) and ability to fix my toys is very important.
    To the idea of scar fixing. We have vanilla solution for scars, so please make it more expensive then using luciferium for 5 years or so.
    The other thing I want to say is please look at Mechanite Augmentation mod it is very interesting. IIRC there is eye which increases shooting accuracy, and that decease stuff is great too.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Anxarcule on March 02, 2017, 04:55:51 AM
    @Ykara
    I think I've thanked you a few months ago (a few days after discovering this incredible mod) but let me thank you again!  I play with 20 or so mods and I think that if I had only one to chose it would be yours - it is just so incredibly fun to be able to deck out my colonists in bionic gear!  I haven't played a new colony in a month or so but I'm glad you took vancidium out - it got WAY too tempting to call in exotic traders and kill them if they were carrying vancidium gear - I had one trader with a grand statue and a large statue....  I think after I snagged them I had something like 500 vancidium all together... I even built a few vancidium walls for fun.

    Anyway, can't wait to see what you have in store for 2.0 - you may even force me to start up another colony :)  Keep up the good work!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: katherineironfist on March 04, 2017, 01:06:06 AM
    Hello! I love love love this mod!
    But can someone PLEASE help me?  :'(

    I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

    ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

    thanks in advance!!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Sebastian Cigar on March 04, 2017, 02:22:17 AM
    Quote from: katherineironfist on March 04, 2017, 01:06:06 AM
    Hello! I love love love this mod!
    But can someone PLEASE help me?  :'(

    I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

    ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

    thanks in advance!!
    Hi there
    You cannot craft Cybernetic organs as they are a part of the Glittertech mod which you seem to have installed. There is no recipe for that, you can call in Exotic traders (they usually do have a couple of those in my games) or dissect a raiding Commando. EPOE only includes Surrogate and Synthetic organs which are craftable.
    As for the green/blue prosthetics, I think these two mods are kind of conflicting, no matter the load order -- I'm using Glittertech aswell.
    puu.sh/utwlt/920679c8c8.jpg - as you can see here, there are two variants of an Advanced bionic arm.
    You can spawn both with 'try place thing' in the debug actions menu (Esc -> options -> enable Development mode -> the leftmost gear w/ triangle icon on your new sidebar at the top of your screen), and you can also slap them directly on your pawns with Add Hediff -> Verse.Hediff_AddedPart. Don't forget that they're attached to the shoulder, not just the arm.
    If you do open the dev menu, you'll be able to see that the augmentations from the two mods are listed in two separate columns, even though they have the same names.
    You can only craft the EPOE version of the augs, the GT counterparts (the stronger ones) are obtainable from traders (click on the info button in the barter menu to make sure that you're buying the right one. EPOE: +30%, GT: +100%) or harvestable from downed hostiles... or visitors from Orion Corp. Not sure about that one, I've only ever seen them with their Exoskeletonsâ„¢.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Regar on March 04, 2017, 05:21:45 AM
    What can i do with synthetic skin ?

    i have build 2 but i dont have new operation options available.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: jackkacperek on March 04, 2017, 07:55:46 AM
    Hello! I have question: Is this possible to harvest healthy eyes from prisoners? I think it was possible on earlier version,but i can't find it now. (and by earlier version i mean A12,13,14...)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Sebastian Cigar on March 04, 2017, 08:24:30 AM
    Quote from: Regar on March 04, 2017, 05:21:45 AM
    What can i do with synthetic skin ?

    i have build 2 but i dont have new operation options available.

    Synthetic skin used to be a sort of a graft tissue that you could apply to old scars. That operation is no longer available in game because the author deemed it unrealistic to use necrosis-ridden crap mixed with advanced textiles for scar treatment, which makes sense in my opinion. The item was kept for bug avoidance purposes and- uhhh, just sell it.

    Quote from: jackkacperek on March 04, 2017, 07:55:46 AM
    Hello! I have question: Is this possible to harvest healthy eyes from prisoners? I think it was possible on earlier version,but i can't find it now. (and by earlier version i mean A12,13,14...)

    Yes, it is. Could you attach a screenshot of your prisoner's health tab? You should be able to find "Harvest left/right eye" in the 'Operations' sub-menu.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: jackkacperek on March 04, 2017, 09:01:48 AM
    Quote from: Sebastian Cigar on March 04, 2017, 08:24:30 AM
    Quote from: Regar on March 04, 2017, 05:21:45 AM
    What can i do with synthetic skin ?

    i have build 2 but i dont have new operation options available.

    Synthetic skin used to be a sort of a graft tissue that you could apply to old scars. That operation is no longer available in game because the author deemed it unrealistic to use necrosis-ridden crap mixed with advanced textiles for scar treatment, which makes sense in my opinion. The item was kept for bug avoidance purposes and- uhhh, just sell it.

    Quote from: jackkacperek on March 04, 2017, 07:55:46 AM
    Hello! I have question: Is this possible to harvest healthy eyes from prisoners? I think it was possible on earlier version,but i can't find it now. (and by earlier version i mean A12,13,14...)

    Yes, it is. Could you attach a screenshot of your prisoner's health tab? You should be able to find "Harvest left/right eye" in the 'Operations' sub-menu.

    Okay, i found the issue.By accident, i installed this EPOE (from Ykara) and Hardcore EPOE (from Rah). I uninstalled Rah version and now everything works fine!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Der Failer on March 04, 2017, 01:19:23 PM
    About EPOE 2: First of all, i like the change from Vancidium to energized components and "new" workbench recipe structure makes a lot more sense IMHO. So well done. :)

    However one thing about the energized components. Since crafting them takes a good bit, it would be a nice to change them to use the same Unfinished state as normal components. Or just shorten the crafting time. ;)

    Also all upgrade recipe descriptions still mention Vancidium and Synthetic skin says something about human leather, but don't require any.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on March 04, 2017, 05:54:39 PM
    Thank you all so much for your kind comments and the constructive feedback as well as your suggestions!

    Quote from: Der Failer on March 04, 2017, 01:19:23 PM
    About EPOE 2: First of all, i like the change from Vancidium to energized components and "new" workbench recipe structure makes a lot more sense IMHO. So well done. :)

    However one thing about the energized components. Since crafting them takes a good bit, it would be a nice to change them to use the same Unfinished state as normal components. Or just shorten the crafting time. ;)

    Also all upgrade recipe descriptions still mention Vancidium and Synthetic skin says something about human leather, but don't require any.
    Thank you, energized components now use the unfinished item, I don't know why I have never noticed that! And the descriptions are already fixed, 2.0 isn't really polished yet, but it will be once A17 hits!

    Quote from: Regar on March 04, 2017, 05:21:45 AM
    What can i do with synthetic skin ?

    i have build 2 but i dont have new operation options available.
    Oops, forget about Synthetic Skin, you are not even supposed to have the option to craft it, I readded it by accident to 1.91, it doesn't have any use right now. I'll silent-patch it out ^^

    Quote from: katherineironfist on March 04, 2017, 01:06:06 AM
    Hello! I love love love this mod!
    But can someone PLEASE help me?  :'(

    I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

    ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

    thanks in advance!!
    Yep, that's EPOE and Glittertech "conflicting". Even though they don't cause any technical problems when activated together, I would still recommend Glittertech's No-Surgery-Version if you plan to use EPOE too, it is much less confusing ^^

    Quote from: agiber on March 02, 2017, 03:50:05 AM
    @Ykara
    I think this mod is "Classic" and that's why there is silence. "Everything works? So no need to say anything". I personally play Rimworld "with toys" (colonists) and ability to fix my toys is very important.
    To the idea of scar fixing. We have vanilla solution for scars, so please make it more expensive then using luciferium for 5 years or so.
    The other thing I want to say is please look at Mechanite Augmentation mod it is very interesting. IIRC there is eye which increases shooting accuracy, and that decease stuff is great too.
    This is indeed a balance problem, luciferium would be less appealing if there were cheaper and more risk-free alternatives. I will look into that and then decide if I should add it back in.

    Quote from: Madman666 on February 28, 2017, 04:41:43 PM
    Told ya people were crazy about your mod, @Ykara))
    ::) ;D

    Quote from: WhiteGoblin on February 28, 2017, 02:36:15 PM
    Ykara, after reading your above post I wanted to login and thank you personally for your work. This mod is amazing and has greatly extended the lifetime of RimWorld for me. It really should just be part of the default game, it's that good. I love the changes in 2.0 to use Uranium, it makes sense & finally we have a reason to value it. I also love the little things you've thought about like the bionic jaws without voice boxes for abrasive characters, that's a ingenious addition. I posted a rather long tale of a world [link 1 (text) (https://www.reddit.com/r/RimWorld/comments/5trdgc/bob_ross_drugs_a_cyborg_luciferium_penoxycyline/), link 2 (video) (https://www.reddit.com/r/RimWorld/comments/5v9gvn/bob_ross_drugs_tales_of_the_terminators_rimworld/)] though the thing that got Reddit's attention and there for actually became semi-popular for a hot internet second was a screenshot from your mod (https://www.reddit.com/r/RimWorld/comments/5vovtw/rise_of_the_100000_man_cyborg_borg_resistance_is/). The late game expansion work you've done here is impressive & has really kept me playing this alpha far longer than I expected.

    Your comments about not replacing colonists with robots is really interesting to me. The way my current world is going (100+ hours) I've been slowly trying to turn everybody (I keep 20 constant colonists per base) into cyborgs. Before I discovered your mod it was not that hard, I maxed out pretty instantly & recorded the video from above to show off a colony of terminators. Though bored out of my skull with the lack of late game content I discovered your mod and wow! Now I've spent an insanely long time crafting 240 replacement ribs & slowly converting everybody over into at this point Star Trek Borgs. As shown in that screenshot, I have one complete fully upgraded character as per your current version of the mod. Though I'm slowly working my way through to getting everybody that way. I really enjoy how long it takes, I know that sounds odd, but it's late game content, it would be boring if it wasn't a super grind for this type of enhancement. It's not that it needs to be painful to do, but you've got a decent balance established. Long tech trees, very expensive items, and benefits that make some people question the journey in the first place. That's what i'm talking about, that's what every late game content gamer in the world strives for. The insanity they had to go through for that little bit of gain that makes them better then everybody else. It's a drive mechanism in gaming development that I feel you're pretty close to dead on.

    Lore wise, I'm calling in trading caravans every single time I can, moving thousand pile stacks of yayo & flake every transaction, and the problem I have is finding the synthread, hyperweave, & uranium. It's not that I don't have piles and piles of silver to pay for it with. It makes sense in my head that advanced glitterworld tech would totally be dispersed throughout the universe though not be something you can easily meddle with yourself or really always find avaiable. The multiple crafting tables, the inability to produce all the prerequisite items yourself, the long tech tree, it's all where it needs to be. Though personally, and I cannot speak for everybody else out there, but I'd love to see even more stuff added to the late game. I know your philosophy was not to create the Borg of RimWorld but I'd absolutely love to see some monster 100,000 silver, hell 250,000 silver enhancements. Just off the top of my head, being able to take one of those AI cores, put "a character" inside it, then put that AI core inside a full on new robotic body. It would give a second use to the AI cores in the game & would really expand on that late game content again. I added up all the silver it's going to take for the full 20 character borg run and it's like 2.5 million before I gave up nitpicking on how expensive each day is in the game while getting there. The point is, I don't see a problem with this at all or mind the time it's going to take. I love it. I guess what I'm really doing here is asking you to keep an open mind about how far you can push this mod's content. The players are out here, we're waiting to consume your creative output & we deeply appreciate the time you put into it.  :)

    Thank you for everything!

    'Goblin
    Wow! Thank you for your extensive feedback! I'm glad you enjoy the mod that much! The screenshot is really cool, too, could I use it as a preview pic for the steam version? It just captures the whole idea of this mod so perfectly!
    And about your suggestion, installing AI cores was always planned, but somehow I never implemented it (there actually is a recipe for it somewhere in the code, but it's commented out). I will add it for 2.0, although I'm not exactly sure how. Your idea of putting a character in it is very interesting, but hard to implement, I'll see what I can come up with!
    2.0 will also introduce some new high tech parts, so you can look forward to that ^^
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: WhiteGoblin on March 04, 2017, 08:01:27 PM
    Quote from: Ykara on March 04, 2017, 05:54:39 PM
    Wow! Thank you for your extensive feedback! I'm glad you enjoy the mod that much! The screenshot is really cool, too, could I use it as a preview pic for the steam version? It just captures the whole idea of this mod so perfectly! And about your suggestion, installing AI cores was always planned, but somehow I never implemented it (there actually is a recipe for it somewhere in the code, but it's commented out). I will add it for 2.0, although I'm not exactly sure how. Your idea of putting a character in it is very interesting, but hard to implement, I'll see what I can come up with! 2.0 will also introduce some new high tech parts, so you can look forward to that ^^

    Absolutely you can, I'd probably just cut off or black out the ArsRimWorld graphic I put at the bottom unless you're a member of that community too. I only put it there so people from Arstechnica would get a laugh out of it when they saw it on the subreddit. That would be a cool place to put your own logo as there's nothing really down there in the picture. You're more then welcome to do anything you want with that image, consider it yours. Also I cannot wait to see what you've got in store for us! I'm very excited! Thank you again for everything you do! :)

    'Goblin

    Edits: I should learn how to use English.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Madman666 on March 04, 2017, 08:43:30 PM
    Wow, even more news parts! This is just sooo awesome)) Now I just can't wait for full 2.0!)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: WhiteGoblin on March 06, 2017, 08:38:41 PM
    Getting closer and closer to finishing my Borg colony run. (now 22 strong) I'd guestimate I'm about 75% there on crafting every last part for the full conversion. While not yet complete, I managed to just catch this moment live & turned it into a gif for everybody to see the power! Ten Melee Cyborgs versus Fifty Man Tribal Raid (10v50) (https://i.imgur.com/YS5q4JQ.gifv) (reddit (https://www.reddit.com/r/RimWorld/comments/5xxddm/ten_melee_cyborgs_versus_fifty_man_tribal_raid/)). What a moment, it's stuff like that which makes the hundreds of hours & 2.5+ million silver investment worth it.  ;D
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: katherineironfist on March 07, 2017, 04:26:41 PM
    Quote from: Sebastian Cigar on March 04, 2017, 02:22:17 AM
    Quote from: katherineironfist on March 04, 2017, 01:06:06 AM
    Hello! I love love love this mod!
    But can someone PLEASE help me?  :'(

    I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

    ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

    thanks in advance!!
    Hi there
    You cannot craft Cybernetic organs as they are a part of the Glittertech mod which you seem to have installed. There is no recipe for that, you can call in Exotic traders (they usually do have a couple of those in my games) or dissect a raiding Commando. EPOE only includes Surrogate and Synthetic organs which are craftable.
    As for the green/blue prosthetics, I think these two mods are kind of conflicting, no matter the load order -- I'm using Glittertech aswell.
    puu.sh/utwlt/920679c8c8.jpg - as you can see here, there are two variants of an Advanced bionic arm.
    You can spawn both with 'try place thing' in the debug actions menu (Esc -> options -> enable Development mode -> the leftmost gear w/ triangle icon on your new sidebar at the top of your screen), and you can also slap them directly on your pawns with Add Hediff -> Verse.Hediff_AddedPart. Don't forget that they're attached to the shoulder, not just the arm.
    If you do open the dev menu, you'll be able to see that the augmentations from the two mods are listed in two separate columns, even though they have the same names.
    You can only craft the EPOE version of the augs, the GT counterparts (the stronger ones) are obtainable from traders (click on the info button in the barter menu to make sure that you're buying the right one. EPOE: +30%, GT: +100%) or harvestable from downed hostiles... or visitors from Orion Corp. Not sure about that one, I've only ever seen them with their Exoskeletonsâ„¢.

    Hi! thanks for the reply. I have figured it out. I feel so so silly. thanks for the help!
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: lukamandicdl on March 09, 2017, 06:27:00 AM
    Hello, i love your mod, just wanna report something you missed in 2.0: you forgot to put in <researchPrerequisite>AdvancedBionics</researchPrerequisite> after lowering the workbench count to 4. Ty again for everything =)
    Title: Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    Post by: jonbrant on March 09, 2017, 10:48:58 PM
    Quote from: dareddevil7 on February 19, 2015, 07:25:10 PM
    Quote from: elStrages on February 19, 2015, 06:38:52 PM
    Quote from: dareddevil7 on February 19, 2015, 06:12:55 PM
    Quote from: elStrages on February 19, 2015, 06:00:14 PM
    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen

    Haha true, you can make Adam Jenson, although this mod has a hook hand! *idea steal* ;)
    How To Make Your Own Adam Jensen In 5 "Easy" Steps!
    Step 1. Get a prosthophobe, Male
    Step 2. Have  him get horribly injured in battle
    Step 3. Give him ALL THE IMPLANTS!!!
    Step 4. Go into \Mods\Core\Defs\ThoughtDefs, go into Thoughts_ConditionsSpecial, find the prosthophobe thought code and change description to "I never asked for this"
    Step 5. Enjoy having your own Adam Jensen, who never asked for this
    I laughed WAY too hard at this
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: robotguy4 on March 11, 2017, 06:02:00 PM
    Is there a possibility of adding prosthetic fingers?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: That_Axe on March 12, 2017, 05:22:51 AM
    Hi. Awesome mod, first of all!

    I have a question. I have some pawns with torso cars that is causing them pain. I made some synthetic skin to remove their debuff but it seems there is no option to install them. After googling a bit according to a reddit thread it removed a few patches ago but somehow you can still craft it.

    If so is there any way to remove torso scars?

    I am playing with version 2.0
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: Ykara on March 12, 2017, 09:27:18 AM
    Quote from: Madman666 on March 04, 2017, 08:43:30 PM
    Wow, even more news parts! This is just sooo awesome)) Now I just can't wait for full 2.0!)
    Thank you!

    Quote from: WhiteGoblin on March 06, 2017, 08:38:41 PM
    Getting closer and closer to finishing my Borg colony run. (now 22 strong) I'd guestimate I'm about 75% there on crafting every last part for the full conversion. While not yet complete, I managed to just catch this moment live & turned it into a gif for everybody to see the power! Ten Melee Cyborgs versus Fifty Man Tribal Raid (10v50) (https://i.imgur.com/YS5q4JQ.gifv) (reddit (https://www.reddit.com/r/RimWorld/comments/5xxddm/ten_melee_cyborgs_versus_fifty_man_tribal_raid/)). What a moment, it's stuff like that which makes the hundreds of hours & 2.5+ million silver investment worth it.  ;D
    Wow! This is amazing! Must have taken a lot of time to cut out all the paused frames! Looks great!

    Quote from: lukamandicdl on March 09, 2017, 06:27:00 AM
    Hello, i love your mod, just wanna report something you missed in 2.0: you forgot to put in <researchPrerequisite>AdvancedBionics</researchPrerequisite> after lowering the workbench count to 4. Ty again for everything =)
    Thanks! Could you point out where exactly I missed it? I can't find it.

    Quote from: robotguy4 on March 11, 2017, 06:02:00 PM
    Is there a possibility of adding prosthetic fingers?
    I could, but I am not going to. You already have bionic hands and I don't want to add "unnecessary" clutter to the mod. Of course, fingers are not completely useless, but they aren't important enough to justify 5, or even one new part in my opinion.

    Quote from: That_Axe on March 12, 2017, 05:22:51 AM
    Hi. Awesome mod, first of all!

    I have a question. I have some pawns with torso cars that is causing them pain. I made some synthetic skin to remove their debuff but it seems there is no option to install them. After googling a bit according to a reddit thread it removed a few patches ago but somehow you can still craft it.

    If so is there any way to remove torso scars?

    I am playing with version 2.0
    Synthethic skin is a bug, yes. At this time there is no option to fix scars with EPOE, but who knows, maybe there will be one :)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.91 & 2.0 (19.2.2017)
    Post by: lukamandicdl on March 12, 2017, 01:18:00 PM
    Quote from: Ykara on March 12, 2017, 09:27:18 AM
    Quote from: lukamandicdl on March 09, 2017, 06:27:00 AM
    Hello, i love your mod, just wanna report something you missed in 2.0: you forgot to put in <researchPrerequisite>AdvancedBionics</researchPrerequisite> after lowering the workbench count to 4. Ty again for everything =)
    Thanks! Could you point out where exactly I missed it? I can't find it.

    Haha, you are a funny man, it's your mod =P

    Go under RecipeDefs -> Recipe_upgrading station

    <RecipeDef Abstract="True" Name="RecipeAdvancedProsthesis">
          <workSpeedStat>SmithingSpeed</workSpeedStat>
          <soundWorking>EPOEAssembling</soundWorking>
          <unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>
          <workSkill>Crafting</workSkill>
          <workAmount>10000</workAmount>
          <researchPrerequisite>AdvancedBionics</researchPrerequisite>
          <skillRequirements>
             <li>
                <skill>Crafting</skill>
                <minLevel>10</minLevel>
             </li>
          </skillRequirements>
          <recipeUsers>
             <li>TableBionics</li>
          </recipeUsers>
       </RecipeDef>


    Thank you again for everything ^^ Just started playing the game a week ago and when i found about this mod i went bazookas, got about 50% bionic parts on every pawn, just few exoskeleton suits since daaamn its hard to find uranium. Is there even a trader that sells it?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Ykara on March 14, 2017, 06:28:10 PM
    Quote from: lukamandicdl on March 12, 2017, 01:18:00 PM
    Haha, you are a funny man, it's your mod =P

    - cropped -

    Thank you again for everything ^^ Just started playing the game a week ago and when i found about this mod i went bazookas, got about 50% bionic parts on every pawn, just few exoskeleton suits since daaamn its hard to find uranium. Is there even a trader that sells it?
    Oh, I didn't look there! Thank you, I've fixed it! And good question, I have to take a look at the traders, if no one sells uranium, I would have to change that. Thanks again!




    Update 1.92 - Spanish Translation!
    Hey there!
    I justed wanted to release a quick update, because the wonderful Inquisidor58 has translated this mod to Spanish!
    I've also fixed some bugs, for example the non-working clavicle. I forgot to put in some defs, so you couldn't actually install it, but now it all works as intended.
    Maybe there will be a new 2.0 preview version soon to show you some of the new features and parts, so stay tuned!
    Have fun!

    Changes:
    *  Added a Spanish Translation! (HUGE thanks to Inquisidor58!)
    *  The Artifical Clavicle now actually works as intended
    *  Removed the option to craft synthethic skin
    *  Updated Chinese Translation
    *  Some minor updates to the German translation
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: lukamandicdl on March 14, 2017, 06:45:57 PM
    Ola, just finished checking it and no trader is selling uranium by default. Some got a negligible chance of selling very little of it but its close to nothing. A quick google search shows that Tynan removed uranium from traders in alpha 12 or something because vanilla barely needs any.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Madman666 on March 14, 2017, 07:51:54 PM
    Exotic traders often have uranium sculptures, which yield a lot of it. You can also stumble upon it while deep-mining (chances are low though and amount are also smallish). And I think you can buy decent amounts when sending caravans to friendly towns. But having a bit more of it on bulk goods and exotic ships could be nice.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: JABBA2000 on March 16, 2017, 11:24:33 AM
    I know this has been asked like 100 times but is there a way you can add that lets you get regular body parts. Like harvesting a leg, arm, foot,hand, ear and so on from a prisoner. I dont like giving my colonists prosthetic arms and legs and when i try the install a peg leg or hook arm thing i get lynx meat. So is there a way to get them in any other way other than cheating them in?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Trigon on March 16, 2017, 05:45:20 PM
    You can harvest ears. Harvesting arms and legs was removed for balance reasons.

    And uhhhh. What do you mean by you get lynx meat? I think that might be some mod interaction shenanigans.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: JABBA2000 on March 17, 2017, 09:42:06 AM
    Yea  its some mod bs going on. Installed a peg leg for hope of getting a regular leg back and got 4 lynx meat lol. I dont know whats going on. A mod maybe changed the cod or something. I think it would be good being able to harvest arms and legs only after researching it. And it would only work on a medical bed. I hope its added back.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Sebastian Cigar on March 19, 2017, 01:47:43 PM
    Hey, I noticed something long ago but didn't bother reporting it for some reason; constructing a basic prosthetics workbench takes 0 work, once all the resources are gathered at the blueprint, it is built instantly.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Xybb on March 22, 2017, 08:07:41 AM
    Is it only me or does this mod mess up the research screen? The research nodes in the early parts of the research tree are just cluttered around, which kinda puts me off on using this mod.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Pinkstache on March 22, 2017, 03:34:27 PM
    Quote from: Xybb on March 22, 2017, 08:07:41 AM
    Is it only me or does this mod mess up the research screen? The research nodes in the early parts of the research tree are just cluttered around, which kinda puts me off on using this mod.
    A mod like Organized Research Tab should fix that issue I think. But if it doesn't you could always just get a mod that gives back the old research tab that is a nice clean list.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Xybb on March 22, 2017, 06:38:11 PM
    Thank you =). That will help.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Parsival on March 26, 2017, 09:00:41 AM
    Why cant I smelt Vancidum weapons in the electric smelter to get vancidium?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: DoomAngelBlade on March 26, 2017, 04:45:23 PM
    Question.
    WHY THE FUCK
    I NEED
    TO
    OPERATE SOMEONE
    TO INSTALL
    AN


    EYE PATCH!?

    I start with TRIBE PEOPLE

    AND GUESS WHAT
    I CAN'T DO IT.
    MY Medicine 10 DOCTOR FAILED 2 times at installing it!

    Edit:
    Fuck this.
    https://i.redditmedia.com/Z1HYVP627yj0YbDjJXxRIbtnGLK-QK3LQH2r4IwCVH0.png?w=1024&s=ff537e592950f4dd892357240500c699

    Minor fail occured.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Madman666 on March 26, 2017, 05:39:56 PM
    Ahahah, and thats Rimworld for you - no eyepatches without using a scalpel)) But beheading a person, while trying to strap an eyepatch on? Just wow)) I agree that this shouldn't be an operation at all yeah) But otherwise after updating to A16 - you actually aren't supposed to operate on anyone without glitterwolrd medicine. Like at ALL. Otherwise it'll become an execution instead of operation.

    That just cracked me up so much)) God, this game is hilarious.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Jdalt40 on March 28, 2017, 03:56:20 AM
    Without it being an operation, your colonist would still count as "disfigured" so they will still get a social debuff
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Marsmen on March 29, 2017, 11:22:26 AM
    Is it only me or u too need 20 golds not only 1 how is it writen in electric smelter ?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: BlackSmokeDMax on March 29, 2017, 01:00:50 PM
    Quote from: Marsmen on March 29, 2017, 11:22:26 AM
    Is it only me or u too need 20 golds not only 1 how is it writen in electric smelter ?

    In pretty much all bill details you should see a note about small items needing 20x the amount. Think small items are: silver, gold, and jade. Not sure, but may be forgetting some as well.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Marsmen on March 29, 2017, 01:33:42 PM
    Thanks i know about that 20x multiplier for (rare) material i just didnt knew if it was in this mode too because needing soo much gold was like : Well how am i suposed to have always something in storage.
    But still thanks for better explaniton.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: DoomAngelBlade on March 29, 2017, 03:54:25 PM
    TO mod creator: Make all really SIMPLE operations to be 100% success
    Like the eye patch gives +500% surgery operation chance when operated with or something like that.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Madman666 on March 29, 2017, 04:26:55 PM
    Quote from: DoomAngelBlade on March 29, 2017, 03:54:25 PM
    TO mod creator: Make all really SIMPLE operations to be 100% success
    Like the eye patch gives +500% surgery operation chance when operated with or something like that.

    It will lead to harvesting abuse, with people replacing prisoner's eyes with patches, getting organs without penalties to mood and a chance to fail.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Maveric on April 03, 2017, 11:50:06 AM
    Quote from: Madman666 on March 29, 2017, 04:26:55 PM
    Quote from: DoomAngelBlade on March 29, 2017, 03:54:25 PM
    TO mod creator: Make all really SIMPLE operations to be 100% success
    Like the eye patch gives +500% surgery operation chance when operated with or something like that.

    It will lead to harvesting abuse, with people replacing prisoner's eyes with patches, getting organs without penalties to mood and a chance to fail.

    Seemingly simple fix would be a conditional to check if the eye exists and/or don't have the eye automatically be removed for the eyepatch; ditto with the peg leg, etc; if you've already removed the leg it shouldn't (in theory) be a huge deal to strap on a peg leg. I would ratchet that *way* down for things like bionics since you'd probably need to do some interfacing between nerve endings and bionic circuitry.

    Whether or not this is actually feasible in a mod, I have no clue.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: JustALittleCrazyTalk on April 05, 2017, 02:44:27 PM
    Apologies if this has been brought up before, I can't figure out how to search the thread.

    The uranium cost to energized components is absurd. It ends up taking 180 Uranium (A reactor is just 150!) to make a single advanced bionic eye. Given that I'm on the 2.0 release I'm wondering if that was even intentional though? that x20 multiplier is being applied by the component bench.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: East on April 12, 2017, 08:35:33 AM
    how to make AI chip EPOE 2.0?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Man_Jones on April 12, 2017, 12:58:29 PM
    Ok so I read up that you can't harvest limbs anymore in this mod and I understand the reasons. However I am wondering why can you even buy natural limbs if you cannot use them on people?
    Oh and what is the use of the synthetic skin as the only thing I can find a use for it is as a trade good?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Dylbot on April 18, 2017, 08:12:10 PM
    Hey, I love your mod. It's extremely helpful and makes the game more fun, especially late game when you can make some badass super soldiers :D
    But I'm writing this because I'd like to report a possible bug when I installed the mod.
    So I had a save going already before using the mod, some of my colonists had bionic body parts etc.
    After I installed the mod everything seemed fine, but I noticed two of my characters would refuse to fight, no matter what, not even melee.
    And I noticed that both these colonists had one Bionic Leg and one Simple Prosthetic Arm each. (This also caused the game to occasionally crash)
    So after noticing that I decided to remove both body parts and then put them both back on, and that fixed the characters, they could both fight after that and no more crashes.
    I had another character that had a Simple Prosthetic Arm and no Bionic legs and he could still fight normally.

    Anyways, I'm not sure if this has already been reported but I just thought I'd let you know anyways.
    (I know when adding game changing mods it's better to make a new save to stop problems like this but yeah :p)
    Thanks for the great mod though, and keep up the good work! :)
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Modo44 on April 20, 2017, 12:24:25 PM
    Quote from: Madman666 on March 29, 2017, 04:26:55 PM
    Quote from: DoomAngelBlade on March 29, 2017, 03:54:25 PM
    TO mod creator: Make all really SIMPLE operations to be 100% success
    Like the eye patch gives +500% surgery operation chance when operated with or something like that.

    It will lead to harvesting abuse, with people replacing prisoner's eyes with patches, getting organs without penalties to mood and a chance to fail.
    Because the system is missing an additional stage. Replacing an organ should be two separate operations: Taking the previous one out, then installing the new one. Both with separate med costs, and success calculations. That way yeah, adding an eye patch is a guaranteed success, but taking the eye out is a separate matter entirely.
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: ChairmanPoo on April 20, 2017, 04:40:58 PM
    Hello, is 2.0 sneak peek getting updated?
    Title: Re: [A16] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (14.3.2017)
    Post by: Ykara on May 13, 2017, 03:24:25 PM
    Quote from: ChairmanPoo on April 20, 2017, 04:40:58 PM
    Hello, is 2.0 sneak peek getting updated?
    Yes! And oh boy, it's a big update! I've just released it here and I will upload it on Steam as soon as I have figured out how I can upload it as a seperate mod, so give it a try! It's only available for Alpha 17 though!

    Preview Version 2.0 - A New Beginning!
    I've been away for quite some time, because I've been playing Mass Effect Andromeda and then kinda lost all interest in video games, but now I'm back!
    I have been working on this update for quite some time, so it's pretty extensive and has a lot of new features, like A WHOLE NEW TIER OF PARTS! Glitterworld Parts are even more advanced than Advanced Bionic Parts and can only be obtained through traders. These parts are implants for healthy body parts, for example a cornea implant for sharpshooters, muscle stimulators or 5 different sets of auxiliary AIs that help your pawns do their job! So instead of for example training your doctors, you can now put an AI into their brain that tells them how to correctly apply an eyepatch without removing two kidneys! Great, isn't it?
    But there are also numerous other changes, for example mending scars is back! But there is one bug I'd like to fix, because it is now possible to just mend scars in the brain, making brain stimulators obsolete. So if someone could tell me how the exclude brains, I'd be incredibly grateful!
    Also, it's now possible to put AI persona cores in the head of your colonists! Because what could possibly go wrong? If you feel like that's a good idea, do it, but on your own risk!

    Changes:
    *  Restructured the workbenches and condensed them to 4
    *  Added a whole new range of new and even more advanced implants: Glitterworld Parts!
    *  Readded the option to mend scars!
    *  Removed Vancidium and replaced it with Uranium
    *  Replaced advanced components with energized components
    *  Added the option to install AI persona cores
    *  AI-Chip and Brain Stimulator are now implants
    *  Energized components now have an unfinished item
    *  Adjusted countless market values
    *  Finally renamed the artificial heart to synthetic heart

    Have fun!

    Edit: It's on Steam! Get it here (http://steamcommunity.com/sharedfiles/filedetails/?id=925130745)!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: kurus on May 15, 2017, 01:34:37 PM
    Great work! Keep it updated! I like new changes. Already played it with Alpha 17.

    However. Research menu looks bad. A17.1536.
    https://i.imgur.com/dkPC1vA.jpg (https://i.imgur.com/dkPC1vA.jpg)
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 16, 2017, 05:12:33 PM
    Quote from: kurus on May 15, 2017, 01:34:37 PM
    Great work! Keep it updated! I like new changes. Already played it with Alpha 17.

    However. Research menu looks bad. A17.1536.
    https://i.imgur.com/dkPC1vA.jpg (https://i.imgur.com/dkPC1vA.jpg)
    Thanks ^^
    And yes, "bad" is an understatement, it looks absolutely horrible. I personally use the Organized Research Tab  (https://ludeon.com/forums/index.php?topic=31083.0)mod from Lazevedo, because I don't know if it's possible to fix the research menu any other way. Every tip on how it is done is appreciated!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Joedox on May 20, 2017, 03:32:41 PM
    Hello,

    Why not put the same color of health improvements on object boxes.
    As below:

    (http://i.imgur.com/ga7ZEat.jpg)

    Ps: Would it be possible to find another graphic for energized components? Personally this one I do not like it.

    @ +
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 20, 2017, 07:45:28 PM
    Quote from: Joedox on May 20, 2017, 03:32:41 PM
    Hello,

    Why not put the same color of health improvements on object boxes.
    As below:

    -snip-

    Ps: Would it be possible to find another graphic for energized components? Personally this one I do not like it.

    That's actually a great idea, why did I never think about it? Yep, maybe I'll do that, thanks for the suggestion!
    And about the component texture, what exactly bothers you? I kinda like it, but I must agree that there is definitely room for improvement.
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Joedox on May 21, 2017, 02:04:34 AM
    Hello,

    I do not think it looks like components.

    In the game the red part looks like powder in a box.

    I made the following pictures (but they do not correspond with the graphics of the game):

    (http://i.imgur.com/eVa16KT.png)  (http://i.imgur.com/UVaRHKO.png)

    Otherwise here are the texture for the different health improvements:

    (http://i.imgur.com/ezjEunJ.png)  (http://i.imgur.com/UUoqX7r.png)  (http://i.imgur.com/APZ0wEf.png)  (http://i.imgur.com/s8wZ3Ja.png)  (http://i.imgur.com/3pmki9o.png) 

    @ +
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: FrozenSnowFox on May 21, 2017, 04:52:29 AM
    Quote from: Ykara on May 16, 2017, 05:12:33 PM
    Thanks ^^
    And yes, "bad" is an understatement, it looks absolutely horrible. I personally use the Organized Research Tab  (https://ludeon.com/forums/index.php?topic=31083.0)mod from Lazevedo, because I don't know if it's possible to fix the research menu any other way. Every tip on how it is done is appreciated!

    You can change the position of research projects by using X and Y coordinates on each research project def.  Unfortunately even if you do that it might not fit nicely in with existing research or other mods if you need to add half a dozen research projects.  Organised Research is the best way to fix it and I'm surprised it wasn't implemented into the game with A17.  Anyway X is horizontal and Y is vertical on the research tree.  You'll probably need to screw around entering and exiting the game to get positioning right.

    <researchViewX>0</researchViewX>
    <researchViewY>0</researchViewY>
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 21, 2017, 07:13:31 AM
    Quote from: Joedox on May 21, 2017, 02:04:34 AM
    Hello,

    I do not think it looks like components.

    In the game the red part looks like powder in a box.

    I made the following pictures (but they do not correspond with the graphics of the game):

    (http://i.imgur.com/eVa16KT.png)  (http://i.imgur.com/UVaRHKO.png)

    Otherwise here are the texture for the different health improvements:

    (http://i.imgur.com/ezjEunJ.png)  (http://i.imgur.com/UUoqX7r.png)  (http://i.imgur.com/APZ0wEf.png)  (http://i.imgur.com/s8wZ3Ja.png)  (http://i.imgur.com/3pmki9o.png) 

    @ +
    I have now implemented your idea, thanks for the idea!
    And about the component texture, I've taken your suggestion (thanks for that!) and merged it with the old one, now it looks like this:

    (http://www.mediafire.com/convkey/d259/6ai16ii4361d618zg.jpg)

    I like it, especially because of the green color, which makes sense considering it's made out of uranium. What do you think?

    Quote from: FrozenSnowFox on May 21, 2017, 04:52:29 AM
    You can change the position of research projects by using X and Y coordinates on each research project def.  Unfortunately even if you do that it might not fit nicely in with existing research or other mods if you need to add half a dozen research projects.  Organised Research is the best way to fix it and I'm surprised it wasn't implemented into the game with A17.  Anyway X is horizontal and Y is vertical on the research tree.  You'll probably need to screw around entering and exiting the game to get positioning right.

    <researchViewX>0</researchViewX>
    <researchViewY>0</researchViewY>
    Wow, Thank you very much, I didn't know that that's possible! Although it seems like a real pain in the ass to fit them in with the vanilla research projects, but I'll definitely give it a try. Thanks!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Orpheus on May 21, 2017, 07:37:24 AM
    Rather than fiddling with X and Y, there is also a mod which simply abolishes the research tree and restores it to the list format used prior to A16.  It's available from Steam, not sure if it's on these forums or not.  I think it's called Research List.  Probably hasn't been updated for A17 yet, but I would think it would be pretty simple to do so (if it even needs updating - I don't know what has changed in coding terms, you might not need to change it at all)
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Joedox on May 21, 2017, 09:56:12 AM
    Hello,

    I do not understand the gray part of the texture.

    (http://i.imgur.com/6i174Yf.png)

    (http://i.imgur.com/aURMDyp.jpg)

    (http://i.imgur.com/qpzoTY2.png)

    Otherwise I will attach the textures to you in higher resolution, will be easier for you to modify them (with the green color :) ).

    @ +
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Johnny_Bandit on May 21, 2017, 04:20:00 PM
    So, I'm playing with the A16 2.0 preview, and I'm having trouble figuring out how to mend scars, how would one do so?
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 21, 2017, 05:32:39 PM
    Quote from: Johnny_Bandit on May 21, 2017, 04:20:00 PM
    So, I'm playing with the A16 2.0 preview, and I'm having trouble figuring out how to mend scars, how would one do so?
    Fixing scars is only available in the A17 build, sorry :/ The A16 version is pretty much only the new workbench layout and uranium instead of vancidium.
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: deathstar on May 22, 2017, 01:47:15 PM
    So exciting! Thank you for all the work. Now we just need RMS and A17 can come!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 22, 2017, 02:55:08 PM
    Quote from: deathstar on May 22, 2017, 01:47:15 PM
    So exciting! Thank you for all the work. Now we just need RMS and A17 can come!
    My pleasure ;)
    I actually do plan to update RMS, but especially the EPOE version is just extremely much work. And I have encountered problems with natural organs that I can't seem to fix. But we'll see, maybe it will come back!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: cuproPanda on May 22, 2017, 03:13:37 PM
    On the topic of the research tab, you can also create tabs now using the ResearchTabDef, found under ResearchProjectDefs in the core files. Much easier than trying to fit a bunch of projects into the main tab while avoiding other mod's researches :)
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: kaptain_kavern on May 22, 2017, 03:50:55 PM
    Like this :
    (http://i.imgur.com/enz8tIn.png?1)

    ___________


    [attachment deleted by admin due to age]
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 22, 2017, 04:45:25 PM
    Quote from: cuproPanda on May 22, 2017, 03:13:37 PM
    On the topic of the research tab, you can also create tabs now using the ResearchTabDef, found under ResearchProjectDefs in the core files. Much easier than trying to fit a bunch of projects into the main tab while avoiding other mod's researches :)

    Quote from: kaptain_kavern on May 22, 2017, 03:50:55 PM
    Like this :

    -snip-


    Thank you both so much, this really helps making the whole research part clearer, I'll definitely do that! Thanks again!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: deathstar on May 22, 2017, 05:24:56 PM
    Quote from: Ykara on May 22, 2017, 02:55:08 PM
    My pleasure ;)
    I actually do plan to update RMS, but especially the EPOE version is just extremely much work. And I have encountered problems with natural organs that I can't seem to fix. But we'll see, maybe it will come back!

    Really glad to hear, take your time!
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: kaptain_kavern on May 22, 2017, 05:25:26 PM
    Quote from: Ykara on May 22, 2017, 04:45:25 PM
    Thank you both so much, this really helps making the whole research part clearer, I'll definitely do that! Thanks again!
    This combine with what FrozenSnowFox  explained (quote) could make a nice separate research tree

    Quote from: FrozenSnowFox on May 21, 2017, 04:52:29 AM
    <researchViewX>0</researchViewX>
    <researchViewY>0</researchViewY>

    As always Ykara, THANK to YOU !!! first  ;)

    I'm just glad I could help. Still no Github BTW ?  :P
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Ykara on May 22, 2017, 06:17:48 PM
    Quote from: kaptain_kavern on May 22, 2017, 05:25:26 PM
    Quote from: Ykara on May 22, 2017, 04:45:25 PM
    Thank you both so much, this really helps making the whole research part clearer, I'll definitely do that! Thanks again!
    This combine with what FrozenSnowFox  explained (quote) could make a nice separate research tree

    Quote from: FrozenSnowFox on May 21, 2017, 04:52:29 AM
    <researchViewX>0</researchViewX>
    <researchViewY>0</researchViewY>

    As always Ykara, THANK to YOU !!! first  ;)

    I'm just glad I could help. Still no Github BTW ?  :P
    Thanks to all your help, I've just implemented your suggestions, the research screen now looks like this:

    (http://www.mediafire.com/convkey/be3d/kxswv98u355sar2zg.jpg)


    And I already have set up a translation github, which seems to work, but I'm generally not a big fan of it, I don't know why ^^ Maybe sometime :P
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: kaptain_kavern on May 22, 2017, 07:08:18 PM
    That is looking awesome. Great work !
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Fregrant on May 23, 2017, 10:45:39 AM
    I see, A16 version not updating anymore since the winter?
    Do you plan to extend some features to animals? Like scar fixing? Bionic limbs? Or only through patch mods?
    Maybe add some surgery to mend shattered bones like ribs and clavices? Or craftable ribs will serve that purpose?
    Title: Re: [A16/17] Expanded Prosthetics and Organ Engineering 1.92 & 2.0 (13.5.2017)
    Post by: Belial03 on May 24, 2017, 04:50:38 PM
    When i turned it on in an existing save my best doctor got something strange, he never got tired,never ate and all effects lasted for ever! i had to put him to sleep as after giving him a bionic part the effect of "anaesthetic" lasted for ever. He was a great doctor and a great husband. He should've been killed like a hero he was, not like this :'(
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ykara on May 24, 2017, 06:47:32 PM
    Version 2.0 - A New Beginning!
    It's finally here!
    This has to be to most extensive update ever for EPOE, explaining all the changes would blast the length of this post. So I'll just summarize.

    Basically EPOE 2.0 is what EPOE should always have been. It's streamlined and better organized, which makes it easier to understand. Instead of 5 kind of illogical and inconsequential workbenches there are now only 4. The basic prosthethics workbench and the simple prosthethics bench are still the same. But the bionics workbench is now also used to craft advanced bionic parts, which makes sense. And there's the new Tissue Printer that basically just crafts all the organs available.

    I've also completely thrown out Vancidium, as it was always one of main criticism of many of you. So instead of making advanced components with Vancidium, you now make Energized Components with Uranium! I hope you like that change!

    There are of course many new features in this update, namely:
    • You can now fix scars! Altough still slightly buggy it pretty much does what it should do!
    • I've added a whole range of new parts, Glitterworld Parts, that are high end and unique, but only available through traders. One of them for example is a tactical cornea implants for sharpshooters, so keep an eye open for prostheses traders!
    • There now is the option to put AI persona cores into your colonists' head! But beware, there are side effects!

    There are also many tweaks and small changes, for example EPOE now has its own research tab, which is much better organized than before. Also the bodypart boxes now have different colors matching their tier (for example synthetic organs have purple boxes), I thought that would be a nice touch, thanks to Joedox for this amazing idea!

    But that's still not everything, just read the changelog if you want to know all the changes!

    Changes:
    *  Restructured the workbenches and condensed them to 4
    *  Added a whole new range of new and even more advanced implants: Glitterworld Parts!
    *  Readded the option to mend scars!
    *  Removed Vancidium and replaced it with Uranium
    *  Replaced advanced components with energized components
    *  Added the option to install AI persona cores
    *  All items now have fitting colors
    *  Added the light detector
    *  Removed the option to harvest eyes
    *  Prosthetics Research now has its own tab!
    *  AI-Chip and Brain Stimulator are now implants
    *  Reworked the golden eye
    *  Energized components now have an unfinished item
    *  Adjusted absolutely all market values
    *  Finally renamed the artificial heart to synthetic heart
    *  Some miscellaneous description or recipe fixes

    Have fun!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: kaptain_kavern on May 24, 2017, 06:52:19 PM
    Hooray!!!!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Actarion on May 24, 2017, 07:17:20 PM
    i think i use EPOE since A12 :x

    im glad to see it already up to date =) thanks again :)

    gonna test now the "2.0"
    The main problem whit vancidium imo was the fact that no other mod used it :x
    But i think uranium in recipe is a good idea, this ore use is somewhat really low, glad to see more use of it =)

    (sorry for grammar and spelling mistake)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Joedox on May 25, 2017, 02:14:54 AM
    Hello,

    I have a bug, the search tree does not work for me :(

    (http://i.imgur.com/jEvLjxi.jpg)

    @ +
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ykara on May 25, 2017, 02:30:02 AM
    Thanks for your comments!

    Quote from: Joedox on May 25, 2017, 02:14:54 AM
    Hello,

    I have a bug, the search tree does not work for me :(

    Oops, my bad, the link I provided didn't have all the changes, I have fixed it, just re-download the mod and it should work fine!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Joedox on May 25, 2017, 02:36:05 AM
    Quote from: Ykara on May 25, 2017, 02:30:02 AM
    Thanks for your comments!

    Quote from: Joedox on May 25, 2017, 02:14:54 AM
    Hello,

    I have a bug, the search tree does not work for me :(

    Oops, my bad, the link I provided didn't have all the changes, I have fixed it, just re-download the mod and it should work fine!

    It works. Thank you !!!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Madman666 on May 25, 2017, 10:58:00 AM
    Man, I am so sad! Tynan changed butchery (and added mining and harvest) efficiency to never be able to rise above 100% even with bionic part manipulation bonus. Can you add bonuses to mining, harvesting and butchery efficiency to advanced bionic bodyparts? Because those were kinda singnificant advantages of having a cyber person - he could get more meat out of animals. Bionic cooks really helped feeding large cities :( At least some small bonuses like 4-5% per part, so that fully bionic person could have at least 20-30% more yields...
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Joedox on May 25, 2017, 02:31:06 PM
    There is a small Bug with Category in ThingCategoryDefs.
    The "GlitterworldParts" are mixed with the "SyntheticOrgans". I do not know if it's normal !?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: donutman07 on May 27, 2017, 05:51:42 PM
    What is the deal with the cornea implants?  I can't put them on once I have put in bionic or advanced bionic eyes.  And it's not exactly easy to get normal eyes back since you can't harvest them.  I tried even giving prisoners bionic eyes to see if I could steal their eyes that way, but no luck it doesn't spawn anymore.

    Similarly, the muscle stimulator seems to require regular arms & legs to be applied. I don't know if this is necessarily bad, but it's awkward being unable to use them late game once you've already gone heavily bionic
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: deathstar on May 27, 2017, 05:54:45 PM
    Quote from: donutman07 on May 27, 2017, 05:51:42 PM
    What is the deal with the cornea implants?  I can't put them on once I have put in bionic or advanced bionic eyes.  And it's not exactly easy to get normal eyes back since you can't harvest them.  I tried even giving prisoners bionic eyes to see if I could steal their eyes that way, but no luck it doesn't spawn anymore.

    Similarly, the muscle stimulator seems to require regular arms & legs to be applied. I don't know if this is necessarily bad, but it's awkward being unable to use them late game once you've already gone heavily bionic

    Maybe run DESurgeries as well?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: BeardedBeck on May 27, 2017, 09:03:25 PM
    Not sure if i have hit a bug or a feature.
    I have installed a brain stimulator into one of my pawns, and then later a ai chip. For some reason it seems that it does not override the brain stimulator so it ends up maxing out on 65% and not 100%.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Joedox on May 28, 2017, 02:16:44 AM
    Hello,

    How can I translate the name of the search tab?
    File: ResearchTabs_EPOE.xml
    Line: <label>Prosthetics</label>

    I tested the same folder tree but it does not work.
    I also tried putting it in the file: ResearchProjects_EPOE

    I have the error:
    Def-linked translation error: Found no Verse.ResearchProjectDef named EPOE to match EPOE.label

    Thank you for your help.

    Bye
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: MountainKing on May 28, 2017, 03:16:15 AM
    Quote from: Ykara on May 24, 2017, 06:47:32 PM
    Version 2.0 - A New Beginning!
    ...
    *  Removed the option to harvest eyes
    ...

    Oh no I can't harvest eyes anymore :(

    Is there a particular reason why that option was removed?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ykara on May 28, 2017, 06:06:43 AM
    Quote from: Madman666 on May 25, 2017, 10:58:00 AM
    Man, I am so sad! Tynan changed butchery (and added mining and harvest) efficiency to never be able to rise above 100% even with bionic part manipulation bonus. Can you add bonuses to mining, harvesting and butchery efficiency to advanced bionic bodyparts? Because those were kinda singnificant advantages of having a cyber person - he could get more meat out of animals. Bionic cooks really helped feeding large cities :( At least some small bonuses like 4-5% per part, so that fully bionic person could have at least 20-30% more yields...
    Yes, I could definitely do that, thanks for pointing it out!

    Quote from: Joedox on May 25, 2017, 02:31:06 PM
    There is a small Bug with Category in ThingCategoryDefs.
    The "GlitterworldParts" are mixed with the "SyntheticOrgans". I do not know if it's normal !?
    That's not normal, I'll fix it! Thanks for reporting!

    Quote from: donutman07 on May 27, 2017, 05:51:42 PM
    What is the deal with the cornea implants?  I can't put them on once I have put in bionic or advanced bionic eyes.  And it's not exactly easy to get normal eyes back since you can't harvest them.  I tried even giving prisoners bionic eyes to see if I could steal their eyes that way, but no luck it doesn't spawn anymore.

    Similarly, the muscle stimulator seems to require regular arms & legs to be applied. I don't know if this is necessarily bad, but it's awkward being unable to use them late game once you've already gone heavily bionic
    I thought of Glitterworld Parts as something more advanced, something that doesn't need to replace a whole bodypart to work. A cornea implant is just more elegant than ripping the whole eye out and installing an artificial new one, I think it fits Glitterworlds better. Subtle, but efficient.
    I think I'll also make these parts prostophobe-friendly in the next update.

    Quote from: BeardedBeck on May 27, 2017, 09:03:25 PM
    Not sure if i have hit a bug or a feature.
    I have installed a brain stimulator into one of my pawns, and then later a ai chip. For some reason it seems that it does not override the brain stimulator so it ends up maxing out on 65% and not 100%.
    Oh yes, thanks for reporting this, I'll add an option to remove the Brain Stimulator so that the AI-Chip can do its job properly.

    Quote from: Joedox on May 28, 2017, 02:16:44 AM
    Hello,

    How can I translate the name of the search tab?
    File: ResearchTabs_EPOE.xml
    Line: <label>Prosthetics</label>

    I tested the same folder tree but it does not work.
    I also tried putting it in the file: ResearchProjects_EPOE

    I have the error:
    Def-linked translation error: Found no Verse.ResearchProjectDef named EPOE to match EPOE.label

    Thank you for your help.

    Bye
    Folder name: ResearchTabDef
    File name: ResearchTabs

    <?xml version="1.0" encoding="UTF-8"?>
    <LanguageData>

      <EPOE.label>Your translation</EPOE.label>
     
    </LanguageData>


    Hope that helps!

    Quote from: MountainKing on May 28, 2017, 03:16:15 AM
    Oh no I can't harvest eyes anymore :(

    Is there a particular reason why that option was removed?
    Yes there is, I've added a simple bionic eye (the light receptor) in 2.0, and harvesting natural eyes destroys every incentive to craft and use it. Harvesting eyes and putting them into another colonist also seems a bit too ridiculous, doesn't it? ^^
    But don't worry, I'll create a small mod that allows you to harvest everything for people who really want that option, I'll put a link in the first post!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Madman666 on May 28, 2017, 08:00:43 AM
    You. Are. Awesome.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Joedox on May 28, 2017, 08:31:27 AM
    Quote from: Ykara on May 28, 2017, 06:06:43 AM

    Quote from: Joedox on May 28, 2017, 02:16:44 AM
    Hello,

    How can I translate the name of the search tab?
    File: ResearchTabs_EPOE.xml
    Line: <label>Prosthetics</label>

    I tested the same folder tree but it does not work.
    I also tried putting it in the file: ResearchProjects_EPOE

    I have the error:
    Def-linked translation error: Found no Verse.ResearchProjectDef named EPOE to match EPOE.label

    Thank you for your help.

    Bye
    Folder name: ResearchTabDef
    File name: ResearchTabs

    <?xml version="1.0" encoding="UTF-8"?>
    <LanguageData>

      <EPOE.label>Your translation</EPOE.label>
     
    </LanguageData>


    Hope that helps!


    Thanks for your reply, it works now !
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: viperwasp on May 28, 2017, 12:13:55 PM
    So Vancidium is completely gone? I'm going to miss it. I loved making items out of Vancidium. Like walls and stuff it was an awesome color. hmmm..... Overall I like 2.0 but I will test this mod out in a couple weeks when I have time to play. i did love Vancidium.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: drunetovich on June 01, 2017, 07:56:46 AM
    This mod is the best, can't imagine playing without it, thanks!
    Installing AI persona cores - what does it actually do to the colonists?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: themaster6869 on June 04, 2017, 12:48:41 AM
    Great mod, i would like to report that in the most recent steam version the research description for advanced bionics still mentions vancidium
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Vistha on June 04, 2017, 06:54:46 AM
    Quote from: drunetovich on June 01, 2017, 07:56:46 AM
    Installing AI persona cores - what does it actually do to the colonists?

    Permanently (apparently) replaces a pawn's brain with an AI persona core for:
    x150% pain (feels more pain, easier to down)
    +50% consciousness (so also +50% to Moving, Manipulation, Talking and Eating)
    +20% blood filtration
    +20% blood pumping
    x150% hunger rate (needs to eat more)
    x50% tiredness (can go without resting for twice as long, e.g. needs to sleep for ~7 hours every 2 days)

    Also causes psychotic wandering every 2-4 days.
    (I'd like to get Author's confirmation on the last part)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: drunetovich on June 04, 2017, 08:04:31 AM
    Quote from: Vistha on June 04, 2017, 06:54:46 AM
    Permanently (apparently) replaces a pawn's brain with an AI persona core for:
    x150% pain (feels more pain, easier to down)
    +50% consciousness (so also +50% to Moving, Manipulation, Talking and Eating)
    +20% blood filtration
    +20% blood pumping
    x150% hunger rate (needs to eat more)
    x50% tiredness (can go without resting for twice as long, e.g. needs to sleep for ~7 hours every 2 days)

    Also causes psychotic wandering every 2-4 days.
    (I'd like to get Author's confirmation on the last part)

    Thanks! Does it override brain stimulator 65% consciousness max?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Vistha on June 04, 2017, 01:26:18 PM
    Quote from: drunetovich on June 04, 2017, 08:04:31 AM
    Thanks! Does it override brain stimulator 65% consciousness max?

    I can't see a reason it should, unless it replaces the other implant.

    I assume not, since the author will add an option to remove implants.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Granspremium on June 04, 2017, 01:29:45 PM
    Quick question - how do I obtain a light receptor to craft an bionic eye? Do I have to trade for it, or can I craft it?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: drunetovich on June 04, 2017, 09:51:25 PM
    Quote from: Granspremium on June 04, 2017, 01:29:45 PM
    Quick question - how do I obtain a light receptor to craft an bionic eye? Do I have to trade for it, or can I craft it?
    It can be crafted on the simple prosthetics workbench
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: ImStereotype on June 06, 2017, 01:07:04 PM
    Love this mod, create my robot army!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Headshotkill on June 07, 2017, 03:13:16 AM
    Is the medical realism mod planned to be updated? I miss the graft rejection and accustoming.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Zyhryt on June 07, 2017, 09:35:06 AM
    I have a problem with this (or other) mod.
    Installed EPOE when one of my colonists was head injured.
    I've played for few days after installation and added some more mods (last one was Moody).
    Today when I started Rimworld and tried to load my save it didn't loaded :/
    What I've tried:
    - disabling moody
    - changing mod order for EPOE (to be first/last on list)
    - loading older saves (even one saved 10 hours earlier)
    - creating new world (works fine)

    Logs: https://pastebin.com/yyLhP13Y
    https://gist.github.com/49af5bf19bb065474a78ecf44a9c8137
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: XeoNovaDan on June 07, 2017, 10:47:59 AM
    Ykara, would you accept a re-balancing via forums? If so, here's my proposed re-balance: https://www.dropbox.com/s/atwbiy4kghr98f8/EPOE%20Rebalanced.zip?dl=1

    It consisted of a lot of nerfing of the power arms in particular, but everything falls in line with vanilla. Also uses the part efficiency % tweaking as opposed to capacity offsetting, as that's the direction Tynan & co. went with A17.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ozymandias on June 08, 2017, 08:18:12 PM
    What exactly does the auxiliary ai do? Is this like a supplementary "brain" that we can surgically add onto people? I bought one since it had a substantial medical perk, but I have no idea what to do with this.

    Also, I don't know how to use the search feature in this forum very well to find exactly what I'm looking for. It didn't seem like anyone had asked this before.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Spiders Everywhere on June 08, 2017, 08:43:32 PM
    A bug, I think: The basic prosthetics workbench is buildable without research on tribal starts. The "Basic Prosthetics" research doesn't seem to do anything.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: neltnerb on June 10, 2017, 06:49:54 AM
    Quote from: Vistha on June 04, 2017, 06:54:46 AM
    Quote from: drunetovich on June 01, 2017, 07:56:46 AM
    Installing AI persona cores - what does it actually do to the colonists?

    Permanently (apparently) replaces a pawn's brain with an AI persona core for:
    x150% pain (feels more pain, easier to down)
    +50% consciousness (so also +50% to Moving, Manipulation, Talking and Eating)
    +20% blood filtration
    +20% blood pumping
    x150% hunger rate (needs to eat more)
    x50% tiredness (can go without resting for twice as long, e.g. needs to sleep for ~7 hours every 2 days)

    Also causes psychotic wandering every 2-4 days.
    (I'd like to get Author's confirmation on the last part)

    I should start by saying I think this option is hilarious and love it just the way it is.

    I won't go into too much detail to avoid spoilers, but if you think all it does is cause periodic psychotic wandering you're in for an amusing surprise. <3
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Dragoon on June 11, 2017, 05:50:00 AM
    Quote from: neltnerb on June 10, 2017, 06:49:54 AM
    Quote from: Vistha on June 04, 2017, 06:54:46 AM
    Quote from: drunetovich on June 01, 2017, 07:56:46 AM
    Installing AI persona cores - what does it actually do to the colonists?

    Permanently (apparently) replaces a pawn's brain with an AI persona core for:
    x150% pain (feels more pain, easier to down)
    +50% consciousness (so also +50% to Moving, Manipulation, Talking and Eating)
    +20% blood filtration
    +20% blood pumping
    x150% hunger rate (needs to eat more)
    x50% tiredness (can go without resting for twice as long, e.g. needs to sleep for ~7 hours every 2 days)

    Also causes psychotic wandering every 2-4 days.
    (I'd like to get Author's confirmation on the last part)

    I should start by saying I think this option is hilarious and love it just the way it is.

    I won't go into too much detail to avoid spoilers, but if you think all it does is cause periodic psychotic wandering you're in for an amusing surprise. <3

    Totally not worth it.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: DarthNihilus on June 12, 2017, 03:48:32 AM
    I'm very confused that there is no "Power leg" in the mod, only bionic...
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Eric on June 14, 2017, 09:06:39 PM
    How does fixing scars work?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: DarthNihilus on June 15, 2017, 04:48:52 AM
    Quote from: Eric on June 14, 2017, 09:06:39 PM
    How does fixing scars work?

    it's in the bills
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: leafzxg on June 15, 2017, 10:07:41 AM
    Hi, i am making a mod based on your mod, i want to change your mod's parameter to make it more hard(you can may call  "EPOE Hardcore Edition" ).I promise it will not to be posted on steam and this forums,i'll only published in a forum for only my country's people.I hope to get your permission.Thank you for your great mod! :)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: JustALittleCrazyTalk on June 18, 2017, 08:23:37 PM
    The hidden downside+irreversible nature of Persona cores is kindof a shit move. I've effectively lost a colonist to this prank. It's be funnier if I could install a regular AI chip to reverse it, or maybe just document it in the part description after its installed so people who apply some caution can tell what happened (I did put it in a surplus prisoner first to see what it did) as it is I'll just have to edit the mod to make the random mental breaks stop (since I can't tell from the XML how to make it replaceable).

    Also it doesn't seem to be possible to make Scyther blades, but they're a required item for power claws.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Pichu0102 on June 18, 2017, 08:42:18 PM
    Quote from: JustALittleCrazyTalk on June 18, 2017, 08:23:37 PM
    The hidden downside+irreversible nature of Persona cores is kindof a shit move. I've effectively lost a colonist to this prank. It's be funnier if I could install a regular AI chip to reverse it, or maybe just document it in the part description after its installed so people who apply some caution can tell what happened (I did put it in a surplus prisoner first to see what it did) as it is I'll just have to edit the mod to make the random mental breaks stop (since I can't tell from the XML how to make it replaceable).

    Also it doesn't seem to be possible to make Scyther blades, but they're a required item for power claws.
    You can undo this by using dev mode, restore body part, brain on the colonist in question. Not the best solution but it works.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: JustALittleCrazyTalk on June 18, 2017, 11:53:13 PM
    What I'd like to do is set it to add to mental break threshold for a saner tradeoff, but I can't figure out how to do that in XML alone (I think maybe the HeDiffDef class doesn't have a function for that?). Dev mode is a good solution for ignoring the feature entirely though.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: agiber on June 21, 2017, 04:59:37 PM
    @Ykara - Is this a bug? I mean if you have synth stomach installed then on health tab eating should be enhanced and +20%. Check attached picture, pls.

    [attachment deleted by admin due to age]
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Jan2607 on June 23, 2017, 10:21:47 AM
    I gave two of my colonists who had a brain injury an AI persona core. Now they have a mental break every few minutes...
    Sometimes they go berserk and I have to shoot them (luckily, I use Combat Extended, so I can load my shotguns with non-lethal beanbag ammo. But not everyone has this benefit).
    I understand, that there should be a downside of this brain surgery, but the breakdown is too frequent in my opinion. One of these two colonists had a mental break just one day ago. Just a few ingame hours after she was okay again, she broke down again.

    Maybe the berserk breakdown should be removed. Psychotic wandering is okay, but if your colonists attacks his own mates, they have to defend. And sooner or later he eventually gets killed...

    And btw, it would be nice, if there is a warning anywhere, that these breakdowns can happen ;) I wouldn't have done it, if I knew it...
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: rambo on June 23, 2017, 12:43:17 PM
    Is it possible to fix someone that is frail
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: AllenWL on June 24, 2017, 04:05:05 AM
    Is there a neolithic-style treatment for a missing nose?
    Half my tribe is noseless, but I can't find anything to replace a nose.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: neltnerb on June 24, 2017, 04:13:12 AM
    Part Idea:

    Atomic Stomach - Colonist no longer requires food at all. Makes sleeping period longer for them to recharge their batteries.

    Ability to install prosthetic limbs on your pets =)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: 1wsx10 on June 24, 2017, 06:40:59 AM
    you cant install a steel arm if your colonist is missing a shoulder.

    this post:
    Oct 22

        Refactored and cleaned up stat categorization and display.
        Bionic arm replaces arm from the shoulder on down, so can heal/replace shot-off shoulders.
        Skill degradation is slower.
        LL cleanup.

    shows that the bionic arm replaces from the shoulder down as vanilla behavior. so i think these prosthesis should too.

    while i say this, i haven't tested the other arms so you may have just left it out for the most basic version. in which case, please put a steel shoulder XD
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: rambo on June 24, 2017, 09:22:26 AM
    Quote from: neltnerb on June 24, 2017, 04:13:12 AM
    Part Idea:

    Atomic Stomach - Colonist no longer requires food at all. Makes sleeping period longer for them to recharge their batteries.

    Ability to install prosthetic limbs on your pets =)
    There is a mod called "a dog said" that can add bionics to animals
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: faltonico on June 26, 2017, 03:01:54 PM
    Hi there!
    First let me say thanks a lot for your efforts! I really appreciate them!.
    You probably are aware by now, but for some reason Tynan made stomach a vital organ in A17, is there a way to reverse that back to the way it was before?
    Thanks a lot in advance!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: SLO_Baron on June 27, 2017, 02:23:31 AM
    Hello @Ykara, all in all love the mod, just 1 thing. The Eating offset doesn't seem to work. Someone has already pointed this out for the synthetic stomach and I have encountered the same problem with the hydraulic jaw, it does offset the Talking but not the Eating.(http://imgur.com/745heHf) (http://imgur.com/745heHf)

    Quote<HediffDef ParentName="addedPartSimple">
          <defName>HydraulicJaw</defName>
          <label>hydraulic jaw</label>
          <spawnThingOnRemoved>HydraulicJaw</spawnThingOnRemoved>
          <addedPartProps>
             <partEfficiency>1</partEfficiency>
          </addedPartProps>
          <stages>
          <li>
             <capMods>
                <li>
                   <capacity>Eating</capacity>
                   <offset>0.2</offset>
                </li>
                <li>
                   <capacity>Talking</capacity>
                   <offset>-0.2</offset>
                </li>
             </capMods>
          </li>   
          </stages>
       </HediffDef>

    Edit: I don't know why it won't show the pictures, I'm new to the forum, so it might be a problem with the formatting. Right click on the icon and open pictures in new tab.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: rambo on June 27, 2017, 12:19:32 PM
    Is it possible to fix frail?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: cast22x on June 27, 2017, 05:16:45 PM
    How do i got about actually adding a hand/foot on the leg/arm prosthetics?
    When i install one of these parts my pawns cant use boots or gloves from that medieval mod nor other mods that use the hand or foot tag
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on June 28, 2017, 03:30:05 AM
    With all these synthetic organs, bionic parts and brain implant why not a full body upgrade at once.
    You can create a cyborg body with all adv. bionics/synth. organs at once. Need a bit less resources then when you create all one by one, but still need alot and alot more work.

    And then just 1 operation to transfer the brain to the new body. But that is something i think you can't do easyly.

    Maybe an assembler to create the full body, i think the mass of resources a crafter need to get to the table may to much. An assembler like for the MAI at the Misc. Mod.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Frug on June 28, 2017, 06:52:06 AM
    Quote from: rambo on June 27, 2017, 12:19:32 PM
    Is it possible to fix frail?

    I think frail is fixable by installing a bionic spine, but I'm not sure.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Frug on June 28, 2017, 06:53:33 AM
    Quote from: JustALittleCrazyTalk on June 18, 2017, 08:23:37 PM
    The hidden downside+irreversible nature of Persona cores is kindof a shit move. I've effectively lost a colonist to this prank. It's be funnier if I could install a regular AI chip to reverse it, or maybe just document it in the part description after its installed so people who apply some caution can tell what happened (I did put it in a surplus prisoner first to see what it did) as it is I'll just have to edit the mod to make the random mental breaks stop (since I can't tell from the XML how to make it replaceable).

    Also it doesn't seem to be possible to make Scyther blades, but they're a required item for power claws.

    The scyther blades are obtained from scythers I believe. You have to down them and add a bill to remove them in their health tab.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: XeoNovaDan on June 28, 2017, 07:24:46 AM
    Quote from: Frug on June 28, 2017, 06:52:06 AM
    I think frail is fixable by installing a bionic spine, but I'm not sure.

    Frail's in the torso, so the only fix is to give that person an exoskeleton suit.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Cuantus on June 28, 2017, 08:26:13 AM
    Hey ykara, love this MOD, seen it on YouTube many a time, however, I seem to have some issues with it. I get an error corruption message from hugslib stating that the mods has an error regarding some of the limbs.

    Any advise
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Jedi0n on June 28, 2017, 01:51:34 PM
    Quote from: Cuantus on June 28, 2017, 08:26:13 AM
    Hey ykara, love this MOD, seen it on YouTube many a time, however, I seem to have some issues with it. I get an error corruption message from hugslib stating that the mods has an error regarding some of the limbs.

    Any advise

    You should load EPOE very last and HugsLib very first after core. Are you doing that?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Hammerskyne on June 30, 2017, 01:27:57 PM
    The AI persona core downsides are hilarious the first time you do it, and really really annoying thereafter. I'd say keep them, but tie them to some long lasting syndrome you have to treat on the colonist it's installed in. Call it integration or subduing the AI (as I assume it's being used as a co-processor, and not a flat replacement for the brain)

    I don't know how to do that myself, though, so instead I turned the AI chip into a proper buffing part, and made it take the persona core to craft. Reasoned it out as a stripped down and reprogrammed core to act as a co-processor and offer a variety of benefits.

    A downside to this so far has been an odd interaction to the colonist I installed one in, however. She can't be downed and no surgery will be initiated on her. To the point that downing her with dev commands still has her body move around to try and work on jobs.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Terminater1b on July 02, 2017, 09:49:09 PM
    Hey so i looked through the comments a while and i couldnt find anyone asking this question but like how much do ribs stack, do medical ribs stack, is it a waste to put one adrenaline rib on someone should i be installig whole racks and if i put a whole rack of adrenaline ribs and two advanced legs and spine will my character be sonic or is there an upper speed limit. Also thanks for your hardwork probably my favorite mod
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: leeadriancatfox on July 06, 2017, 03:39:53 AM
    Uhhmmm~~~ I installed a bionic arm to my pawn and i don't get his human arm part, and when I attempt to install a natural arm i harvested from the prisoner... it seems there are no option for me to do so.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on July 06, 2017, 04:39:02 AM
    Yep, you can't havest limbs anymore when you install protestic/bionic.
    You need to add the Harvest everything mod
    https://ludeon.com/forums/index.php?topic=32996.msg336825#msg336825
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: svc_bot on July 06, 2017, 08:37:34 AM
    Not sure if some one has already mentioned it, but bill descriptions of all bionic upgrades in the bionics workbench are all out of date (in the steam version at least), they all are mentioning vancidium.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: leeadriancatfox on July 06, 2017, 10:09:16 PM
    Quote from: Canute on July 06, 2017, 04:39:02 AM
    Yep, you can't havest limbs anymore when you install protestic/bionic.
    You need to add the Harvest everything mod
    https://ludeon.com/forums/index.php?topic=32996.msg336825#msg336825

    I have the "harvest everything mod" but it won't let me installed natural flesh arm, i harvested a lot of arms, and there is no way to put it back... now i feel sorry to my armless prisoners... i mean blood cattle.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Rulin on July 11, 2017, 09:24:30 AM
    Found some missing german translations.
    In the research screen, the following nodes have translation and are still in english:

    "Basic prostethics (600)" german: Primitive Prosthesen (600)
    Tooltip: Durch das Begreifen der Anatomie eines Beines und in Kombination mit der Fähigkeit simpler Holzbearbeitung, ist es dir ermöglicht Holzbeine und andere primitive Prosthesen herzustellen.

    "Energized components (6000)" german: Energiegeladene Komponenten (6000)
    Tooltip: Du kannst nun Komponenten an der Komponentenwerkbank aufladen, um damit komplexere Prosthesen mit Energie zu versorgen.

    "Synthetic skin (4000)" german: Synthetische Haut (4000)
    Tooltip: Erlaubt es dir Haut zu synthetisieren.

    In addition to that I suggest to change the already existing translation for "Basic prosthetics" found in the storage-list and for the "Wooden basic prosthetics workbench" to
    "Primitive Prosthesen"
    and "[material] Werkbank für prim. Prosthesen"
    The current translation: "Holz Arbeitstisch für grundlegene Prosthesen" is too long and cut off early and I also think "primitiv" is a better translation compared to "grundlegend" when it comes to the term (basic) prosthetics.

    Thanks for all your work on the mod!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: SpaceDorf on July 11, 2017, 12:54:58 PM
    Quote from: Rulin on July 11, 2017, 09:24:30 AM
    Found some missing german translations.
    In the research screen, the following nodes have translation and are still in english:

    "Basic prostethics (600)" german: Primitive Prosthesen (600)
    Tooltip: Durch das Begreifen der Anatomie eines Beines und in Kombination mit der Fähigkeit simpler Holzbearbeitung, ist es dir ermöglicht Holzbeine und andere primitive Prosthesen herzustellen.

    "Energized components (6000)" german: Energiegeladene Komponenten (6000)
    Tooltip: Du kannst nun Komponenten an der Komponentenwerkbank aufladen, um damit komplexere Prosthesen mit Energie zu versorgen.

    "Synthetic skin (4000)" german: Synthetische Haut (4000)
    Tooltip: Erlaubt es dir Haut zu synthetisieren.

    In addition to that I suggest to change the already existing translation for "Basic prosthetics" found in the storage-list and for the "Wooden basic prosthetics workbench" to
    "Primitive Prosthesen"
    and "[material] Werkbank für prim. Prosthesen"
    The current translation: "Holz Arbeitstisch für grundlegene Prosthesen" is too long and cut off early and I also think "primitiv" is a better translation compared to "grundlegend" when it comes to the term (basic) prosthetics.

    Thanks for all your work on the mod!

    As native speaker :

    Nope .. primitive is quite fine as translation. Though it has the same meaning as primitive in english, it has also the contextual meaning of simplistic, or most basic prosthesis.
    "grundlegend" translates better into grounded or ground laying. "His success was grounded in his good education. "

    I could out a whole bunch of errors in the few lines above .. but I think I will just go over the translation files ..
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Der Failer on July 11, 2017, 02:47:48 PM
    So fun fakt, how remembers whole WorktoMake vs. WorktoBuild (https://ludeon.com/forums/index.php?topic=10571.msg298024#msg298024) thing?
    'Cause it's still a thing in the latest version... :)

    [attachment deleted by admin due to age]
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Imgran on July 13, 2017, 11:21:42 PM
    NVM, found the thing. 

    Suggestion: If you're going to add a whole new feature like a brand new tab to the research screen that's just plain easy to visually miss, and especially if it's going to be the means whereby one unlocks most of the features of the mod, it might be nice to have that feature front and center of the Steam mod description.

    Perhaps it's just my particular brand of stupidity, but I've been away from RimWorld for awhile, and came back to the game in the version 2.0 era with no clear idea a change had been made, I just assumed that the changes to the research menu broke the mod and I never successfully spotted that tab.  I never even knew that that particular menu was tabbable.

    As I can attest, one screenshot in the images doesn't communicate anything to someone who isn't aware that they need to look for a feature in order to access the mod.  Pimp out that research tab in the Steam mod promo please, there's enough crappy mods out there that I'm confident I won't be the only one who sees a mod promising features I can't find in the game and aren't made clear in the Steam mod description and just assumes the mod is broken.

    Also I know the rimworld modding community on the Ludeon forums predates the Steam workshop by a lot, but there is no excuse for treating the Steam workshop as a complete afterthought.  The 2.0 description you guys posted in this forum should be the description in the Steam page.  No excuse to be less thorough than that.  If that complete description had been in the Steam workshop page, I would have had my answer and never needed to come here.

    If I lose out on good content because of a failure to read, that's one thing, that's my fault.  If I lose out on good content because of a failure to make it 100% clear to me how to access it, if I have to go digging several pages deep in thread in a forum I have no interest or need to visit just to find that information, that's NOT my fault.  All the information I need to begin to access every feature in the mod should be visible and available on the Steam workshop page.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Xadhoom on July 18, 2017, 05:29:39 PM
    I really love this mod!

    But i have a question: is bionics the only way to "fix" shattered bones? Or maybe there is some kind of unlockable operation to inject nanites so they fix them? (i see bones are not harvestable)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Little Hell on July 19, 2017, 12:51:16 PM
    Quote from: Xadhoom on July 18, 2017, 05:29:39 PM
    I really love this mod!

    But i have a question: is bionics the only way to "fix" shattered bones? Or maybe there is some kind of unlockable operation to inject nanites so they fix them? (i see bones are not harvestable)

    Would love that, like, a Plasteel rib.

    Where's the fix scar option?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: kjllkjlkj on July 27, 2017, 08:49:22 AM
    Can someone please upload the A16 version of the mod to a proper hosting site or share it as a torrent?

    I can't for the heck of it figure out how to download files from mediafire. Even when I enable javascript and let it access various third-party-sites when i click the download button it just opens an empty new tab.

    Plowshare also doesn't work on mediafire :(

    Alternatively: Is there an easy way to make the A15 version compatible with A16?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: SpaceDorf on July 27, 2017, 09:03:00 AM
    I'll check my collection when I get home
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: V on July 27, 2017, 11:27:05 AM
    So I know I'm being lazy for not just testing this myself, but do the synthetic/surrogate organs trigger the debuff for prosthophobes?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: SpaceDorf on July 27, 2017, 12:15:37 PM
    I think they do .. but I don't know for sure either.

    Try with a healthy organ .. than you can change it back ..

    or use a donor .. put the surrogate/synthetic into someone more deserving and give the prostophobe the spare part.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Der Failer on July 27, 2017, 12:18:35 PM
    Quote from: V on July 27, 2017, 11:27:05 AM
    So I know I'm being lazy for not just testing this myself, but do the synthetic/surrogate organs trigger the debuff for prosthophobes?
    Synthetic will trigger a debuff, but surrogate won't. The same goes for Bionics (yes) and basic prosthetics (no).

    @Ykara i think you should promote this in the OP, because the ability to replace a missing body part for prosthophobes without a debuff is quite good.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: tonsrd on July 27, 2017, 01:29:59 PM
    does this mod conflict with "death rattle"

    https://ludeon.com/forums/index.php?topic=34469.0 (https://ludeon.com/forums/index.php?topic=34469.0)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: RadicalIon on July 31, 2017, 09:17:42 AM
    Hey, I'm really loving this mod, I just have a strange (maybe) question:

    I scoured all of the workbenches, but I can't seem to find anywhere to make auxiliary AIs? Can anybody help me out? I've spent a week trying to scrape by with a solitary pawn, who was buffed as hell for roleplaying reasons and got his adv. bionic arm blown off by an explosive launcher on day 1. Now I have this prisoner I keep around exclusively to put a medical AI in him, have him butcher a few other unlucky passer-by's to grind some skill and install a new arm on my dorf. I'm close to chewing my hat over this.

    EDIT: I hate asking for help without providing any so
    Quote from: tonsrd on July 27, 2017, 01:29:59 PM
    does this mod conflict with "death rattle"

    https://ludeon.com/forums/index.php?topic=34469.0 (https://ludeon.com/forums/index.php?topic=34469.0)

    I had death-rattle for a bit, and it works quite well, as I saw. Knowing how mods generally work, I'd suggest having DR under EPOE just to decrease any chances of weird stuff like normal organs working fine with DR, but synth/bionic organs getting the vanilla insta-death.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Der Failer on July 31, 2017, 09:53:55 AM
    Quote from: RadicalIon on July 31, 2017, 09:17:42 AM
    Hey, I'm really loving this mod, I just have a strange (maybe) question:

    I scoured all of the workbenches, but I can't seem to find anywhere to make auxiliary AIs? Can anybody help me out? I've spent a week trying to scrape by with a solitary pawn, who was buffed as hell for roleplaying reasons and got his adv. bionic arm blown off by an explosive launcher on day 1. Now I have this prisoner I keep around exclusively to put a medical AI in him, have him butcher a few other unlucky passer-by's to grind some skill and install a new arm on my dorf. I'm close to chewing my hat over this.
    Auxiliary AIs can only be bought from a pirate merchant or a prostheses trader, there is no way to craft them.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: RadicalIon on July 31, 2017, 10:07:18 AM
    Aaah, makes sense. I get a trader every 7-9 seasons, though. Time to set out some caravans and hope RNJesus is feeling good today.

    PS: The forums should really looking to getting a kudos or reputation system in. I'm pretty sure I've seen other SMF-based communities with such, might even be a readily-available lib/addon.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Prince Kasta on August 07, 2017, 05:51:18 AM
    Sorry for the noob question but how do you treat bad back?
    I've installed a bionic spine but it didn't get rid of the bad back from that pawn.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: HefferX on August 07, 2017, 10:14:03 AM
    If bad back is on the Torso slot then I think its the Exoskeleton suit

    Question in turn: Is there a way to install a natural/original eye in to a pawn? Another mod adds tactical cornea implant, but I think it can only be added on an existing regular eyeball.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Prince Kasta on August 07, 2017, 11:56:07 AM
    Quote from: HefferX on August 07, 2017, 10:14:03 AM
    If bad back is on the Torso slot then I think its the Exoskeleton suit

    Question in turn: Is there a way to install a natural/original eye in to a pawn? Another mod adds tactical cornea implant, but I think it can only be added on an existing regular eyeball.

    Nope, I tried that too. She still has Bad Back.
    and yeah it is in the torso slot
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Madman666 on August 07, 2017, 01:13:42 PM
    In one of research project descriptions there's still lines about vancidium. Since its no longer there it probably shouldn't be. It was "Advanced Bionics" project I believe. Not complaining, just reminding if you forgot about that. :)

    And removing scars is kinda tough to figure out at first, especially since earlier in this thread were said that synthetic skin doesn't have a purpose. I think it would be nice for it to a have a mention in research project description, that you can cure scars with synthetic skin and glittermeds.

    Thanks again for the mod. Its a pure must have.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: sirskips on August 20, 2017, 07:48:57 PM
    So no matter the terrain or the bench it wont let me place even with god mode on!

    [attachment deleted by admin: too old]
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Jaca666 on August 21, 2017, 02:11:29 PM
    Hey, the download link doesn't work!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ink. on August 21, 2017, 06:40:25 PM
    Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: LiteEmUp on August 22, 2017, 01:33:39 AM
    Quote from: Ink. on August 21, 2017, 06:40:25 PM
    Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.
    needing materials?? i don't recall ever needing materials to harvest body parts from prisoners... did this mod got ninja updated lol???
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: tonsrd on August 22, 2017, 12:54:18 PM
    Quote from: Ink. on August 21, 2017, 06:40:25 PM
    Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.

    go to prisnor tab and click healroot/herbal medicine they wont remove stuff/organs without them.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: LiteEmUp on August 22, 2017, 06:26:19 PM
    Quote from: tonsrd on August 22, 2017, 12:54:18 PM
    Quote from: Ink. on August 21, 2017, 06:40:25 PM
    Just a quick question on something I've must of missed. I've got a bill for my doctors to harvest the ears of some of my prisoners, but they wont operate because they "need materials". What materials do I need? They're in hospital beds and I do have medicine.

    go to prisnor tab and click healroot/herbal medicine they wont remove stuff/organs without them.

    Lol i havent noticed my docs use meds before pulling out organs(duh it makes sense).. i dont pay attention much to the surgery since i got something else to micro for d time being.. i usually comeback to the harvested organs when it is night time and nearly all my pawns are asleep, then haul quick command on d organs for d haulers d next day lol
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: WereCat88 on August 25, 2017, 01:13:12 PM
    I've made a mistake.

    Kelly was a very good colonist, but her brain got blasted by a schyther charge rifle, leaving her to 87% Conciousness (Could have been much worse), i had 3 AI Persona Cores laying in my storage and just unlocked Brain Surgery so i installed one in place of her brain... now she enters a daze almost every 2 days, any way i could reverse this? Maybe add brain replacement surgery? As it seems that the AI Persona Core replaces the Brain.

    EDIT: It just came to mind that the first head transplant is going to happen this year (Will probably fail), so  maybe in the future (Rimworld future) it would be possible to do full body transplants?

    EDIT 2: Kelly went berserk but was successfully contained but 3 colonists were injured in the fight, as a further containment method her bionic arms were removed. Not even fully recovered from the last fight and she went berserk again, be advised as she has a functioning jaw and legs.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Fallatus on August 25, 2017, 05:03:15 PM
    I just came up with a idea. Introducing the newest in line of brain-saving medicine: Neuronites.

    Initially, Neuronites seemingly does nothing. They give no perceivable effects, nor improve your colonists performance. So you ask: "What is even the point then?"
    Neuronites are a type of glitter-world nanites, that when injected makes their way into the brain and arrange themselves into structures that run parallel to its neurons.
    Each individual Neuronite keeps track of the position, and other relevant information about itself, and the other Neuronites. Creating a internal, semi-digital map of the brain's structure.
    But the true power of the Neuronites doesn't begin to show itself until the brain is injured.
    In an instant, the Neuronites start their diagnostic systems. Advanced nano-processors begin communicating with each other, assessing how much of the brain has become damaged or lost.
    Once damage assessment is complete, the Neuronites begin reforming the brain's structure from the latest recorded, neural-layout. Slowly rebuilding the complex, maze-like structures of the brain.
    The Neuronites will repair the damage over the course of several days, So long as it wasn't terminal. (The pawn will remain unconscious until they have recovered to about 80%, after which they will wake up.)
    During this period, The pawn will occasionally require additional supplements of new Neuronites. They will also suffer from a increased metabolism and appetite. Rebuilding the brain is a lot of work.
    If all goes well, your pawn should eventually be back on their feet and none the worse for wear. The most lasting damage being a few of the most recent memories being forgotten. A small price to pay.

    One should always remember that Neuronites are a preventative medicine, and not a quick-fix to be used as a band-aid.
    They can only restore the brain back to the same state it was in post-injection, so injecting them into someone that has already suffered brain damage will not repair the damage, only prevent further damage.
    Thankfully, Neuronites have a long-lasting lifespan and will not need to be re-applied often to be effective, only once every half-year or so.

    Though, rumors speak of distant glitterworlds using a modified version of Neuronites to monitor the health of every individual in its population with mandatory injections.
    Other tall tales, involve such technology used in a grand ascendance, to transcend the limitations of mortal flesh into a singularity of information and thought.
    These stories are certainly only rumors however, and nothing more.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on August 25, 2017, 05:14:44 PM
    Fallatus,
    did you ever read the ingame description of Luciferium ?
    It is pretty the same you descripe.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: RetPaladinlol on August 26, 2017, 03:31:28 AM
    Quote from: WereCat88 on August 25, 2017, 01:13:12 PM
    I've made a mistake.

    Kelly was a very good colonist, but her brain got blasted by a schyther charge rifle, leaving her to 87% Conciousness (Could have been much worse), i had 3 AI Persona Cores laying in my storage and just unlocked Brain Surgery so i installed one in place of her brain... now she enters a daze almost every 2 days, any way i could reverse this? Maybe add brain replacement surgery? As it seems that the AI Persona Core replaces the Brain.

    EDIT: It just came to mind that the first head transplant is going to happen this year (Will probably fail), so  maybe in the future (Rimworld future) it would be possible to do full body transplants?

    EDIT 2: Kelly went berserk but was successfully contained but 3 colonists were injured in the fight, as a further containment method her bionic arms were removed. Not even fully recovered from the last fight and she went berserk again, be advised as she has a functioning jaw and legs.

    Lol that's pretty hilarious.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Fallatus on August 26, 2017, 09:08:29 AM
    Quote from: Canute on August 25, 2017, 05:14:44 PM
    Fallatus,
    did you ever read the ingame description of Luciferium ?
    It is pretty the same you describe.
    I'd disagree on you with that one.
    Unlike Luciferium, Neuronites do not improve the body's functioning in any way, They merely restore the brain's function. And even then, only if it happens to become damaged while under the drugs effect.

    While certainly closely related, Luciferium is a much more active, and aggressive type of nanite technology, that functions by deeply weaving themselves into the health and functioning of a pawns body.
    Neuronites on the other hand focuses singularly on the brain, is entirely passive, and causes no dependencies to the brain itself.
    This provokes a lot less strain on the body, pretty much negating any potential for withdrawal in comparison.
    In addition, While Luciferium heals any injury over time from the moment it is injected, Neuronites on the other hand needs to be applied before any damages occur to be effective, and can only repair and restore the functions of the brain itself.

    As such, giving Neuronites to a pawn with Alzheimer's will not cure them of their Alzheimer's, nor the damage done. Unless they developed it after injection, while the Neuronites are still present in the brain.
    Even then it would only repair the damage imparted, and not the condition itself. They would still have Alzheimer's, But the damage would be continuously repaired. Being effectively negated until their supply runs out.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: NiliusJulius on August 30, 2017, 07:46:30 AM
    How exactly do the brain stimulator and AI chip work? I have a pawn with permanent brain injury, only 2/10 left. He can't move at all, so I thought lets use a brain stimulator. And it did nothing. No change at all in any of his stats. So then I thought I would use an AI chip. Same thing, nothing happened. Then I thought I would try and use a brain stimulator on a healthy pawn, which should lower his stats. Again nothing changed.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Drusek on August 31, 2017, 10:13:50 AM
    Modding related question: where can I mod the number of bionics on one body part? Like I can put more than one on torso (exoskeleton and something from other mod) but I cannot figure it out how to do it for something like brain.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: neltnerb on September 03, 2017, 04:07:44 AM
    Quote from: Fallatus on August 25, 2017, 05:03:15 PM
    I just came up with a idea. Introducing the newest in line of brain-saving medicine: Neuronites.

    It's been a while since I tried, but I'm pretty sure that the artificial skin will fully repair brain damage. But it won't work if you've already installed the AI Core.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Fallatus on September 06, 2017, 06:55:53 AM
    Quote from: neltnerb on September 03, 2017, 04:07:44 AM
    artificial skin
    Quote from: neltnerb on September 03, 2017, 04:07:44 AM
    repair brain damage.

    That...
    Sounds like a bug.
    I mean, i don't have a Major in biology or anything, but i'm pretty sure the brain isn't made out of skin. Artificial or not.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: MasterBabble on September 18, 2017, 05:46:57 PM
    Hey had an idea, could you make bionics, specifically installed AI susceptible to EMP? Like it would put them in to stun, or knock them out, further it would be cool if EMP would render bionics in other parts of the body useless. Love the mod, thanks for the work!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: sirgzu on September 23, 2017, 04:50:12 PM
    Just bumped into the AI core thingy making my pawns berserk.. I kinda like the idea but it's very controversial as it's pretty much like turning your pawn into a ticking time bomb... perhaps I'm just not good at dealing with berserkers...

    Anyhow we have 4 days between psychotic episods and 7 days between berserker episods in average, so here is my suggestion (assuming mtbDays actually means what I think it does..):

    Every time either one type of psychotic episod occurs, it should take one more day on average until reoccurence.

    That way we still have a pretty tough time paying for our shiny new brain but at least there is light at the end of the tunnel..
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: mangalores on September 25, 2017, 02:12:11 PM
    Quick question: Is this compatible with custom races (in my case Asari). I'm not sure if it is working right as operation options seem to not show on Asari pawns.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on September 26, 2017, 03:11:49 AM
    Any alien race would need an extra EPoE patch, and for the most races these patches allready exist.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: KLk on September 26, 2017, 07:19:32 AM
    wich tech you need to use neurotrainers?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on September 26, 2017, 09:12:32 AM
    Neurotrainer are vanilia-item, no research/tech is needed.
    Normaly you select a pawn, then right click on a trainer and you get the option "use".
    Or did you mean the implants that enhance some skills ? Then you need like all other brain-implants Brainsurgery.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: mangalores on September 26, 2017, 04:04:25 PM
    Quote from: Canute on September 26, 2017, 03:11:49 AM
    Any alien race would need an extra EPoE patch, and for the most races these patches allready exist.

    Ah, okay. Thx. Scheduling operations still feel wonky in the game because sometimes it's not clear why an operation is not available so I wasn't sure. Will search for that then.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Jozay on September 27, 2017, 08:48:14 PM
    Hi, is there a way to cure demencia with the mod ? I can't actually  ::)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: KLk on September 28, 2017, 04:18:44 PM
    Quote from: Canute on September 26, 2017, 09:12:32 AM
    Neurotrainer are vanilia-item, no research/tech is needed.
    Normaly you select a pawn, then right click on a trainer and you get the option "use".
    Or did you mean the implants that enhance some skills ? Then you need like all other brain-implants Brainsurgery.
    I say beacuse i cant use them, i thought i was a change in the mod
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: PhxCan on October 04, 2017, 03:26:53 PM
    Hello, great mod.
    I need help though. I cannot install drugged ribs to colonists, but other ribs work fine. I use A 17 hardcore sk. Does anyoe know how to solve this?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: tonsrd on October 05, 2017, 06:16:12 AM
    Quote from: PhxCan on October 04, 2017, 03:26:53 PM
    Hello, great mod.
    I need help though. I cannot install drugged ribs to colonists, but other ribs work fine. I use A 17 hardcore sk. Does anyoe know how to solve this?
    hardcore-sk  changes every mod in there mudpack ull need to ask there
    -check they have medicine enabled
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: SuperCharged on October 07, 2017, 09:03:47 PM
    Heyy, long time player here, first time actually posting on the forum. First off, absolutely love the mod, got the hang of it very quickly and with Combat Extended it just makes the game an absolute blast to play.

    However, according to a search, you can fix scars by going to "Bills". However when I go to Bills on any character that has a scar (bite/scratch/stab/etc), no option comes up. I don't need synthetic skin, do I? Cause I have yet to find a trader that sells Hyperweave. Obviously scars aren't a huge issue, but I'd just like to know if I'm overlooking something, thanks!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on October 08, 2017, 03:06:15 AM
    You need synthic skin + glitterworld medicin, yes.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: CoriW on October 12, 2017, 11:30:12 PM
    Hello, after noticing several complaints about the AI Persona Core implant causing colonists to go berserk I decided to post a patch which offers two alternatives to the current behavior.

    AI Persona Core Fix (https://ludeon.com/forums/index.php?topic=36035)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on October 21, 2017, 04:45:52 AM
    Hi,
    Currently playing with the Android colony + androids EPoE patch.
    Shouldn't the AI chip replace the Brain stimulator when you install it ?

    And it would be nice if both could be removed too.
    Because there is no need for them anymore if you repair the brain with synthic skin.
    Not sure if this based on the android patch only or a generel issue.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Spleenling on October 22, 2017, 05:57:28 AM
    What happened to the Graft Rejection side mod? That sounds interesting as I find this mod does tend to be quite powerful but all the re-balancing mods I have seen for this seem to achieve "Balance" by making everything cost more resources than it would to just buy them from traders.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: DarkSurge on October 29, 2017, 06:17:53 PM
    I need help, I can not install a power arm to my colonists. I can install it to one of them, but all the rest only give me harvest options.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on October 30, 2017, 05:04:29 AM
    DarkSurge,
    What race is the colonist you can install, and what race does got the other ? Do you use the EPoE patch for this races ?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: DarkSurge on October 30, 2017, 04:13:28 PM
    Quote from: Canute on October 30, 2017, 05:04:29 AM
    DarkSurge,
    What race is the colonist you can install, and what race does got the other ? Do you use the EPoE patch for this races ?
    I guess that makes sense, the one i can install it on is the crystaline race which has a epoe patch, the one i want is the Zarbrak race from the starwars mod. does anyone know where i can find a patch for this one? If there is one.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: mine craft on November 04, 2017, 05:07:41 AM
    Could you please put the manual download to this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=1190661192
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Kalre on November 04, 2017, 10:20:01 PM
    Any notice on A18 update ? ;(
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Palipo on November 06, 2017, 02:12:46 PM
    Quote from: Kalre on November 04, 2017, 10:20:01 PM
    Any notice on A18 update ? ;(

    I fixed the errors showing on startup. Haven't done any testing yet. Could provide the zip-file if you're interested.

    Greetings
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Kalre on November 06, 2017, 03:03:05 PM
    Sure !
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: kobar on November 07, 2017, 05:18:01 AM
    I hope, Tytan hasn't changed any body system, so EPOE would need some serious rework, right?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: wacs on November 08, 2017, 01:12:52 AM
    Quote from: Palipo on November 06, 2017, 02:12:46 PM
    Quote from: Kalre on November 04, 2017, 10:20:01 PM
    Any notice on A18 update ? ;(

    I fixed the errors showing on startup. Haven't done any testing yet. Could provide the zip-file if you're interested.

    Greetings

    Greetings, would be interested in the zip-file too, thanks!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Wintersdark on November 08, 2017, 01:34:21 AM
    I'm also interested.  I've been hitting a18 unstable pretty hard, and have a fairly advanced endgame colony that could really use some epoe fun - was about to end that game as it was, so I'm fine with risking it to help find any lurking bugs.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Kelsin on November 08, 2017, 07:01:49 AM
    Quote from: Palipo on November 06, 2017, 02:12:46 PM
    I fixed the errors showing on startup. Haven't done any testing yet. Could provide the zip-file if you're interested.

    Greetings

    Would be grateful ifd you could send it to me too, please =)
    One of my favorite and must-have mods
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Mistrornge on November 08, 2017, 11:58:50 AM
    Would be interested in testing.  Could I get the .zip file please?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Palipo on November 08, 2017, 05:38:43 PM
    Hello,

    you've got mail.
    I did some testing with the developer tools and installed some bionic and advanced bionic parts.
    Had no errors and the effects of the installed components were as they should be.

    Before making false promises I'd like to say that I don't really know if it's completly compatible with A18.

    Greetings.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: ThatOnePinata on November 08, 2017, 08:29:26 PM
    Quote from: Palipo on November 08, 2017, 05:38:43 PM
    Hello,

    you've got mail.
    I did some testing with the developer tools and installed some bionic and advanced bionic parts.
    Had no errors and the effects of the installed components were as they should be.

    Before making false promises I'd like to say that I don't really know if it's completly compatible with A18.

    Greetings.

    Is it cool if I also test out your A18 Epoe mod?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on November 09, 2017, 03:27:20 AM
    Palipo,
    I suggest you wait 1-2 weeks after A18 release came out, maybe the release email will Ykara force to update his mod.
    If not you should made a new topic with your release of the mod, ofcouse with the link/credits to this Topic.

    But since of the popular demand, you maybe should start a new topic for the A18unstable.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Palipo on November 09, 2017, 11:34:58 AM
    Hello,

    Yes, I guess we wait until then. What should I consider if I open a new Topic for that EPOE version besides mentioning the original modder and this thread? I don't want to violate any rights.

    Greetings
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: kaptain_kavern on November 09, 2017, 12:28:25 PM
    There's no rigid rules or things like that apart the one stickyed top. But some things to consider
    - We nearly all take some time off and back for the next release. Ykara had never missed one AFAIK, so I'm pretty sure we will heard from him soon.
    - The A18 stable version is not even there, I personally find it a bit soon to assume a mod is now "orphan" - but it's just my point of view  ;)
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: teag2 on November 09, 2017, 10:47:42 PM
    Ykara's probably just waiting for the stable release, most people here probably just want to play with EPOE in the unstable build, as do I.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Necromenta on November 16, 2017, 11:39:04 AM
    Quote from: Palipo on November 06, 2017, 02:12:46 PM
    Quote from: Kalre on November 04, 2017, 10:20:01 PM
    Any notice on A18 update ? ;(

    I fixed the errors showing on startup. Haven't done any testing yet. Could provide the zip-file if you're interested.

    Greetings

    can i get that file too?

    Thank you.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Spikedude on November 16, 2017, 01:18:24 PM
    Loving the mod so far and I really appreciate being able to keep my colonists in tip top shape, especially in those instances where your crafter gets his thumb destroyed by a mad squirrel and is suddenly less effective. But the biggest issue I seem to be having is finding hyperweave. Aside from 17 I got from a cargo pod at the start of my colony, I haven't seen a single strand of it anywhere! Not even the textiles traders seem to carry it. I'd really like to be able to start making synthetic skin but it doesn't seem possible. Looking through the defs it seems like textiles traders should carry between 10-60 but they just don't. Could there be a conflict somewhere? Anyone else run into this problem?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Okam on November 16, 2017, 03:05:28 PM
    Quote from: Palipo on November 06, 2017, 02:12:46 PM
    Quote from: Kalre on November 04, 2017, 10:20:01 PM
    Any notice on A18 update ? ;(

    I fixed the errors showing on startup. Haven't done any testing yet. Could provide the zip-file if you're interested.

    Greetings

    I can have that update? <3 pls
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on November 17, 2017, 04:04:31 AM
    QuoteBut the biggest issue I seem to be having is finding hyperweave. Aside from 17 I got from a cargo pod at the start of my colony, I haven't seen a single strand of it anywhere! Not even the textiles traders seem to carry it.
    Yep, hyperweave is very rare on traders, this is known.
    You can either use a mod to recycle appareals or a mod to craft your own hyperweave (vegetable garden got both).
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: silvermistshadow on November 17, 2017, 11:43:49 PM
    I don't know what I did wrong, but for some reason when I try to run this and Psychology together, the game crashes on world generation. My limited knowledge of programming and software technical stuff doesn't allow me to make heads or tails of the log files, either. Can't really tell the exact *why* of the crash. All I have is an access violation and a stack trace.

    EDIT: Works fine once I loaded a save post-worldgen. Hope that doesn't mess anything else up.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Pichu0102 on November 18, 2017, 01:03:16 AM
    Noticed something odd: When I replaced a bionic leg with an advanced bionic leg, moving went down by 10%.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Canute on November 18, 2017, 04:07:35 AM
    That is indeed odd.
    Because i notice too that both legs got different enhance stats.
    One enhance the body part eff. and the other increase the moving.

    But i compared the movespeed of my pawn before and after the operation and my movespeed got slightly increased with the adv. bionic leg.
    Does you pawn got some other equipment, food or drugs that change some stats maybe ?
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Ykara on November 18, 2017, 05:20:17 PM
    Hey guys, just wanted to say that this mod is not an orphan, EPOE's daddy is still alive and kicking! I've already updated EPOE to A18, but I will scroll through your suggestions and complaints and try to fix and incorporate them, so EPOE 2.1 will be available tomorrow.
    Stay tuned, and sorry for not being more active here ^^
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: kaptain_kavern on November 18, 2017, 05:27:09 PM
    Told ya

    ;-D
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Madman666 on November 18, 2017, 05:42:19 PM
    Man, you're awesome. Simple as that.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Sadaharu on November 19, 2017, 04:50:53 AM
    Can´t wait for the release!
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Kraehe on November 19, 2017, 11:10:17 AM
    I reloade this page every 5 Minutes. Can't wait for the update. :D
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Snakieee on November 19, 2017, 01:54:02 PM
    Quote from: Kraehe on November 19, 2017, 11:10:17 AM
    I reloade this page every 5 Minutes. Can't wait for the update. :D

    same
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: EligibleFoot on November 19, 2017, 01:58:52 PM
    Quote from: Kraehe on November 19, 2017, 11:10:17 AM
    I reloade this page every 5 Minutes. Can't wait for the update. :D

    This pretty much sums up my experience on the whole mods forum for the past 24 hours.
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Ykara on November 19, 2017, 04:52:09 PM
    2.1 - Alpha 18 Update!

    Heyo!
    Nope, I'm still not dead - even though I can understand everyone who thought I was. But you know how it is, every time a new Alpha comes out, I crawl out of my hole and put some work into EPOE. There aren't many new features in this update, but I have fixed the broken AI persona core system with new mental states and I have added the option to remove brain stimulators. I haven't had enough time to test everything, so feedback is very much appreciated!
    Enjoy, we'll see us again next year :P

    Changes:
    *  Updated EPOE to Alpha 18
    *  Finally balanced the AI persona core
    *  Added the option to remove brain stimulators
    *  Fixed some descriptions that still mentioned vancidium (RIP)
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: XeoNovaDan on November 19, 2017, 05:59:34 PM
    Just checked through the XML for EPOE 2.1 for the purpose of updating my rebalance, and you forgot to update advanced bionic hand's hediff from the old verb system to the new tool system.
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Ykara on November 19, 2017, 06:04:40 PM
    Quote from: XeoNovaDan on November 19, 2017, 05:59:34 PM
    Just checked through the XML for EPOE 2.1 for the purpose of updating my rebalance, and you forgot to update advanced bionic hand's hediff from the old verb system to the new tool system.

    Thanks for reporting, I've fixed it!
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: XeoNovaDan on November 19, 2017, 06:10:13 PM
    No problem!

    Also, you might want to adjust the medicine requirements for most surgeries; Beta 18 changed a lot of requirements for its vanilla parts. For instance, a bionic arm now needs 2 medicine to install rather than 1.

    Also, basic prosthetic surgeries have a SurgerySuccessChanceFactor of 1.3, and bionic eyes are 0.8. There are several others too. Gotta keep consistent!

    Edit: And most surgeries now have a minimum medicine skill requirement.
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Ykara on November 19, 2017, 06:16:08 PM
    Quote from: XeoNovaDan on November 19, 2017, 06:10:13 PM
    No problem!

    Also, you might want to adjust the medicine requirements for most surgeries; Beta 18 changed a lot of requirements for its vanilla parts. For instance, a bionic arm now needs 2 medicine to install rather than 1.

    Also, basic prosthetic surgeries have a SurgerySuccessChanceFactor of 1.3, and bionic eyes are 0.8. There are several others too. Gotta keep consistent!

    Edit: And most surgeries now have a minimum medicine skill requirement.

    Ok, thanks for telling me, I'll take a look into these changes and adjust some values. Always appreciated!
    Title: Re: [A18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Kraehe on November 19, 2017, 06:17:44 PM
    Idea:

    Maybe upgrade Bionics with Plutonium, so they can get some additional boni. But make the colonists sick over time, so that they need some anti radiation medizin? Or just reduce the immune system if they use such bionics?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: XeoNovaDan on November 20, 2017, 07:01:43 AM
    Oh yeah, one last question which I've only just remembered to ask: will this use the advanced components introduced with B18? I think that'd be a great opportunity to take advanced components beyond being an extremely niche resource, much like what's happening with chemfuel.
    Title: Re: [A17] Expanded Prosthetics and Organ Engineering 2.0 (24.5.2017)
    Post by: Pichu0102 on November 24, 2017, 11:26:57 PM
    Quote from: Canute on November 18, 2017, 04:07:35 AM
    That is indeed odd.
    Because i notice too that both legs got different enhance stats.
    One enhance the body part eff. and the other increase the moving.

    But i compared the movespeed of my pawn before and after the operation and my movespeed got slightly increased with the adv. bionic leg.
    Does you pawn got some other equipment, food or drugs that change some stats maybe ?
    Yeah, back when playing a17, I had mechanite forge which had seraphium, which improves blood pumping and filtration. Although I'm not sure why that would make normal bionic legs better than advanced ones.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: JerBear on November 26, 2017, 06:17:07 PM
    ok so how in the world do I get so much of the glittertech medicine needed for some of the recipes here?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: MeowMixer on November 26, 2017, 11:46:00 PM
    I had a few thoughts about dealing with the 'frail' condition in relation to your mod, as well as some other things.

    New Uses for existing Pieces
    - Exoskeleton - It compensates for the weakened nature due to age. Possible cure for 'Frailty'.

    New Piece
    - Bionic Musculature - A replacement for the muscles in the torso and neck.

    Combo Bonuses
    - Both Legs - Second leg replacement also replaces 'Hips'. Possible move bonus
    - Both Arms - Replaces 'Clavicles'. Possible manipulation bonus.
    - AI Persona Core, Spine, Musculature, Both Arms, Both Legs - 'Full Conversion' bonus. Immunity to 'Frail', removes penalties from 'AI Persona Core'.

    Not sure how many of these ideas already exist or have been puttering around in your brain. But there was no way I was reading 120+ pages before posting them. If there's nothing new in this post, I hope to at least have brought it back into the forefront of your brainial area.

    Signed:
    - A person just trying to abandon as much of his humanity as possible.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: keastes on December 02, 2017, 08:48:12 PM
    I dont suppose there is an A16 link lying around somewhere?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: scotty562 on December 03, 2017, 10:30:52 PM
    This is one of my favorite Rimworld mods. That said I am having great difficulty finding enough uranium to make the advanced bionics. The most efficient path I've found to get them is to save up enough money and buy them from the trader. Maybe I'm doing something wrong, but this has been my experience.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on December 04, 2017, 02:07:33 AM
    Most people find uranium under the surface with deep drills.

    But you can use other mods like
    Omni core drill
    or
    Resources plants
    to get unlimted source of minerals.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: scotty562 on December 04, 2017, 06:36:28 AM
    The deep drills are heavily rng based. For instance I had one deposit on my map which barely made anything. The near inability to trade for it either through the orbital traders, the visiting traders, or traveling to npc colonies is a bigger issue IMO. That or the uranium cost is simply to high.

    Edit:
    Well looking into it I have another question. The Recipe_Components.xml says MakeEnergizedComponent costs 3 uranium, but in game it costs 30 for me. Components is set to 1. I tried setting uranium to 2 and in game it went from 30 to 20. Not sure if this is an issue or as intended.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: muffalomill on December 11, 2017, 06:21:07 AM
    One of my dudes had a bad back, and I installed a new bionic spine, but he still has a bad back. I assume I need to do something different to heal the bad back with this mod - could anyone please point me in the right direction?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: 99victor on December 11, 2017, 06:05:09 PM
    Any plans to go full mad scientist? You know like create your own living Frankenstein pawns?

    Special Production Items
    FrankenBench: To manufacture a torso and head.
    Life Support: Life Support module to place next to medical bed (Like the vital monitor) to keep torso and head alive.

    Manufacturing Process
    Stage 1 = Manufacture a Torso w/Head at the "Frankenbench" (not sure what the ingredients list should be?)
    Stage 2 = Torso w/head, no arms and legs moved to the medical bed that has life support (immobile, must be kept fed and must administer 2 glitter world medicine per day (every 12 hours) until legs are installed or the pawn dies.)
    Stage 3 = Install prosthetic legs (mobile, cant do any work tasks and must be kept fed and must administer 1 medicine per day until arms are installed or the pawn dies.)
    Stage 4 = Install prosthetic arms (fully functional pawn but must be administered 1 herbal medicine per day or health starts to deteriorate until death.)
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: asquirrel on December 25, 2017, 08:52:25 PM
    Weird.  I can get spines and legs installed but I can't install ribs.  I can repair the ribs with DESurgeries mod.  I have one guy with a broken rib.  Doesn't matter if I try to install any of the replacement synthetic ribs (medical rib replacement) I bought from the traders. I can try installing on a pawn with no rib injuries but I still can't put the rib in. DEsurgeries is way before EPOE.  I put EPOE at the end of my mod load list.  No luck.  I can't install the thing on anyone.  All the other bionic parts I can install.  I've installed bionic legs (advanced and regular) and just installed a bionic jaw and spine.  What do I need to do to put the bionic ribs in?

    Edit - I found that you need to research rib replacement before you can put in ribs.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Arex on December 28, 2017, 06:18:33 AM
    Where can I send updated Russian translation?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: CrimsonPhalanx on January 01, 2018, 03:12:34 PM
    Is it just me, or are there 2 items called "Advanced Bionic Ear".
    I'm just speculating, but from the stats I think one of them is supposed to be the cybernetic ear?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Kennedy Garcia on January 01, 2018, 11:34:09 PM
    Hello, I'm new to this mod and I already got all of the researchs and all of the production things.
    But I don't know how to fix scars. Can someone help me and answer this ?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: GrimTrigger on January 03, 2018, 08:45:18 PM
    What table crafts energized components? What is the pre-requisite research in the event the component table does.  I only see advanced components... did a search of the forums and not finding an answer to this question.  Thanks.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on January 04, 2018, 04:29:17 AM
    GrimTrigger,
    i suggest to use HelpPal mod, this mod mosttimes can answer this kind of question ingame.

    But the short answer is, the same table you craft componets, ComponentAssemblyBench.
    Did you do the research for energized components ?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: GrimTrigger on January 04, 2018, 06:19:00 PM
    Quote from: Canute on January 04, 2018, 04:29:17 AM
    GrimTrigger,
    i suggest to use HelpPal mod, this mod mosttimes can answer this kind of question ingame.

    But the short answer is, the same table you craft componets, ComponentAssemblyBench.
    Did you do the research for energized components ?

    I'll have to look into that mod, thanks!  That was it though, had not researched energized components yet.  The tech tree is a bit overwhelming even with researchpal
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: paul23 on January 06, 2018, 11:57:33 AM
    Is there a list that shows what everything does?

    IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Onyx on January 07, 2018, 10:04:23 AM
    Quote from: paul23 on January 06, 2018, 11:57:33 AM
    Is there a list that shows what everything does?

    IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.

    Make sure you check the information screen of each individual item - from the description, looks like the brain stimulator doesn't do anything to boost consciousness above 65%.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: V on January 09, 2018, 03:48:54 PM
    Hi, I've been using EPOE for a while, and I'd like to mention a few of my thoughts on the mod.

    One of the biggest things that's bothered me is the use of +<stat> on bionic parts where instead a change in efficiency % would lead to the same effect. It's not really a huge problem, but I find it to be a bit strange, since the base game uses changes in efficiency of body parts to buff/debuff colonists. With synthetic organs, I can see why changing the efficiency might lead to unintended buffs, such as the liver increasing metabolism rather than just the blood filtration you've added in. For these, 100% efficiency + buffs seems fine. I feel it would just increase the consistency of the game if for parts whose buffs would be achieved by increase in efficiency, that those parts do so via that method.

    Another consideration I had was that the AI chip forces consciousness to 100% max, and stacks with the brain's level of consciousness. As such, a colonist will receive less of a penalty to consciousness than an unmodified one if their consciousness is debuffed (as they have "overflow" consciousness), but those with AI chips are also unable to have their consciousness buffed by drugs such as wake-up. Would it not be possible to instead simply give the AI chip 100% efficiency and replace the brain, or is the cap on consciousness intentional. I understand the brain stimulator being an implant and not replacing the brain, as turning colonists into vegetables with it isn't the intended effect.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: V on January 09, 2018, 04:22:51 PM
    Quote from: paul23 on January 06, 2018, 11:57:33 AM
    Is there a list that shows what everything does?

    IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.
    I could probably draft you up a list of parts and their effects, including damage values for arm/hand upgrades.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: paul23 on January 10, 2018, 09:42:57 AM
    Quote from: V on January 09, 2018, 04:22:51 PM
    Quote from: paul23 on January 06, 2018, 11:57:33 AM
    Is there a list that shows what everything does?

    IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.
    I could probably draft you up a list of parts and their effects, including damage values for arm/hand upgrades.

    That would be awesome. - I'm currently looking at the ribs (I have a very good 30yo colonist who just so happen to have 4 ribs destroyed) - however the price on these is quite expensive...
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Sarge on January 10, 2018, 01:38:53 PM
    Quote from: paul23 on January 10, 2018, 09:42:57 AM
    Quote from: V on January 09, 2018, 04:22:51 PM
    Quote from: paul23 on January 06, 2018, 11:57:33 AM
    Is there a list that shows what everything does?

    IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.
    I could probably draft you up a list of parts and their effects, including damage values for arm/hand upgrades.

    That would be awesome. - I'm currently looking at the ribs (I have a very good 30yo colonist who just so happen to have 4 ribs destroyed) - however the price on these is quite expensive...

    If he didn't get 4 virgins in return then I say he's already paid the price.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Sarge on January 10, 2018, 07:26:30 PM
    One of my citizens has a torn off left leg (damn werewolf). I have installed 3 peg legs, or tried to. Nothing happens and no failure messages, it merely consumes the peg leg.

    Thing is, 3 of my citizens lost legs in this same fight. I installed the first guy's no problem, failed on her 3 times and then installed the last guy's without a hassle.  :-\

    EDIT: I crafted simple prosthetic legs to replace peg legs on one of the guys mentioned before that had no hassle operations. Removing the peg legs was no problem but I am having the same problem as before when installing the simple prosthetic legs.

    EDIT 2: Now trying to fit the peg legs again since I am out of materials to craft more simple prosthetic legs, the peg legs aren't working anymore.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on January 11, 2018, 02:25:00 AM
    Quote from: Sarge on January 10, 2018, 07:26:30 PM
    One of my citizens has a torn off left leg (damn werewolf). I have installed 3 peg legs, or tried to. Nothing happens and no failure messages, it merely consumes the peg leg.

    Thing is, 3 of my citizens lost legs in this same fight. I installed the first guy's no problem, failed on her 3 times and then installed the last guy's without a hassle.  :-\

    EDIT: I crafted simple prosthetic legs to replace peg legs on one of the guys mentioned before that had no hassle operations. Removing the peg legs was no problem but I am having the same problem as before when installing the simple prosthetic legs.

    EDIT 2: Now trying to fit the peg legs again since I am out of materials to craft more simple prosthetic legs, the peg legs aren't working anymore.

    You must install at least 34 more peg legs, just do be sure something's not right. If everything is going right, your pawn will soon be a giant writhing abomination of flesh and wood.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on January 11, 2018, 03:45:39 AM
    Sarge,
    Since you use werwolfs you use at last one other race.
    Are your pawn's are all human's or is there an alienrace with them ? And does you have an EPoE patch for these race.

    Do you got some other medical mod active too ?

    And i think it just would be fair to spawn the lost pegleg's protestic leg with the dev tool, since you lost them to a glitch.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Sarge on January 11, 2018, 01:10:37 PM
    Hey Canute

    I only have humans in my faction and all these failed instances were on human pawns. I do have the latest Alien Races mod active and I'm running the most up to date EPoE version.

    @ Harry; I'm working on it

    (https://puu.sh/yZapD/f61b1bffea.jpg)
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on January 11, 2018, 02:48:18 PM
    Hahahahaha, yes! Just how I imagined, like a pincushion of flesh, but all the legs sticking out of it make a sphere that could roll around.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Madman666 on January 12, 2018, 03:53:19 PM
    Armored human centipede)) Noice.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: katnep on January 16, 2018, 01:40:44 PM
    Quote from: scotty562 on December 04, 2017, 06:36:28 AM
    The deep drills are heavily rng based. For instance I had one deposit on my map which barely made anything. The near inability to trade for it either through the orbital traders, the visiting traders, or traveling to npc colonies is a bigger issue IMO. That or the uranium cost is simply to high.

    Edit:
    Well looking into it I have another question. The Recipe_Components.xml says MakeEnergizedComponent costs 3 uranium, but in game it costs 30 for me. Components is set to 1. I tried setting uranium to 2 and in game it went from 30 to 20. Not sure if this is an issue or as intended.


    well the problem if im correct is that uranium is a "low volume(or something)" material so it requires 10x the listed amount
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Pighit on January 16, 2018, 09:14:02 PM
    In the research menu it still says vanacidium
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: DepOpt on February 02, 2018, 07:05:55 AM
    So, I have the Advanced Bionics research, and have unlocked the recipes to upgrade bionics, but I can't find the bill to craft Energised Components anywhere. I've thoroughly checked through the Component Bench, Machining Bench and Bionics Bench, but nothing. Is there something I'm missing?

    EDIT: Nevermind, I just spotted the Energised Components research. I did a dumb...
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 02, 2018, 07:46:48 AM
    DepOpt,
    and for you too. You should install the mod HelpTab. With that mod you can check ingame what research is missing and at what workbench you can craft it.
    So far i remember Energised Components got an extra research, then you can craft it at the comp assembly bench.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on February 02, 2018, 09:45:12 AM
    Quote from: Canute on February 02, 2018, 07:46:48 AM
    DepOpt,
    and for you too. You should install the mod HelpTab. With that mod you can check ingame what research is missing and at what workbench you can craft it.
    So far i remember Energised Components got an extra research, then you can craft it at the comp assembly bench.

    At this point, something like HelpTab really needs to be vanilla, in my opinion. It would really solve a ton of these small issues that people are having. I don't mind helping people find their answers, but I would rather show them how to use the tools they have available to them to figure out the answer on their own, future proofing any of these issues from coming up again!
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Novalex233 on February 10, 2018, 11:32:21 AM
    Hey there, I ran into a bit of confusion: The Synthetic Stomach is supposed to improve Eating by 20% right? (it says so on the item and the installment) But for some reason my colonist still only has Eating at 100%, and when I hover my mouse over it doesn't show the Synthetic Stomach's improvement like any other Prosthetic.
    Is this intentional, something wrong with the code, or is the vanilla game just like this?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 10, 2018, 11:58:48 AM
    The code at last show
    <capacity>Eating</capacity>
    <offset>0.2</offset>

    So from this side it looks fine.
    Do you use other medical mods that maybe add another synthic stomach or change the stats?
    Maybe move EPoE at the end of the modlist and check again.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on February 10, 2018, 12:06:54 PM
    I believe EPOE recommends you have it at the end of your mod list. Also, I would try having only Core and EPOE loaded with no other mods, then put a synthetic stomach in a pawn on a test game, and see if you still have the same results.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 10, 2018, 01:04:16 PM
    Nope, not allways i got it mosttimes pretty far up after Lib's and QoL mods.
    Since some other mods/races need the EPoE before.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Novalex233 on February 10, 2018, 01:16:50 PM
    I did what you guys said and it's still not working :(
    link to the screenshots, this is with only vanilla core and EPOE:
    https://imgur.com/a/EGGgC
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on February 10, 2018, 01:32:53 PM
    Quote from: Harry_Dicks on February 10, 2018, 12:06:54 PM
    I believe EPOE recommends you have it at the end of your mod list.

    Quote from: Canute on February 10, 2018, 01:04:16 PM
    Nope, not allways i got it mosttimes pretty far up after Lib's and QoL mods.
    Since some other mods/races need the EPoE before.

    Quote from: Ykara on February 19, 2015, 05:14:28 PM
    How to install:
    Just unpack the folder and put it in your mods directory of your game. Mind the mod order: EPOE should be activated last!
    This mod works fine with existing colonies!
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: MercuryDoll on February 12, 2018, 07:38:39 AM
    Why the h*ck is it called an "Exoskeleton Suit" if it still needs surgery to be permanently attached like an implant? Just call it a Bionic Endoskeleton (https://en.wikipedia.org/wiki/Endoskeleton) or something.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Harry_Dicks on February 12, 2018, 09:35:11 AM
    Quote from: MercuryDoll on February 12, 2018, 07:38:39 AM
    Why the h*ck is it called an "Exoskeleton Suit" if it still needs surgery to be permanently attached like an implant? Just call it a Bionic Endoskeleton (https://en.wikipedia.org/wiki/Endoskeleton) or something.

    How hard is it to imagine an exoskeleton suit with all kinds of hydraulics, servos, and electric motors, and there are all sorts of places where this hooks up to the person body through surgery. We've already got other insane sci-fi stuff going on, so what's so different about this? Also, I think we need to imagine this as more of a "right next to and/or partially inside of the body" type of exoskeleton suit. Either way it is very easy to rename something like this, or you could remake it into a piece of apparel if you're up for it. We can help if you get stuck, or at least I will if no one else wants to. ;)
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 12, 2018, 10:13:04 AM
    Quote from: MercuryDoll on February 12, 2018, 07:38:39 AM
    Why the h*ck is it called an "Exoskeleton Suit" if it still needs surgery to be permanently attached like an implant? Just call it a Bionic Endoskeleton (https://en.wikipedia.org/wiki/Endoskeleton) or something.
    An "Exoskeleton Suit" is basicly an improment of the of the skin. It replace the skin with all the function a natural skin.
    But give the owner an enhanced armor boost. The nanofibre inside also boost the strenght and speed of the owner.
    Not to speak that it work it need to be connected with the nervesystem.
    All these things need an medical operation and just can't put on like an overall.

    And an Endo... is inside, while Exo.. is outside.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: SirDarin on February 20, 2018, 02:40:15 PM
    Hi, I was wondering if anyone know how difficult it is to patch an alien race to be EPOE compatible? I was thinking about trying to work on doing an EPOE patch with a few races I want to use.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: sepromas on February 21, 2018, 10:32:26 AM
    BUG REPORT
    Hello I cant remove brain stimulant Doctors will only use anesthesi and stand there.
    Video: https://youtu.be/f2N0RB8EZ_Q
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Riffy on February 28, 2018, 11:10:12 AM
    Anyone have issues with pawns not working on the bionics workbench, I have had ribs qued up for awhile now. I can't even force someone to use it so I am assuming I got a mod conflict.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 28, 2018, 11:12:17 AM
    Nothing known so far.
    Try to move EPoE at the end of the modlist or on top, and look if something change.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Riffy on February 28, 2018, 11:43:46 AM
    Quote from: Canute on February 28, 2018, 11:12:17 AM
    Nothing known so far.
    Try to move EPoE at the end of the modlist or on top, and look if something change.

    Thanks I'll try that, does rimworld handle conflicts or does it just let whatever loads last trump anything loaded before it?

    Yup that fixed it now someone will use the table for ribs. Thanks again, I had just been putting up with it.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on February 28, 2018, 02:44:06 PM
    Depend,
    the last patch operation will count.
    But the first loaded .dll (if different mod's would use the same) count.
    But in this case i think it is more a question about patches.

    Did you install maybe another mod which add bionic's or similar ?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Riffy on February 28, 2018, 06:12:53 PM
    Very likely since I have both a bionic and a bionics bench now. So my guess is that is the issue but best guess would be is since they both handle the same things they likely were conflicting and now I got to find out which one added that other bench. My own fault for having like a hundred mods loaded at once.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on March 01, 2018, 03:50:16 AM
    Just use one of
    Expanded Prosthetics and Organ Engineering
    Rah's Bionics and Surgery Expansion  - Hardcore Edition
    Basicly they are basicly the same, while RBSE is further development then EPoE but with higher craft cost but less tables.

    Cyberstorm, offer bionics too. But i can't say how it will interfere with these other 2.

    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: ilikegoodfood on March 20, 2018, 06:42:11 AM
    EPOE is an amazing mod, and as far as I'm concerned has been so for as long as I've used mods in RimWorld. It was one the first mods I ever added to my games and continues to provide recovery and enhancement options for my colonists.

    This is a request for a feature, one that might be a tad complex to implement. I'm only passingly familiar with the prosthesis system in RimWorld, so I can't be sure how much work it'd require.
    In vanilla Rimworld, a prosthesis does not automatically contain its connected body parts. As such a prosthetic arm does not contain a hand, or fingers or anything else related to those functions. In a few cases, such as the Boots and Gloves mod by wwWraith (https://ludeon.com/forums/index.php?topic=37639.msg395391#msg395391), this leads to conflicts or counter-intuitive behavior.

    Would it be possible to change that?
    For example, I install a bionic arm on a colonist, it also automatically includes a bionic hand, which itself includes fingers.

    I would love it if this was a yes, as, in my opinion, it's a flaw in the way prosthesis work in the base game and seeing a fix for it would be great, but I also understand that it either may not be possible, or you may not have the time, interest or ability to do so.

    Thanks for considering it.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: ilikegoodfood on March 20, 2018, 07:10:40 AM
    On an entirely different note, I think that I've found a bug.

    The research text for Advanced Bionics still reads:

    QuoteUpgrade regular bionics with vancidium to make them even better. Unlocks new recopies on the bionics workbench.

    If I understood the change-log correctly, you removed Vancidium a while ago in favor of using uranium and Energized Components.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on March 20, 2018, 09:38:55 AM
    Both things are allready known, but the mod author currently don't active develop this mod.
    Maybe it get fixed/improved with the next release.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Syrchalis on April 08, 2018, 03:47:57 PM
    Not sure if this has been asked before, but I want to know, did you leave out the line:
    "<prioritizeSustains>true</prioritizeSustains>"
    in the workgiver defs on purpose? It means if you prioritize a pawn to work at a workbench he will craft one bionic/organ etc. and then quit and go back to his work priorities. With this line he will continue doing it like for most vanilla workbenches - until a need becomes too great or all bills are done.

    I added it for myself in the mod, but I was wondering if that was on purpose or an oversight (like the guy who made the repair bench mod... he left that out and that was annoying as hell).
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: majinvegito123 on April 11, 2018, 04:04:46 PM
    Is there any way to cure Brain stab scars? I have a Brain Stimulator, but it only goes to 65% Consciousness.
    vách ngăn phòng ngủ (http://"http://phongkhach.com.vn/vach-ngan-cnc-phong-ngu.html")
    vách ngăn cnc phòng ngủ (http://"https://vach-ngan.com/vach-ngan-phong-ngu")
    vách ngăn cnc trang trí đẹp (http://"https://www.pinterest.com/sonvuchanel/v%C3%A1ch-ng%C4%83n-cnc-trang-tr%C3%AD-%C4%91%E1%BA%B9p/")
    link vào m88 (http://"https://huongdanm88vietnam.blogspot.com")
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: svc_bot on April 12, 2018, 05:53:37 PM
    Luciferium can heal it. But this implant will cap your max consciousness to 65%. So you will need to either find a way to remove it, or replace with more advanced implant.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: majinvegito123 on April 16, 2018, 10:13:44 AM
    Actually found a better solution. Synthetic Skin can repair scars. Including brain scars. Got my consciousness back up to 100% that way. Otherwise, yeah the implants work great.
    https://chogoviet.net/threads/go-soi-my.6963/
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Entropy0 on April 26, 2018, 09:18:03 AM
    I just installed this mod and am loving it so far.

    Tiny problem though:
    I bought an Adrenaline rib replacement from a trader and can't find a way to install it in anyone. I only have the options to anesthetize, harvest, administer drugs or install other prosthesises (prosthesi?) I have lying around, but not the rib. What am I missing? :?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: SirDarin on April 26, 2018, 10:13:47 AM
    Are you using any race mods? If they aren't human, you may need to patch them to add the surgery option.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on April 26, 2018, 10:29:19 AM
    Quote from: Entropy0 on April 26, 2018, 09:18:03 AM
    Tiny problem though:
    I bought an Adrenaline rib replacement from a trader and can't find a way to install it in anyone. I only have the options to anesthetize, harvest, administer drugs or install other prosthesises (prosthesi?) I have lying around, but not the rib. What am I missing? :?
    You miss the knowledge how to install them.
    Too bad the trader don't deliver an autodoc or "how to install Bionic/rib" neurotrainer.
    So you need to research these knowledge at your own before you can install them.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Entropy0 on April 26, 2018, 11:18:02 AM
    Quote from: Canute on April 26, 2018, 10:29:19 AM
    So you need to research these knowledge at your own before you can install them.
    Ah, I figured you didn't need it, since unlike AI chips, the ribs don't actually say that you do. Oh well, that's my current research path anyway^^
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: vovik on May 23, 2018, 04:22:46 PM
    there is a small bugwith tactivcal cornea implant - it said to improve shooting accuracy by 50% in description what must be 5.0 in numbers in file, really it is 0.5 what is 5% in file, this is the reason why i wondered about low responsiveness from cornea implant colonist (careful shooter gives 50% and in files it is 5.0)
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: joaohm on May 23, 2018, 07:55:25 PM
    Is there a way to upgrade the body parts health? Making the advanced prosthetics very durable. Something like putting 100 HP in the arms or 120HP in the spine... I tried to find the option to change that in the mod files, but the max I found was the stats the parts modified, like moving offset 0.20 for the spine and manipulation for the arms, etc.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Krasaar on June 20, 2018, 02:24:53 PM
    Hey, I have been using this mod for quiet a while and I noticed that you cannot transplant both a foot and a leg of the same side (left/right) I tried to fix that by myself but failed and gave up on that, did you know about this issue or am I missing something, in that case
    could you possibly tell me how to solve my problem?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Madman666 on June 20, 2018, 02:39:20 PM
    The foot part is mounted on the leg part, thats quite obvious, no? If you replace the fleshy leg with bionic one, you don't have the fleshy foot to replace anymore and you of course can't install bionic foot over a bionic leg. Bionic foot is added in this mod so that you won't have to replace whole leg when your guy loses only a few toes or a foot. The foot is cheaper to craft than a whole leg. Thats it.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Krasaar on June 21, 2018, 11:37:14 AM
    I mean, yeah I know that but if you install bionic arms and command such colonist to melee attack something or someone then his target might have in health log information that he was partly wounded by bionic arm AND normal human fist, that is why I am asking, it looks like after transplanting a shoulder or leg it blocks a possibility to transplant hand/foot, also after cutting off whole leg/arm there should be an information that colonist is missing foot/hand, dont you think?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Madman666 on June 21, 2018, 12:00:04 PM
    Quote from: Krasaar on June 21, 2018, 11:37:14 AM
    I mean, yeah I know that but if you install bionic arms and command such colonist to melee attack something or someone then his target might have in health log information that he was partly wounded by bionic arm AND normal human fist, that is why I am asking, it looks like after transplanting a shoulder or leg it blocks a possibility to transplant hand/foot, also after cutting off whole leg/arm there should be an information that colonist is missing foot/hand, dont you think?

    God, both modder and developer are humans, they can't really think through every single situation possible with such a complex game like RW. Combat log system was added in B18, so it still has a LOT of quirks and this is just one of those werd things it brought up. Combat log mentioning a fist is just a small oversight either from dev or from Ykara (probably from the dev actually, as bionic arm is a vanilla item) Bionic arm fully replaces flesh arm, so you won't be able to install anything else over it. It technically doesn't even have "fingers", like fleshy one - since they can no longer be shot off, or bitten off etc (never ever seen fingers shot off from bionic arms).

    The thing with bruises from fists in target's health status is either a minor oversight from the dev or its completely intended, since bionic arms are supposed to also have bionic hands\fists already integrated into it. Its not really a problem for this mod's author to solve i think. I don't even know if its possible to make bionic arms automatically apply things like bionic hands along with them.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Krasaar on June 21, 2018, 12:16:16 PM
    yeah... anyways, thanks for your reply, now I am at least sure I didnt mess up something while I was installing this mod. I will keep trying to solve it by myself, maybe I will be successfull who knows :v
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Madman666 on June 21, 2018, 12:29:19 PM
    No problem. Some people had similar problems caused by bionics not having all the required parts - like Medieval Times mod introduced gauntlets - and bionic arms didn't let you equip those, it always said - pawn doesn't have the neccessary limb to equip it.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Antaios on June 27, 2018, 12:33:03 AM
    Quote from: CraigDeVonne on June 26, 2018, 08:39:27 PM
    Hello Ykara, I made an unofficial update for this.
    If you don't want me to do so please let me know.
    If you do mind I will remove and apologize.
    I also don't mind if you use mine to help update this one.

    At the very least, I think you should have waited until 1.0 was in stable.
    A lot of mods aren't going to update until that is the case, and it's a bit of bad form to assume that a mod dev is absent based on the fact that they haven't updated to an unstable release that's only available via steam.

    And that is not even to mention the significant changes this mod is likely to go through if it gets properly updated to 1.0 to integrate appropriately into the new vanilla bionics and prosthetics systems. An update to EPOE isn't going to be quick if it's done with the new prosthetics in mind.

    Just food for thought.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Nihil on June 27, 2018, 01:12:02 AM
    Quote from: Antaios on June 27, 2018, 12:33:03 AM
    Quote from: CraigDeVonne on June 26, 2018, 08:39:27 PM
    Hello Ykara, I made an unofficial update for this.
    If you don't want me to do so please let me know.
    If you do mind I will remove and apologize.
    I also don't mind if you use mine to help update this one.

    At the very least, I think you should have waited until 1.0 was in stable.
    A lot of mods aren't going to update until that is the case, and it's a bit of bad form to assume that a mod dev is absent based on the fact that they haven't updated to an unstable release that's only available via steam.

    And that is not even to mention the significant changes this mod is likely to go through if it gets properly updated to 1.0 to integrate appropriately into the new vanilla bionics and prosthetics systems. An update to EPOE isn't going to be quick if it's done with the new prosthetics in mind.

    Just food for thought.

    I agree, this is not alright. Especially since you've copied the name, form post, and are even allowing others to make mods based on your copied content if they give YOU credit rather than the original creator.

    What you could have done is made a mod called "Craig's EPOE update" or something, write your own forum post clearly linking back to the original and explaining what you have done(which is a quick port of the mod to the new version), and post that here.

    Edit: AND you've put your paypal link in your post. This just went from dumb to malicious.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: thejinn on July 01, 2018, 07:24:16 PM
    I need help with a bug (I think it is), please let me know if I'm in the wrong place.  I do have a bunch of other mods installed, though I'm not sure if any of them modifies the body definitions (I've do have the androids faction mod).  Okay, so here is my problem:

    I replaced a pawn's natural arm with a bionic one.  Some time later, I installed a bionic hand on the other hand (I checked to see I couldn't install the hand on top of the arm, I couldn't).  Right after there was a raid and I tried to use that pawn to equip a ballistic shield.  It gave me an error that I lacked the body parts.   I can still equip a mace, an assault rifle, and a long sword even (which is 2 handed iirc). 

    To fix it, I uninstalled the hand, and installed another bionic arm to replace it, working under the logic that maybe the arm includes the hand, which is why the arm costs a bit more than the hand.  But no, even with two bionic arms, I can't equip the shield. 

    Is this a bug?  Or am I missing something?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on July 02, 2018, 03:01:29 AM
    Yep thats the issue.
    Some mod's add Hand/food wear like gloves and shoes, that don't work with Bionic arms/legs anymore since they don't a foot/hand entry anymore.
    And i think the same with shield's they maybe require arms, which isn't availble when you got bionic hands.
    Weapons only need manipulation above zero to be equiped.

    Maybe ask the maker of the shield mod to change the requirement for the shield.
    From a special bodypart to manipulation above 50%/75%.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: thejinn on July 02, 2018, 03:18:04 AM
    Quote from: Canute on July 02, 2018, 03:01:29 AM
    Yep thats the issue.
    Some mod's add Hand/food wear like gloves and shoes, that don't work with Bionic arms/legs anymore since they don't a foot/hand entry anymore.
    And i think the same with shield's they maybe require arms, which isn't availble when you got bionic hands.
    Weapons only need manipulation above zero to be equiped.

    Maybe ask the maker of the shield mod to change the requirement for the shield.
    From a special bodypart to manipulation above 50%/75%.

    Okay, awesome, now at least I know.  Any chance this is something that is easy that I could just change myself?  I know a bunch of stuff in Rimworld are editable by textfiles..
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Canute on July 02, 2018, 04:16:26 AM
    You should ask the owner of the shield mod.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Gemima on July 21, 2018, 02:25:14 AM
    Question: Do the effects of the painkiller rib stack? Or should i just use one rib per colonist?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: A_Soft_Machine_Man on July 24, 2018, 05:15:49 PM
    Quote from: Gemima on July 21, 2018, 02:25:14 AM
    Question: Do the effects of the painkiller rib stack? Or should i just use one rib per colonist?

    I believe they stack, but with diminishing returns. I typically added multiple just for the sake of "flavor" than for actual noticeable effect.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Lavious on July 30, 2018, 10:33:40 PM
    Quote from: sepromas on February 21, 2018, 10:32:26 AM
    BUG REPORT
    Hello I cant remove brain stimulant Doctors will only use anesthesi and stand there.
    Video: https://youtu.be/f2N0RB8EZ_Q
    I found this bug still exists.  It can  be worked around with debug mode, but still.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: doc776 on July 31, 2018, 03:19:03 PM
    The upgraded bionic arm has 10% more manipulation than the archotech arm. Had them both offered from a traded and looked at stats. The archoteck arm was more expansive too.
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: Smexy_Vampire on August 28, 2018, 05:33:36 AM
    how will this mod work in b19 now ? less benches ?
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: rawrfisher on August 28, 2018, 05:44:13 AM
    Speaking of B19 I think its officially the current stable.
    Least thats the impression I got from the devs video
    Title: Re: [B18] Expanded Prosthetics and Organ Engineering 2.1 (19.11.2017)
    Post by: MalfunctionM1Ke on August 29, 2018, 07:09:55 AM
    Quote from: Smexy_Vampire on August 28, 2018, 05:33:36 AM
    how will this mod work in b19 now ? less benches ?

    More fucked up Prosthetics. Such as Human-Meat-Slug-Arm-Cannon.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.2 (8.9.2018)
    Post by: Ykara on September 08, 2018, 04:50:21 PM
    2.2 - Beta 19 Update!

    Quote from: Ykara on November 19, 2017, 04:52:09 PMEnjoy, we'll see us again next year :P

    Good evening everybody!
    It's been some time, but I'm finally back! I've updated EPOE to Beta 19, which was a little more time consuming than I initially thought. Gotta love Tynan for always finding new ways to mess with the modders (renaming HumanMeat to MeatHuman for example) ^^ I also had to find a solution to the new bionics B19 introduced. I've removed the bionic heart and stomach, but kept the cochlear implant, which you can now craft at the simple prosthethics table. About the Archotech parts... Well, let's just say, Archotech HQ had a terrible work accident involving giant bugs and is now unable to maintain its business.
    Oh, and I've scrapped the uranium based energized components in favour of the vanilla advanced components.
    That's basically all, I hope you enjoy!

    Changes:
    *  Updated EPOE to Beta 19
    *  Replaced energized components with vanilla advanced components
    *  Fixed the option to remove the brain stimulator
    *  Added an option to craft cochlear implants
    *  Removed the option to fix scars
    *  Updated the Spanish translation (thanks to Mike2611!)
    Title: Re:Bug, Probably - EPOE 2.21 (9.9.2018)
    Post by: DonLuca on September 09, 2018, 07:38:28 PM
    Hello, I just installed the mod over a B19 game, where I had some pawns with vanilla limbs (one with an archotech arm and another with bionic one). After loading, I found them with their arms inside their bodies and no neck, as the attachment shows.
    Currently Using EPOE 2.21 (9.9.2018), and only Prepare Carefully and Robots++ as far as other mods go.


    [attachment deleted due to age]
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.21 (9.9.2018)
    Post by: Diver on September 10, 2018, 04:18:28 AM
    Hey, thanks for keeping one of my favorite Mods up to date.

    Did you remove the Organ harvesting Part? Because i only got the Vanilla Options. (Heart, Lungs, Kidneys and Liver)
    Tested it on Version 2.21 - Hotfix (9.9.2018) with a new Colony and without any other Mods.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.21 (9.9.2018)
    Post by: UneSaucisse on September 10, 2018, 01:42:48 PM
    Hey Ykara,

    First I want to thank you for your amazing work, this mod is one of the Must Have Mods I always check for update when a new release of Rimworld is out!

    Also, as reported by DonLuca just above, I have a few problems with the latest update of this mod in B19: the organs and general health conditions of my pawns are messed up when I activate this mod in the latest B19. Organs and limbs are swtiched to others, as are scars, bionics and some removed parts, see the attached screenshots.

    For pawns without any afflictions: no visible problems, they are all fine.

    I hope this will give you some pointer to understand what's the root cause of that!

    Cheers  ;)

    (https://preview.ibb.co/kadi0U/Isla.png) (https://ibb.co/d17bLU)
    (https://preview.ibb.co/cGa7S9/Margaret.png) (https://ibb.co/krqwLU)
    (https://preview.ibb.co/f67bLU/Mari.png) (https://ibb.co/hehAfU)
    (https://preview.ibb.co/i7Wsup/Nyon.png) (https://ibb.co/gpcXup)
    (https://preview.ibb.co/cYdGLU/Rissa.png) (https://ibb.co/k8t5Ep)
    (https://preview.ibb.co/kCjZ79/Rynyk.png) (https://ibb.co/fvO5Ep)
    (https://preview.ibb.co/kCWsup/Taz.png) (https://ibb.co/i93SS9)
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.21 (9.9.2018)
    Post by: Madman666 on September 10, 2018, 02:36:20 PM
    Lol, what a hilarious problem to have. Leave it be! Isn't it just soo cool to have an eye in your heart? :P
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.21 (9.9.2018)
    Post by: Ykara on September 10, 2018, 04:02:50 PM
    I have just released version 2.22, which should fix the AI core mental break problem!

    Quote from: UneSaucisse on September 10, 2018, 01:42:48 PM
    Hey Ykara,

    First I want to thank you for your amazing work, this mod is one of the Must Have Mods I always check for update when a new release of Rimworld is out!

    Also, as reported by DonLuca just above, I have a few problems with the latest update of this mod in B19: the organs and general health conditions of my pawns are messed up when I activate this mod in the latest B19. Organs and limbs are swtiched to others, as are scars, bionics and some removed parts, see the attached screenshots.

    For pawns without any afflictions: no visible problems, they are all fine.

    I hope this will give you some pointer to understand what's the root cause of that!

    Cheers  ;)
    That's because Tynan replaced the individual ribs with a ribcage. EPOE keeps the individual ribs, that's why there problems when using EPOE on existing save games. I highly recommend starting a new colony!

    Quote from: Diver on September 10, 2018, 04:18:28 AM
    Hey, thanks for keeping one of my favorite Mods up to date.

    Did you remove the Organ harvesting Part? Because i only got the Vanilla Options. (Heart, Lungs, Kidneys and Liver)
    Tested it on Version 2.21 - Hotfix (9.9.2018) with a new Colony and without any other Mods.
    Thanks! You're right, I have removed the some harvesting options in the process of updating the mod. I've readded the option to harvest stomachs in 2.22!

    Thanks for your feedback!
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Madman666 on September 10, 2018, 04:29:47 PM
    Oh, so you kept the separate rib system from earlier betas? I guess thats a cool thing to have, though compatibility will suffer somewhat both mod and savegame wise. Also can you enlighten me about archotech parts? Did you remove them?
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.21 (9.9.2018)
    Post by: UneSaucisse on September 11, 2018, 12:19:33 PM
    Quote from: Ykara on September 10, 2018, 04:02:50 PM
    That's because Tynan replaced the individual ribs with a ribcage. EPOE keeps the individual ribs, that's why there problems when using EPOE on existing save games. I highly recommend starting a new colony!

    Thanks!  ;D

    UPDATE: I managed to modify my save to include the new definition of body part that was changed when Tyran replaces the ribs into the ribcage! Below is how I did it for the people that wish to modify that too.

    After you mentioned that EPOE keeps the individual ribs I had a look in my savefile how pawns were defined with their health state, and compared that to the defs of the human body from Rimworld Core and from your own mod which kept the previous defs.
    I have found that EPOE still had the 12 ribs in the place of the ribcage in the definition of the body parts. However, since the order of the body parts defines their indexes number, the other body parts' indexes were also changed from the Core to the one of EPOE as the table below:



     

       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
    Core-EPOE-
    IndexBody partBody partIndex
    0TorsoTorso0
    1RibcageRib 11
    2SternumRib 22
    3PelvisRib 33
    4SpineRib 44
    5StomachRib 55
    6HeartRib 66
    7Left lungRib 77
    8Right lungRib 88
    9Left kidneyRib 99
    10Right kidneyRib 1010
    11LiverRib 1111
    12NeckRib 1212
    13HeadSternum13
    14SkullPelvis14
    15BrainSpine15
    16Left eyeStomach16
    17Right eyeHeart17
    18Left earLeft lung18
    19Right earRight lung19
    20NoseLeft kidney20
    21JawRight kidney21
    22Left shoulderLiver22
    23Left clavicleNeck23
    24Left armHead24
    25Left humerusSkull25
    26Left radiusBrain26
    27Left handLeft eye27
    28left pinkyRight eye28
    29Left ring fingerLeft ear29
    30Left middle fingerRight ear30
    31Left index fingerNose31
    32Left thumbJaw32
    33Righ shoulderLeft shoulder33
    34Right clavicleLeft clavicle34
    35Right armLeft arm35
    36Right humerusLeft humerus36
    37Right radiusLeft radius37
    38Right handLeft hand38
    39Right pinkyleft pinky39
    40Right ring fingerLeft ring finger40
    41Right middle fingerLeft middle finger41
    42Right index fingerLeft index finger42
    43Right thumbLeft thumb43
    44WaistRigh shoulder44
    45Left legRight clavicle45
    46Left femusRight arm46
    47Left tibiaRight humerus47
    48Left footRight radius48
    49Left little toeRight hand49
    50Left fourth toeRight pinky50
    51Left middle toeRight ring finger51
    52Left second toeRight middle finger52
    53Left big toeRight index finger53
    54Right legRight thumb54
    55Right femusWaist55
    56Right tibiaLeft leg56
    57Right footLeft femus57
    58Right little toeLeft tibia58
    59Right fourth toeLeft foot59
    60Right middle toeLeft little toe60
    61Right second toeLeft fourth toe61
    62Right big toeLeft middle toe62
    63-Left second toe63
    64-Left big toe64
    65-Right leg65
    66-Right femus66
    67-Right tibia67
    68-Right foot68
    69-Right little toe69
    70-Right fourth toe70
    71-Right middle toe71
    72-Right second toe72
    73-Right big toe73

    So I simply had to find where the wounds of my pawns where defined in the savefile and I translated the body parts' indexes of the injuries/missing parts/scars/bionics from the B19 Core into the previous B18 ones (with all ribs instead of the ribcage)  8)

    Save is now working with EPOE enabled and I can enjoy this awesome mod without having to restart my game  ;D

    Thanks again Ykara!
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Ykara on September 12, 2018, 04:33:29 PM
    Wow, you clearly like your colony and EPOE if you go through so much trouble ^^
    Thank you, great resource, I'm sure it helps a lot of people!

    Quote from: Madman666 on September 10, 2018, 04:29:47 PM
    Oh, so you kept the separate rib system from earlier betas? I guess thats a cool thing to have, though compatibility will suffer somewhat both mod and savegame wise. Also can you enlighten me about archotech parts? Did you remove them?
    Yes I did, I just like the individual rib implants. I hope you do, too! Compatibility with mods doesn't suffer, because EPOE has always modified the body defs. Only existing save games are problem.
    And yes, Archotech parts are gone. They don't fit in the concept of EPOE, because they are too strong and too boring. EPOE has its own Glitterworld parts that are only available through traders.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Madman666 on September 12, 2018, 04:54:50 PM
    Thanks for clarifying! And yeah, i like having separate ribs back.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: xion1088 on September 13, 2018, 12:40:37 PM
    I haven't played with this version of EPOE yet but I understand you removed or disabled Archotech parts, I have some mods that add more traders to the game and those traders sometimes bring those parts, will they be removed as well? Also it seems you also added that mech blade again.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: valentinevierra on September 20, 2018, 03:53:55 AM
    Okay potentially difficult suggestion, but does anyone with modding experience here know if it'd be possible to just... Make archotech parts incompatible with the parts from this mod? Like a pawn would be in pain constantly if they had both bionic/adv. bionic and archotech parts installed due to incompatibilities? Because I feel like that'd be a better workaround and balance tweak than just completely removing the archotech parts.

    Should be as simple as adding conditional checks and tags on the parts, right?
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: ahmedakmal282 on September 23, 2018, 08:38:54 PM
    Hi! first of all this is one of my essential mods for the game, amazing work! i have an issue where when upgrading bionic parts they just disappear and vanish with my adv components :(
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Kiame on October 01, 2018, 11:18:12 PM
    For anyone wanting to keep pawn hands and feet with bionic arms and legs i've updated that mod here: https://ludeon.com/forums/index.php?topic=45989.0
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: LunaticModo6 on October 02, 2018, 05:23:31 AM
    Hi! Love your mod, one of my essentials. Here to report that Rainbeau's Fertile Fields have a conflict with EPOE. I can craft bionics but I can't upgrade them. It just makes the adv component and the bionic disappear after it's done. Also tested with only those two mods active.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: drlovesfurious on October 19, 2018, 11:26:05 PM
    Does anyone know if this will be getting a 1.0 patch? not trying to pester anyone just curious if theres any info, sorry.
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Kiame on October 19, 2018, 11:59:14 PM
    The B19 version's working for me at least in 1.0
    Title: Re: [B19] Expanded Prosthetics and Organ Engineering 2.22 (10.9.2018)
    Post by: Ykara on October 24, 2018, 06:26:17 PM
    2.24 - 1.0 Update!

    Hey!
    1.0 is finally here, and so is the EPOE update! It's actually not a really big update, people have already noticed that the B19 version works fine as well. The only major change is, that EPOE is now compatible with existing save games again, since I've removed the individual ribs system. It's sad, but sometimes sacrifices have to be made in favor of compatibility ^^

    Changes:
    2.24 - Goodbye individual ribs! (24.10.2018)
    *  Removed individual ribs
    *  Rib implants are now installed in the ribcage
    *  Some fixes

    2.23 - 1.0 Mini Update (20.10.2018)
    *  Changed the version number
    *  Bionics now give a 25% buff and advanced bionics a 35% buff

    Enjoy!
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Kapun on October 24, 2018, 08:05:43 PM
    Nice to see the mod updated :)
    Btw, Ykara, with EPOE 2.24 out what are planning to do next? New features for EPOE, or another mod or nothing at all?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Valter Jr on October 28, 2018, 04:06:25 PM
    What remains to make the mod more realistic would be to increase the durability (hit points) of the protests.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Kapun on October 28, 2018, 04:57:49 PM
    I believe that will require some coding because the current system doesn't allow to change hp of a bodypart
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: alexo on October 29, 2018, 11:15:39 PM
    ty ty bros
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: AileTheAlien on October 30, 2018, 12:48:25 AM
    It's been a while since I tried EPOE - how do glitterworld bionics compare to archotech stuff?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: cyberian on October 30, 2018, 05:35:06 AM
    So had it installed in previous games but first time really heavily using this mod.

    If someone has a scratch or missing finger or toe you are supposed to replace the whole body part right?

    Anyway great work with this mod.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Hondamusprime on November 04, 2018, 01:31:50 AM
    Personally I only don't like the change from the individual ribs to ribcage. Now the individual rib bionics aren't as useful and aren't as good as they once were.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: tehchanman on November 08, 2018, 01:16:14 PM
    bionic eye is missing from its hediffs xml?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: vovik on November 09, 2018, 10:53:21 AM
    Research projects still having vacidium mentioned.
    Wut is zis? a super secret weapon against himanyty?(just kidding, you forgot to remove it)
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Kamerow on November 14, 2018, 09:21:37 PM
    Thanks, love the mod! I was ingame without it and really missed it pretty quickly!
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: asquirrel on November 17, 2018, 06:38:18 PM
    No surgery option for me to install diplomatic auxiliary AI on any colonist.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: neltnerb on November 22, 2018, 10:54:21 AM
    Research brain surgery.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Leo13Z on November 27, 2018, 04:54:10 PM
    I updated to version 2.24 and all the missing ribs some colonists had are now missing hearts, stomach etc... going back for now

    edit: just saw that it was a version/combatibility update...sad but understandable, gonna save the update for later colonies! great mod anyway
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: TheWrongColonist on December 01, 2018, 04:18:23 PM
    Scyther blades have been removed from the game in 0.19/1.0, therefore we can not:

    1 - "Upgrade Scyther blade" to get Power Claw.

    2 - "Craft Power Arm" from Power Claw.

    3 -  "Upgrade Power Arm" to get Advanced Power Arm.

    Although we still can buy "Power Claw" & "Advanced Power Arm" from traders, i haven't noticed the "Power Arm" but probably you can buy them too.

    (https://i.imgur.com/KvrlNxQ.jpg)
    Latest Ver 2.24            
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Lundamyrstrollet on December 19, 2018, 01:17:08 PM
    Hey Ykara, I retranslated and updated this version of the mod to Spanish (Castilian and Latin America), would you like to add it directly to the mod?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: 82ab53e4 on December 21, 2018, 02:49:36 AM
    Hey Ykara. Your mod is awesome but the way it works is weird :D.

    New parts instead of affecting part efficiency affect pawn characteristics directly (unlike vanilla parts). It screws calculations in some cases, like, for example, eye patches. Eye patch has a -50% sight debuff. So pawn with one normal eye and one eye patch will have 50% of sight. But pawn with just one normal eye and one missing eye have 75% of sight (this is how vanilla game works - loosing of just one eye is not that bad). That lead to interesting situation that eyepatch on missing eye somehow makes pawn sight worse!
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: andril190 on December 23, 2018, 10:55:43 AM
    All limbs have missing textures in my game. It is not game-breaking, but it is slightly annoying. Is there a way to fix?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Canute on December 23, 2018, 12:03:05 PM
    andril190,
    since you are the only one who got that issue, i would delete the complete modfolder and unzip/copy it again.
    Maybe you got old version file that point at the wrong textures.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: mangalores on December 31, 2018, 08:42:35 AM
    Great mod. Small thing I noticed is that those work benches cannot be reinstalled like it is now the default for all 1x3 vanilla work places. Would be nice to have that, too.

    Oh, and is there a body purist compatible way to replace/heal destroyed body parts?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Madman666 on December 31, 2018, 11:01:07 AM
    Nope. This is bionics oriented mod. What you want is a way to buy\craft natural bodyparts to replace lost ones - there Questionable Ethics or Harvest Organs Post Mortem mods for that.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: mangalores on December 31, 2018, 12:14:44 PM
    Quote from: Madman666 on December 31, 2018, 11:01:07 AM
    Nope. This is bionics oriented mod. What you want is a way to buy\craft natural bodyparts to replace lost ones - there Questionable Ethics or Harvest Organs Post Mortem mods for that.

    Kind of the question why you have stuff like the tissue printer etc. then. And the topic then would be transhumanism and not bionics because it is transhumanism which is about artificially improving the human body, not just fixing it.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Madman666 on December 31, 2018, 01:11:06 PM
    Tissue printer is for printing artificial tissue, from synthetic crap like synthread and hyperweave into synthetic organs, which still are non-natural, thus the whinespikes from purists. As for the topic - who cares, its not wrong, since it does the prosthetics part and (synthetic) organ engineering part. Its a very old mod and if i am not wrong it started to provide a way to fix permanent injuries, which were a bane of every rimworlder's existence for a longest of times, till in latest updates things like healer serums were added...
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: AileTheAlien on January 10, 2019, 01:00:54 AM
    Quote from: pryr on December 21, 2018, 02:49:36 AM
    Hey Ykara. Your mod is awesome but the way it works is weird :D.

    New parts instead of affecting part efficiency affect pawn characteristics directly (unlike vanilla parts). It screws calculations in some cases, like, for example, eye patches. Eye patch has a -50% sight debuff. So pawn with one normal eye and one eye patch will have 50% of sight. But pawn with just one normal eye and one missing eye have 75% of sight (this is how vanilla game works - loosing of just one eye is not that bad). That lead to interesting situation that eyepatch on missing eye somehow makes pawn sight worse!
    This also probably affects the other body parts, making some bionic replacements imbalanced compared to where they should be. For example, archotech legs give 150% body-part efficiency, but I think that ends up being less of a boost than the 100% + movement-bonus from the bionic leg and advanced bionic leg. The archotech stuff, being uncraftable, and given their flavor-text, should be the best, at least for the straight-upgrade bionics like (non-power) arms and legs.

    Another weird thing about the mod, is that it uses the old-style icons for body-parts, which looks weird next to the new ones. Personally, I like the old ones, but either way, they should probably be consistent. Maybe this mod should have a patch that changes the vanilla bionics to use the old icons?

    +1 on scyther blades being unrecoverable. A bit disappointing, but I don't know how difficult it would be to fix. Also, there doesn't appear to be any recipes for harvesting organic arms or legs, so the mince-limbs recipes have no function in the game right now. :S
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Canute on January 10, 2019, 03:35:19 AM
    AileTheAlien,
    to lazy to use devs tool to check out your thoughts ?
    Human  4.56 m/s
    1 Bionic leg 5.11 m/s
    1 Arch leg  5.70 m/s
    1 Adv. Bionic leg  6.16 m/s
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: AileTheAlien on January 10, 2019, 08:50:33 AM
    I actually just didn't think of it.

    Anyways, back on topic, there's a minor bug with crudest prosthetics - neither the bench, nor any of those prostheses are locked behind that research. Thanks for the mod!
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Pirat90pl on February 19, 2019, 10:01:13 AM
    I have my doubts. I really respect the work brought to this mod as a stand alone thing. But it seems to me to make game a lot easier. I know, I know... But listen to me:

    Before, bionic ware rare af, costed a lot, and gave some bonus, thou never used them To replace a functional body part. It was too expensive. And now... Using an upgraded one... With all limbs and internal organs... Makes a perfect super soldier, with ease.

    Time and material cost seems to me to be... Quite reachable and not truly believable.

    Comparing it to "questionable ethics" mod, where growing organic stuff cost lots of time and processed organic material... And it is just a one to one replacement.

    That made me think! How about a merge mod? I consider this:

    A) a rudimentary bionic material, a bionic lattice that needs to be grown in a vat, and is required for all of bionic benches.

    B) the other way around. On bionic bench you make a mechanical lattice, that you need to place in a vat to grow the bio material on it.

    Both processes would require you to operate and maintain vats, that costs time, power, some work and organic material. So seems to me much more believable. Gonna make such a merge mod myself but i would love to get some acceptance from both creators so I could make it public.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Rodsoldier on February 19, 2019, 11:02:22 PM
    Am i only able to install 1 of each type of rib per colonist? Installing a painkiller rib doesn't show up on the operations tab on my only colonist that already has one. 
    It does show up on the op tab of all the unmodded colonists and the one with an adrenaline rib.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Nicky4 on February 21, 2019, 09:30:12 AM
    Quote from: Rodsoldier on February 19, 2019, 11:02:22 PM
    Am i only able to install 1 of each type of rib per colonist? Installing a painkiller rib doesn't show up on the operations tab on my only colonist that already has one. 
    It does show up on the op tab of all the unmodded colonists and the one with an adrenaline rib.

    I came here to say the exact same thing :/

    edit: It's from the last update:

    2.24 - Goodbye individual ribs! (24.10.2018)
    *  Removed individual ribs
    *  Rib implants are now installed in the ribcage
    *  Some fixes
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: duk3luk3 on March 09, 2019, 05:26:12 AM
    I got this mod to fix up my precious colonists better and it broke the fabrication bench and machining table in my existing saves.

    On both of them the "Add bill" button doesn't work anymore and the items in the bills are very messed up on the fabrication bench. Right-clicking on the workshops to bring up the "prioritize" menu also doesn't work anymore (doesn't do anything).

    Is this a known issue?

    Other mods I'm using in the save:
    - HugsLib
    - Wall Light
    - While You're Up
    - Interaction Bubbles
    - Simple sidearms
    - Color coded mood bar
    - Uninstall Rimworld

    EDIT: I deconstructed the two workshops and built new ones. The new ones work. Looks like the game is not happy that the mod takes away the prosthetics bills from the workshops?
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Canute on March 09, 2019, 06:13:54 AM
    QuoteEDIT: I deconstructed the two workshops and built new ones. The new ones work. Looks like the game is not happy that the mod takes away the prosthetics bills from the workshops?
    I think yes, i remember a similar issue with another mod.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Lazla on April 13, 2019, 12:22:45 PM
    Any chance someone could revive this mod? or is there other mods that let you do all sorts of organ removlas from prisoners etc...
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: TheWrongColonist on April 13, 2019, 12:31:03 PM
    Quote from: Lazla on April 13, 2019, 12:22:45 PM
    Any chance someone could revive this mod? or is there other mods that let you do all sorts of organ removlas from prisoners etc...

    If you are talking about the "Harvest Everything!" mod there's an updated version for 1.0 on steam.

    https://steamcommunity.com/sharedfiles/filedetails/?id=1500981707 (https://steamcommunity.com/sharedfiles/filedetails/?id=1500981707)

    Direct download if you want:
    Mega (https://mega.nz/#!CT4HVKBa!PPDfXV1ufmPXGS2NWaX8SluGizM7A0WCmaYOylAjMmQ) or Mediafire (http://www.mediafire.com/file/j8vlcn93rxafc3g/Harvest_Everything%2521.zip/file)
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Lazla on April 26, 2019, 10:35:53 AM
    Quote from: TheWrongColonist on April 13, 2019, 12:31:03 PM


    If you are talking about the "Harvest Everything!" mod there's an updated version for 1.0 on steam.
    Thanks, i remembered these were part of this mod.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: Freeloader404 on May 24, 2019, 08:23:15 AM
    I haven't had the luxury to try out this mod on my main colony, due to the fact that most of my colonists (with bionic or arotech implants) have had some of their organs and body parts destroyed, and one of my colonists died because he didn't have a neck for some reason. I am very disappointed with this and I hope there is a way to fix this issue.
    Title: Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
    Post by: V on October 25, 2019, 10:46:01 PM
    Ykara, the advanced bionics research description in the research tab still references vancidium, despite it being long-since retired. Just a little thing, but I figure you might want to update it for consistency.
    Title: Re: [1.1] Expanded Prosthetics and Organ Engineering 2.3 (26.02.2020)
    Post by: Ykara on February 25, 2020, 10:11:44 PM
    Update 2.3 - The comeback!

    Hello! To the surprise of definitely some of you, I'm not dead in a ditch somewhere! On the contrary, I've been busy updating EPOE to Rimworld 1.1 and it's finally ready!
    Yes, you've read that right - the grandmother of all prosthethics mods is back, and she's looking better than ever before!
    2.3 is a big update, so I can't go into detail, but I'll explain the most important changes.

    First of all, the benches are gone! I have removed all benches except the tissue printer because they just didn't fit the game anymore and just cluttered up the mod. They were fine when I introduced them many years ago, but the game has since then evolved, and benches like the fabrication bench and the crafting spot have made EPOE's benches redundant. I've kept the tissue printer because it's still unique enough to warrant its existence.
    You can now find all the recipes at the crafting spot, the machining table, the fabrication spot and of course on the tissue printer.
    The next big change regard the Archotech parts. I've seen that many of you weren't too happy with how EPOE handled Archotech parts. And I totally understand you. In 2.3 Archotech parts are fully integrated in EPOe. They are now the strongest parts of the game again (as it should be). And not only that - I've made the parts that were formally the Glitterworld parts into Archotech parts! You can now get these parts as quest rewards. On top of that, I've decided to give Archotech parts their own unique texture - to emphasize how unique they are.
    The third addition has to do with the research tab. Since it always looked so empty I've decided to introduce some new research options. Many cool parts now have their own research project, to make the mod slightly more balanced.
    One of the most requested fixes has been a proper market value balancing fix as well as better compatibility with other mods. I've done my best to make both these wishes come true! I've calculated the cost of every body part and adjusted the market values accordingly. No longer will your colony swim in gold because of exploiting the absurdly high prices of prostheses!
    To improve compatibilty, I have done my best to tidy up under the hood. EPOE was a mess in some places and I have done my best to streamline the code!

    2.3 - The Comeback (26.02.2020)
    * Updated EPOE to version 1.1!
    * Removed all extra benches except the tissue printer!
    * Balanced all the market values of all artificial body parts!
    * Former Glitterworld parts are now Archotech parts!
    * Buffed the former Glitterworld parts (thanks to XeoNovaDan!)
    * New texture for Archotech parts!
    * Adjusted the efficiency of all body parts so that EPOE fits better into the vanilla game
    * Archotech parts are now the strongest parts of the game again
    * Increased the bionics budget of raiders so they are more likely to be augmented (thanks to XeoNovaDan!)
    * Added the advanced power claw!
    * Restructered the research tab
    * Bionic spines and advanced bionic spines now requires extra research
    * Power claws and Power arms now require extra research
    * Exosekeleton suits now require extra research (thanks to XeoNovaDan!)
    * Surrogate lungs no longer debuff moving
    * The exoskeleton suit now makes transhumanists happy
    * Removed the scyther blade from recipes
    * EPOE prosthetics now use the vanilla categories
    * Body part textures are now smaller
    * Artificial body parts and organs no longer deteriorate
    * Removed the textiles trader
    * Fixed the brain stimulator, it's now no longer as good as the AI chip
    * Crafting a bionic ear now correctly requires a cochlear implant
    * Eye patches and golden eyes don't make your eyesight worse anymore
    * Skill requirement for crafting dentures removed
    * EPOE doesn't overwrite any vanilla bases anymore (thanks to trisscar05!)
    * Improved compatibility with other mods
    * Some miscellaneous description and under-the-hood fixes

    Enjoy!
    Title: Re: [1.0 & 1.1] Expanded Prosthetics and Organ Engineering 2.33 (29.02.2020)
    Post by: ryan bambi on February 29, 2020, 06:36:11 PM
    Hello i really enjoy your mod EPOE 2.33 but i have a like 2 questions/maybe bug reports;
    1. cannot install peg legs, there is no option to install a peg leg which leads me to believe that the simple prosthetic leg would be its replacement but it costs plasteel? its just annoying since i dont want to waste my plasteel on non combat pawns
    2 artificial nose will not install, i tried twice to install a artificial nose on a pawn with a "destroyed" nose to no effect, i was not paying attention to see if there was a chance of failed surgery or not so
    thanks for all the hard work on the mod and also im still relatively "new" to rimworld (been playing on an off for the past 3 years) so sorry if anything i aked was stupid lol
    Title: Re: [1.0 & 1.1] Expanded Prosthetics and Organ Engineering 2.35 (03.03.2020)
    Post by: rw_casual_user on March 06, 2020, 07:45:01 AM
    found 2 recipe errors:
    - CreateSyntheticHeart: ingredients contains BionicHeart but fixedIngredientFilter contains SimpleProstheticHeart (both should contain SimpleProstheticHeart)
    - CreateSyntheticStomach: both ingredients and fixedIngredientFilter contain BionicStomach, both should contain SurrogateStomach
    Title: Re: [1.0/1.1/1.2] Expanded Prosthetics and Organ Engineering 2.42 (27.08.2020)
    Post by: DemoJones on May 26, 2021, 06:45:20 PM
    Any chance you can do an alternate upload? My antivirus blocks the mediafire link.
    Title: Re: [1.0/1.1/1.2] Expanded Prosthetics and Organ Engineering 2.42 (27.08.2020)
    Post by: Canute on May 27, 2021, 02:36:51 AM
    You maybe should seek a different antivirus.
    Alternativ try to use a download tool or read the link at my signature and get it from the steam workshop.
    Title: EPOE Error Log
    Post by: Datastorm on August 07, 2021, 04:01:18 PM
    Tossing Errors. Have a log. Place to upload log?
    Title: Re: [1.0/1.1/1.2] Expanded Prosthetics and Organ Engineering 2.42 (27.08.2020)
    Post by: alexo on September 17, 2021, 08:09:20 PM
    update pls