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RimWorld => Mods => Releases => Topic started by: Rah on December 27, 2016, 02:49:44 PM

Title: [1.5] Rah's Bionics and Surgery Expansion - v3.3 (April 11th, 2024)
Post by: Rah on December 27, 2016, 02:49:44 PM
Rah's Bionics and Surgery Expansion - v3.3 [Rimworld 1.5 / Royalty / Ideology DLC]


Hello fellow rimworlders ! This mod aims to enrich the bionics and surgery gameplay as much as possible, without being intrusive to the vanilla experience. While originally intended to be a streamlined and 'improved' version of Expanded Prosthetics and Organ Engineering, which it still is to some degree, it is now also a standalone and complete medical mod. This mod features all kinds of prostheses and bionic parts, bone repairs and scar healing surgeries, for your needs.

Your colonists will, however, struggle for a while if they lose limbs or become severely crippled in the early game, until you manage to craft the rare and expensive bionic parts. You can still make simple prostheses and repair shattered bones relatively fast after researching it, but the resource cost is quite high for most things. Peg legs, wooden feet and dentures are of course always available for free. ;-) Early colony life was never easy !

- Rah's Bionics and Surgery Expansion: The normal version is a bit more 'fair', in terms of resource costs, compared to the Hardcore Edition. Great for medium difficulties, especially on Randy and Phoebe. Link below.
- RBSE Hardcore Edition: This version has higher resource costs, and is therefore best suited for players who are looking for a bigger challenge. Works great on the harder difficulties, especially with Cassandra. Link below.

-- RBSE is a standalone bionics and surgery mod. Do not install RBSE with EPOE --

Main features:

- Bionic Workbench: craft an array of bionic prostheses. (simple parts available at a machining table)
- Advanced Medical Station: craft advanced bionic prostheses, synthetic organs and brain implants.
- Bone repairs for femurs, tibias etc. (spinal fusion included)
- Old scars and gunshot wounds can be cured with Glitterworld medicine after research. (brain scars must be cured in other ways)
- Cures for Frailty, Sleeping sickness, Muscle parasites, Mechanites, Gut worms and other infections. (Late game tech)
- All bionic parts cost quite a bit of resources, mainly in plasteel and components. (ex: 1 bionic arm costs 80 plasteel and 6 components..)
- Most simple prosthetic parts cost steel and components. (ex: 1 simple prosthetic arm costs 120 steel and 4 components.)
- Balanced bionic parts: Decked out bionic pawns are powerful, but not game breakingly overpowered.
- Organ rejection system for natural organ transplants. (vanilla friendly) (can be toggled on/off in mod settings)
- Organs need refrigeration to avoid rot and decay.
- 3 new chronic diseases: Chronic kidney disease, congenital heart defect, chronic stomach disorder.
- 3 new brain implants for the late game. Enhancing effects and brain disease / damage cures.
- Bionics and surgery research tree with its own research tab.
- 3 implant colors: Light blue for simple parts, blue for bionics and purple for advanced parts.
- Medicine and Glitterworld Medicine have original red colors from A16.
- White textures for Royalty parts to better fit the medical theme.
- Death Acidifiers can be removed after researching Advanced Bionics.
- More subtle graphics for Bionic and Archotech eye.
- Redundancy kept to a minimum.
- Bug fixes and balance work.

EXTRAS:
- RBSE parts spreadsheet: (https://docs.google.com/spreadsheets/d/1RtDLi-73uBQb4CYysYjXGaR8A4eNGeENDBgX2sqAXLE/edit?usp=sharing) All RBSE part values.
- Rah's Vanilla Turrets Expansion: (https://steamcommunity.com/sharedfiles/filedetails/?id=2583529720) New rebalanced turret mod for Rimworld 1.3 with 9 strong turrets for the mid and late game !
- A Dog Said Link: (https://ludeon.com/forums/index.php?topic=46210.0) 100% compatible with RBSE, no patch needed.
- Alien race patches available on the forum or steam.
- Hardcore Armors (https://ludeon.com/forums/index.php?topic=29944.msg304493): Advanced power armor mod for 1.3.

DOWNLOADS:

Rah's Bionics and Surgery Expansion - 2.9 (STEAM WORKSHOP)  (http://steamcommunity.com/sharedfiles/filedetails/?id=850429707)

RBSE Hardcore Edition - 2.9 (STEAM WORKSHOP)  (http://steamcommunity.com/sharedfiles/filedetails/?id=850428056)


(http://www.mediafire.com/convkey/95ee/rhbtl3g55oooiyszg.jpg)

(http://www.mediafire.com/convkey/4416/wt5j5bbwtgn15q7zg.jpg)


Big thanks to Ykara for his EPOE mod, Minus for his Extended Surgery mod, and kaptain_kavern and Aristocat for some of the coding / inspiration. Also thanks to all the people who have offered feedback and suggestions. And a big thanks to Haplo and K for their dll files.

Translations:

- Special thanks to Ghrull for the SPANISH translation
- Special thanks to Well for the RUSSIAN translation
- Special thanks to AmUnRA for the GERMAN translation
- Special thanks to Duduluu for the CHINESE translation
- Special thanks to MilSu-UpZa for the KOREAN translation
- Special thanks to Jozay for the FRENCH translation
- Special thanks to Cpl.Hicks for the POLISH translation

(http://www.mediafire.com/convkey/09c7/2squ1gu1jjzcdr4zg.jpg)  (https://ko-fi.com/rahmods)

If you like this mod, don't hesitate to give it a thumbs up ! And if you're feeling generous, feel free to donate a coffee in the link above ! Enjoy <3

Changelog:

3.3 - Rah's Bionics and Surgery Expansion

* Updated for Rimworld 1.5

3.2 - Rah's Bionics and Surgery Expansion

* Luciferium now also cures RBSE chronics.
* Joywire and panstopper require neuroscience research.

3.1 - Rah's Bionics and Surgery Expansion

* Updated for Rimworld 1.4

3.0 - Rah's Bionics and Surgery Expansion

* New research node; Nanomedicine. Can cure Frailty, Sleeping sickness, Muscle parasites, Mechanites, Gut worms and other infections.
* Neurostimulator has no negative side effects. Cures dementia, alzheimer's and brain damage.

2.9 - Rah's Bionics and Surgery Expansion

* Royalty research nodes now match better with RBSE research.
* Death acidifiers can now be removed after researching Advanced bionics.

2.8 - Rah's Bionics and Surgery Expansion

* Updated for 1.3 and Ideology.

2.7 - Rah's Bionics and Surgery Expansion

* Changed synthetic liver to part efficiency instead of an offset
* Made patch file for new chronic illnesses to eliminate potential mod conflict. (thanks to Kopp)

2.6 - Rah's Bionics and Surgery Expansion

* Updated for 1.2

2.5 - Rah's Bionics and Surgery Expansion

* Now possible to install bought / found bionics with less research.
* Minor stat tweaks.

2.4 - Rah's Bionics and Surgery Expansion

* Updated for 1.1. Compatible with Royalty DLC.
* Balance changes and minor tweaks.
* New bionic parts textures to match their vanilla counterparts.
* New white textures for Royalty parts to better fit the medical theme.

2.3 - Rah's Bionics and Surgery Expansion

* Neurostimulator buff; now no longer gives mental breaks.
* Joywire and Painstopper are now cheaper to make.

2.2 - Rah's Bionics and Surgery Expansion

* New market values.
* Balance work and fixes.
* Removed synthetic organ adaption. (conflicted with rez. serum)
* Fixed bug where smithing recipes would be set to crafting.
* Bionic tables now glow.

2.1 - Rah's Bionics and Surgery Expansion

* Included mod settings button for RBSE.
* Can now toggle on/off active organ rejection.

2.0 - Rah's Bionics and Surgery Expansion

* Updated for Rimworld 1.0 !
* Simple prosthetic parts can now be made at the Machining table after researching Anatomy and physiology.
* Anatomy and physiology research now requires only Machining research.
* Power claw can now be made after Bionics research.
* Balance work and fixes.

1.91 - Rah's Bionics and Surgery Expansion

* New workbench textures !
* 2 new brain implants: Hyporegulator and Cortexaugmentor.
* Bionic parts no longer require simple prosthetics parts.
* Balance tweaks to market prices and recipes.
* RBSE Lite Edition is now the normal version.

1.9 - Rah's Bionics and Surgery Expansion
* Updated for B19.
* 3 new chronic diseases added: Chronic kidney disease, congenital heart defect, chronic stomach disorder.
* Vanilla prosthetics and bionics implemented into mod.
* Advanced and synthetic parts now require advanced components.
* Adaption system added for synthetic organs.
* Added ribcage repair.
* Added hook hand. Available through Smithing research.
* Vanilla prosthetic heart disabled.
* Archotech parts cannot be crafted, just like in vanilla.
* Spanish translation added. (thanks to Ghrull !)
* Balance tweaks.

1.83 - Rah's Bionics and Surgery Expansion
* Advanced bionic eyes added back in. Read forum post for more info.
* Advanced bionic item boxes are now dark purple.
* Russian translation added !

1.82 - Rah's Bionics and Surgery Expansion
* Tweaks to power arms; now more viable with better dps.
* Removed advanced bionic eye due to shooting accuracy nerf in vanilla.

1.81 - Rah's Bionics and Surgery Expansion
* Added more bone repair options(spinal fusion, humerus, radius, tibia, femur)
* Artificial bones can be used to repair most bones.
* Slight buff to the neurostimulator.
* Tweaks to organ rejection.

1.8 - Rah's Bionics and Surgery Expansion
* Updated for B18.

1.72 - Rah's Bionics and Surgery Expansion
* Pawns will now keep working at the workbenches if forced to.
* Frostbite cure now available after researching Regenerative medicine.
* Scar healing cost reduced to 3 glitterworld medicine in the hardcore version.
* Corrected some values for the synthetic stomach, lungs and bionic jaw.
* Corrected some values for the synthetic stomach, lungs and bionic jaw.
* Slight tweak to surgery success chance.

1.71 - Rah's Bionics and Surgery Expansion
* Small nerfs to advanced bionic spines and exoskeleton.
* Updated Korean translation and fixed other language issues.

1.7 - Rah's Bionics and Surgery Expansion
* Updated for A17 !
* New organ rejection system ! (natural organs)
* New research: Organ transplantation. (natural organs)
* Natural Organs will now rot away if not refrigerated.
* Synthetic Organs, although more durable, will eventually decay unless refrigerated.
* Hyperweave frequency increased to very rare, from almost non-existent in A17.
* Medicine and Glitterworld Medicine have original red colors.
* New item box colors for bionic parts and synthetic organs.
* All RBSE research moved to new tab: Bionics and Surgery.
* All parts will now deteriorate normally if outside/unroofed.
* Tweaks to balance/costs and textures.

1.62 - Rah's Bionics and Surgery Expansion
* Balance work; resource costs, market values, surgery time.

1.61 - Rah's Bionics and Surgery Expansion
* Curing scars and old wounds now has its own research; Regenerative medicine.
* Made some research texts a bit clearer.

1.60 - Rah's Bionics and Surgery Expansion
* NEW MOD NAME !
* New workbench textures !

1.59 - EPOE Hardcore Version
* Added back in: Old scars and gunshot wounds can now be cured with glitterworld medicine again, except for brain scars.
(Huge thanks to Haplo for his help.)

1.58 - EPOE Hardcore Version
* Removed glitterworld cures for old scars. Temporary at the moment, as I try to find a solution to a big balance issue.
* Corrected problem with neurostimulator. Now properly restores consciousness to brain damaged colonists.

1.57 - EPOE Hardcore Version
* Added Neurostimulator implant after a lot of requests. Restores/enhances consciousness. Also comes with negative side effects.
* Added Wooden foot, mainly for tribal players. Requires no research.
* Curing old scars now costs 2 glitterworld medicine. (still 1 in the LITE version)

1.56 - EPOE Hardcore Version
* Corrected research placement paths (thanks to Mehni for pointing it out)
* Corrected small visual duplicate glitch with vanilla parts.
* Peg legs and dentures are now in light blue, same as simple parts.
* Slight increase to component cost for some advanced parts.

1.55 - EPOE Hardcore Version
* Cleaned up files and version numbers.
* New Preview image for the mod.
* Mod added to Steam workshop.
* Slightly lowered bionic research costs to vanilla numbers.
* Corrected market values, and increased resource cost on synthetic organs.
* Workbenches now take more time to build

1.54 - EPOE Hardcore Version
* Rebalanced surgery success chance factors. Explained further on page 10 in the forum thread. (red writing)

1.53 - EPOE Hardcore Version
* Can now repair shattered clavicles (10 plasteel), ribs (30 steel) and sternums (40 steel) naturally.
* Fixed bug where pawns could install available bionic parts without research.
* Artificial pelvis cost slightly reduced.

1.52 - EPOE Hardcore Version
* Will continue updates without luciferium suppression from now on. not 100% happy with it after a lot of testing.

1.51 - EPOE Hardcore Version
* Slight cost reduction on artificial nose and bionic ear.
* Removed natural eye, ear, nose and jaw harvest to enhance the importance of the bionic parts, and because of redundancy. (page 8 for explanation)
* Synthetic stomach now gives bonus to metabolism.

1.5 - EPOE Hardcore Version
* Workbenches can now be moved/reinstalled.
* Added back rebalanced Luciferium suppression drug. Can only be obtained by crafting late game. Lasts over 30 days, with
reduced luciferium bonuses. Costs approx. half the price compared to luci dosages, and gives a small mood bonus.
* Bionic jaw now gives a bonus to eating.
* Natural limbs can be harvested and installed. Can break balance and be buggy, but included as an addon file.

1.41 - EPOE Hardcore Version
* Removed Luciferium suppression until further balancing/testing can be done.

1.4 - EPOE Hardcore Version
* Several balance tweaks and fixes
* Luciferium suppression drug now available;can be crafted after research. Gives users long term relief. (not a cure)

1.3 - EPOE Hardcore Version
* Small nerf to some bionic part bonuses. ex. advanced bionic arm manipulation down to 30% from 35%.

1.21 - EPOE Hardcore Version
* Hotfix; corrected bionic hand surgery error where you needed 3 bionic hands to start surgery.
* Fixed small issue with surgery success

1.2 - EPOE Hardcore Version
* Rebalanced market values on bionic parts
* Increased work time for bionic parts
* Reduced cost (mainly plasteel) for bionic parts. ex: 1 bionic arm is now 180 plasteel, 6 comp, 1 simple arm

1.1 - EPOE Hardcore Version
* Balance work and minor fixes
* Bionic surgeries require slightly more medicine
* Some bionic parts require slightly more components. ex: 1 bionic arm req 300 plasteel, 8 components, 1 simple prosthetic arm
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Kapun on December 27, 2016, 03:10:37 PM
Why remove eye patches and wooden feet?
Eye patches remove disfigured penality in social relationships.
Wooden foot is usefull if you have a guy who lost a foot but you don't won't to remove the whole leg to install a peg leg.

Why remove surrogate organs?
They are usefull if you can't get a natural organ but you are unable to make synthetic organs because of research or crafting cost.

Otherwise-great!
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 03:17:25 PM
Quote from: Kapun on December 27, 2016, 03:10:37 PM
Why remove eye patches and wooden feet?
Eye patches remove disfigured penality in social relationships.
Wooden foot is usefull if you have a guy who lost a foot but you don't won't to remove the whole leg to install a peg leg.

Why remove surrogate organs?
They are usefull if you can't get a natural organ but you are unable to make synthetic organs because of research or crafting cost.

Otherwise-great!

Hey Kapun. I removed the really basic stuff like golden eyes and wooden feet to declutter the mod a bit, and because I felt like they didn't really contribute that much to the game. With regards to the surrogate stuff; I wanted to keep the integrity of the natural organ concept intact. I feel like the early colony life should be hard on the colonists. If you can't hunt down an organ, then maybe your colonist will die.

Later in the game, you do get access to very advanced synthetic organs though, which require Hyperweave and plasteel.

Hope you like it if you decide to try it out. Feel free to give more feedback !
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Didact04 on December 27, 2016, 03:22:39 PM
Idk, I consider being able to walk as if I have partial use out of the one leg I have no foot on to contribute to my colony significantly. Same with not having to pay premiums on trade of wait thrice as long to recruit people if I have no eye or ear.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Hikurac on December 27, 2016, 03:31:45 PM
- Workbenches reduced down to 2
- All bionic parts now cost a lot more resources, mainly in plasteel and components.
- Vancidium and advanced components removed.
- EPOE mod traders removed. Keeping it vanilla and hard.
- Old scars and gunshot wounds can be cured with glitterworld medicine. 1 medicine per injury.

This is great. Less odd clutter and more difficulty, given how easy it was to get a bionic army before. Great changes my friend, although the eye patches did have a decent purpose, in my opinion. Did a working leg and wooden foot have increased mobility over a peg leg? If not, then I don't see a need to include it.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 03:33:13 PM
Quote from: Didact04 on December 27, 2016, 03:22:39 PM
Idk, I consider being able to walk as if I have partial use out of the one leg I have no foot on to contribute to my colony significantly. Same with not having to pay premiums on trade of wait thrice as long to recruit people if I have no eye or ear.

Hi Didact04. You can research the simple prosthetics relatively fast, but I feel like the early colony life should be pretty rough on the colonists. However, if people really want some of the primitive stuff back, I might consider that for sure.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Serenity on December 27, 2016, 03:36:24 PM
The only annoying thing with eye patches and wooden feet is that you constantly get them in supply pods. And that installing an eye patch is an operation
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 03:53:14 PM
Quote from: Hikurac on December 27, 2016, 03:31:45 PM
- Workbenches reduced down to 2
- All bionic parts now cost a lot more resources, mainly in plasteel and components.
- Vancidium and advanced components removed.
- EPOE mod traders removed. Keeping it vanilla and hard.
- Old scars and gunshot wounds can be cured with glitterworld medicine. 1 medicine per injury.

This is great. Less odd clutter and more difficulty, given how easy it was to get a bionic army before. Great changes my friend, although the eye patches did have a decent purpose, in my opinion. Did a working leg and wooden foot have increased mobility over a peg leg? If not, then I don't see a need to include it.

Thanks Hikurac. With a peg leg they get like 50% mobility total I believe, and with a wooden foot you get slightly more if I remember correctly. If enough people beg to get them back, I might reconsider ! Nothing is set in stone. ;)
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 04:01:51 PM
quick hotfix to simple prosthetics

- simple prosthetics now only require steel and components. ex: 1 arm req: 130 steel and 3 components.


QuoteThe only annoying thing with eye patches and wooden feet is that you constantly get them in supply pods. And that installing an eye patch is an operation

Yeah, it's a bit funny that you have to lay down and have surgery to put on an eye patch. :p
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Love on December 27, 2016, 04:13:32 PM
Any chance of doing an A Dog Said No Crafting patch?
http://steamcommunity.com/sharedfiles/filedetails/?id=734709234
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Headshotkill on December 27, 2016, 04:21:05 PM
To be honest, a wooden foot sounds sorta strange, have never heard of it IRL.
Maybe ad crutches instead?

Then again, crutches would impair manipulation so maybe for balance it's not a good idea?
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Love on December 27, 2016, 04:22:06 PM
Also, I recommend some other form of rebranding other than 'Hardcore'. One would imply it's simply a difficulty change but it does a lot more than that.

Will traders still randomly have a chance to have prosthetics for sale or did you remove that completely?
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 04:41:16 PM
Quote from: Love on December 27, 2016, 04:22:06 PM
Also, I recommend some other form of rebranding other than 'Hardcore'. One would imply it's simply a difficulty change but it does a lot more than that.

Will traders still randomly have a chance to have prosthetics for sale or did you remove that completely?

Hi Love (nice name;). I did consider naming it something like "Overhaul","Revisited" etc, but I figured "Hardcore" matched what I was trying to do quite well. Rimworld is supposed to be pretty unforgiving. This mod tries to keep things hard and blend in with the vanilla game.

The EPOE traders were removed, although all the parts can show up on the vanilla traders.

QuoteAny chance of doing an A Dog Said No Crafting patch?
http://steamcommunity.com/sharedfiles/filedetails/?id=734709234
I'll look into that.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Adalah217 on December 27, 2016, 05:06:13 PM
This is exactly what I was looking for! Thanks! I think I will miss the wooden foot, but I agree with you on every other aspect of the mod (including removing the golden eye and eye patch).

Hope you look into A Dog Said version of your mod, although I think it's largely unnecessary
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Love on December 27, 2016, 05:12:38 PM
Quote from: Adalah217 on December 27, 2016, 05:06:13 PM
This is exactly what I was looking for! Thanks! I think I will miss the wooden foot, but I agree with you on every other aspect of the mod (including removing the golden eye and eye patch).

Hope you look into A Dog Said version of your mod, although I think it's largely unnecessary
I disagree, A Dog Said pretty much gives you full access to everything right out of the gate, has its own costs and workbench, etc.

Making an addon for it would allow all those parts to be part of these workbenches and research mechanics.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 05:12:50 PM
Quote from: Adalah217 on December 27, 2016, 05:06:13 PM
This is exactly what I was looking for! Thanks! I think I will miss the wooden foot, but I agree with you on every other aspect of the mod (including removing the golden eye and eye patch).

Hope you look into A Dog Said version of your mod, although I think it's largely unnecessary

Hi Adalah217 ! Glad I could be of service ;)
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 06:04:09 PM
 Here (http://www.mediafire.com/file/hesuc7clj473oqs/ADogSaid_-_EPOE_Hardcore_Version_patch.zip) is the "ADogSaid EPOE Hardcore version patch". All the recipes can now be found at the Bionic Workbench. Is that what you guys wanted? Hope so ! If not, let me know.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Atelerd on December 27, 2016, 06:44:08 PM
It's really great that you have removed vacilium, it was only unnecessary complication.
Little suggestion: prosthetic, being advanced machinery, should cost more in components and less of steel, it sounds much more logical for me.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Love on December 27, 2016, 06:46:57 PM
Perfect, thank you.

Quote from: Atelerd on December 27, 2016, 06:44:08 PM
It's really great that you have removed vacilium, it was only unnecessary complication.
Little suggestion: prosthetic, being advanced machinery, should cost more in components and less of steel, it sounds much more logical for me.

Yeah, I'd rather see more components and medicine necessary. Maybe get rid of the giant steel cost altogether and have them fully plasteel. It would be more logical.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 07:00:02 PM
Quote from: Atelerd on December 27, 2016, 06:44:08 PM
It's really great that you have removed vacilium, it was only unnecessary complication.
Little suggestion: prosthetic, being advanced machinery, should cost more in components and less of steel, it sounds much more logical for me.

Hi Atelerd. I might do some tweaking if need be, but gotta be careful with the components cost. They're pretty much needed at all times throughout the game. Currently 1 bionic arm costs 350 plasteel and 5 components.

I'll do some more playthroughs and we'll see. Thanks for the suggestion !
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Love on December 27, 2016, 07:05:32 PM
Is there any way you can have your A Dog Said patch override the items appearing on traders so it's consistent with your mod?
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: gillsminnow on December 27, 2016, 07:27:27 PM
Thank you, this is great. Any chance of a workshop link?
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 08:02:23 PM
Quote
Is there any way you can have your A Dog Said patch override the items appearing on traders so it's consistent with your mod?
Edit: All the bionic parts can show up on the vanilla traders. I answered you incorrectly earlier.

Quote from: gillsminnow on December 27, 2016, 07:27:27 PM
Thank you, this is great. Any chance of a workshop link?

Hi, thanks. I might make one yeah. It's very easy to install though; you just put it into your mod folder.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Didact04 on December 27, 2016, 08:43:16 PM
Hm. I think I'll try this mod out. I was initially against it but idk, maybe it's good for me.
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: Rah on December 27, 2016, 11:32:58 PM
1.1 - EPOE Hardcore Version
* Balance work and minor fixes
* Bionic surgeries require slightly more medicine
* Some bionic parts require slightly more components. ex: 1 bionic arm req 300 plasteel, 8 components, 1 simple prosthetic arm

Feel free to report back on what you think about the cost. Do you think it's awesome, or a bit too much?

Enjoy!
Title: Re: [A16] EPOE Hardcore Version 1.0
Post by: gillsminnow on December 28, 2016, 08:39:25 AM
Quote from: Rah on December 27, 2016, 08:02:23 PM
Quote from: gillsminnow on December 27, 2016, 07:27:27 PM
Thank you, this is great. Any chance of a workshop link?

Hi, thanks. I might make one yeah. It's very easy to install though; you just put it into your mod folder.

It was more for the ease of receiving updates of the mod. Will be playing with it today, thanks again!
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Didact04 on December 28, 2016, 08:41:31 AM
You realize 300 plasteel is over half a ship reactor's worth of plasteel, yes? Tone it down a bit with the component costs.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: FoxXeL on December 28, 2016, 09:17:42 AM
Please, can you update the EPOE limb harvesting mod?
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 09:36:00 AM
Quote from: Didact04 on December 28, 2016, 08:41:31 AM
You realize 300 plasteel is over half a ship reactor's worth of plasteel, yes? Tone it down a bit with the component costs.

If you play on Extreme or Intense, you will get a lot of mechanoid attacks and poison ships during your playthrough. It's not uncommon to have thousands of plasteel sitting in your storage area. Plasteel can also be bought from traders. This mod treats bionic parts like luxury items, but they're obtainable if you save up for them.

Remember, in the vanilla game they're almost nonexistent. In this mod, you can craft them. And don't forget that Power Armor in vanilla costs 135 plasteel and 18 components. I usually play with 2 melee colonists equipped with power armor and helmets.

Thanks for the feedback though. If people echo your suggestion I will certainly look into it.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 09:45:12 AM
I just wish you could figure out a way to balance the cost without having to rely on putting hundreds of metal on a crafting table and somehow only coming away with an arm.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 09:52:35 AM
Quote from: Love on December 28, 2016, 09:45:12 AM
I just wish you could figure out a way to balance the cost without having to rely on putting hundreds of metal on a crafting table and somehow only coming away with an arm.

It's not just an arm though. Bionic parts should be rare and expensive. With regards to the metals; plasteel and components are usually the only rare resources in Rimworld that are used to make end game items - and steel to a certain degree.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 11:16:00 AM
How about cutting down on the steel/plasteel and adding uranium to the costs? Maybe even make them take longer to build...
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 11:54:45 AM
Quote from: Love on December 28, 2016, 11:16:00 AM
How about cutting down on the steel/plasteel and adding uranium to the costs? Maybe even make them take longer to build...
Doesn't make much sense to add a radioactive material to body parts, but the work time suggestion isn't a bad idea.
Btw, have you completed the game on intense or extreme?
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 12:12:39 PM
Quote from: Rah on December 28, 2016, 11:54:45 AM
Quote from: Love on December 28, 2016, 11:16:00 AM
How about cutting down on the steel/plasteel and adding uranium to the costs? Maybe even make them take longer to build...
Doesn't make much sense to add a radioactive material to body parts, but the work time suggestion isn't a bad idea.
Compact power source.

Quote from: Rah on December 28, 2016, 11:54:45 AM
Btw, have you completed the game on intense or extreme?
No, I haven't, that's just not the way I prefer to play. Your mod is just in an interesting position because it fixes a lot of the flaws of EPOE but at the same time to balance it out it makes some changes that I'm not particularly fond of.

Difficulty aside I just don't like the logic of going through so much metal to create something so small.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 12:19:18 PM
@Love
I totally agree about it not being completely logical to use so much metal on certain parts, but that's how the balance is achieved at the moment. If you want to pretend, you could explain it by saying that they need to extract only the best and purest parts from the plasteel, and that they also waste a bunch of material in order to make the advanced and complex parts.

Would you be interested in a Lite version of this mod? I might put one together if I have the time.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 12:23:54 PM
A Lite version would be nice.

What's wrong with the Uranium suggestion for bionics?
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 12:38:19 PM
Quote from: Love on December 28, 2016, 12:23:54 PM
A Lite version would be nice.

What's wrong with the Uranium suggestion for bionics?
As a power source, it makes more sense. It's a bit hard to balance though, and even the ship reactor only requires steel, plasteel and components.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 02:56:40 PM
I understand. When you do the Lite version, could you restore the stuff to the traders too?
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: ainsyl on December 28, 2016, 04:55:31 PM
First of all, awesome mod. Although I have some balance thoughts on it, even if you won't change a thing I'll still keep using it because it's exactly what I've wanted. EPOE is great but had too many workbenches and the vancidium thing turned out to be a game breaker when raiders started spawning with vancidium weapons and those sold for thousands of silvers.

That said, had some time to test today, hope you don't mind some thoughts on it. Some, as in, a massive wall of tl;dr text.
For context, I either use Cassandra on Intense or Randy on Rough, so bear in mind I'm leaning more towards vanilla mat ratios than extreme hardcore.

I've made a little table for comparison (see below). It shows current steel, plasteel, component and hyperweave costs, then some total cost columns in steel and plasteel (components are counted as steel) that take into account the prereq parts (simple > bionic > advanced bionic upgrades).
Included at the top are the late game top resource-heavy items/placeables, the power armor and the ship parts, for comparison.
I took the ship reactor as the base value, needing the most resources in vanilla. The last column is the item's plasteel cost in "reactors".

1. COST

1.A - STEEL

To take a vanilla item for reference, power armor is 450 steel + 135 plasteel = 585 materials, which covers 2 legs, 2 arms, torso (again, counting components as steel).
Very simplified "game-y" human body distribution is 50% torso, 10% head, 10% arms, 30% legs.
That'd be baseline 1 arm is ~30 mats, 1 leg is ~88 mats, torso ~290 mats.
Hands and feet are ~2% of the whole body, so 12 mats for hand and 12 mats for feet.
I have no idea how much a spine would weight but maybe we can assume that it's not just a spine but also part of the back to support it? About 25% of the torso, so if torso is 290 mats then a spine is ~74 mats.
Same logic for the jaw and pelvis.
For the jaw, take 20% of the head. The power armor helmet is 175 steel + 60 plasteel = 235 mats, so the jaw would be 48 mats. This one looks strange, but maybe you have to replace muscles too in the neck, idk.
For the pelvis, take 15% of the torso, 44 mats.

I'd also drop a ~20% increase on them for prosthesis socket, material loss during manufacture, installation cost, whatever.

- 1 simple prosthesis arm 30 steel
- 1 simple prosthesis leg 88 steel
- 1 simple prosthesis hand and feet 14 steel

There is no two tiers for the following so I'd split the material requirements around 20%/80% steel/plasteel ratios for these:
- 56 materials for bionic jaw - 12 steel, 44 plasteel
- 52 materials for artificial pelvis - 10 steel, 42 plasteel
- 88 materials for bionic spine - 18 steel, 70 plasteel

Anything more and I'd start putting manipulation and movement penalties on them because HEAVY. There's simply no place for that much steel in those tiny pawn bodies D:

But for bionics we have to spruce them up, so to plasteel we go.

1.B - PLASTEEL

Well, currently some of these parts cost about x1.6 the amounts it'd take to build a starship reactor so yeah, I'd balance it hard. Unless I'm actively trading for plasteel, I'm not really amassing them that much, but limbs are flying off left and right, so a regular player won't see much past the simple prosthesis, maybe the bionic for that favorite pawn.

So, real world plasteel is steel and fiberglass, so it'd replace some of the steel in the simple prosthesis version during upgrade. Makes sense to at least use as much plasteel as it would to make the simple one, but once again drop a 15% on them for aforementioned reasons (mats loss, new socket, etc.).

- 1 bionic arm 40 plasteel
- 1 bionic leg 120 plasteel
- 1 bionic hand and feet 16 plasteel

For artificial nose, see 1.C below (hyperweave).
Advanced bionics, see below point 2.

1.C - HYPERWEAVE

I love the idea of using textile for organs! But I'd switch around the ratios for the squishy organs - more hyperweave, less plasteel. I can buy plasteel being needed, but a ship's structure beam's worth or plasteel for a heart is pushing it.

So pawns have 2 lungs, 1 liver, 1 heart, 1 stomach, 2 kidneys in the torso, 2 eyes, 2 ears, 1 nose in the head.
So if a torso is 293 mats, minus the spine (~74) and some more bone structure is around 200 mats. Split between 7 organs, ~30 mats each.
Add half of this as plasteel requirements to keep the damn thing together.
Drop a 20% on it as installation cost.

Nose and ears are more soft than strong, so I'd stay more hyperweave than steel. It's also just cosmetic. About 10% of the head, ~6 mats. Add the 20% plus half of it in plasteel for support.

Eyes, now this is tricky because it's a finicky organ and can give lots of bonuses. Let's say you have to replace parts of the interior face bone structure to get it working, and you'd need gold for circuitry. 30% of head, 70 mats. Add the 20% plus half of it in steel/plasteel for support.

- 1 synthetic liver/kidney/heart/stomach/lung 36 hyperweave, 18 plasteel
- 1 artificial nose 6 hyperweave, 3 plasteel
- 1 bionic ear 6 hyperweave, 3 plasteel
- 1 bionic eye 84 hyperweave, 42 plasteel, 25 gold

I think that's it?
But we still have advanced bionics. Just dropping a metric crapton of plasteel on it feels strange (where does a nuclear reactor's worth of plasteel fit in a pawn?), maybe time to add a new material?

2. POWER SOURCE/URANIUM FOR ADVANCED BIONICS

Basically "powered" bionics with small, self-contained power source. And okay, a little more plasteel and +10% installation cost.

- 1 advanced bionic arm 44 plasteel, 8 uranium
- 1 advanced bionic leg 132 plasteel, 26 uranium
- 1 advanced bionic hand 18 plasteel, 4 uranium
- 1 advanced bionic foot 18 plasteel, 4 uranium
- 1 advanced bionic spine 20 steel, 78 plasteel, 20 uranium
- 1 advanced bionic eye 92 hyperweave, 46 plasteel, 28 uranium
- 1 advanced bionic ear 8 hyperweave, 4 plasteel, 2 uranium

For reference, cryptosleep casket is 5 uranium.
I just divided the mats cost by 5 and added it as uranium cost. I never get much of these. I heard it can be found as veins, I've never seen one. Most I get is from random drops.

ItemSteelPlasteelComponentHyperweaveTotal cost - steelTotal cost - plasteelTotal cost in reactors - plasteel
Ship structural beam200150104501500.30
Ship reactor300500259255001.00
Ship engine200300258253000.60
Power armor135184501350.27
Power armor helmet607175600.12
--------
Simple prosthetic arm130423000.00
Simple prosthetic leg130423000.00
Simple prosthetic hand100317500.00
Simple prosthetic foot100317500.00
Artificial pelvis2001002001000.20
Artificial nose600600.12
Power arm505053500.70
Bionic arm30084303000.60
Bionic leg30084303000.60
Bionic hand20022252000.40
Bionic foot20022252000.40
Bionic spine20040053254000.80
Bionic eye20051252000.40
Bionic ear600600.12
Bionic jaw5010021001000.20
Advanced bionic arm30024806001.20
Advanced bionic leg30024806001.20
Advanced bionic hand18012503800.76
Advanced bionic foot18012503800.76
Advanced bionic spine40023758001.60
Advanced bionic eye18021253800.76
Advanced bionic ear501100.22
Advanced power arm25045056001.20
Exoskeleton suit20060063506001.20
Power claw5017500.00
Synthetic lung100501000.20
Synthetic heart1501001500.30
Synthetic kidney100501000.20
Synthetic stomach100501000.20
Synthetic liver100501000.20

3. MISC THINGS

- I didn't have time to test the weapons and the exoskeleton much, so no input on those.

- The joywire and painstopper seems too cheap at the moment. Gold is easy to come by, and both of those implants give crazy bonuses.

- Would it be too coding heavy to have a baseline value for materials, and a mod setting in options to multiply the baseline values manually or by difficulty setting? I think the Stack XXL mod uses something like this. That way everyone would be able to set their levels according to their playstyle.

- A Steam Workshop entry would be great. Please? :) Automatic updates are good.

- Echoing the request to put the eyepatch back. Aside from of enjoying naming pawns with shot out eyes as *something* Boss and giving them the eyepatch, it also took away their disfigured debuff. Since you already have a solution for shot off noses with the artificial nose, maybe something for poor eyes?

If you read it this far, let me say thanks again for the mod! Hope you don't take any of it as too harsh criticism or anything, it's not intended. I just like it that much that I'd love to see it balanced so more people could use it.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 05:20:24 PM
ainsyl is speakin' my language here.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Rah on December 28, 2016, 07:18:09 PM
Hi ainsyl, thanks for taking the time time to calculate all of that out. Another way to find out the cost is to take the market value of f.ex the bionic leg, which is approx. 1500 in vanilla, and divide it by 14, which is the plasteel value - and you get 107. So in theory, one would assume that a bionic leg should not cost a lot more than that number in plasteel. Now, in the original EPOE mod, the market value of a bionic leg is 4000. Divide it by 14 and you get 285, close to what they cost in my mod.

But let's go back to the vanilla calculation; The problem with significantly reducing the prices to the values you've put fourth, is that players will once again be able to create a bionic army. Losing limbs will be easy to fix, like in the original mod. At least from my experience, plasteel is quite easy to get a hold of on intense and extreme. If you are operating an efficient base on extreme with say, 10-15 colonists, and you are not 100% focused on rushing to the ship and ending the game, you will gather quite a large amount of plasteel from all the mech attacks and poison ships. And your base will be producing a lot of money, which enables you to buy more plasteel if you need it.

Another thing to remember is that in the vanilla game, bionic parts were extremely difficult to obtain. Sometimes you would find only 2 or 3 in an entire playthrough. The normal bionic parts and the advanced ones in EPOE give great bonuses as well, to things like manipulation, movement etc. That's another thing to keep in mind with regards to cost.

I'll tell you what though; I'll most likely release a Lite version soon with reduced cost on everything. Sounds good? ;-)

Quote
- Would it be too coding heavy to have a baseline value for materials, and a mod setting in options to multiply the baseline values manually or by difficulty setting? I think the Stack XXL mod uses something like this. That way everyone would be able to set their levels according to their playstyle.

I have not looked at that, but I suppose it can be done.

QuoteI understand. When you do the Lite version, could you restore the stuff to the traders too?
@Love All the EPOE parts can appear on traders.

edit: I will be testing the main mod some more though and see if I have to reduce some of the cost a little bit.
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: Love on December 28, 2016, 07:29:56 PM
I really think time is the way to go here. Make it take several days to make some of this stuff, and why not? prosthetics and bionics are really freakin complicated.

that'll balance things out with the reduced costs
Title: Re: [A16] EPOE Hardcore Version 1.1
Post by: ainsyl on December 28, 2016, 08:28:49 PM
Thanks for reading, Rah.

I didn't even think of looking at the part market values. Now I understand where the material costs came from.

I guess it is tricky to get a balance between "EZ bionic army" and "very rare bionics", we might just be looking at it from different playstyle standpoints. I don't pimp out my colonists with bionic parts unless they lose the originals (and even then, losing an arm is just meh, might not bother, but losing legs are brutal D:) and run only small bases (max 8-10 colonists). But I understand someone might just make a squad of cyborg ninjas and go to town. Literally.

That's why two versions or an adjustable multiplier would be great if possible (not as a priority, of course) so everyone could choose. Yeah, the original mod is still there but now that there is an option, I'd rather take my 600 plasteel bionic arm, thank you very much ;)

That said, you convinced me to give extreme a try. I'll start up a new playthrough to see the difference. On intense silver was never a problem, getting the damn traders to finally grace me with their presence was.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Rah on December 28, 2016, 11:27:05 PM
1.2 - EPOE Hardcore Version
* Rebalanced market values on bionic parts
* Increased work time for bionic parts
* Reduced cost (mainly plasteel) for bionic parts. ex: 1 bionic arm is now 180 plasteel, 6 comp, 1 simple arm

Thanks to all who offered feedback. It should be a little bit less extreme now in terms of cost. Will continue testing to see if I've hit the right spot.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Ashnal on December 29, 2016, 12:53:44 AM
Just my 2 cents, but if the issue is a bionic army on extreme due to an overflowing supply of plasteel via mechanoid raids ....

Why not just reduce the amount of plasteel you get from disassembling?  You might also want to reduce the advantage a Disassembler/Butcher gets from manipulation/Sight as well.

This way you can have tons of mechanoids dying at your doorstep without having enough for a bionic army.

So my suggestion of a way forward, have two mods. The re-organization and tweaks you've made are great for everyone, not just those that play on extreme. SO the first mod would be the improved EPOE proper, with costs balanced for a plasteel income of playing on rough or below. The second mod, would act as a modifier to be loaded in conjunction with the first, reducing plasteel income from disassembly for players who like to play on intense and extreme, getting bombarded by mechanoids without much to obtain from it.

THis way costs stay the same for all players, but hardcore players will have less plasteel income. I stand behind ainsyl's analysis for the actual costs :)
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: mraadx on December 29, 2016, 04:24:22 AM
wow impressive! since you have already modify the mod. what do you think about adding parts like the neck, head and torso. So, we can have fully bionic man.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Serenity on December 29, 2016, 07:25:31 AM
Starting to look better. I definitely agree with trimming the options a bit and I don't mind bionics being harder. EPOE did make things a bit too easy. But making the costs too excessive isn't good either. Being able to set a multiplier in the options would indeed be great.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Rah on December 29, 2016, 09:30:15 AM
- Hardcore LITE version added for the people who want to be able to make more bionic parts. Reduced item costs.

enjoy!
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Love on December 29, 2016, 09:43:02 AM
Thank you for the work you've been doing and responding to all the feedback. We're definitely getting closer to a happy medium.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Rah on December 29, 2016, 09:48:23 AM
Quote from: Love on December 29, 2016, 09:43:02 AM
Thank you for the work you've been doing and responding to all the feedback. We're definitely getting closer to a happy medium.

And thank you for all your feedback. ;)
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Love on December 29, 2016, 10:30:16 AM
Hey, correct me if I'm wrong, but the unofficial DE Surgeries (http://steamcommunity.com/sharedfiles/filedetails/?id=824865457) update is pretty much unnecessary with this right? It sounds like you've already integrated most of the stuff that mod does (aside from anasthetic).
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Rah on December 29, 2016, 11:24:34 AM
Quote from: Love on December 29, 2016, 10:30:16 AM
Hey, correct me if I'm wrong, but the unofficial DE Surgeries (http://steamcommunity.com/sharedfiles/filedetails/?id=824865457) update is pretty much unnecessary with this right? It sounds like you've already integrated most of the stuff that mod does (aside from anasthetic).

Kind of yes. The only difference is that in DE you can repair fingers and toes naturally and remove the damage message, and you can operate out some chronic illnesses. In EPOE Hardcore you can replace damaged or missing limbs with bionic parts, cure scars and old gunshots wounds with glitterworld medicine - and I'm also planning to maybe add some glitterworld cures to the chronic stuff too.
Title: Re: [A16] EPOE Hardcore Version 1.2
Post by: Love on December 29, 2016, 11:28:26 AM
You know, the more this mod continues to grow and evolve, the more I think you should rename it completely. Not sure to what.
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Rah on December 29, 2016, 01:14:36 PM
1.21 - EPOE Hardcore Version
* Hotfix; corrected bionic hand surgery error where you needed 3 bionic hands to start surgery.
* Fixed small issue with surgery success

Hopefully everything is OK now !
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Rah on December 29, 2016, 02:58:12 PM
Download links should be up and running now
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: BlueWinds on December 29, 2016, 03:51:41 PM
I admit I haven't tried this mod yet, but it's on my list of things to do. Just reading the thread so far.

Have you considered replacing some of the plasteel cost with gold? It's expensive and small, no it doesn't feel as wasteful of materials (where did all the plasteel go?). Mechanoids don't drop any.
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Wishmaster on December 29, 2016, 04:41:47 PM
Quote- Workbenches reduced down to 2
- Vancidium and advanced components removed.

I've always say adding to many workbenches or some intermediary materials was a mistake, made by so many modders.
Glad someone understood it.
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Rah on December 29, 2016, 07:18:15 PM
Quote from: BlueWinds on December 29, 2016, 03:51:41 PM
I admit I haven't tried this mod yet, but it's on my list of things to do. Just reading the thread so far.

Have you considered replacing some of the plasteel cost with gold? It's expensive and small, no it doesn't feel as wasteful of materials (where did all the plasteel go?). Mechanoids don't drop any.

I did consider many things, but opted with the plasteel and components, as they seemed like a natural choice for high tech equipment. I might consider stuff like uranium and gold later, but I'm hesitant to add stuff that you need traders to obtain. Thanks for considering trying it out though, have fun with it if you do !

Quote from: Wishmaster on December 29, 2016, 04:41:47 PM
Quote- Workbenches reduced down to 2
- Vancidium and advanced components removed.

I've always say adding to many workbenches or some intermediary materials was a mistake, made by so many modders.
Glad someone understood it.

Thanks, glad you like it.
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: etoire on December 29, 2016, 07:41:16 PM
Ha, did you purposefully bleep out hardcore in the mediafire link? I thought that was entertaining. I'm about to try out the mod now, hoping it doesn't run any conflicts with Natural Surgery by Encode! I'll let you know in a bit. Very excited to see a vanilla friendly version of EPOE.
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Rah on December 30, 2016, 12:06:21 PM
small fix: Exoskeleton suit now the same color as the other advanced bionic parts, if anyone cares about colors :D
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Love on December 30, 2016, 12:07:40 PM
Was this a stealth fix with no version change?
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Love on December 30, 2016, 12:49:58 PM
By the way, the folder name is EPEO instead of EPOE
Title: Re: [A16] EPOE Hardcore Version 1.21
Post by: Rah on December 30, 2016, 03:59:34 PM
Quote from: Love on December 30, 2016, 12:07:40 PM
Was this a stealth fix with no version change?
Yeah, tiny fix.
Quote from: Love on December 30, 2016, 12:49:58 PM
By the way, the folder name is EPEO instead of EPOE

Thanks for catching that ! Fixed now.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Rah on January 01, 2017, 10:07:37 PM
1.3 - EPOE Hardcore Version
* Small nerf to some bionic part bonuses. ex. advanced bionic arm manipulation down to 30% from 35%.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: NCard on January 02, 2017, 11:15:11 AM
Instead of asking for more materials why not not just rise the skill requirement of the crafter. So, per example, you would need pawn with 12 medicine and 17 Crafting in order to craft a bionic leg. And if crafting that leg would take about 4 or 5 days people would start asking themselves if the 20% movement bonus is really worth abdicating of one of your best pawns for such amount of time
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Beathrus on January 02, 2017, 12:26:06 PM
Excuse me, I have a quick question. When using 'A dog said' along with this mod, which version do I need to use for 'A dog said' along with the patch? Full, lite, or no crafting of ADS?
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Rah on January 02, 2017, 05:13:07 PM
Quote from: NCard on January 02, 2017, 11:15:11 AM
Instead of asking for more materials why not not just rise the skill requirement of the crafter. So, per example, you would need pawn with 12 medicine and 17 Crafting in order to craft a bionic leg. And if crafting that leg would take about 4 or 5 days people would start asking themselves if the 20% movement bonus is really worth abdicating of one of your best pawns for such amount of time

There are many ways of doing it, but I felt like the materials route made the most sense. The requirements are quite reasonable now I think, and the work time was raised a bit in an earlier update. If you increase the time it takes by days, and add a very high crafting req on top of that (levels also degrade above 10), I think a lot of people would get pretty annoyed. It feels better to just gather all the hard earned materials and make the parts, to me at least. But it's an interesting idea, and I won't dismiss it completely. Thanks for dropping by.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Serenity on January 02, 2017, 05:28:20 PM
Quote from: Beathrus on January 02, 2017, 12:26:06 PM
Excuse me, I have a quick question. When using 'A dog said' along with this mod, which version do I need to use for 'A dog said' along with the patch? Full, lite, or no crafting of ADS?
Probably the same as in the standard version. No Crafting to avoid having the ADS stuff on multiple workbenches
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Rah on January 02, 2017, 05:38:51 PM
Quote from: Beathrus on January 02, 2017, 12:26:06 PM
Excuse me, I have a quick question. When using 'A dog said' along with this mod, which version do I need to use for 'A dog said' along with the patch? Full, lite, or no crafting of ADS?

I believe you can use whichever you want. All the the parts can found at the Bionic Workbench. iirc the ADS bench in the full version is not functional anyway.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Beathrus on January 03, 2017, 01:57:32 AM
Quote from: Serenity on January 02, 2017, 05:28:20 PM
Quote from: Beathrus on January 02, 2017, 12:26:06 PM
Excuse me, I have a quick question. When using 'A dog said' along with this mod, which version do I need to use for 'A dog said' along with the patch? Full, lite, or no crafting of ADS?
Probably the same as in the standard version. No Crafting to avoid having the ADS stuff on multiple workbenches

Okay, Thank you Serenity and Rah! :O

Edit: Every time I try to use EPOE Hardcore Lite, And A Dog Said full version along with the compatibility patch, I end up with a bunch of errors; any idea what is going on? Any help is appreciated.



[attachment deleted by admin due to age]
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Beathrus on January 04, 2017, 12:52:02 AM
Sorry for the double post, bump.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Love on January 04, 2017, 02:04:00 AM
You need to use the No Crafting version of A Dog Said.
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Beathrus on January 04, 2017, 02:05:53 AM
Quote from: Love on January 04, 2017, 02:04:00 AM
You need to use the No Crafting version of A Dog Said.

Okay, Thank you!
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Barhandar on January 04, 2017, 04:09:33 AM
The points of surrogate organs are "more humane" organ harvesting (but really it just generates no "organ harvested" thought) and reducing specific capabilities for undesirable but still useful pawns, similar to silent jaw.
If the equal and superior organs are made harder to get while surgery is made less spectacularly failure-prone ("your 12 medicine doctor on medical bed in sterile room torn off the patient's head while replacing their leg! Oopsie, failed in a minor way."), surrogates also could be used to "get by" for replacing damaged or missing organs until you can actually get a proper replacement.

Removal of surrogate organs is the sole change that kills this modmod for me. Might as well remove basic and simple prosthetics too - why, you already have natural limbs and bionics!
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Rah on January 04, 2017, 04:29:34 AM
Quote from: Beathrus on January 04, 2017, 02:05:53 AM
Quote from: Love on January 04, 2017, 02:04:00 AM
You need to use the No Crafting version of A Dog Said.

Okay, Thank you!

Tested it again with the full version and it works no problem, just make sure you use the A16 versions. You should use the nocrafting version though, as the animal bench is non-functional anyway. https://www.dropbox.com/sh/jygqqvun8joobbc/AABEX7ueLXLyV3v3h1HVsRqYa?dl=0
Title: Re: [A16] EPOE Hardcore Version 1.3
Post by: Rah on January 04, 2017, 04:49:51 AM
Quote from: Barhandar on January 04, 2017, 04:09:33 AM
The points of surrogate organs are "more humane" organ harvesting (but really it just generates no "organ harvested" thought) and reducing specific capabilities for undesirable but still useful pawns, similar to silent jaw.
If the equal and superior organs are made harder to get while surgery is made less spectacularly failure-prone ("your 12 medicine doctor on medical bed in sterile room torn off the patient's head while replacing their leg! Oopsie, failed in a minor way."), surrogates also could be used to "get by" for replacing damaged or missing organs until you can actually get a proper replacement.

Removal of surrogate organs is the sole change that kills this modmod for me. Might as well remove basic and simple prosthetics too - why, you already have natural limbs and bionics!

Hi Barhandar, thanks for the feedback. To me, the surrogate organs felt like they were a bit intrusive to the vanilla system, as well as redundant with regards to the mod. I think that in the early game, the vanilla harvesting system should dominate the gameplay, but some people might disagree with that. If you can always fix your pawns easily, no matter what they get hit with, it takes away some of the fun imo. I understand that some people like the rudimentary stuff though, so I'll think about making a folder or something for you guys.
Title: Re: [A16] EPOE Hardcore Version 1.4
Post by: Rah on January 06, 2017, 01:17:30 PM
1.4 - EPOE Hardcore Version
* Several balance tweaks and fixes
* Luciferium suppression drug now available;can be crafted after research. Gives users long term relief. (not a cure)

feel free to give feedback. enjoy !
Title: Re: [A16] EPOE Hardcore Version 1.4
Post by: Fafn1r on January 06, 2017, 01:36:05 PM
Quote from: Rah on January 06, 2017, 01:17:30 PM
* Luciferium suppression drug now available;can be crafted after research. Gives users long term relief. (not a cure)[/color]

I really don't understand what you are trying to do with luci. First you nerf it by allowing glitterworld medicine to heal scars and now you are buffing THE downside that makes it so unique. This change doesn't sound very hardcore. ::) We already have cryosleep to deal with luci shortages.
Title: Re: [A16] EPOE Hardcore Version 1.4
Post by: Rah on January 06, 2017, 01:53:29 PM
Quote from: Fafn1r on January 06, 2017, 01:36:05 PM
Quote from: Rah on January 06, 2017, 01:17:30 PM
* Luciferium suppression drug now available;can be crafted after research. Gives users long term relief. (not a cure)[/color]

I really don't understand what you are trying to do with luci. First you nerf it by allowing glitterworld medicine to heal scars and now you are buffing THE downside that makes it so unique. This change doesn't sound very hardcore. ::) We already have cryosleep to deal with luci shortages.

Hey, thanks for the feedback. The luciferium suppression drug is very expensive and requires a lot of research and materials to craft. It's just an option for the people who want their luciferium colonists to return to a semi-normal state.
Title: Re: [A16] EPOE Hardcore Version 1.4
Post by: Love on January 06, 2017, 04:37:49 PM
I like it!
Title: Re: [A16] EPOE Hardcore Version 1.4
Post by: Rah on January 06, 2017, 07:57:02 PM
Quote from: Love on January 06, 2017, 04:37:49 PM
I like it!

thanks buddy
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 10, 2017, 04:56:52 PM
After some testing I decided to remove the luci suppression drug until I can balance / test it out a bit better. It works correctly though, so you don't need to download this latest version if you find it interesting. Right now it gives the user about 30+ days of relief from luciferium symptoms, compared to the 5 or so days with luci.

1.41 - EPOE Hardcore Version
* Removed Luciferium suppression until further balancing/testing can be done.

(LITE version usually always receives the same changes, unless it's about material costs)
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Love on January 10, 2017, 06:05:16 PM
Removing an item like that potentially breaks saves though, are you sure that's wise?

Maybe you should split it off into an addon for now..
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Senio on January 10, 2017, 06:31:32 PM
Quote from: Love on January 10, 2017, 06:05:16 PM
Removing an item like that potentially breaks saves though, are you sure that's wise?

Maybe you should split it off into an addon for now..

yep, i try update .but cant load old save.....
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Love on January 10, 2017, 06:35:41 PM
Quote from: Senio on January 10, 2017, 06:31:32 PM
Quote from: Love on January 10, 2017, 06:05:16 PM
Removing an item like that potentially breaks saves though, are you sure that's wise?

Maybe you should split it off into an addon for now..

yep, i try update .but cant load old save.....

Thanks to google cache I was able to find links to the older versions just in case you're stranded:
http://www.mediafire.com/file/iq6qkc0q0ripug8/EPOE_-_Hardcore_Version_1.4.zip
http://www.mediafire.com/file/r90p97k165womq6/EPOE_-_Hardcore_LITE_Version_1.3.zip
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Senio on January 10, 2017, 06:36:54 PM
Quote from: Love on January 10, 2017, 06:35:41 PM
Quote from: Senio on January 10, 2017, 06:31:32 PM
Quote from: Love on January 10, 2017, 06:05:16 PM
Removing an item like that potentially breaks saves though, are you sure that's wise?

Maybe you should split it off into an addon for now..

yep, i try update .but cant load old save.....

Thanks to google cache I was able to find links to the older versions just in case you're stranded:
http://www.mediafire.com/file/iq6qkc0q0ripug8/EPOE_-_Hardcore_Version_1.4.zip
http://www.mediafire.com/file/r90p97k165womq6/EPOE_-_Hardcore_LITE_Version_1.3.zip

Thanks :)
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 10, 2017, 07:18:35 PM
Quote from: Senio on January 10, 2017, 06:36:54 PM
Quote from: Love on January 10, 2017, 06:35:41 PM
Quote from: Senio on January 10, 2017, 06:31:32 PM
Quote from: Love on January 10, 2017, 06:05:16 PM
Removing an item like that potentially breaks saves though, are you sure that's wise?

Maybe you should split it off into an addon for now..

yep, i try update .but cant load old save.....

Thanks to google cache I was able to find links to the older versions just in case you're stranded:
http://www.mediafire.com/file/iq6qkc0q0ripug8/EPOE_-_Hardcore_Version_1.4.zip
http://www.mediafire.com/file/r90p97k165womq6/EPOE_-_Hardcore_LITE_Version_1.3.zip

Thanks :)

Hi Senio, sorry about that. I added links to the previous versions. Are you sure you were unable to load though? Sometimes it just asks you about the change in mods, and if you press yes, it loads the game and everything is ok.

Either way, there won't be many tweaks and updates for now, as everything seems pretty stable at the moment. Sorry for the inconvenience.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Love on January 10, 2017, 07:25:09 PM
Quote from: Rah on January 10, 2017, 07:18:35 PM
Hi Senio, sorry about that. I added links to the previous versions. Are you sure you were unable to load though? Sometimes it just asks you about the change in mods, and if you press yes, it loads the game and everything is ok.

Either way, there won't be many tweaks and updates for now, as everything seems pretty stable at the moment. Sorry for the inconvenience.

Rah, removing items that can be held by pawns is extremely volatile, it breaks saves in a way that you'd have to go into the save file and randomly remove it. And the worst part is it doesn't even have to be one of your pawns, it can be some pawn you can't even see.

I've no doubt his save was broken by it.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 10, 2017, 07:39:42 PM
Quote from: Love on January 10, 2017, 07:25:09 PM
Quote from: Rah on January 10, 2017, 07:18:35 PM
Hi Senio, sorry about that. I added links to the previous versions. Are you sure you were unable to load though? Sometimes it just asks you about the change in mods, and if you press yes, it loads the game and everything is ok.

Either way, there won't be many tweaks and updates for now, as everything seems pretty stable at the moment. Sorry for the inconvenience.

Rah, removing items that can be held by pawns is extremely volatile, it breaks saves in a way that you'd have to go into the save file and randomly remove it. And the worst part is it doesn't even have to be one of your pawns, it can be some pawn you can't even see.

I've no doubt his save was broken by it.

Yes, adding and removing items with mod updates can be a little iffy unfortunately. Version 1.4 is fully working though, so if you have a save with it, there's no need to update. The drug works as intended by suppressing the luciferium need for 30 or so days, but I feel like it needs a little more balance work with regards to pricing and addiction need time.

edit: Just to confirm, version 1.4 and version 1.41 are fully working with new games / saves. If you're upgrading from 1.4 to 1.41, you might see some problems though.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Love on January 10, 2017, 08:25:13 PM
Like I said, I recommend just making the luci suppression part of 1.4 into an 'addon' for now, so you can continue updating the main part of the mod while people who used 1.4 don't have their saves broken.

You can roll it back into the main mod later when you feel it's balanced.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 10, 2017, 09:02:31 PM
Quote from: Love on January 10, 2017, 08:25:13 PM
Like I said, I recommend just making the luci suppression part of 1.4 into an 'addon' for now, so you can continue updating the main part of the mod while people who used 1.4 don't have their saves broken.

You can roll it back into the main mod later when you feel it's balanced.

Right now, the only change in 1.41 is the luci suppression removal, but for the next update I will most likely include it as an addon file. Thanks for the feedback and support.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Hikurac on January 11, 2017, 01:49:01 AM
So I don't know if this is a bug or intentional, but I don't have the option to remove limbs. I see the option to buy limbs from traders, but I can't remove them myself. It's very very useful when dealing with rowdy prisoners, as you can take off a leg or two to halt their movement entirely.

EDIT: Also don't see the ability to do anything special with glitterworld meds, like fix scars and such.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 11, 2017, 03:48:14 AM
Quote from: Hikurac on January 11, 2017, 01:49:01 AM
So I don't know if this is a bug or intentional, but I don't have the option to remove limbs. I see the option to buy limbs from traders, but I can't remove them myself. It's very very useful when dealing with rowdy prisoners, as you can take off a leg or two to halt their movement entirely.

EDIT: Also don't see the ability to do anything special with glitterworld meds, like fix scars and such.

Limb removal and installing used to be available with a EPOE addon, but it wasn't updated to A16. I'll see if I can add it to this mod. -- With regards to fixing scars and old wounds, you need to research simple prosthetics first. After that, you need a pawn with lvl 10 medicine to operate.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: coldcell on January 11, 2017, 04:55:49 AM
Just to confirm, I'm supposed to use either EPOE OR this version right? ie this is a mod itself and not a patch to EPOE.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Madman666 on January 11, 2017, 07:37:06 AM
Can we maybe have scar and chronic disease healing option in original EPOE edition? Also can you consider adding a really expensive one-time use addiction healing implant, that lets you get rid of it fast, but expensive way?

And thanks for your hard work, your mod is absolutely essential to many. I for one, can't imagine playing RW without it any more.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Canute on January 11, 2017, 08:27:20 AM
Quote from: coldcell on January 11, 2017, 04:55:49 AM
Just to confirm, I'm supposed to use either EPOE OR this version right? ie this is a mod itself and not a patch to EPOE.
You need to install EPOE too and should be loaded before this one.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 11, 2017, 11:12:08 AM
Quote from: coldcell on January 11, 2017, 04:55:49 AM
Just to confirm, I'm supposed to use either EPOE OR this version right? ie this is a mod itself and not a patch to EPOE.

EPOE Hardcore Version is a standalone mod, so only install this version. Do not install the original EPOE mod if you want to play with this one.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Rah on January 11, 2017, 11:20:06 AM
Quote from: Madman666 on January 11, 2017, 07:37:06 AM
Can we maybe have scar and chronic disease healing option in original EPOE edition? Also can you consider adding a really expensive one-time use addiction healing implant, that lets you get rid of it fast, but expensive way?

And thanks for your hard work, your mod is absolutely essential to many. I for one, can't imagine playing RW without it any more.

You can already heal scars and old gunshot wounds with glitterworld medicine, and I'm thinking about adding in cures for chronic illnesses as well. With regards to the implant; I've thought about something similar - we'll see !

Thanks for the kind words.
Title: Re: [A16] EPOE Hardcore Version 1.41
Post by: Senio on January 11, 2017, 11:41:48 AM
Quote from: Rah on January 11, 2017, 11:20:06 AM
Quote from: Madman666 on January 11, 2017, 07:37:06 AM
Can we maybe have scar and chronic disease healing option in original EPOE edition? Also can you consider adding a really expensive one-time use addiction healing implant, that lets you get rid of it fast, but expensive way?

"Ninth rib" can fix?
And thanks for your hard work, your mod is absolutely essential to many. I for one, can't imagine playing RW without it any more.

You can already heal scars and old gunshot wounds with glitterworld medicine, and I'm thinking about adding in cures for chronic illnesses as well. With regards to the implant; I've thought about something similar - we'll see !

Thanks for the kind words.
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: Rah on January 11, 2017, 12:11:01 PM
1.5 - EPOE Hardcore Version
* Workbenches can now be moved/reinstalled.
* Added back rebalanced Luciferium suppression drug. Can only be obtained by crafting late game. Lasts over 30 days, with
reduced luciferium bonuses. Costs approx. half the price compared to luci dosages, and gives a small mood bonus.
* Bionic jaw now gives a bonus to eating.
* Natural limbs can be harvested and installed. Can break balance and be buggy, but included as an ADDON FILE (http://www.mediafire.com/file/6tfjky8b8cd3ude/Limbs_addon_%28A16%29_EPOE_Hardcore_Version.zip) for those who want to try.

there shouldn't be any in the main versions, but feel free to report bugs if you find any. enjoy !
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: Senio on January 11, 2017, 01:02:49 PM
Amazing
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: WoodyDaOcas on January 11, 2017, 01:14:56 PM
thank you very much :)
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: Azakan on January 11, 2017, 02:13:31 PM
Why use mediafire at all? Use dropbox.
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: Rah on January 11, 2017, 02:14:22 PM
stealthfixed version 1.5: Natural limb harvest/install removed from main version; now available as an addon file. The reason for this is that it can break the balance and be a bit buggy, but feel free to try it out if you are interested.

If you downloaded the first 1.5 during the minutes it was up, just download it again from the same link and you'll get the proper version.
Title: Re: [A16] EPOE Hardcore Version 1.5
Post by: Rah on January 11, 2017, 02:25:27 PM
Quote from: WoodyDaOcas on January 11, 2017, 01:14:56 PM
thank you very much :)

You're welcome, have fun. ;)
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 12:34:10 PM
1.51 - EPOE Hardcore Version
* Slight cost reduction on artificial nose and bionic ear.
* Removed natural eye, ear, nose and jaw harvest to enhance the importance of the bionic parts, and because of redundancy.
* Synthetic stomach now gives bonus to metabolism.

Some of the natural harvest options like noses and ears just didn't seem to fit very well into the mod. Here's why:

Eye: Doesn't make sense to be able to install something as complex as an eye early on. And later you get access to the bionic part anyway. I feel like the bionic eye should be the main goal for someone who's lost an eye. If you can take it from a prisoner or buy it from a trader, the incentive to get a bionic eye is diminished. It can also be argued that a natural eye might be more difficult to install than a bionic eye, which adds several problems.

Ear and nose: Small cosmetic surgeries that kinda step on their bionic counter parts. It also doesn't make much sense to be ripping noses and ears off of prisoners to me. Organ harvesting is important, but a nose? Artificial noses are available relatively early, and ears a bit later.

Jaw: Dentures are available early on, and then later, the bionic jaw. Also, if you install dentures on a healthy patient, a jaw will pop out for free with no penalty, which can then be sold. Not a good thing !

I think the mod is cleaner and better now, but If you feel like some of the removed parts should stay, feel free to present an argument !

edit: just to confirm: All natural organs are possible to harvest and install, including the stomach.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: cap75 on January 13, 2017, 07:01:40 PM
You must consider that some colonists DONT like bionics, making them constant moody with bionics.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 09:47:00 PM
Quote from: cap75 on January 13, 2017, 07:01:40 PM
You must consider that some colonists DONT like bionics, making them constant moody with bionics.

True, but that's how it is in vanilla as well. The only way to replace f.ex. an arm, is to buy a bionic part. And in all of the current surgery and bionic mods you can't replace limbs. I've included a limb harvest addon file in this mod, but it is unfortunately buggy and unbalanced due to vanilla coding. So a Prosthophobe will be moody in unmodded and modded games, unless you let them have missing limbs or hop around with peg legs.

The natural harvest options that were removed were also never part of the vanilla game, and I felt like they did not belong in a mod like this. However, making players choose between natural cosmetic surgery and bionic research paths could be a way to balance it so they don't conflict with each other.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: cap75 on January 13, 2017, 09:53:11 PM
True. Replace a limb is unrealistic, but an eye?
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 10:04:45 PM
Quote from: cap75 on January 13, 2017, 09:53:11 PM
True. Replace a limb is unrealistic, but an eye?

I don't think it's very realistic to be able to replace something as complex as an eye on day 1. Researching and gathering materials for a bionic eye then seems pretty meaningless, don't you think? The colonist is already fixed. Also, I didn't say replacing limbs was unrealistic - not sure where you got that from. : o
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Kendricks on January 13, 2017, 10:11:10 PM
Can you please consider using github, Dropbox and other upload services as a mirror? Mediafire is impossible for some people.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 10:16:51 PM
Quote from: Kendricks on January 13, 2017, 10:11:10 PM
Can you please consider using github, Dropbox and other upload services as a mirror? Mediafire is impossible for some people.

What is the problem you're having with it?
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Napple on January 13, 2017, 10:26:06 PM
Are you planning on making a hardcore patch for the alien races?
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 10:44:18 PM
Quote from: Napple on January 13, 2017, 10:26:06 PM
Are you planning on making a hardcore patch for the alien races?

Could you specify what you mean?
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Napple on January 13, 2017, 10:50:10 PM
Quote from: Rah on January 13, 2017, 10:44:18 PM
Quote from: Napple on January 13, 2017, 10:26:06 PM
Are you planning on making a hardcore patch for the alien races?

Could you specify what you mean?
I should have specified if you were planning on releasing a epoe hardcore compatability patch for the Orassans,Asari,Or the Jaffa.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 13, 2017, 11:42:24 PM
Quote from: Napple on January 13, 2017, 10:50:10 PM
Quote from: Rah on January 13, 2017, 10:44:18 PM
Quote from: Napple on January 13, 2017, 10:26:06 PM
Are you planning on making a hardcore patch for the alien races?

Could you specify what you mean?
I should have specified if you were planning on releasing a epoe hardcore compatability patch for the Orassans,Asari,Or the Jaffa.

Unfortunately the author of the Asari and Jaffa mods has not released a EPOE patch yet, but when he does, let me know and I'll modify it to EPOE Hardcore. The Orassans mod loads a lot of errors at the moment, so I'm not sure why the author hasn't fixed them.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Kendricks on January 14, 2017, 12:34:13 AM
I simply can't download it, it doesn't work (only online with a phone atm). The others mentioned do work.

Quote from: Rah on January 13, 2017, 10:16:51 PM
Quote from: Kendricks on January 13, 2017, 10:11:10 PM
Can you please consider using github, Dropbox and other upload services as a mirror? Mediafire is impossible for some people.

What is the problem you're having with it?
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Rah on January 14, 2017, 01:36:09 AM
Quote from: Kendricks on January 14, 2017, 12:34:13 AM
I simply can't download it, it doesn't work (only online with a phone atm). The others mentioned do work.

Dropbox links added.
Title: Re: [A16] EPOE Hardcore Version 1.51
Post by: Kendricks on January 14, 2017, 03:37:44 AM
Quote from: Rah on January 14, 2017, 01:36:09 AM
Quote from: Kendricks on January 14, 2017, 12:34:13 AM
I simply can't download it, it doesn't work (only online with a phone atm). The others mentioned do work.

Thank you so much! :)

Dropbox links added.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 14, 2017, 05:53:08 AM
1.52 - EPOE Hardcore Version
* Will continue updates without luciferium suppression from now on. not 100% happy with it after a lot of testing.

If you're already in a game there's no reason to start a new one just for this update. It's a small update with a minor impact on the game. Download only for new playthroughs. This is a relatively new mod, so there has been a lot of back and fourth testing different things. Hope you understand, and thanks for your patience !

Edit: Tested this version (1.52) on my own save (version 1.51), and it worked fine. If you get an error message when you get into your game, save (make sure you backup if you're playing with permadeath), exit and load back in. If it doesn't work, just revert to 1.51.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: WoodyDaOcas on January 14, 2017, 05:30:15 PM
Hello :) Thank you very much for a nice mod, just wanted to ask you what should I do if I wanted last version, but Lite version ? Should I merge somehow ? Latest lite as of right now is 1.42. . thanks a lot!
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 14, 2017, 09:22:56 PM
Quote from: WoodyDaOcas on January 14, 2017, 05:30:15 PM
Hello :) Thank you very much for a nice mod, just wanted to ask you what should I do if I wanted last version, but Lite version ? Should I merge somehow ? Latest lite as of right now is 1.42. . thanks a lot!

Hi woody, do you mean a previous version? Go to the front page and look for the "older versions" below the main download links.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: grifo on January 14, 2017, 09:28:19 PM
Hi, Rah!

One of my colonists just lost his clavicle and to my surprise I realised that vanilla game doesnt provide any means to heal this condition. Its kind of weird that individuals capable of building antimatter reactors cant do simple surgeries which were mastered at the end of 20 century.. Ok!

Only mod to deal with it that really make sense without adding a lot of stuff, changing balance and all is FixBones, but its abandoned..
Next best solution is DE surgeries, but this mod doesnt have some necessary stuff and adds some unnecessary stuff, but its a good candidate

So since I started to dig into medical mods, I said "well, maybe I should go with some more complex mod like EPOE?" but that mod is really overkill with unecessary content, so I encountered your mod of that mod  :D and it looks like you doing a good job of making it less complicated and closer to vanilla.

Now I have a simple question. Does your mod provide a means to fix all major shattered bones with simple surgeries, using industrial level of knowledge, materials and medecine or it concentrates on other areas? If its the case, then I should stick to DE surgeries and tweak it out for my taste.

Another question if I stick with DE surgeries can I use this mod as well, should they conflict?

Thanks for the mod and good luck!
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: CitationNeeded on January 15, 2017, 12:58:10 AM
Quote from: grifo on January 14, 2017, 09:28:19 PM
Another question if I stick with DE surgeries can I use this mod as well, should they conflict?

DE surgeries doesn't conflict with the normal version of EPOE so in theory it should be fine with the hardcore version as well. Make sure to load it after EPOE however.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 15, 2017, 05:27:24 AM
Quote from: grifo on January 14, 2017, 09:28:19 PM
Hi, Rah!

One of my colonists just lost his clavicle and to my surprise I realised that vanilla game doesnt provide any means to heal this condition. Its kind of weird that individuals capable of building antimatter reactors cant do simple surgeries which were mastered at the end of 20 century.. Ok!

Only mod to deal with it that really make sense without adding a lot of stuff, changing balance and all is FixBones, but its abandoned..
Next best solution is DE surgeries, but this mod doesnt have some necessary stuff and adds some unnecessary stuff, but its a good candidate

So since I started to dig into medical mods, I said "well, maybe I should go with some more complex mod like EPOE?" but that mod is really overkill with unecessary content, so I encountered your mod of that mod  :D and it looks like you doing a good job of making it less complicated and closer to vanilla.

Now I have a simple question. Does your mod provide a means to fix all major shattered bones with simple surgeries, using industrial level of knowledge, materials and medecine or it concentrates on other areas? If its the case, then I should stick to DE surgeries and tweak it out for my taste.

Another question if I stick with DE surgeries can I use this mod as well, should they conflict?

Thanks for the mod and good luck!

Hi Grifo, you can fix/replace the majority of destroyed bones in this mod, except for non-functional ones like the ribs and sternum. I might add the option to fix them up anyway. The repairs in this mod is of course mostly bionic in nature, and not natural surgery, except for scars and old gunshot wounds, which can be healed.

The clavicle however is actually not included. I think most people think it's part of the arm in this game, but it appears not to be. I will look into it and possibly add a surgery option. Thanks for pointing that out.

With regards to DE surgeries, they should not conflict.

edit: will release a new version with natural clavicle, rib and sternum repairs in a few hours.
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Rah on January 15, 2017, 08:49:43 AM
1.53 - EPOE Hardcore Version
* Can now repair shattered clavicles (10 plasteel), ribs (30 steel) and sternums (40 steel) naturally.
* Fixed bug where pawns could install available bionic parts without research.
* Artificial pelvis cost slightly reduced.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: grifo on January 15, 2017, 09:09:15 AM
Quote from: Rah on January 15, 2017, 05:27:24 AM
edit: will release a new version with natural clavicle, rib and sternum repairs in a few hours.

Good news, Rah!

One more question about your mod if you dont mind. How your mod deals with torn (cut, bitten) off toes and fingers? Doest it have prosthetic or simple surgery methods to restore them, or maybe both? While prosthetic method doesnt cause any questions, simple surgery method actually cause one. In reality simple surgery on cut off finger is possible in 30 minutes in summer or 4-6 hours if you managed to freeze it. Is it possible to model this in game? Like if you had torn (cut, bitten) off toe or finger then you have only one day to restore it or simple surgery is not an option anymore. Well, nevermind! This is probably to complicated and Im taking this game too seriously, just a curiosity!

And one more thing! Its not directly related to your mod, but I would like to hear your opinion on this. I realised that destroyed part of the body DONT cause any pain at all! Like some old scar causes 5% of pain, but shattered clavicle (which will actually cause and extreme pain and totally immobilize a human being in reality) is not!  This is obviously broken. Do you think its possible to make a mod which will introduce pain for destroyed body parts? What do you think about it?

Good luck, bro! Thanks for your job!
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Canute on January 15, 2017, 10:07:02 AM
Quote from: Rah on January 15, 2017, 08:49:43 AM
1.53 - EPOE Hardcore Version

Carefull, 1.53 is a savegame breaker.
After deleting and installing 1.53 i couldn't load any game anymore.
After switching back to 1.51 it is working.
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Rah on January 15, 2017, 10:38:41 AM
Quote from: Canute on January 15, 2017, 10:07:02 AM
Quote from: Rah on January 15, 2017, 08:49:43 AM
1.53 - EPOE Hardcore Version

Carefull, 1.53 is a savegame breaker.
After deleting and installing 1.53 i couldn't load any game anymore.
After switching back to 1.51 it is working.

1.51 still had the luci suppression item, so it can mess with the updates after it. Tested it on my 1.51 save and it works for me. If you get an error message when you get into your game, save (make sure you backup if you're playing with permadeath), exit and load back in. If it doesn't work, just revert to 1.51 and play it out.

Do you get into your game or are you unable to?
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 15, 2017, 10:59:33 AM
Quote from: grifo on January 15, 2017, 09:09:15 AM
Quote from: Rah on January 15, 2017, 05:27:24 AM
edit: will release a new version with natural clavicle, rib and sternum repairs in a few hours.

Good news, Rah!

One more question about your mod if you dont mind. How your mod deals with torn (cut, bitten) off toes and fingers? Doest it have prosthetic or simple surgery methods to restore them, or maybe both? While prosthetic method doesnt cause any questions, simple surgery method actually cause one. In reality simple surgery on cut off finger is possible in 30 minutes in summer or 4-6 hours if you managed to freeze it. Is it possible to model this in game? Like if you had torn (cut, bitten) off toe or finger then you have only one day to restore it or simple surgery is not an option anymore. Well, nevermind! This is probably to complicated and Im taking this game too seriously, just a curiosity!

And one more thing! Its not directly related to your mod, but I would like to hear your opinion on this. I realised that destroyed part of the body DONT cause any pain at all! Like some old scar causes 5% of pain, but shattered clavicle (which will actually cause and extreme pain and totally immobilize a human being in reality) is not!  This is obviously broken. Do you think its possible to make a mod which will introduce pain for destroyed body parts? What do you think about it?

Good luck, bro! Thanks for your job!

In order to encourage bionic repairs and research, fingers and toes unfortunately can't be fixed up without replacing the hand. After losing 1 or 2 fingers, you should consider getting a bionic hand for that pawn. I know some people like the natural healing and surgeries, but it's tricky to balance it with bionic parts. EPOE is mainly a bionics mod, so those parts come first. ;-)

With regards to the destroyed body parts, that's a pretty good idea ! It could probably be done.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: grifo on January 15, 2017, 02:59:20 PM
Quote from: Rah on January 15, 2017, 10:59:33 AM
In order to encourage bionic repairs and research, fingers and toes unfortunately can't be fixed up without replacing the hand. After losing 1 or 2 fingers, you should consider getting a bionic hand for that pawn. I know some people like the natural healing and surgeries, but it's tricky to balance it with bionic parts. EPOE is mainly a bionics mod, so those parts come first. ;-)

With regards to the destroyed body parts, that's a pretty good idea ! It could probably be done.

I see, Im ok with it. In fact natural surgery on turn (cut) off limbs are possible only if they were freezed and not much time passed, so it makes sense if there is no way to impose time limit on these surgeries. Like if you not managed to make a surgery in time, your only option is prosthetics. If this possible this would be super realistic and really balanced solution.

But now Im digging trough your mod files and if im correct you can harvest someone`s hand and give it to other guy? Now this is really unrealistic, 100% will cause a heavy infection and death. Again you can put back your own hand if you are quick enough, but that guy`s hand is never an option. )))

Okey, I hope Im not annoying you much. Im a paramedic and realism freak, so I always digging in those details, but I understand that balance is important. i will dig more in your mod and will tweak things for my taste if I have enough skill. Ill share it with you if you are interested.

If you or someone else will be able to introduce a pain for destroyed and missing body parts this will be a real blast!

P.S. If you need help with Russian translation, you are welcome!
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 15, 2017, 04:16:29 PM
Quote from: grifo on January 15, 2017, 02:59:20 PM
Quote from: Rah on January 15, 2017, 10:59:33 AM
In order to encourage bionic repairs and research, fingers and toes unfortunately can't be fixed up without replacing the hand. After losing 1 or 2 fingers, you should consider getting a bionic hand for that pawn. I know some people like the natural healing and surgeries, but it's tricky to balance it with bionic parts. EPOE is mainly a bionics mod, so those parts come first. ;-)

With regards to the destroyed body parts, that's a pretty good idea ! It could probably be done.

I see, Im ok with it. In fact natural surgery on turn (cut) off limbs are possible only if they were freezed and not much time passed, so it makes sense if there is no way to impose time limit on these surgeries. Like if you not managed to make a surgery in time, your only option is prosthetics. If this possible this would be super realistic and really balanced solution.

But now Im digging trough your mod files and if im correct you can harvest someone`s hand and give it to other guy? Now this is really unrealistic, 100% will cause a heavy infection and death. Again you can put back your own hand if you are quick enough, but that guy`s hand is never an option. )))

Okey, I hope Im not annoying you much. Im a paramedic and realism freak, so I always digging in those details, but I understand that balance is important. i will dig more in your mod and will tweak things for my taste if I have enough skill. Ill share it with you if you are interested.

If you or someone else will be able to introduce a pain for destroyed and missing body parts this will be a real blast!

P.S. If you need help with Russian translation, you are welcome!

Thanks for the support, I'll let you know!
With regards to harvesting, you cannot harvest hands, feet, arms or legs in EPOE Hardcore, but I've made an addon file available for those who really want it.
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Degraine on January 15, 2017, 06:00:06 PM
Small comment on prerequisites: Researching synthetic organs before advanced bionics is pointless as the required workbench to make synthetic organs isn't unlocked. Does the game allow multiple optional pre-requisites for a workbench to become available?
Title: Re: [A16] EPOE Hardcore Version 1.52
Post by: Rah on January 15, 2017, 06:18:40 PM
Quote from: Degraine on January 15, 2017, 06:00:06 PM
Small comment on prerequisites: Researching synthetic organs before advanced bionics is pointless as the required workbench to make synthetic organs isn't unlocked. Does the game allow multiple optional pre-requisites for a workbench to become available?

I think that should be possible. Or just lock the others until Advanced bionics has been researched. Either way, I'll include a fix for that in the next update. Thanks for pointing it out.
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Rah on January 15, 2017, 07:34:56 PM
tiny stealthfix to research paths
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Rah on January 15, 2017, 07:48:06 PM
 Asari/Jaffa Aliens - EPOE Hardcore Version combined patch. (http://www.mediafire.com/file/vdcv1bbi8wddbmu/AsariJaffa_EPOE_Hardcore_Patch.zip) Not 100% stable, but the errors that pop up is not from the patch.

enjoy
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: grifo on January 16, 2017, 10:58:43 AM
Hi, Rah!

So I decided to follow your route and tweak DE Surgery to "hardcore" or maybe just to rebalanced version for myself and if it will be good enough maybe ill even release it  :D Its good mod to start learning from since its structure is not that complex as in EPOE.

Maybe you can enlighten me how exactly this string works?
<surgerySuccessChanceFactor>1.45</surgerySuccessChanceFactor>
I understand what it does in general but not sure about details.  Lets say my colonist have a 90% general chance for successful surgery. How this string will alter this chance? Maybe there is some knowledge base from developer about all these parameters im not aware about?
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: WoodyDaOcas on January 16, 2017, 12:13:08 PM
Quote from: Rah on January 14, 2017, 09:22:56 PM
Quote from: WoodyDaOcas on January 14, 2017, 05:30:15 PM
Hello :) Thank you very much for a nice mod, just wanted to ask you what should I do if I wanted last version, but Lite version ? Should I merge somehow ? Latest lite as of right now is 1.42. . thanks a lot!

Hi woody, do you mean a previous version? Go to the front page and look for the "older versions" below the main download links.
Hi, thanks for the answer :) Maybe I don't know how to ask better, sorry :D I would like to get the latest LITE version, this is what I meant. To be honest, I expected as follows:
EPOE 1.53
EPOE 1.53 Lite
I don't understand why is the lite version .1 "versions" lower :D Is this like the features wise the latest build(cheaper stuff, tho), but somehow marked differently?
Thanks
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: Rah on January 16, 2017, 02:01:18 PM
Quote from: grifo on January 16, 2017, 10:58:43 AM
Hi, Rah!

So I decided to follow your route and tweak DE Surgery to "hardcore" or maybe just to rebalanced version for myself and if it will be good enough maybe ill even release it  :D Its good mod to start learning from since its structure is not that complex as in EPOE.

Maybe you can enlighten me how exactly this string works?
<surgerySuccessChanceFactor>1.45</surgerySuccessChanceFactor>
I understand what it does in general but not sure about details.  Lets say my colonist have a 90% general chance for successful surgery. How this string will alter this chance? Maybe there is some knowledge base from developer about all these parameters im not aware about?

Hi, Grifo. It's not 100% clear how it all works, but a level 10 doc according to the wiki has a 93% chance of success. If you multiply that with the medicine potency value, which is 0.70 for normal meds, you get a 65% chance to succeed. The surgery success chance factor is added on top of that I believe by multiplying it with the former. So 0.65*1.45=0.94. There's also a very small bonus to room cleanliness.

In the next update, I might actually reduce it a little for some of the recipes, after some testing. The reason I raised them in the first place was because in the original EPOE they were way too low, so even master surgeons would fail a lot.

QuoteHi, thanks for the answer :) Maybe I don't know how to ask better, sorry :D I would like to get the latest LITE version, this is what I meant. To be honest, I expected as follows:
EPOE 1.53
EPOE 1.53 Lite
I don't understand why is the lite version .1 "versions" lower :D Is this like the features wise the latest build(cheaper stuff, tho), but somehow marked differently?
Thanks

The latest LITE version is 1.43, one integer below the main version. I started it later, so it has a lower number.
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: grifo on January 16, 2017, 02:30:46 PM
Quote from: Rah on January 16, 2017, 02:01:18 PM
Quote from: grifo on January 16, 2017, 10:58:43 AM
Hi, Rah!

So I decided to follow your route and tweak DE Surgery to "hardcore" or maybe just to rebalanced version for myself and if it will be good enough maybe ill even release it  :D Its good mod to start learning from since its structure is not that complex as in EPOE.

Maybe you can enlighten me how exactly this string works?
<surgerySuccessChanceFactor>1.45</surgerySuccessChanceFactor>
I understand what it does in general but not sure about details.  Lets say my colonist have a 90% general chance for successful surgery. How this string will alter this chance? Maybe there is some knowledge base from developer about all these parameters im not aware about?

Hi, Grifo. It's not 100% clear how it all works, but a level 10 doc according to the wiki has a 93% chance of success. If you multiply that with the medicine potency value, which is 0.70 for normal meds, you get a 65% chance to succeed. The surgery success chance factor is added on top of that I believe by multiplying it with the former. So 0.65*1.45=0.94. There's also a very small bonus to room cleanliness.

In the next update, I might actually reduce it a little for some of the recipes, after some testing. The reason I raised them in the first place was because in the original EPOE they were way too low, so even master surgeons would fail a lot.

Aha! Good to know, since Im planning to rebalance all surgery difficulties, requirements and stuff.

Finally I managed to implement working post-surgery trauma conditions thanks to the lines from your mod. i dont know whom to credit you or EPOE author. Thank you all! Modding is quite addictive like a good wake up BTW!  :D
Title: Re: [A16] EPOE Hardcore Version 1.53
Post by: WoodyDaOcas on January 16, 2017, 02:43:57 PM
Ohhh, I see. Thanks a lot for the info .. and the mod :)
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 16, 2017, 04:45:30 PM
QuoteAha! Good to know, since Im planning to rebalance all surgery difficulties, requirements and stuff.

Finally I managed to implement working post-surgery trauma conditions thanks to the lines from your mod. i dont know whom to credit you or EPOE author. Thank you all! Modding is quite addictive like a good wake up BTW! :D

That's great, and yes, it is very addictive !

edit: btw, thanks for talking about the surgery success chance. It made me go and take a look, and it turned out some things needed fixing. So, you should probably use the new code for the tweaks you're doing.

QuoteOhhh, I see. Thanks a lot for the info .. and the mod

np buddy, enjoy !
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 16, 2017, 04:47:09 PM
1.54 - EPOE Hardcore Version
* Rebalanced surgery success chance factors. Explained further on page 10 in the forum thread.

Now, a lvl 10 doctor in a sterile room, using normal medicine will have approx 90% chance to succeed for most of the bionic stuff, slightly less than in 1.53. In the original EPOE some unnecessary codes were added and surgery success chance was very low. In the same scenario as above, the doctor would have approx 65% chance of success, or maybe even lower with the exponent factors included.

The surgeries should work as intended now.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: grifo on January 16, 2017, 06:58:11 PM
Actually I was cheering up myself too early  :D

It seems like I cant add any Hediffdefs to simulate post-surgery condition at all if I use Recipe_InstallNaturalBodyPart string in recipes..
It just repairs destroyed body part and it dissapears from Health tab.

If I change it to Recipe_InstallArtificialBodyPart string, then it starts to recognize Hediffdefs. It stays in health tab and all conditions are simulated properly. This is really frustrating situation. Now I really upset bcz it seems like game allows a lot of action and diversity with artificial body parts but everything about natural body parts is dumbed down and locked!

Do you know something about this? Maybe there is a workaround or I doing something wrong?
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 16, 2017, 08:06:08 PM
Quote from: grifo on January 16, 2017, 06:58:11 PM
Actually I was cheering up myself too early  :D

It seems like I cant add any Hediffdefs to simulate post-surgery condition at all if I use Recipe_InstallNaturalBodyPart string in recipes..
It just repairs destroyed body part and it dissapears from Health tab.

If I change it to Recipe_InstallArtificialBodyPart string, then it starts to recognize Hediffdefs. It stays in health tab and all conditions are simulated properly. This is really frustrating situation. Now I really upset bcz it seems like game allows a lot of action and diversity with artificial body parts but everything about natural body parts is dumbed down and locked!

Do you know something about this? Maybe there is a workaround or I doing something wrong?

You could probably add some severity strings with stages. I might take a look at it later.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: grifo on January 16, 2017, 08:30:04 PM
Quote from: Rah on January 16, 2017, 08:06:08 PM
You could probably add some severity strings with stages. I might take a look at it later.

Yeah, if use install_artificialbodypart recipe (like its some implant or prosthesis) it works fine! Clavicle stays at health tab, stages changing, severety changing, offsets working, labels changing.

But if I change it to install_naturalbodypart as soon as surgery ends, clavicle dissapears from health tab and stuff from hediffdefs doesnt kick in!

I just cant beleive there is no solution for it!
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 16, 2017, 09:04:48 PM
Quote from: grifo on January 16, 2017, 08:30:04 PM
Quote from: Rah on January 16, 2017, 08:06:08 PM
You could probably add some severity strings with stages. I might take a look at it later.

Yeah, if use install_artificialbodypart recipe (like its some implant or prosthesis) it works fine! Clavicle stays at health tab, stages changing, severety changing, offsets working, labels changing.

But if I change it to install_naturalbodypart as soon as surgery ends, clavicle dissapears from health tab and stuff from hediffdefs doesnt kick in!

I just cant beleive there is no solution for it!

I haven't seen what you're trying to mod, but maybe study the names/parent names and see if you can do something there. Good luck with it though, modding can be time consuming sometimes !
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Senio on January 16, 2017, 09:56:50 PM
i don't know why i cant update to last new.
now i can use version is  1.5, if update 1.51 or high (1.54) can't load game. :( i don't know how to find error .
sorry  :-[
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 17, 2017, 02:17:44 AM
Quote from: Senio on January 16, 2017, 09:56:50 PM
i don't know why i cant update to last new.
now i can use version is  1.5, if update 1.51 or high (1.54) can't load game. :( i don't know how to find error .
sorry  :-[

Hi Senio, what error message do you get when trying to load? And does it work on a new save game?
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Senio on January 17, 2017, 09:31:24 AM
Quote from: Rah on January 17, 2017, 02:17:44 AM
Quote from: Senio on January 16, 2017, 09:56:50 PM
i don't know why i cant update to last new.
now i can use version is  1.5, if update 1.51 or high (1.54) can't load game. :( i don't know how to find error .
sorry  :-[

Hi Senio, what error message do you get when trying to load? And does it work on a new save game?

Hi Rah
I think this log can find error .



Could not load reference to Verse.ThingDef named Jaw

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Ear

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Nose

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Eye

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Jaw

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Ear

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Nose

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named Eye

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

LoadingVars, pawn: NULL, loadout: NULL

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

LoadingVars, pawn: NULL, loadout: NULL


old version is 1.5, update to 1.54
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 17, 2017, 04:06:36 PM
Quote from: Senio on January 17, 2017, 09:31:24 AM

Hi Rah
I think this log can find error .

old version is 1.5, update to 1.54

Some items were removed after 1.5, so you can get problems with old saves if you're trying to update to the newest version. Unzip this (http://www.mediafire.com/file/53gxi8c70f8d7ag/EPOE_hardcore_1.50_old_save_fix.zip) and add "Defs" and "Textures" to the EPOE Hardcore Version folder. Let me know if it works.

After the playthrough is completed, just remove everything and redownload new version.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Senio on January 18, 2017, 07:29:48 AM
Quote from: Rah on January 17, 2017, 04:06:36 PM
Quote from: Senio on January 17, 2017, 09:31:24 AM

Hi Rah
I think this log can find error .

old version is 1.5, update to 1.54

Some items were removed after 1.5, so you can get problems with old saves if you're trying to update to the newest version. Unzip this (http://www.mediafire.com/file/53gxi8c70f8d7ag/EPOE_hardcore_1.50_old_save_fix.zip) and add "Defs" and "Textures" to the EPOE Hardcore Version folder. Let me know if it works.

After the playthrough is completed, just remove everything and redownload new version.

I tried as you said,still doesn't work.
This is  new error logs




(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Could not load reference to Verse.ThingDef named LuciferiumSuppression

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: crusader2010 on January 18, 2017, 10:26:02 AM
Sorry if it's been asked previously, but is this compatible with Combat Realism? Is it ok to use the CR patch from non-hardcore EPOE?
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 18, 2017, 02:34:07 PM
Quote from: crusader2010 on January 18, 2017, 10:26:02 AM
Sorry if it's been asked previously, but is this compatible with Combat Realism? Is it ok to use the CR patch from non-hardcore EPOE?

Hi crusader, I think it should work fine. Let me know if it doesn't.

Quote from: Senio on January 18, 2017, 07:29:48 AM

I tried as you said,still doesn't work.

Hi Senio. try this: http://www.mediafire.com/file/ooq2dm2cjl5jz22/fix.zip
If it still doesn't work, I suggest just playing it through on 1.50 and then downloading 1.54 when you start a new game. There aren't a huge amount of changes between those versions really.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Senio on January 18, 2017, 11:29:46 PM
Quote from: Rah on January 18, 2017, 02:34:07 PM
Quote from: crusader2010 on January 18, 2017, 10:26:02 AM
Sorry if it's been asked previously, but is this compatible with Combat Realism? Is it ok to use the CR patch from non-hardcore EPOE?

Hi crusader, I think it should work fine. Let me know if it doesn't.

Quote from: Senio on January 18, 2017, 07:29:48 AM

I tried as you said,still doesn't work.

Hi Senio. try this: http://www.mediafire.com/file/ooq2dm2cjl5jz22/fix.zip
If it still doesn't work, I suggest just playing it through on 1.50 and then downloading 1.54 when you start a new game. There aren't a huge amount of changes between those versions really.

Sorry Rah, this fix.zip not load save game . i will use 1.50, if open a new game ,i will update to last new , thank you.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 19, 2017, 03:50:22 PM
Quote from: Senio on January 18, 2017, 11:29:46 PM

Sorry Rah, this fix.zip not load save game . i will use 1.50, if open a new game ,i will update to last new , thank you.

That's odd, they should've worked. Sorry about that. Hope you're having fun though.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Darkhymn on January 19, 2017, 06:03:15 PM
Hey, Rah. First, props on this awesome simplification of EPOE! EPOE is a great mod, but it always struck me as a little outside the scope and spirit of the game as I imagine it. This is a perfect balance of the extra, improved features of EPOE and vanilla.

I had one question, though. Do I need to have the technology unlocked to use the bionics added by the mod? I have a colonist who's down a foot and I have a bionic foot in stock, however I can't seem to install it. I'm concerned that if I lop off the pawn's leg for a peg now, I won't be able to install the prosthesis later, as it seems like bionic feet and legs are different beasts. Any thoughts on why this may be?
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: cap75 on January 19, 2017, 09:46:57 PM
I had something similar. My pawn had a bad back, so when a caravan came by with a bionic spine, i bought it but now i cant install it.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 20, 2017, 01:59:10 AM
Quote from: Darkhymn on January 19, 2017, 06:03:15 PM
Hey, Rah. First, props on this awesome simplification of EPOE! EPOE is a great mod, but it always struck me as a little outside the scope and spirit of the game as I imagine it. This is a perfect balance of the extra, improved features of EPOE and vanilla.

I had one question, though. Do I need to have the technology unlocked to use the bionics added by the mod? I have a colonist who's down a foot and I have a bionic foot in stock, however I can't seem to install it. I'm concerned that if I lop off the pawn's leg for a peg now, I won't be able to install the prosthesis later, as it seems like bionic feet and legs are different beasts. Any thoughts on why this may be?

Hi Darkhymn, that is correct. In order to craft and to install bionic parts, you need the corresponding research first. The colonists will not understand how to attach parts without it. Have fun !

Quote from: cap75 on January 19, 2017, 09:46:57 PM
I had something similar. My pawn had a bad back, so when a caravan came by with a bionic spine, i bought it but now i cant install it.

Same as above, research bionics to unlock the surgery. Enjoy !
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Darkhymn on January 20, 2017, 02:51:17 AM
Quote from: Rah on January 20, 2017, 01:59:10 AM
Quote from: Darkhymn on January 19, 2017, 06:03:15 PM
Hey, Rah. First, props on this awesome simplification of EPOE! EPOE is a great mod, but it always struck me as a little outside the scope and spirit of the game as I imagine it. This is a perfect balance of the extra, improved features of EPOE and vanilla.

I had one question, though. Do I need to have the technology unlocked to use the bionics added by the mod? I have a colonist who's down a foot and I have a bionic foot in stock, however I can't seem to install it. I'm concerned that if I lop off the pawn's leg for a peg now, I won't be able to install the prosthesis later, as it seems like bionic feet and legs are different beasts. Any thoughts on why this may be?

Hi Darkhymn, that is correct. In order to craft and to install bionic parts, you need the corresponding research first. The colonists will not understand how to attach parts without it. Have fun !

Quote from: cap75 on January 19, 2017, 09:46:57 PM
I had something similar. My pawn had a bad back, so when a caravan came by with a bionic spine, i bought it but now i cant install it.

Same as above, research bionics to unlock the surgery. Enjoy !

Thanks again!
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Mehni on January 20, 2017, 07:20:55 PM
Quote- I might add back an optional file with the brain curing implants if people want it. I just felt it was kinda cheap to
completely reverse terminal brain damage.

While I think Luciferium does a good job of curing brain injuries, I like instant results as much as the next guy. How about a (risky) surgery option to trigger Trauma Savant? It's a pretty strong buff, but the no-talking deal is a good drawback. I wouldn't use it on my warden.

I've been playing with a self-made mod that adds a Golden Hammer as an ingredient in a brain surgery. I imagine the doctor takes a fistful of glitterworld meds and then just whacks 'em on the head. The patient either dies in surgery or becomes a Trauma Savant.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 21, 2017, 02:25:07 AM
Quote from: Mehni on January 20, 2017, 07:20:55 PM
Quote- I might add back an optional file with the brain curing implants if people want it. I just felt it was kinda cheap to
completely reverse terminal brain damage.

While I think Luciferium does a good job of curing brain injuries, I like instant results as much as the next guy. How about a (risky) surgery option to trigger Trauma Savant? It's a pretty strong buff, but the no-talking deal is a good drawback. I wouldn't use it on my warden.

I've been playing with a self-made mod that adds a Golden Hammer as an ingredient in a brain surgery. I imagine the doctor takes a fistful of glitterworld meds and then just whacks 'em on the head. The patient either dies in surgery or becomes a Trauma Savant.

Thanks for the suggestion. I might add something like that later.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: grifo on January 21, 2017, 03:06:25 PM
Hi, Rah! I decided to give it go!

https://ludeon.com/forums/index.php?topic=29816.0

Maybe we could think how to make our releases to work together flawlessly if you interested (research trees and cost balance and some overlap in content). Let me know! :)

Good luck!
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 22, 2017, 04:58:21 AM
Quote from: grifo on January 21, 2017, 03:06:25 PM
Hi, Rah! I decided to give it go!

https://ludeon.com/forums/index.php?topic=29816.0

Maybe we could think how to make our releases to work together flawlessly if you interested (research trees and cost balance and some overlap in content). Let me know! :)

Good luck!

Hey Grifo. I'm not sure I can add much more to EPOE Hardcore without creating balance issues. Most injuries can already be fixed up or replaced with bionics, so it's a pretty complete surgery/medical mod at the moment. I'll see if there are any errors that occur if they're run together though since there are some overlapping. And good luck with the mod, it looks fun!
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: gendalf on January 22, 2017, 04:32:42 PM
why is the lite version smaller version number? does it mean it lacks features?
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 23, 2017, 12:49:58 AM
Quote from: gendalf on January 22, 2017, 04:32:42 PM
why is the lite version smaller version number? does it mean it lacks features?

It is the exact same as the main version, only with reduced cost on items. The version number is smaller because it was started a bit after the main version.
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: gendalf on January 23, 2017, 03:49:06 AM
How to install hookhand, I don't see an option?
(tribal start)
Title: Re: [A16] EPOE Hardcore Version 1.54
Post by: Rah on January 23, 2017, 09:45:20 AM
Quote from: gendalf on January 23, 2017, 03:49:06 AM
How to install hookhand, I don't see an option?
(tribal start)

Hookhand and other weird things like golden eyes and wooden feet were removed because I felt like they added very little to the game, except from cluttering it up. Simple prosthetics are available quite early in normal games, but it will take a bit longer to research in the more difficult tribal games of course.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: gendalf on January 23, 2017, 12:46:34 PM
Rah, What about animals? Can I finally install a peg leg for my dog? (that also doesn't have a stomach) :)
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: BlackSmokeDMax on January 23, 2017, 01:32:39 PM
Quote from: gendalf on January 23, 2017, 12:46:34 PM
Rah, What about animals? Can I finally install a peg leg for my dog? (that also doesn't have a stomach) :)

Look for the mod "A Dog said...." for animal surgeries, dunno if this is compatible with that or not, but the original EPOE is compatible.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: Rah on January 23, 2017, 10:46:42 PM
Quote from: gendalf on January 23, 2017, 12:46:34 PM
Rah, What about animals? Can I finally install a peg leg for my dog? (that also doesn't have a stomach) :)

Yes, install the "Adogsaid" mod along with the EPOE Hardcore Patch for it on the first page.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: gendalf on January 24, 2017, 01:17:06 PM
Do I need a research to extract eyes? I don't see an option.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: Rah on January 24, 2017, 03:38:12 PM
Quote from: gendalf on January 24, 2017, 01:17:06 PM
Do I need a research to extract eyes? I don't see an option.
Eye harvest was removed because it was very unrealistic and also intrusive to the bionic aspect of the mod.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: gendalf on January 25, 2017, 10:02:38 AM
Can I still heal eye injury with glitter world then?
Also there're ways to transplant parts of an eye irl, so imo it should be an alternative option to glitterworld medicine - take out a healthy eye and then use it with regular medicine to fix problems with a damaged eye.

(btw using it with Less Arbitrary Surgery (https://ludeon.com/forums/index.php?topic=29098.0))
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: Rah on January 25, 2017, 11:45:45 AM
Quote from: gendalf on January 25, 2017, 10:02:38 AM
Can I still heal eye injury with glitter world then?
Also there're ways to transplant parts of an eye irl, so imo it should be an alternative option to glitterworld medicine - take out a healthy eye and then use it with regular medicine to fix problems with a damaged eye.

(btw using it with Less Arbitrary Surgery (https://ludeon.com/forums/index.php?topic=29098.0))

Yes, old eye injuries can be healed. And bionic eyes are available after you've researched Bionics. Transplanting small eye parts is a bit too much for a game like this I think.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: gendalf on January 25, 2017, 02:25:42 PM
Rah, no I meant just curing injuries on eyes using an extracted eye+regular medicine, if I don't have glitterworld medicine. It would simulate the whole small parts transplantation, add another option for healing injuries and no need to remove eye extraction operation.

how to install ADogSaid with lite? it says that it needs original mod but there's only a14 version.
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: baronjutter on January 25, 2017, 07:31:15 PM
I can't find this on the steam workshop,  is it manual install only?
Title: Re: [A16] EPOE Hardcore Version - 1.54 (Jan 18th, 2017)
Post by: Rah on January 26, 2017, 12:53:16 AM
Quote from: baronjutter on January 25, 2017, 07:31:15 PM
I can't find this on the steam workshop,  is it manual install only?

Yes, at the moment it's manual only.
-----------------------
1.55 - EPOE Hardcore Version
* Cleaned up files and version numbers.
* New Preview image for the mod.
* Mod added to Steam workshop.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: eadras on January 26, 2017, 06:19:38 AM
Hello, thanks for the great take on a great mod.  I encountered a bug when using the "upgrade bionic hand" recipe at the advanced bionics workbench.  I had instructed my pawn to force work on the recipe, and he gathered all the materials and had begun work, when I noticed he was tired and at minor break risk.  So i cancelled the forced work - at which point the regular bionic hand was lost, along with some plasteel/components.  It was the result you would expect if you cancelled the work order, but all i did was cancel the forced work instruction.  Could be a bug related to the base mod, but I haven't encountered it before.

Thanks again!
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 26, 2017, 06:53:44 AM
Quote from: eadras on January 26, 2017, 06:19:38 AM
Hello, thanks for the great take on a great mod.  I encountered a bug when using the "upgrade bionic hand" recipe at the advanced bionics workbench.  I had instructed my pawn to force work on the recipe, and he gathered all the materials and had begun work, when I noticed he was tired and at minor break risk.  So i cancelled the forced work - at which point the regular bionic hand was lost, along with some plasteel/components.  It was the result you would expect if you cancelled the work order, but all i did was cancel the forced work instruction.  Could be a bug related to the base mod, but I haven't encountered it before.

Thanks again!
Hi Eadras, losing materials when cancelling unfinished items is how it is in vanilla unfortunately, but I only got it to disappear randomly when the unfinished object itself was cancelled. Are you sure you cancelled the work order and not the item?
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Canute on January 26, 2017, 07:28:52 AM
Doesn't matter, at both action the unfinished item is lost.

Next time just draft/undraft the pawn to clear the force order, or just suspend the workorder.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 26, 2017, 07:49:03 AM
Quote from: Canute on January 26, 2017, 07:28:52 AM
Doesn't matter, at both action the unfinished item is lost.

Next time just draft/undraft the pawn to clear the force order, or just suspend the workorder.

The unfinished item should not disappear when you cancel the work order, only when you cancel the item itself.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: gendalf on January 26, 2017, 11:37:30 AM
which version of A dog said is the patch for and compatible with?
QuoteFull Version - with crafting/all parts/own animal prosthetics bench
Lite Version - with crafting/only limbs/own animal prosthetics bench
NoCrafting Version - no crafting/all parts
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 26, 2017, 11:55:17 AM
Quote from: gendalf on January 26, 2017, 11:37:30 AM
which version of A dog said is the patch for and compatible with?
QuoteFull Version - with crafting/all parts/own animal prosthetics bench
Lite Version - with crafting/only limbs/own animal prosthetics bench
NoCrafting Version - no crafting/all parts

I recommend the no No Crafting version, although I've tested all of them (A16), and they seem to work fine.

A16 versions here: (but don't get the patch in that link, because that's for the regular EPOE mod.)
https://www.dropbox.com/sh/jygqqvun8joobbc/AABEX7ueLXLyV3v3h1HVsRqYa?dl=0
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 26, 2017, 01:10:52 PM
* Slightly lowered bionic research costs to vanilla numbers.
* Corrected market values, and increased resource cost on synthetic organs.

included in the new 1.55 version. redownload if interested.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: eadras on January 26, 2017, 04:29:31 PM
Yeah, I only cancelled the forced work order for my pawn, I never clicked on the item itself.  The result was as if I clicked on the item and cancelled its construction, though.  Not a big deal, easy enough to savescum.   ;D
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: b4d on January 26, 2017, 09:50:44 PM
bionic workbench and advanced medical station only need 1 work to build

I think the xml tag should be workToBuild instead of workToMake for buildings?
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 27, 2017, 02:48:15 AM
Quote from: eadras on January 26, 2017, 04:29:31 PM
Yeah, I only cancelled the forced work order for my pawn, I never clicked on the item itself.  The result was as if I clicked on the item and cancelled its construction, though.  Not a big deal, easy enough to savescum.   ;D

Haven't been able to replicate it, but yeah, if something weird like that happens there's always saves or god mode.

Quote from: b4d on January 26, 2017, 09:50:44 PM
bionic workbench and advanced medical station only need 1 work to build

I think the xml tag should be workToBuild instead of workToMake for buildings?

Nice catch b4d, fixed now.

Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 27, 2017, 02:50:48 AM
Here is the full changelog for 1.55 that happened yesterday. Some stealth fixes came a little late, so redownload if your are unsure whether or not you got everything.

1.55 - EPOE Hardcore Version
* Cleaned up files and version numbers.
* New Preview image for the mod.
* Mod added to Steam workshop.
* Slightly lowered bionic research costs to vanilla numbers.
* Corrected market values, and increased resource cost on synthetic organs.
* Workbenches now take more time to build.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 27, 2017, 02:11:46 PM
A Dog Said EPOE Hardcore Patch updated.
* Removed some plasteel requirements for simple parts, and increased regular steel req. Bionic parts now require Bionics research, the same as for humans.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Madpizzaboy on January 27, 2017, 08:33:15 PM
hello rah can you make epoe hardcore patch just for asari thank you :)
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 28, 2017, 05:50:23 AM
Quote from: Madpizzaboy on January 27, 2017, 08:33:15 PM
hello rah can you make epoe hardcore patch just for asari thank you :)

I will release shortly. The combined patch works even if you only have 1 race installed though.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 28, 2017, 11:14:15 PM
separate patches for asari and jaffa now available
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on January 31, 2017, 04:14:23 PM
peg legs and dentures are now in light blue, same as simple parts. There are only 3 implant/prosthetic colors in this mod, compared to the 5 in the original. Simple parts are light blue, bionics are blue and advanced parts are purple. enjoy !
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: ajaviide on February 01, 2017, 02:51:09 AM
Does it need new game?
Or can i load it onto old save?

Great idea btw, i have tried regular epoe was to cheaty and cluttery (is this a word?) for my taste ,going to try this version because who doesnt like cyborgs :D
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on February 01, 2017, 03:10:27 AM
Hi Ajaviide, it does not need a new save, unless you're uninstalling the regular EPOE mod, then it might. And yeah, the main purpose of this mod was to declutter EPOE, as I felt it had way too many weird things. Have fun.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: ajaviide on February 01, 2017, 03:15:50 AM
thx Rah for quick reply,i dont have epoe installed currently, so i will give this a shot after work.
Thx for your hard work :)
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Madpizzaboy on February 01, 2017, 05:05:45 AM
hello rah i have a question ,how can i fix frail?
also i can build animal prosthetic bench but i can't craft anything
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 26th, 2017)
Post by: Rah on February 01, 2017, 06:14:58 AM
Quote from: ajaviide on February 01, 2017, 03:15:50 AM
thx Rah for quick reply,i dont have epoe installed currently, so i will give this a shot after work.
Thx for your hard work :)

Thanks buddy, enjoy !

Quote from: Madpizzaboy on February 01, 2017, 05:05:45 AM
hello rah i have a question ,how can i fix frail?
also i can build animal prosthetic bench but i can't craft anything

Hi madpizza, frailty and other chronic conditions can't be fixed at the moment, except for bad back if you replace the spine. I am however thinking about implementing cures for them. We'll see. You can fix old gunshot wounds and scars though.

With regards to the animal bionics mod, the animal bench is non-functional. Use the Bionic bench in epoe hardcore version. This is the same for the regular epoe mod as well. Download the A16 No-Crafting version of A dog Said.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 29th, 2017)
Post by: Madpizzaboy on February 01, 2017, 10:13:26 AM
aight got it  :)
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: gendalf on February 01, 2017, 11:40:05 PM
does it not track left/right legs? it seems that it's just generic 'leg' after you cut it out, so you can install 2 left or 2 right legs.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Mst on February 02, 2017, 06:55:14 AM
Does it support Crystalloid mod? As I don't see separate compatibility patch for this race.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Rah on February 02, 2017, 10:02:31 AM
Quote from: gendalf on February 01, 2017, 11:40:05 PM
does it not track left/right legs? it seems that it's just generic 'leg' after you cut it out, so you can install 2 left or 2 right legs.

The EPOE hardcore A dog said patch does not do anything with the actual animal surgeries, those are in the A Dog Said mod. Try asking in that forum, maybe the author can answer you.

Quote from: Kurt Russel on February 02, 2017, 06:55:14 AM
Does it support Crystalloid mod? As I don't see separate compatibility patch for this race.

Crystalloids are not supported yet, but I'll look into it.


----------------
Crystalloids now included in the Alien races patches for EPOE Hardcore.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: baronjutter on February 02, 2017, 11:21:45 AM
I seem to only be able to install 2 bionics per person. Is this a vanilla change or something to do with the mod?
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Rah on February 02, 2017, 11:24:35 AM
Quote from: baronjutter on February 02, 2017, 11:21:45 AM
I seem to only be able to install 2 bionics per person. Is this a vanilla change or something to do with the mod?

That is definitely not the mod, and I don't think the vanilla game has a bug like that. Are you running a lot of mods? Never heard of that problem before.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Mst on February 02, 2017, 12:19:36 PM
Thanks! Very much appreciate your work.
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: TerrorThomasCao on February 02, 2017, 12:55:48 PM
Maybe they are affecting the same body part baronjutter?

Hey Kurt Russell again
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Mehni on February 02, 2017, 01:52:12 PM
Can confirm the two option to install two bionics. This is with only Hardcore EPOE installed. You can't actually install dual bionics, but the option shows up twice. I think this is what baronjutter meant?

(http://i.imgur.com/Cxixafk.png) (http://i.imgur.com/Cxixafk.png)
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Mehni on February 02, 2017, 02:02:01 PM
Also, a pull request. Use the attached XML file to turn this mess (https://i.imgur.com/KK6sJ1M.png) into this (http://i.imgur.com/YiJooxY.png).

[attachment deleted by admin due to age]
Title: Re: [A16] EPOE Hardcore Version - 1.55 (Jan 31th, 2017)
Post by: Rah on February 02, 2017, 02:41:55 PM
I don't think that it was what baronjutter meant, but I've seen that weird glitch before. I'm not sure what that is, but I'll see if I can do something about it. edit: That is actually the game bringing up double recipes, from both vanilla and the mod. I'll correct it today if I have the time.

Quote from: Mehni on February 02, 2017, 02:02:01 PM
Also, a pull request. Use the attached XML file to turn this mess (https://i.imgur.com/KK6sJ1M.png) into this (http://i.imgur.com/YiJooxY.png).

Thanks Mehni, that is something I shoulda done earlier. I'll include it soon.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 02, 2017, 03:52:19 PM
1.56 - EPOE Hardcore Version
* Corrected research placement paths (thanks to Mehni for pointing it out)
* Corrected small visual duplicate glitch with vanilla parts.
* Peg legs and dentures are now in light blue, same as simple parts.
* Slight increase to component cost for some advanced parts.

thanks to everyone for the feedback and bug reporting ! Enjoy !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 02, 2017, 07:13:34 PM
Patches for Crystalloids and Orassans now available. (mediafire and steam workshop)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 02, 2017, 07:49:08 PM
Thanks GiantSpaceHamster, glad you like it. With regards to the old wounds; it didn't seem very logical that pretty much everything could be fixed up and enhanced, except for some small scars and old wounds. It was also pretty annoying to have moody pawns in pain for the entire playthrough without being able to alleviate it. And finally, Glitterworld medicine is quite rare, unless you play with the rich explorer.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Canondeath on February 03, 2017, 05:20:52 AM
i really like where you are heading with the hardcore version! it was just way to tidious to get gold for vancidium and i would just completly avoid advanced bionics. i am pretty sure i am the only one, but some of the bionics and advanced bionics seem to cheap since you don't need to make a simple version of it, i mean stuff like spines, exosuits and organs.

thank you for making this great mod and for further developing it <3

And as a quick note:
The mod feels balanced enough to be put into the base game!
consider talking to tynan and try to be a part of the game forever.  ;D
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 03, 2017, 06:11:38 AM
Quote from: Canondeath on February 03, 2017, 05:20:52 AM
i really like where you are heading with the hardcore version! it was just way to tidious to get gold for vancidium and i would just completly avoid advanced bionics. i am pretty sure i am the only one, but some of the bionics and advanced bionics seem to cheap since you don't need to make a simple version of it, i mean stuff like spines, exosuits and organs.

thank you for making this great mod and for further developing it <3

And as a quick note:
The mod feels balanced enough to be put into the base game!
consider talking to tynan and try to be a part of the game forever.  ;D

Thanks Canondeath, appreciate that. I don't get requests very often to increase resource cost on items, so that's a new one ! I actually agree with you that some of the more advanced parts should get a slight cost increase, probably in components. Thanks for the feedback !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Mst on February 03, 2017, 07:47:44 AM
Quote from: Canondeath on February 03, 2017, 05:20:52 AM
i really like where you are heading with the hardcore version! it was just way to tidious to get gold for vancidium and i would just completly avoid advanced bionics. i am pretty sure i am the only one, but some of the bionics and advanced bionics seem to cheap since you don't need to make a simple version of it, i mean stuff like spines, exosuits and organs.

thank you for making this great mod and for further developing it <3

And as a quick note:
The mod feels balanced enough to be put into the base game!
consider talking to tynan and try to be a part of the game forever.  ;D
Totally agree with you. Thanks Rah for your work!
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 03, 2017, 09:34:36 AM
* Slight increase to component cost for some advanced parts.

added to the 1.56 update. enjoy !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Cpl.Hicks on February 03, 2017, 10:41:38 AM
Hi.
A small request for the files to be translated in English. Example /lenguages/English/..files. I know that this will overwrite the same names but this will facilitate translation into other languages . (Not all are programmers) Such files were useful in "Hardcore Amors" as well.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 03, 2017, 11:47:54 AM
Quote from: Cpl.Hicks on February 03, 2017, 10:41:38 AM
Hi.
A small request for the files to be translated in English. Example /lenguages/English/..files. I know that this will overwrite the same names but this will facilitate translation into other languages . (Not all are programmers) Such files were useful in "Hardcore Amors" as well.

If people want to translate the mod into other languages, I'd be happy to put language files in there. The translator would have to speak both languages quite well of course.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Canondeath on February 03, 2017, 11:50:23 AM
thanks for the increased cost and the quick update. i gonne test them in my next colonys/when i get to them( playing extreme hot/cold maps and die a lot lol) and tell you if it feels more balanced ;)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 03, 2017, 12:30:13 PM
Quote from: Canondeath on February 03, 2017, 11:50:23 AM
thanks for the increased cost and the quick update. i gonne test them in my next colonys/when i get to them( playing extreme hot/cold maps and die a lot lol) and tell you if it feels more balanced ;)

Great, let me know how it goes ! Extreme difficulty is no joke, especially with Cassandra. She is just psychotic sometimes.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: GideonHidolka on February 03, 2017, 08:41:28 PM
So I noticed that awhile back operations required perodyne instead of glitter world medicine and now they require health vials instead.

I believe both of those are from other mods I have installed. Would I be correct to assume that its taking the highest valued medicine from all available mods I have installed for operations?

No big deal, just want to confirm. Ill have to see which mod added health vials and how to acquire them in game.

Great mod by the way, thanks for creating it.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 04, 2017, 05:53:43 AM
Quote from: GideonHidolka on February 03, 2017, 08:41:28 PM
So I noticed that awhile back operations required perodyne instead of glitter world medicine and now they require health vials instead.

I believe both of those are from other mods I have installed. Would I be correct to assume that its taking the highest valued medicine from all available mods I have installed for operations?

No big deal, just want to confirm. Ill have to see which mod added health vials and how to acquire them in game.

Great mod by the way, thanks for creating it.

Hi Gideon, that's almost correct. The pawns are not allowed to use herbals or normal medicine, so the highest one is picked, which is glitterworld medicine in vanilla. But they're not restricted from picking up other medicines from mods. What's the other medical mod you're using?

edit: I will release a small update with edited code for that one actually, so they specifically go for the Glitterworld medicine, and nothing else if you have other mods with medicine equivalents installed.
edit2: mod updated.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: GideonHidolka on February 04, 2017, 08:52:53 AM
Oh that's awesome that you patched it thanks.

I have so many mods it took me a bit to find where the other medicines came from. Perodyne was from additional joy objects and health vials from half rim 2

In anycase I don't have to do anything on my end now, while I was not expecting a patch you have my thanks  :)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Cpl.Hicks on February 04, 2017, 09:10:45 AM
Quote from: Rah on February 03, 2017, 11:47:54 AM
Quote from: Cpl.Hicks on February 03, 2017, 10:41:38 AM
Hi.
A small request for the files to be translated in English. Example /lenguages/English/..files. I know that this will overwrite the same names but this will facilitate translation into other languages . (Not all are programmers) Such files were useful in "Hardcore Amors" as well.

If people want to translate the mod into other languages, I'd be happy to put language files in there. The translator would have to speak both languages quite well of course.
Two days ago I made a polish translation for EPOE by Ykara. I'd be happy to do translation  your version. Suits me more.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 04, 2017, 10:01:58 AM
Quote from: Cpl.Hicks on February 04, 2017, 09:10:45 AM
Quote from: Rah on February 03, 2017, 11:47:54 AM
Quote from: Cpl.Hicks on February 03, 2017, 10:41:38 AM
Hi.
A small request for the files to be translated in English. Example /lenguages/English/..files. I know that this will overwrite the same names but this will facilitate translation into other languages . (Not all are programmers) Such files were useful in "Hardcore Amors" as well.

If people want to translate the mod into other languages, I'd be happy to put language files in there. The translator would have to speak both languages quite well of course.
Two days ago I made a polish translation for EPOE to Ykara. I'd be happy to do translation  your version. Suits me more.

That's awesome, I'll release a base language folder today.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Mst on February 04, 2017, 11:42:11 AM
Crystalloids got updated and now it seems to conflict with the patch.
Non platform assembly: data-16653008 (this message is harmless)
Non platform assembly: data-16653008 (this message is harmless)
Non platform assembly: data-165F7008 (this message is harmless)
Non platform assembly: data-16685008 (this message is harmless)
Non platform assembly: data-166A5008 (this message is harmless)
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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

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(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

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Starting a new game and testing every mod as I add one by one. Without the patch for EPOE there are no alerts. Here is the load order: Core: (no assemblies)
HugsLib[2.4.0]: HugsLib(0.16.0.0)
EdB Prepare Carefully: EdBPrepareCarefully(0.16.1.4)
Vegetable Garden : VGDrinks(1.0.0.0)
EPOE Hardcore Version: (no assemblies)
A Dog Said...NoCrafting: (no assemblies)
A Dog Said-EPOE Hardcore Compatibility patch: (no assemblies)
Humanoid Alien Races: AlienRace(1.0.0.0)
Rimsenal: (no assemblies)
Rimsenal - Federation: (no assemblies)
Rimsenal - Feral: (no assemblies)
Rimsenal - Rimhair: (no assemblies)
Rimsenal - Security pack: (no assemblies)
Rimsenal - Storyteller pack: (no assemblies)
Rimsenal - Enhanced Vanilla Pack: (no assemblies)
RimEffect - Asari of the Rims: (no assemblies)
RimGate - Jaffa, Kree! 4.0: (no assemblies)
EPOE Hardcore Combined Asari and Jaffa patch: (no assemblies)
Orassans: Orassan(1.0.0.0)
Orassans EPOE Hardcore Patch: (no assemblies)
Crystalloid (Xenohuman Race): (no assemblies)
Crystalloid EPOE Hardcore Patch: (no assemblies)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 04, 2017, 12:05:16 PM
Crystalloid patch updated
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 04, 2017, 12:12:32 PM
Here is the  Language folder for translating. (http://www.mediafire.com/file/fyzo5v4vckabai7/EPOE_Hardcore_translator_folder.zip) Let me know if you find any typos or bugs, and thanks a lot for translating ! I'll put your name on the front page. If anyone else is interested in translating, let me know.

edit: should work correctly now
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Mst on February 04, 2017, 12:29:27 PM
Everything seems ok now. You are the best, thanks!
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 04, 2017, 12:57:31 PM
Quote from: Kurt Russel on February 04, 2017, 12:29:27 PM
Everything seems ok now. You are the best, thanks!

<3
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Cpl.Hicks on February 05, 2017, 05:19:22 AM
Hi Rah.
The translation is almost ready. I miss one file. Responsible for the translation already installed implants.
Unfortunately cant find the file that is responsible for this .http://imgur.com/a/rZrHz

Second thing you must correct your basic language files for future translators.
Bugs list :
1.file RecipeDefs/Recipe_Natural.xml
-All varibles wrong : from diffrent file i think

2.file RecipeDefs/Recipe_scarswounds.xml
-All varibles wrong, ex: CureCut - CureInjuryCut

3.file RecipeDefs/Recipe_Synthetics.xml
-All varibles wrong, ex: CreateJoywire - InstallJoywire

4.file RecipeDefs/Recipe_SyntheticsAtStation.xml
-All varibles wrong, ex: InstallSyntheticStomach - CreateSyntheticStomach
-missing varibles CreateJoywire and CreatePainstopper

5.file RecipeDefs/Recipes_BoneRepairs.xml
-incorrect content - code not varibles to translate

Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 06:19:44 AM
Quote from: Cpl.Hicks on February 05, 2017, 05:19:22 AM
Hi Rah.
The translation is almost ready. I miss one file. Responsible for the translation already installed implants.
Unfortunately cant find the file that is responsible for this .http://imgur.com/a/rZrHz

Second thing you must correct your basic language files for future translators.
Bugs list :
1.file RecipeDefs/Recipe_Natural.xml
-All varibles wrong : from diffrent file i think

2.file RecipeDefs/Recipe_scarswounds.xml
-All varibles wrong, ex: CureCut - CureInjuryCut

3.file RecipeDefs/Recipe_Synthetics.xml
-All varibles wrong, ex: CreateJoywire - InstallJoywire

4.file RecipeDefs/Recipe_SyntheticsAtStation.xml
-All varibles wrong, ex: InstallSyntheticStomach - CreateSyntheticStomach
-missing varibles CreateJoywire and CreatePainstopper

4.file RecipeDefs/Recipes_BoneRepairs.xml
-incorrect content - code not varibles to translate

Thanks cpl.Hicks for the report. Looks like I did it a bit too quickly yesterday. I'll fix it up.

edit: It should work now, sorry about that. Just use the same download link above. The advanced bionic leg on the health tab is in the HediffDef folder. It was there when I checked, but let me know if it still won't show up.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Cpl.Hicks on February 05, 2017, 06:29:20 AM
Ralph I found a problem . http://imgur.com/a/hs2MY
There is problem with code. Bionic parts use translated names, Advenced parts didnt.(This only applies to parts already installed)

Accordingly, the translation finished. http://www.filedropper.com/epoehardcore016pl01
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 06:57:01 AM
Quote from: Cpl.Hicks on February 05, 2017, 06:29:20 AM
Ralph I found a problem . http://imgur.com/a/hs2MY
There is problem with code. Bionic parts use translated names, Advenced parts didnt.(This only applies to parts already installed)

Accordingly, the translation finished. http://www.filedropper.com/epoehardcore016pl01

Thanks a lot, great work buddy ! I got all the advanced parts to translate, except for the leg. Trying to fix that one now.

edit: now everything appears to work. thanks again for the great work, and sorry for that initial file. I was pretty tired yesterday, so that one went a little too quick ! Will update mod with new language soon.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: wdpk42 on February 05, 2017, 07:28:23 AM
When installing a prosthetic arm, I don't seem to get the original arm off the person?
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 07:45:18 AM
Quote from: wdpk42 on February 05, 2017, 07:28:23 AM
When installing a prosthetic arm, I don't seem to get the original arm off the person?

Natural arm and leg harvest options are not a part of any A16 mods anymore, simply because they are not balanced and can mess up the gameplay. If you still want to have them in the game, there's a working A16 limb harvest addon file in the Extras section, which you can put into the EPOE hardcore version folder.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 08:08:25 AM
Polish translation now added to the mod. enjoy ! special thanks to Cpl.Hicks.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Jozay on February 05, 2017, 12:56:43 PM
Hi,
French translation here :
https://github.com/MossieuLeblanc/EPOE-Hardcore-Version-fr

Not 100% tested , but apparently it's fine.

Thanks for the mod by the way  ;D
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 01:43:31 PM
Quote from: Jozay on February 05, 2017, 12:56:43 PM
Hi,
French translation here :
https://github.com/MossieuLeblanc/EPOE-Hardcore-Version-fr

Not 100% tested , but apparently it's fine.

Thanks for the mod by the way  ;D

You are lightning fast Jozay ! Thanks so much for the translation, it looks great. Merci beaucoup. ;) Will add it to the mod shortly.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 02:29:58 PM
French translation now added to the mod. enjoy ! special thanks to Jozay.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: wdpk42 on February 05, 2017, 04:51:49 PM
Quote from: Rah on February 05, 2017, 07:45:18 AM
Quote from: wdpk42 on February 05, 2017, 07:28:23 AM
When installing a prosthetic arm, I don't seem to get the original arm off the person?

Natural arm and leg harvest options are not a part of any A16 mods anymore, simply because they are not balanced and can mess up the gameplay. If you still want to have them in the game, there's a working A16 limb harvest addon file in the Extras section, which you can put into the EPOE hardcore version folder.

I see that now, sorry for not catching in the first post. Is there a way to install the addon with the steamworkshop version? I can't seem to find where steam stores workshop versions of mods.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 2nd, 2017)
Post by: Rah on February 05, 2017, 05:21:39 PM
Quote from: wdpk42 on February 05, 2017, 04:51:49 PM
Quote from: Rah on February 05, 2017, 07:45:18 AM
Quote from: wdpk42 on February 05, 2017, 07:28:23 AM
When installing a prosthetic arm, I don't seem to get the original arm off the person?

Natural arm and leg harvest options are not a part of any A16 mods anymore, simply because they are not balanced and can mess up the gameplay. If you still want to have them in the game, there's a working A16 limb harvest addon file in the Extras section, which you can put into the EPOE hardcore version folder.

I see that now, sorry for not catching in the first post. Is there a way to install the addon with the steamworkshop version? I can't seem to find where steam stores workshop versions of mods.

should be in steamapps\workshop\content
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Shinkai on February 06, 2017, 01:41:39 AM
I was going to ask about the AI Chip but I see you've removed it for balancing.

I dunno.

I feel like you should be able to still reverse brain damage(or Alzheimers as I'm currently experiencing in my current game.)

But maybe make it prohibitively expense?

Or is it possible to only make them available through orbital traders?

At least in this way you can kind of workaround the "cheatyness" of the item by saying its from a glitterworld rather than being made by what is essentially an industrial level city.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 06, 2017, 11:09:07 AM
Quote from: Shinkai on February 06, 2017, 01:41:39 AM
I was going to ask about the AI Chip but I see you've removed it for balancing.

I dunno.

I feel like you should be able to still reverse brain damage(or Alzheimers as I'm currently experiencing in my current game.)

But maybe make it prohibitively expense?

Or is it possible to only make them available through orbital traders?

At least in this way you can kind of workaround the "cheatyness" of the item by saying its from a glitterworld rather than being made by what is essentially an industrial level city.

It's a tricky one, because some people love having cures for all the ailments and problems, while others hate having too much of it. But I have been thinking about adding in a small neuro-stimulator of some kind. Thanks for the suggestion.


-----------------------

Korean translation added to the mod. Special thanks to MilSu-UpZa. Enjoy !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: TerrorThomasCao on February 06, 2017, 03:12:22 PM
Hey Rah, great mod but I was wondering if this would work if I replaced my current EPOE mod with this and vice versa, for example if later on I had this installed and wanted to revert back to normal EPOE.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 06, 2017, 04:09:03 PM
Quote from: TerrorThomasCao on February 06, 2017, 03:12:22 PM
Hey Rah, great mod but I was wondering if this would work if I replaced my current EPOE mod with this and vice versa, for example if later on I had this installed and wanted to revert back to normal EPOE.

I presume you mean inside a current save file. That would probably not work very well seeing as several items were removed in this mod. So if you have those items on pawns in game or laying around, it would probably throw a few errors at you. If the items in question are not in your colony, it could work though. If you have a backup save, it can't hurt to try. Sometimes the error messages disappears after you save and reload.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: TerrorThomasCao on February 06, 2017, 06:57:41 PM
Hmm... okay thanks!
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: yavorh on February 07, 2017, 08:46:02 AM
Hello Guys, just a quick question, if anyone has encountered this bug where no matter what colonists will NEVER do joy activities? At this point I'm convinced it's a mod bug, so I'm just going down the list of major mods I'm using and seeing if anyone using them has encountered this bug.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 07, 2017, 09:37:32 AM
Quote from: yavorh on February 07, 2017, 08:46:02 AM
Hello Guys, just a quick question, if anyone has encountered this bug where no matter what colonists will NEVER do joy activities? At this point I'm convinced it's a mod bug, so I'm just going down the list of major mods I'm using and seeing if anyone using them has encountered this bug.

Hey Yavorh, this mod doesn't touch any of that, so it's probably something else. Never encountered that one before either. Try turning off all mods, and putting one by one back online.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: yavorh on February 07, 2017, 04:28:15 PM
Quote from: Rah on February 07, 2017, 09:37:32 AM
Quote from: yavorh on February 07, 2017, 08:46:02 AM
Hello Guys, just a quick question, if anyone has encountered this bug where no matter what colonists will NEVER do joy activities? At this point I'm convinced it's a mod bug, so I'm just going down the list of major mods I'm using and seeing if anyone using them has encountered this bug.

Hey Yavorh, this mod doesn't touch any of that, so it's probably something else. Never encountered that one before either. Try turning off all mods, and putting one by one back online.

Thanks for the reply! I doubted that too, I've just heard of some strange interactions before. I'll be looking into that solution in a bit, yes.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 09, 2017, 05:35:04 PM
Chinese translation now added to the mod !! Special thanks to Duduluu for his work.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 12, 2017, 01:57:53 PM
German translation added. Special thanks to AmUnRA !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Flimflamshabam on February 13, 2017, 02:25:42 PM
If you could return the Neolithic/Medieval Prosthetics I might consider switching over to this.
(i.e, eyepatch, metal arm, golden eye, etc.)
They have some meaningful use for tribal starts, technically speaking considering the ridiculous level of "surgery" failure. I've had instances where I have a colonist whose foot is specifically shattered and it's more efficient to replace their foot than their whole leg.

The Metal arm specifically I couldn't care too much about but the "Medieval" level prosthetics aka, Artificial or w/e it was, which require like microelectric basics (logic) to research, they're highly simplistic prosthetics but more advanced than just peg legs. (I'd like to imagine they're poseable like an actionfigure/doll arm etc), those I like for being pre-industrial but post tribal, they offer some real reason to replace a broken arm than the metal arm does. More Industrial level would be replacing the bones not the whole arm which sounds like you offer some minor surgeries to do so (eg the clavicle)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 13, 2017, 06:56:00 PM
Hi flimflam, I think some would argue that the tribals are supposed to be hard and that they're not supposed to have access to all kinds of medical surgeries, at least in the early game. But I do understand that tribal starts can be quite brutal sometimes, and that maybe it would be nice to have some primitive surgeries available.

The problem I have with the "basic prosthetics", which is what they were called in the regular EPOE mod, is that they offer so little IMO, other than just cluttering up the game, especially for colonist starts, which is what most people play. For colonists, simple prosthetics and bionics are not hard to research, and those unlock a ton of parts and surgeries.

For tribals it's a bit harder to research those quickly, but is the wooden foot or the eye patch really that important? The wooden foot is basically another peg leg, and the eye patch gives you 0 sight back, and you need to perform a surgery to put it on. But like the golden eye, it does remove the disfigured debuff. The steel arm overlaps a bit with the simple prosthetic arm, which is not hard to get as a colonist. It also doesn't really fit into the early tribal game. --- So I think this all comes down to the disfigured debuff removal, and how important you think that is.

Feel free to give me a counter argument. It would also be nice to get some other tribal players perspectives on this !
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Flimflamshabam on February 14, 2017, 02:24:05 AM
Well honestly the wooden foot and various bandaids are the biggest Neolithic or "basic" prosthetics of value, the bandaids for removing the rather annoying -15 social penalty for being disfigured (honestly disfigured needs its own tweaks why does a small scratch on a colonists nose cause such a harsh penalty)

As for the wooden foot it doesn't cause the same speed penalty as a whole peg leg, and if its only the foot that's damaged seems a shame to cut off the whole leg. Similar issue with say the hook hand, if a colonist has a broken hand why amputate the whole arm? Although aside from having an army of colonists looking like Pirates the hook hand is rather out of place in a tribal setting and it would be more appropriate to wait till you start researching Medieval technology which is where I think the "Simple" Prosthetics should be repositioned on the research scale, since they still offer less than 100% efficiency but better usually better than a peg leg or hook hand. Again I feel that because of the way they seem to work they make sense as like poseable mannequin limbs which shouldn't be locked behind highly industrialized research. At the very least Hand and Foot seperate prosthetics from whole arm or leg seem logical and helpful if you don't want every colonist hobbling around on two peg legs with two hook hands and two eyepatches, then use adogsaid to have four peglegged alpacas as mounts for everyone...

<_ <
> _>

I haven't myself noticed much in the way of cluttered surgeries but then i only ever keep one or two prosthetics in stock and only when they're needed. I agree the ribs don't quite fit and those do clutter things up. the eyepatch/earbandage/goldeneye or even the metal arm seeing as none of these particularly require surgery to install (save maybe the metal arm since the real arm would be in the way, assuming it wasn't ripped off) could potentially be more of a clothing item or something but the game lacks an indepth clothing system to differentiate left eye from right eye from head and so on.

Plus this is funny (http://i.imgur.com/T3hBtPr.png)
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: gendalf on February 14, 2017, 07:50:44 AM
- I'm getting bionic animal parts after simple prosthetics research, instead of bionics research.

Why do all animal parts require plasteel? what is the good source of plasteel? and can I send caravans to mine and bring back steel from other cells?
Why no simple human ear? :P It looks like there're a lot more parts I can make for the animals compared to humans.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 14, 2017, 12:23:17 PM
Quote from: gendalf on February 14, 2017, 07:50:44 AM
- I'm getting bionic animal parts after simple prosthetics research, instead of bionics research.

Why do all animal parts require plasteel? what is the good source of plasteel? and can I send caravans to mine and bring back steel from other cells?
Why no simple human ear? :P It looks like there're a lot more parts I can make for the animals compared to humans.

Thanks for pointing that out gendalf. Apparently the last change I did to this file did not register. It should be good now though. Most simple parts don't cost plasteel anymore, but the steel cost has been raised. Bionic parts require bionic research, the same as for humans.

@flimflam, I agree with you that feet and legs should be separated more, and in the early game for tribals the only thing available is the peg leg, which is lame if you've only lost a foot. I will probably bring back a wooden foot on par with the peg leg. As for the eye patches and the debuff; it wouldn't make much sense to add that in since all destroyed parts give that debuff. If I'm going to make a fix for the disfigured debuff the vanilla game gives I'll probably make some real bandage in the form of clothes that you apply to destroyed parts, but I have not decided on that yet.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 14, 2017, 12:24:42 PM

A Dog Said patch updated. apparently the last change did not register.

*Removed some plasteel requirements for simple parts, and increased regular steel req. Bionic parts now require Bionics research, the same as for humans.
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: ximen on February 14, 2017, 06:05:58 PM
What's the difference between the Lite version and the normal?
Also, what happens if I replace the usual EPOE with this one, and then decide to load a save?
Title: Re: [A16] EPOE Hardcore Version - 1.56 (Feb 5th, 2017)
Post by: Rah on February 14, 2017, 08:34:04 PM
Quote from: ximen on February 14, 2017, 06:05:58 PM
What's the difference between the Lite version and the normal?
Also, what happens if I replace the usual EPOE with this one, and then decide to load a save?

hi ximen, it's described in the extras section. The LITE version has the cost reduced on most items, so you'll be able to make more bionic parts. Otherwise it's the same as the main hardcore version. With regards to your second question, that could cause problems, but you could try to delete the items that were removed in this mod with the dev tool, if you have them laying around or installed on your colonists. Then it might work.
Title: Re: [A16] EPOE Hardcore Version - 1.57 (Feb 15th, 2017)
Post by: Rah on February 15, 2017, 09:14:34 AM
1.57 - EPOE Hardcore Version
* Added Neurostimulator implant after a lot of requests. Restores/enhances consciousness. Also comes with negative side effects.
* Added Wooden foot, mainly for tribal players. Requires no research.
* Curing old scars now costs 2 glitterworld medicine. (still 1 in the LITE version)

--------------
hotfix to LITE version. everything should work now.
Title: Re: [A16] EPOE Hardcore Version - 1.57 (Feb 15th, 2017)
Post by: ruyan on February 16, 2017, 01:46:13 PM
Hey guys,

thanks Rah for making this, it has been loads of fun on my first ever Rimworld run!
So I've been finally wiped by RNC and wanted to up my mod game for my second run and came across the RimFactions (https://ludeon.com/forums/index.php?topic=30045.0) mod, they provide a EPOE fix here (https://www.dropbox.com/sh/klpb2wadja9nrge/AACwl6W7RIBjl6EsgsNwqmaWa?dl=0), but I had to realize, that it's for the non hardcore version and if possible I would rather stick with yours.
So I've looked at the files and saw that there are some references to stuff you took out and tried to fix them myself, but had to realize that I lack the specific understanding on how things work.
Before I dig any deeper and spend hours trial and error-ing my way through the def files, I thought it wouldn't hurt to ask someone to give me advice on what has changed from the original and what to look out for.
Of course if someone would rather do the edits themself instead of explaining it to someone without any modding experience at all, you'd be my new personal hero for the day (maybe two)! :)

Oh and if someone has a mod tip that goes along well with EPOE, please let me know!

Cheers, first post, loving this community so far! <3
Title: Re: [A16] EPOE Hardcore Version - 1.57 (Feb 15th, 2017)
Post by: Jovus on February 16, 2017, 02:02:26 PM
Would the existent Combat Realism EPOE patch work also for this EPOE version? That's the main thing that kept me from adopting HC EPOE for this run.

I don't see anything in the patch that would obviously cause incompatibility, since it's dealing with pawn parts rather than items, but I figured it didn't hurt to ask someone more familiar with the mod.
Title: Re: [A16] EPOE Hardcore Version - 1.57 (Feb 15th, 2017)
Post by: Rah on February 16, 2017, 07:16:27 PM
Quote from: Jovus on February 16, 2017, 02:02:26 PM
Would the existent Combat Realism EPOE patch work also for this EPOE version? That's the main thing that kept me from adopting HC EPOE for this run.

I don't see anything in the patch that would obviously cause incompatibility, since it's dealing with pawn parts rather than items, but I figured it didn't hurt to ask someone more familiar with the mod.

That patch should work for both versions.

Quote from: ruyan on February 16, 2017, 01:46:13 PM
Hey guys,

thanks Rah for making this, it has been loads of fun on my first ever Rimworld run!
So I've been finally wiped by RNC and wanted to up my mod game for my second run and came across the RimFactions (https://ludeon.com/forums/index.php?topic=30045.0) mod, they provide a EPOE fix here (https://www.dropbox.com/sh/klpb2wadja9nrge/AACwl6W7RIBjl6EsgsNwqmaWa?dl=0), but I had to realize, that it's for the non hardcore version and if possible I would rather stick with yours.
So I've looked at the files and saw that there are some references to stuff you took out and tried to fix them myself, but had to realize that I lack the specific understanding on how things work.
Before I dig any deeper and spend hours trial and error-ing my way through the def files, I thought it wouldn't hurt to ask someone to give me advice on what has changed from the original and what to look out for.
Of course if someone would rather do the edits themself instead of explaining it to someone without any modding experience at all, you'd be my new personal hero for the day (maybe two)! :)

Oh and if someone has a mod tip that goes along well with EPOE, please let me know!

Cheers, first post, loving this community so far! <3

hi ruyan, I manage a lot of patches for alien races at the moment, so I'm hesitant to adopt another one. But if the author of Rimfactions is willing to manage a EPOE Hardcore patch I can certainly make one and give it to him.
Title: Re: [A16] EPOE Hardcore Version - 1.58 (Feb 15th, 2017)
Post by: Rah on February 17, 2017, 11:48:21 PM
1.58 - EPOE Hardcore Version
* Removed glitterworld cures for old scars. Temporary at the moment, as I try to find a solution to a big balance issue.
* Corrected problem with neurostimulator. Now properly restores consciousness to brain damaged colonists.
Title: Re: [A16] EPOE Hardcore Version - 1.58 (Feb 15th, 2017)
Post by: AngleWyrm on February 18, 2017, 06:22:04 PM
Suggestion: Cybernetic Brain Chips (https://ludeon.com/forums/index.php?topic=30666.0)
Might make a fine addition to this mod
Title: Re: [A16] EPOE Hardcore Version - 1.58 (Feb 15th, 2017)
Post by: Rah on February 18, 2017, 06:44:05 PM
Quote from: AngleWyrm on February 18, 2017, 06:22:04 PM
Suggestion: Cybernetic Brain Chips (https://ludeon.com/forums/index.php?topic=30666.0)
Might make a fine addition to this mod

Hi anglewyrm, I think that sounds pretty similar to the neurotrainer in vanilla. Thanks for the suggestion though.
Title: Re: [A16] EPOE Hardcore Version - 1.59 (Feb 19th, 2017)
Post by: Rah on February 18, 2017, 06:44:51 PM
1.59 - EPOE Hardcore Version
* Added back in: Old scars and gunshot wounds can now be cured with glitterworld medicine again, except for brain scars.
(Huge thanks to Haplo for his help.)

Enjoy !
Title: Re: [A16] EPOE Hardcore Version - 1.59 (Feb 19th, 2017)
Post by: gendalf on February 20, 2017, 03:00:43 PM
can dementia be cured?

suggestions:
- Add ability to remove or speed up removal of addictions.
- Require regular medicine for low damage scars (after research) (in lite at least)
- Make something with fingers, kinda silly to remove the whole foot when you're just missing a toe.
Title: Re: [A16] EPOE Hardcore Version - 1.59 (Feb 19th, 2017)
Post by: AngleWyrm on February 22, 2017, 07:05:24 PM
Hardcore LITE
One of my starting colonists, Sarrah "Blades" Kerrigan, is an expert warrior, psychically impervious, and has a penchant for taming animals and growing things. Currently she manages my armory and weapons sales division.

But early that first spring we were attacked by a stampede of boomalopes and Blades lost an eye and a toe during the battle. So I poured resources into research and infrastructure to get her a bionic eye, and she had a successful surgery by the end of fall. She's also got some nifty gear along the way, including an infused compound bow, power armor exoskeleton and high tech sniper head gear. All in all, way happy with how she's coming along.

So thanks for the bionic surgery mod.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on February 22, 2017, 10:49:43 PM
Quotecan dementia be cured?

suggestions:
- Add ability to remove or speed up removal of addictions.
- Require regular medicine for low damage scars (after research) (in lite at least)
- Make something with fingers, kinda silly to remove the whole foot when you're just missing a toe

Hi Gendalf, dementia and alzheimer's can be "cured" with a neurostimulator, but you also get a lot of bad side effects from the implant, so you have to weigh your decision carefully. As for the scar curing; I feel like curing scars, which is not possible in vanilla, should cost you a bit. And also, glitterworld medicine is not that hard to get in small amounts. And to answer your last question; that was actually a balance/value compromise I had to make. I might go in and look at that a second time.

QuoteHardcore LITE
One of my starting colonists, Sarrah "Blades" Kerrigan, is an expert warrior, psychically impervious, and has a penchant for taming animals and growing things. Currently she manages my armory and weapons sales division.

But early that first spring we were attacked by a stampede of boomalopes and Blades lost an eye and a toe during the battle. So I poured resources into research and infrastructure to get her a bionic eye, and she had a successful surgery by the end of fall. She's also got some nifty gear along the way, including an infused compound bow, power armor exoskeleton and high tech sniper head gear. All in all, way happy with how she's coming along.

So thanks for the bionic surgery mod.

Hehe, nothing like a deadly cyborg warrior colonist ;) Glad you like the mod ! Feel free to try out my  Hardcore Armors (https://ludeon.com/forums/index.php?topic=29944.0) mod for an even deadlier cyborg !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on February 22, 2017, 10:52:06 PM
1.60 - Rah's Bionics and Surgery Expansion - Hardcore Edition
* NEW MOD NAME !
* New workbench textures !

Thanks to everyone who gave feedback and supported the mod. Will try to update it whenever needed. Enjoy !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Flimflamshabam on February 23, 2017, 02:47:04 AM
Quote from: Rah on February 22, 2017, 10:49:43 PM
As for the scar curing; I feel like curing scars, which is not possible in vanilla, should cost you a bit. And also, glitterworld medicine is not that hard to get in small amounts. And to answer your last question; that was actually a balance/value compromise I had to make. I might go in and look at that a second time.

I feel like a few vanilla things need some tweaking so they make more sense, most scars seem to have very little negative side effects aside from having a colonist in constant but otherwise negligible pain, with the occasional deep scars that are more entire chunks of muscle being torn away with the negative stats they give to colonists (such as seriously lowered movement for a scratch on the leg). I think the game needs a better way to distinguish serious flesh wounds from simple scratches at a glance.

As for fixing them, it depends on the extent of the injury, obviously a small cut on the nose which has no side effects besides the disfigured social penalty (another thing that needs some serious reworking) either shouldn't be healable at all because it shouldn't have any side effect or it should just heal itself with time, infact unless the wound is so deep that a large chunk of muscle is missing there shouldn't be any permanent side effects or permanent effects should be minor.

Personally i've had very few colonists with seriously debilitating scars, the worst thing i've had are a few colonists who move a touch (https://cdn.meme.am/cache/instances/folder308/500x/75788308.jpg) slower than everyone else because they're missing a toe or have some rather minor scratches on a leg or two, (really don't think missing toes should have that big an impact unless several are missing). Had one colonist over the course of all my saves with a serious injury to his neck, an old gunshot (he generated with it), which seriously impacted alot of his stats.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Madman666 on February 23, 2017, 04:16:59 AM
@Flimflamshabam
Man, just have a neurotic or volatile or pessimist person with a couple of scars giving constant -10 to mood. Are you kidding me? Making scars even more annoying makes no sense at all. Just having a survival rifle shot to leg untreated for too long already can give a scar which comes with permanents "in a moderate pain" moodlet and ~ -30% to movement. Couple scars on legs - he moves like a peglegged centipede, couple to arms - he can do crap, aside from cleaning. From what i see of your experiece, you probably didn't ever had serious scars on people in your runs. A bunny can scar your person if it hits the eye permanently which makes his damn sight ~60% and I guarantee you - that person will be useless as a shooter for the rest of the game, until eye replaced with bionics.

I admit that RW needs reworking scar system, but not in making it harder way. In making it less ridiculous way.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: ruyan on February 23, 2017, 05:48:48 AM
Hey Rah,

thanks for asking the alien guy for a patch, much appreciated!
In return I present my first ever Rimworld "patch" myself :-P
RePower (https://ludeon.com/forums/index.php?topic=30734.0) re-balances the power consumption of workbenches. They consume much less when idle, but much more when in use.
Tested and works fine, it's really simple as the author provided a sample def, but you might want to have a look because... I'm a noob :-P

Cheers,
ru

*edit* thinking about it... it doesn't really make sense for you to ship this, does it? :P I've posted it in the RePower thread as well, so they will point to it I guess. Anyway, I made something! :D

[attachment deleted by admin due to age]
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on February 23, 2017, 03:50:11 PM
Quote from: ruyan on February 23, 2017, 05:48:48 AM
Hey Rah,

thanks for asking the alien guy for a patch, much appreciated!
In return I present my first ever Rimworld "patch" myself :-P
RePower (https://ludeon.com/forums/index.php?topic=30734.0) re-balances the power consumption of workbenches. They consume much less when idle, but much more when in use.
Tested and works fine, it's really simple as the author provided a sample def, but you might want to have a look because... I'm a noob :-P

Cheers,
ru

*edit* thinking about it... it doesn't really make sense for you to ship this, does it? :P I've posted it in the RePower thread as well, so they will point to it I guess. Anyway, I made something! :D

hey ruyan, that looks like a great mod. and gj on the patch. It's probably sufficient to have the link on the mod site itself, but I might put it up here too if needed.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Flimflamshabam on February 23, 2017, 04:40:15 PM
@Madman666 I mean I've had a number of bad scratches and injuries to my colonists, but I do tend to play on Basebuilder difficulty so serious events don't occur, not that shit can't go south in the blink of an eye, I've had more than my fair share of colonists with dozens of different issues but some of the worst still weren't that bad, my biggest gripe is when I get a colonist with frail and back back at the same time, they're only really good for cleaning duty then. And then there's always the issue of colonists who show up with several skills disabled, usually cleaning and hauling x-x

Or I get a colonist whose really good at shooting but has no passion for the skill and is trigger happy so his high skill is made mostly irrelevant by his debuffed aiming skill unless I give them fast(er) firing weapons.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Madman666 on February 23, 2017, 04:59:05 PM
Quote from: Flimflamshabam on February 23, 2017, 04:40:15 PM
@Madman666 I mean I've had a number of bad scratches and injuries to my colonists, but I do tend to play on Basebuilder difficulty so serious events don't occur, not that shit can't go south in the blink of an eye, I've had more than my fair share of colonists with dozens of different issues but some of the worst still weren't that bad, my biggest gripe is when I get a colonist with frail and back back at the same time, they're only really good for cleaning duty then. And then there's always the issue of colonists who show up with several skills disabled, usually cleaning and hauling x-x

Or I get a colonist whose really good at shooting but has no passion for the skill and is trigger happy so his high skill is made mostly irrelevant by his debuffed aiming skill unless I give them fast(er) firing weapons.

I mostly play on rough with crazed Randy, since I like combat part of RW, so shit always flies my way in heaps. And colonists get wounds very often. As soon as I run out of meds - scars start to stack if I had a bad week getting too many raids. And I tend to get colonists with rather atrocious traits - like volatile, pessimist, neurotic etc. - getting scars on them makes them pretty much forever on the verge of major break. And serious scars to bodyparts make them close to disabled save for cleaning duty. And disabled colonists can be your downfall on medium to hard difficuly as they often can't pull their own weight in a fight (usually due to lowered speed or sight). So making scars be more punishing is not good... unless tynan adds a way to fix them.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: AngleWyrm on February 23, 2017, 05:19:55 PM
Quote from: Flimflamshabam on February 23, 2017, 04:40:15 PM
And then there's always the issue of colonists who show up with several skills disabled, usually cleaning and hauling x-x
Yeah I wish that frail and bad back were fixable in a science fiction setting too.

Misc. Robots (https://ludeon.com/forums/index.php?topic=3612.0) adds cleaning and hauling robots, and when combined with Hand Me That Brick (https://ludeon.com/forums/index.php?topic=26077.0) they become useful droids.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Dragoon on February 24, 2017, 04:26:30 PM
Thanks for this.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on February 25, 2017, 04:41:34 PM
Quote from: Dragoon on February 24, 2017, 04:26:30 PM
Thanks for this.

glad you like it !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 02, 2017, 12:42:18 PM
To the people wondering about the neurostimulator and what it does; here's the in-game description, which you can also find if you click on the info button before crafting it: Highly advanced brain implant that attempts to enhance the consciousness of the user. Comes with numerous side effects like frequent memory loss, confusion, headaches and loss of language. Drastic personality changes may occur. Only recommended for severely brain damaged colonists.

And if you like this mod, feel free to give a thumbs up on steam. All new mods are locked to 4 stars until around 100-200 likes to discourage cheating, so all thumbs are greatly appreciated ! enjoy
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Igan on March 02, 2017, 01:31:53 PM
Could be possible to regenerate missing fingers and such? Like DESurgeries, but more hardcore.

I often end with various pawns losing a couple of fingers, but it is not worth replacing the whole hand wih a bionic one.

The operations would cost the 1 glitterworld medicine and, let's say, 10 plasteel (minimum), to simulate artificial or plastic bone.

What do you think?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 03, 2017, 04:13:45 AM
Quote from: Igan on March 02, 2017, 01:31:53 PM
Could be possible to regenerate missing fingers and such? Like DESurgeries, but more hardcore.

I often end with various pawns losing a couple of fingers, but it is not worth replacing the whole hand wih a bionic one.

The operations would cost the 1 glitterworld medicine and, let's say, 10 plasteel (minimum), to simulate artificial or plastic bone.

What do you think?

It's certainly possible and I've thought about it several times. The only problem with it is that the incentive to craft prostheses and bionic parts, especially hands, are reduced quite a bit if you can fix all fingers, so I've been hesitant to add that to the mod.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruptga on March 03, 2017, 09:10:16 PM
Quote from: Rah on March 03, 2017, 04:13:45 AM
Quote from: Igan on March 02, 2017, 01:31:53 PM
Could be possible to regenerate missing fingers and such? Like DESurgeries, but more hardcore.

I often end with various pawns losing a couple of fingers, but it is not worth replacing the whole hand wih a bionic one.

The operations would cost the 1 glitterworld medicine and, let's say, 10 plasteel (minimum), to simulate artificial or plastic bone.

What do you think?

It's certainly possible and I've thought about it several times. The only problem with it is that the incentive to craft prostheses and bionic parts, especially hands, are reduced quite a bit if you can fix all fingers, so I've been hesitant to add that to the mod.

True, but if my options were to regrow fingers with 100% functionality or to give them a new arm with 120-130% functionality I would take the second choice at least 80% of the time.  Sometimes it doesn't really matter, like when your artist loses a toe on each foot, but it would be nice to remove the negatives without spending good components on two bionic feet. 

I like the idea of it requiring glitter meds too, because it makes sense in-universe, it gives the treatment a meaningful cost component, and even if it also uses a little plasteel it won't get in the way of making bionics for the colonists that really need them.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 04, 2017, 11:55:48 AM
It's mostly the hand that will have its value/relevance reduced a bit, since it only gives you 10% more functionality. So by fixing the fingers, you might as well just get an arm if you want to upgrade, rather than a hand. But I understand the interest in small natural surgeries, and I'm thinking about maybe adding something in that won't disturb the bionic recipes too much.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: SpaceDorf on March 04, 2017, 12:27:24 PM
Skin and Flesh Transplants are possible in Today's Medicine.

So why not make a Recipe for Finger and Toes that need a bit of plasteel and human flesh.

Or take the human flesh and skin from the Patient, by adding a wound from the operation, that has to be tended to and heal.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Mehni on March 05, 2017, 06:19:19 AM
The main reason I like and recommend this mod is because it cuts out most of the unneeded elements of EPOE. It gives me a method to deal with debilitating injuries, but at a fair cost. Permanent injuries happen, and this mod provides a fix for it. Adding the ability to heal every boo-boo only cheapens the experience.

In my opinion, it should remain lean.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 05, 2017, 07:29:43 AM
Havent played with EPOE but seems the consensus here is this is more realistic/costly? If so I am interested. Just wondering whether you ever added the eyepatch I heard so much about, to this mod?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 05, 2017, 08:28:58 AM
Quote from: Ruisuki on March 05, 2017, 07:29:43 AM
Havent played with EPOE but seems the consensus here is this is more realistic/costly? If so I am interested. Just wondering whether you ever added the eyepatch I heard so much about, to this mod?

The eyepatch had a number of problems associated with it, so it was not added back in, however the wooden foot was. It was mainly added back for the tribal players, but it can be helpful for colonists as well in the early game. If you're after a hard vanilla-like experience with more bionics and surgery options, you've come to the right place.

Quote from: Mehni on March 05, 2017, 06:19:19 AM
The main reason I like and recommend this mod is because it cuts out most of the unneeded elements of EPOE. It gives me a method to deal with debilitating injuries, but at a fair cost. Permanent injuries happen, and this mod provides a fix for it. Adding the ability to heal every boo-boo only cheapens the experience.

In my opinion, it should remain lean.

I have to say I do agree more with Mehni on this point, but I appreciate all the feedback and good suggestions. I haven't fully decided yet with regards to the finger surgery, so we'll see.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 05, 2017, 09:40:17 AM
Cool cool. I like to stay close to vanilla, but not too close. I saw how people say EPOE allows you to heal every injury and that removes the sense of danger for me. That and 8 workbenches is excessive imo, I like to keep that number low. I'll be popping this bad boy in as soon as I turn up the difficulty on my existing file.

Question: There was a mod that made bionic implants not immediately effective, as in colonists had to struggle to regain functionality of their new limbs. I believe made by the author of EPOE but I could be wrong. While I wasn't a fan of the continual med requirements to mimic organ rejection I did like the former effect. It hasnt been updated so Im not sure how it handled it, but Im assuming the proficiency of the new limb increased gradually. So manipulation wouldnt immediately jump past 100% for a bionic arm for example. Is there anything like that in this mod?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 05, 2017, 11:32:20 AM
Organ rejection is currently not in the mod, but several people have asked for it. I think the mod is fairly complete at the moment, but I might add something like that later if it makes sense for me to do it.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 05, 2017, 04:00:53 PM
Quote from: Rah on March 05, 2017, 11:32:20 AM
Organ rejection is currently not in the mod, but several people have asked for it. I think the mod is fairly complete at the moment, but I might add something like that later if it makes sense for me to do it.
Cool. What about the 'limb adjustment' idea where proficiency increases gradually over a couple days post surgery?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 06, 2017, 03:57:20 PM
Quote from: Ruisuki on March 05, 2017, 04:00:53 PM
Quote from: Rah on March 05, 2017, 11:32:20 AM
Organ rejection is currently not in the mod, but several people have asked for it. I think the mod is fairly complete at the moment, but I might add something like that later if it makes sense for me to do it.
Cool. What about the 'limb adjustment' idea where proficiency increases gradually over a couple days post surgery?
Most likely yes.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 06, 2017, 09:12:18 PM
Thats great! I'll be recommending people who want a grittier version of EPOE to check this mod out
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 07, 2017, 10:40:35 AM
Quote from: Ruisuki on March 06, 2017, 09:12:18 PM
Thats great! I'll be recommending people who want a grittier version of EPOE to check this mod out

Thanks buddy, enjoy the mod
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: PetWolverine on March 08, 2017, 06:51:54 PM
This mod is great. Half my colonists were missing noses, and as a result nobody liked each other and there were constant fistfights. After a divorce over a missing nose, I decided I'd had it, and installed this mod. Now I've fixed all the noses, upgraded half my colonists to advanced bionic arms and legs, and have several with upgraded spines and exoskeletons. My warden will listen to your concerns with her advanced bionic ear implants, then sweet-talk you with her bionic jaw. Upgraded from scyther blades to advanced power arms, my brawlers cut through megaspiders like butter, then help out with crafting and cooking when they get home. I like that it takes significant resources to do all this, although I'm getting to the point where I'm swimming in steel and plasteel and the only bottleneck is labor.

Something I've noticed about it though is that there's a weird discontinuity in the difficulty of crafting the parts, namely when you want to make advanced eyes and synthetic organs, you need hyperweave. The advanced limbs, spine and so on just take steel, components (read: steel and labor) and plasteel, which are plentiful on all maps and readily available for purchase from traders; you just need any sort of economy to acquire them. Hyperweave, on the other hand, is impossible. I'm on year 10 and have acquired a total of 22 hyperweave, which came from drop pods. I've called dozens of trade caravans and had several ships since installing the mod, always on the look out for the stuff, and haven't seen it.

The thing is, I'm okay with that, mostly. I'm not sure why hyperweave is this rare, but requiring something really rare to make the best stuff is cool. But, I think the other advanced parts should be somewhere in between in difficulty, so there's more of a curve, instead of outfitting a dozen colonists with arms, legs, spines, exoskeletons, non-advanced eyes, and even ears and jaws for completeness, but only being able to make two advanced eyes (and no organs).

The expensive ingredient could vary from part to part, say, gold circuitry for the spine and a uranium power source for the exoskeleton. Maybe jade for the eyes, or maybe there's no role for jade. There's not a whole lot of room here without introducing new resources, but there's some - and maybe there's a way to make a new resource work without being silly like vancidium.

Anyway, my cyborg army and I thank you for the awesome mod.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 09, 2017, 11:33:15 AM
Quote from: PetWolverine on March 08, 2017, 06:51:54 PM
This mod is great. Half my colonists were missing noses, and as a result nobody liked each other and there were constant fistfights. After a divorce over a missing nose, I decided I'd had it, and installed this mod. Now I've fixed all the noses, upgraded half my colonists to advanced bionic arms and legs, and have several with upgraded spines and exoskeletons. My warden will listen to your concerns with her advanced bionic ear implants, then sweet-talk you with her bionic jaw. Upgraded from scyther blades to advanced power arms, my brawlers cut through megaspiders like butter, then help out with crafting and cooking when they get home. I like that it takes significant resources to do all this, although I'm getting to the point where I'm swimming in steel and plasteel and the only bottleneck is labor.

Something I've noticed about it though is that there's a weird discontinuity in the difficulty of crafting the parts, namely when you want to make advanced eyes and synthetic organs, you need hyperweave. The advanced limbs, spine and so on just take steel, components (read: steel and labor) and plasteel, which are plentiful on all maps and readily available for purchase from traders; you just need any sort of economy to acquire them. Hyperweave, on the other hand, is impossible. I'm on year 10 and have acquired a total of 22 hyperweave, which came from drop pods. I've called dozens of trade caravans and had several ships since installing the mod, always on the look out for the stuff, and haven't seen it.

The thing is, I'm okay with that, mostly. I'm not sure why hyperweave is this rare, but requiring something really rare to make the best stuff is cool. But, I think the other advanced parts should be somewhere in between in difficulty, so there's more of a curve, instead of outfitting a dozen colonists with arms, legs, spines, exoskeletons, non-advanced eyes, and even ears and jaws for completeness, but only being able to make two advanced eyes (and no organs).

The expensive ingredient could vary from part to part, say, gold circuitry for the spine and a uranium power source for the exoskeleton. Maybe jade for the eyes, or maybe there's no role for jade. There's not a whole lot of room here without introducing new resources, but there's some - and maybe there's a way to make a new resource work without being silly like vancidium.

Anyway, my cyborg army and I thank you for the awesome mod.

Glad you like the mod ! And yeah, hyperweave can be a tricky one. Sometimes you get a bunch of it immediately, and other times you'll never see it. In my last cassandra extreme game, I got like 40 or so from a drop in the first year I believe, which was pretty lucky. It's a bit hard to balance, but I might do some tweaking here and there for the next update. One thing you can do though if you get really unlucky, is to just buy the parts from traders. They are somewhat expensive, but with an established colony up and running it should be pretty affordable.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: PetWolverine on March 09, 2017, 01:55:43 PM
Quote from: Rah on March 09, 2017, 11:33:15 AM
Glad you like the mod ! And yeah, hyperweave can be a tricky one. Sometimes you get a bunch of it immediately, and other times you'll never see it. In my last cassandra extreme game, I got like 40 or so from a drop in the first year I believe, which was pretty lucky. It's a bit hard to balance, but I might do some tweaking here and there for the next update. One thing you can do though if you get really unlucky, is to just buy the parts from traders. They are somewhat expensive, but with an established colony up and running it should be pretty affordable.

Yeah, affordability isn't an issue in my current fort, it's availability. I don't let a trader leave with any parts that take hyperweave to craft.

Since posting, I've noticed that there are parts that take gold to craft - I just hadn't needed to craft them because I have a stockpile of painstoppers and I don't use joywires. I also did some deep mining, and now I have some thousands of uranium. So I don't really know what resource would be in-between in terms of availability; everything is either plentiful or effectively nonexistent.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 09, 2017, 06:29:36 PM
if you need hyperweave i believe vegetable gardens fabrics(i THINK its a standalone module if you dont want the whole mod) allows you to create hyperweave from vanilla plants, along with other types of cloth. Skullywags Extended fabrics also allows the creation of hyperweave i believe. So I think it'd be a good idea to check out if you are having trouble finding those mats.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: AngleWyrm on March 09, 2017, 08:30:20 PM
Probably thinking of Skullywag's (https://ludeon.com/forums/index.php?action=profile;u=13346) Extended Fabrics (https://ludeon.com/forums/index.php?topic=14177.0) mod
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Ruisuki on March 09, 2017, 08:52:43 PM
Quote from: AngleWyrm on March 09, 2017, 08:30:20 PM
Probably thinking of Skullywag's (https://ludeon.com/forums/index.php?action=profile;u=13346) Extended Fabrics (https://ludeon.com/forums/index.php?topic=14177.0) mod
Yeah i didnt link it. Ill link the other mod I suggested as well https://ludeon.com/forums/index.php?topic=12934.0

Thats vegetable garden, theres a link for just the garden resources at the bottom but idk if thats for just crops or just fabrics
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.60 (Feb 23rd, 2017)
Post by: Rah on March 11, 2017, 02:09:01 PM
Quote from: Ruisuki on March 09, 2017, 06:29:36 PM
if you need hyperweave i believe vegetable gardens fabrics(i THINK its a standalone module if you dont want the whole mod) allows you to create hyperweave from vanilla plants, along with other types of cloth. Skullywags Extended fabrics also allows the creation of hyperweave i believe. So I think it'd be a good idea to check out if you are having trouble finding those mats.

That's an option. But it might make it too easy to get hyperweave though, so beware of that.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 14, 2017, 02:39:58 PM
1.61 - Rah's Bionics and Surgery Expansion
* Curing scars and old wounds now has its own research; Regenerative medicine.
* Made some research texts a bit clearer.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: SpaceDorf on March 14, 2017, 05:35:03 PM
One Question :

Why do I need the Advanced Workbench to craft Powerfists, but the Powerarm is on the Basic Workbench ?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 14, 2017, 07:51:30 PM
small hotfix to lite edition. new research now works properly.

Quote from: SpaceDorf on March 14, 2017, 05:35:03 PM
One Question :

Why do I need the Advanced Workbench to craft Powerfists, but the Powerarm is on the Basic Workbench ?

I'm guessing you're referring to the power claw. That's something that was left unchanged from epoe, but it's something I might look into again. However, the power arm is very strong, so in a way it makes sense to restrict access to it, although you can still make it early if you buy power claws from traders.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: That_Axe on March 15, 2017, 03:06:12 AM
Very nice mod.

Definitely an improvement over the original EPOE.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: SpaceDorf on March 15, 2017, 09:13:44 AM
Quote from: Rah on March 14, 2017, 07:51:30 PM

I'm guessing you're referring to the power claw. That's something that was left unchanged from epoe, but it's something I might look into again.

Yeap, thats what I meant.
True, the Powerarm is very strong, but the lesser impact on Manipulation makes me prefer the Powerclaw.
Also it is cheaper in resources, compared to the Powerarm.
If it's a balance issue for you, I propose you move the Claw on the Basic Table,
but let it require a Bionic Hand.
And move the PowerArm to the Advanced Table.

Also, I just revived the Wive of my main researcher from her one year coma, after rushing my Tribals through to Brain Surgery.
Awesome, thanks for that :)
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Ruisuki on March 15, 2017, 09:43:37 PM
Idea for limb rehabilitation addition we talked about earlier, if you do decide to implement it one day: Just to differentiate from other mods; have 'training objects' such as treadmills, canes, dumbells to speed up the rate for new attatched limbs to regain efficiency. I dont think theres any way to reflect fitness in game, so maybe for non bionic colonists slight melee gain. Just an idea.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 16, 2017, 06:25:51 AM
Quote from: That_Axe on March 15, 2017, 03:06:12 AM
Very nice mod.

Definitely an improvement over the original EPOE.
Thanks buddy !

Quote from: SpaceDorf on March 15, 2017, 09:13:44 AM
Quote from: Rah on March 14, 2017, 07:51:30 PM

I'm guessing you're referring to the power claw. That's something that was left unchanged from epoe, but it's something I might look into again.

Yeap, thats what I meant.
True, the Powerarm is very strong, but the lesser impact on Manipulation makes me prefer the Powerclaw.
Also it is cheaper in resources, compared to the Powerarm.
If it's a balance issue for you, I propose you move the Claw on the Basic Table,
but let it require a Bionic Hand.
And move the PowerArm to the Advanced Table.

Also, I just revived the Wive of my main researcher from her one year coma, after rushing my Tribals through to Brain Surgery.
Awesome, thanks for that :)
There are two power arms in the mod, so I can't have them both require the advanced table. I think it's pretty balanced the way it is at the moment. The power arm is as strong as a scyther blade and it gives 20% more manipulation when installed on both arms. The advanced power arm gives you 40% more manipulation and 8 more damage. But I will consider moving the power claw recipe down to the bionics table. Anyway, good luck with the coma patient. She will never be the same, but at least she's up and moving again !

Quote from: Ruisuki on March 15, 2017, 09:43:37 PM
Idea for limb rehabilitation addition we talked about earlier, if you do decide to implement it one day: Just to differentiate from other mods; have 'training objects' such as treadmills, canes, dumbells to speed up the rate for new attatched limbs to regain efficiency. I dont think theres any way to reflect fitness in game, so maybe for non bionic colonists slight melee gain. Just an idea.
I don't think I can start adding fitness and gym equipment to this mod, but I might make another mod with organ rejection and some sort of limb rehabilitation later.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: That_Axe on March 19, 2017, 02:58:47 PM
Hey Rah!

How many glitterworld medicine do I need to cure a scar?

I'm on permadeath, really want to know how much I'm paying to remove some scars./
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 19, 2017, 05:13:24 PM
Quote from: That_Axe on March 19, 2017, 02:58:47 PM
Hey Rah!

How many glitterworld medicine do I need to cure a scar?

I'm on permadeath, really want to know how much I'm paying to remove some scars./

Hi that_axe, it says so on the front page. You need 3 glitterworld medicine per scar removal, 2 if you're using the Lite edition. And you need to research Regenerative medicine to perform the surgeries.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: That_Axe on March 19, 2017, 05:44:23 PM
Oh, damn. I'm sorry, I completely missed that.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 19, 2017, 05:50:40 PM
Quote from: That_Axe on March 19, 2017, 05:44:23 PM
Oh, damn. I'm sorry, I completely missed that.

All good buddy, enjoy <3
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: That_Axe on March 20, 2017, 08:17:47 AM
Quote- Surgery success rate chance slightly raised to be more realistic, to avoid annoyance and save scumming.
Quote from: Rah/quote]

Any chance you can give us a the numbers for this? As I understand the basic formula is: pawn surgery success chance * medicine effectiveness * hospital cleanliness/sterility

So my level 16 doctor that has 97% surgery success chance would have a 68% of not botching the surgery if she uses regular medicine.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 20, 2017, 09:36:04 AM
QuoteAny chance you can give us a the numbers for this? As I understand the basic formula is: pawn surgery success chance * medicine effectiveness * hospital cleanliness/sterility
So my level 16 doctor that has 97% surgery success chance would have a 68% of not botching the surgery if she uses regular medicine.

Almost correct. You then multiply that with the surgery success chance factor, which is 1.35 for most bionic stuff. It would then be 0.68 * 1.35 = 0.918. There's also a small bonus to room cleanliness. So your healthy and rested lvl 16 doctor, in a sterile hospital room with regular medicine would have approx 95% chance not to screw up the surgery and destroy the bionic part. If you have a dirty room the success chance is actually lowered by quite a bit.

The vanilla surgeries have not been touched and are the same as in epoe. Here you have about 65% to 70% chance to succeed with the same scenario as above, which is very low and risky, and expensive since the bionic part is destroyed if the doctor fails. With glitterworld medicine success is guaranteed in both vanilla and in both mods, with the same scenario.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 14th, 2017)
Post by: Rah on March 20, 2017, 04:11:22 PM
1.62 - Rah's Bionics and Surgery Expansion
* Balance work; resource costs, market values, surgery time.

this will probably be the last update until A17, unless something needs a hotfix. have fun !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: That_Axe on March 20, 2017, 05:11:29 PM
Quote from: Rah on March 20, 2017, 09:36:04 AM
snip

Very helpful! Thanks, Rah.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.61 (March 14th, 2017)
Post by: Rah on March 21, 2017, 12:04:11 PM
Quote from: That_Axe on March 20, 2017, 05:11:29 PM
Quote from: Rah on March 20, 2017, 09:36:04 AM
snip

Very helpful! Thanks, Rah.

<3
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 23, 2017, 10:48:23 AM
* small correction to synthetic organ prices
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Fellbourne on March 24, 2017, 12:35:19 PM
Quote@Fellbourne, interesting read. It's very rare I hear someone say RBSE is too easy, but I understand where you're coming from having played a lot of Cassandra games myself. The original hardcore version was actually nerfed a bit due to people complaining about the high costs, which is also why I added the Lite version. But like you said, you are probably in a small minority given your playtime and experience with the game, but I might add another version of RBSE for the people like yourself. I've been playing around with the thought.
Thanks for the feedback !

Hey Rah, I wanted to give more detail in to what I meant and how I played that game. When I started that game my main goal was to go full bionic. I definitely played in a way to make things easier on me and speed up going bionic. Knowing I was going to need a lot of materials and medicine, I immediately became friendly with everyone (3 outlanders 1 tribe, lucky me, this sped things up quite a bit), had a beacon up and began calling traders every time I could in rotation. I was buying as much of the materials and medicine as I could and selling everything else. I was raising wealth to bring bigger mech raids for even more materials. Before long i had more than enough to go full advanced bionic / synthetic. I was cranking them out 2 at a time. The medicine cost definitely surprised me, i wasn't expecting the medicine cost, think one of the surgeries cost 5? that slowed down the surgeries a bit as i only used glitter world meds, that was good.

Having gone full Adv Bionic and synthetic  with painstopper. Pawns are crazy good at that point. With mechanite and gut worms my pawn was still zipping around more efficient than a stock pawn, doesn't feel the pain,
so he only takes a mood hit for being sick, he cannot be downed due to shock, he will fight to the death or till he loses a leg. He Recovers way quicker (full synthetic) from those now neglible health problems (neglible primarily due to no pain, but being above effiency even with two diseases, makes you not even care that he has them.) When someone loses a limb you can just make em one on demand.

I'm not complaining about the strength of the bionics except for maybe painstopper, I know that's the point of the mod to enhance your pawns with bionics you can make, and that's why I was using the mod. But I was able to acquire them relatively quickly in mass and it made things quite a bit easier. If it took even longer to acquire them you wouldn't get to that decked out overpowered point as quickly.
The bionics / synthetics aren't overly strong on their own (maybe the adv ones are, but that's why we want to craft them right? so that's fine) , its just when you get all the bonuses stacked up that things get crazy good.

Perhaps if they required a specific component or something only found from traders with a rarity in line with glitter world meds or something. That way you could still craft them but not quickly. This would make you reliant on traders to get the parts, make losing a limb still possibly problematic. I think in this way it might make it more vanilla in feel, keep more difficulty while still allowing you to craft them just a lot slower, making them more scarce and impactfull.

Painstopper is definitely too strong tho. 0% pain is crazy good, maybe like a 10% or 5% reduction in a rib maybe. Painstopper i think is what made things feel way too strong specially when stacked on top of the adv bionics, and its pretty easy to make. My pawn with the double disease had no hit to consciousness and was above efficiency whereas normally he'd be about to pass out with even a scratch from pain.

Overall all tho I very much enjoyed the mod. Its awesome seeing your pawns move and work like that. Also you don't have to make another version or adjust this one (except painstopper lol), as i'm sure not very many people would like it if the bionics were nearly as rare as vanilla just craftable.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 24, 2017, 06:07:55 PM
Thanks for explaining it a bit further. I'm hesitant to add new resources to the mod though like in EPOE, or use something like Uranium or Jade etc, as they can be a bit awkward in-game. Would simply increasing the cost of all the parts be something you could be on board with? I have no problem releasing a hardcore plus version or whatever of the mod, because I know there are people who like to make the game as hard as possible.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 27, 2017, 05:12:36 AM
(http://www.mediafire.com/convkey/a689/r1bzdc6uclq6usqzg.jpg)

RBSE Master Edition (http://www.mediafire.com/file/z3chcq7roe75l9m/RBSE_-_Master_Edition_1.62.zip)

This version is only recommended for the most experienced Rimworld players looking for the ultimate challenge. All bionic
parts cost a considerable amount of resources to produce. Meant to be played on Cassandra Extreme.

Don't expect to deck out a bionic army with this version, but if you do, I applaud you !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: hal98 on March 27, 2017, 07:06:08 PM
awesome :d
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruisuki on March 27, 2017, 07:42:50 PM
I really appreciate the care you take into making different versions. Specially after looking at what looks like an amazing mod(medieval times) and noticing stone hearths and stews might make frozen biomes too easy, more choice in difficulty is a really nice thing to have.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 29, 2017, 10:24:52 AM
Appreciate that ;)
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Jovus on March 29, 2017, 09:10:43 PM
Sorry if this has been talked over before. I did a quick search of the thread, but my search-fu is weak.

I seem to be unable to take arms and legs as separate organs anymore, as allowed by EPOE. Is this intentional, or am I lacking something? I'm using the RBSE base version (neither lite nor master) and have researched simple prosthetics.

Specifically, I can install a peg leg, but I cannot simply remove a leg or an arm (for example, to transplant onto a colonist from a prisoner).

Thanks!
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: CutiesDeathCab on March 29, 2017, 09:30:02 PM
Hello, I'm creating a RimWorld Mod Database in my spare time, Would it be alright if I listed your mod on it? (When It has a good number i'll be releasing it so everyone can see, If you'd like it pm'd to you before release please let me know) There will be a link to both THIS topic, as well as a link to the direct download which you have provided, Your name will also be placed with it. Is that alright?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 30, 2017, 09:41:34 AM
Quote from: Jovus on March 29, 2017, 09:10:43 PM
Sorry if this has been talked over before. I did a quick search of the thread, but my search-fu is weak.

I seem to be unable to take arms and legs as separate organs anymore, as allowed by EPOE. Is this intentional, or am I lacking something? I'm using the RBSE base version (neither lite nor master) and have researched simple prosthetics.

Specifically, I can install a peg leg, but I cannot simply remove a leg or an arm (for example, to transplant onto a colonist from a prisoner).

Thanks!
Hi Jovus, that is not possible anymore in EPOE as the feature can be quite buggy and unbalanced. However, RBSE has a working A16 limb removal addon file for those who want to have it anyway. Go to the front page and look in the Extras section.

Quote from: CutiesDeathCab on March 29, 2017, 09:30:02 PM
Hello, I'm creating a RimWorld Mod Database in my spare time, Would it be alright if I listed your mod on it? (When It has a good number i'll be releasing it so everyone can see, If you'd like it pm'd to you before release please let me know) There will be a link to both THIS topic, as well as a link to the direct download which you have provided, Your name will also be placed with it. Is that alright?
Hi cutiesdeathcab. Sure, go ahead !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Jovus on March 30, 2017, 11:03:29 PM
Thanks for your quick and helpful reply! I swear I looked all over the first post and didn't find it, but lo and behold, there it is.

Out of curiosity, what kinds of bugs have you experienced with limb harvesting or transplantation? I just ask because this kind of thing interests me.

Thanks again for all your hard work.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on March 31, 2017, 11:43:05 AM
If a colonist loses a hand, you can cut off the arm and then reinstall it back, and the colonist magically gets his hand back. This applies to fingers, toes and feet as well. You can also install peg legs or prosthetic arms on prisoners and get as many limbs as you desire for free, which is pretty unbalanced.

These are things Tynan would have to work out first before limb harvesting can be implemented fully into a mod.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 02, 2017, 07:33:39 PM
fixed an issue with surgery not working on humans with the asari / jaffa patch installed
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruptga on April 02, 2017, 09:29:08 PM
Another suggestion (probably for the new Master Edition): repurpose the exoskeleton, give it smaller bonuses (like 5/5 movement/manipulation) and the requirement that it be present before any advanced limbs are added.  Why? 
(in-universe) Advanced limbs are so powerful that they can rip themselves out of their organic attachment points, unless they are thoroughly integrated. 
(out-of-universe) The combination of an advanced spine and an exoskeleton will turn any pawn into a superstar with only two surgeries, which is OP regardless of plasteel cost.  Advanced bionics on more than one or two pawns are also gamebreakers in general, and while perennial hyperweave shortages limit what we can do with internal organs and eyes there isn't much to throttle a rollout of advanced bionic limbs once deep drilling is unlocked. 

Increasing material costs is one balancing option, but there's only so much that can be accomplished with that and it sometimes strains credibility.  Already, a colonist with a few good bionics will have enough plasteel in their body to make a couple improvised turrets, just how heavily built are these people?  You could also make some or all advanced bionics uncraftable with the rationale that they're just too involved for some guy in a backyard shop on a rim world to fabricate. 
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 03, 2017, 01:17:13 PM
Hi Ruptga, thanks for the suggestion. You have to remember though, that installing an advanced bionic spine and exoskeleton on a healthy colonist is a huge investment, especially in the Master edition. Those two parts, with the advanced bench, is well over 1k plasteel and 30 or so components.

That's a lot of spent resources and it will leave your colony vulnerable if the other pawns start needing limb replacements and other parts. That is of course if you're playing to win the game with the ship or travel ending. If you just keep playing you will obviously amass enough resources to eventually be able to install bionics on all your colonists. It's also important to note that the 55% extra movement speed you get from those parts is actually not that much in tall grass, which is present in many biomes.

I do agree though that the resource cost in the master edition is probably a bit much, in terms of realism, but it's probably best to think of it as sort of a challenge version for experienced RW players. By the way, do you play on cass extreme?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: AngleWyrm on April 03, 2017, 06:17:58 PM

(https://s6.postimg.org/njx5sydap/muse.png)
Quote from: Rah on April 03, 2017, 01:17:13 PM
If you just keep playing you will obviously amass enough resources to eventually be able to install bionics on all your colonists.
What can be measured in this scenario is the rate of resource flow into and out of the player's spending.

If they have only a trickle, then it will be so long between purchases that it won't be fun; just a long dull wait. And if they have an enormous river it will also be out of scope; no choices to make about what to buy.

So the question becomes how fast do resources pass through a player's hands during each season/year?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 03, 2017, 08:06:28 PM
Quote from: AngleWyrm on April 03, 2017, 06:17:58 PM

(https://s6.postimg.org/njx5sydap/muse.png)
Quote from: Rah on April 03, 2017, 01:17:13 PM
If you just keep playing you will obviously amass enough resources to eventually be able to install bionics on all your colonists.
What can be measured in this scenario is the rate of resource flow into and out of the player's spending.

If they have only a trickle, then it will be so long between purchases that it won't be fun; just a long dull wait. And if they have an enormous river it will also be out of scope; no choices to make about what to buy.

So the question becomes how fast do resources pass through a player's hands during each season/year?

That's why there are 3 versions of this mod so everyone can enjoy it. But yeah, it would be nice with some numbers on average resources obtained / spent per year etc.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruptga on April 03, 2017, 08:25:33 PM
Quote from: Rah on April 03, 2017, 01:17:13 PM
Hi Ruptga, thanks for the suggestion. You have to remember though, that installing an advanced bionic spine and exoskeleton on a healthy colonist is a huge investment, especially in the Master edition. Those two parts, with the advanced bench, is well over 1k plasteel and 30 or so components.

That's a lot of spent resources and it will leave your colony vulnerable if the other pawns start needing limb replacements and other parts. That is of course if you're playing to win the game with the ship or travel ending. If you just keep playing you will obviously amass enough resources to eventually be able to install bionics on all your colonists. It's also important to note that the 55% extra movement speed you get from those parts is actually not that much in tall grass, which is present in many biomes.

I do agree though that the resource cost in the master edition is probably a bit much, in terms of realism, but it's probably best to think of it as sort of a challenge version for experienced RW players. By the way, do you play on cass extreme?

My last colony was with Randy on Intense, and that was before you'd released the master edition.  I've played a few with Cass but with her intentional pacing it was predictable enough to be dull.  I like that Randy occasionally gives me 54 manhunter boars after one season.  I like the 54 boomrats a bit less, but still, it keeps things interesting, especially when a trader shows up a minute before the rats.

My next colony will probably be played on extreme, but I generally stay away from the highest difficulty in any game because it is usually the most frustrating without really being that much harder than the next level down.  Being one-hit by or drowning in enemies definitely makes things hard, but if they're still using the same dull AI that they have been since the normal+ difficulty then the net difficulty increase is fairly small and the only real difference is that more deaths are because of RNG than are because of skill level.  Higher costs usually just mean more turtling, lower xp rates usually just mean more grinding, and so on without the core play experience really changing.

Anyway, I hear you about the 1000 plasteel; but when I have even one super-soldier I don't really need three super-soldiers, and I can do more than with six turrets.  The other is nice, sure, but one naked ubermesch with a survival rifle can either kite down and destroy or at least draw off half of any force short of a manhunter or tribal zerg, leaving the other colonists to handle what's left pretty easily. 

But all that's all just for the sake of discussion - I'm going to try master edition, for science, and RBSE's place in my modlist is pretty secure no matter how you decide to handle its development going forward.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 04, 2017, 12:40:32 PM
Cassandra extreme can definitely be ridiculous and annoying for sure, so I don't blame you for playing on Randy. In fact, my last game was a Randy colony. Although he can dish out a lot of events, I find that he's usually a bit calmer than Cassandra, which gives you enough time to actually play the game and enjoy yourself more. With Cassandra, you either turtle up and wait for hell or die a horrible death, but sometimes that can be fun too.

Anyway, let me know how it goes !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruisuki on April 10, 2017, 12:43:45 AM
How do i apply the brain neurostimulant? it just asks me to haul instead of take for my brain damaged colonist. nothing under health tab operations surgery either. Colonist has only 30% consciousness due to a headshot, are they supposed to be unconscious at time of taking it? If so, poisoned food usually provides enough to down into unconscious state. Illness as well, maybe a beer...
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 10, 2017, 03:43:52 PM
Quote from: Ruisuki on April 10, 2017, 12:43:45 AM
How do i apply the brain neurostimulant? it just asks me to haul instead of take for my brain damaged colonist. nothing under health tab operations surgery either. Colonist has only 30% consciousness due to a headshot, are they supposed to be unconscious at time of taking it? If so, poisoned food usually provides enough to down into unconscious state. Illness as well, maybe a beer...

You need to have researched Neuroscience first, and then you get a doctor to install it on the patient.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruisuki on April 10, 2017, 05:00:18 PM
lol damn. i thought i could bypass that just by purchasing it. I embark on the road to research then, for science.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 11, 2017, 12:56:07 PM
<3
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: DarkShadowp on April 11, 2017, 04:38:40 PM
Hey everyone!

I tried to inestall the mod but after i load my game there is nothing from the mod present in the game.
Does it requires a new game or anything that i'm missing?

Thank you
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruisuki on April 11, 2017, 04:41:15 PM
No, ive installed it mid game no problems
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: DarkShadowp on April 11, 2017, 06:05:34 PM
i managed to get it to "work" but now when i build the bionic workbench i get an error like this

"Tried to setFactionDirect on BionicWorkbench498820 which cannot have a faction"

And the workbench is unusable
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: DarkShadowp on April 11, 2017, 06:24:30 PM
Ok, it's not only with the bionic workbench but with everything "buildable" from the mod.
I have researched everything from the tech tree but it's like the objects aren't even there. can't use, can't select, can't destroy
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Ruisuki on April 11, 2017, 06:54:12 PM
Probably a mod conflict? Are you running one that does something similar?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: DarkShadowp on April 11, 2017, 07:23:39 PM
i'm using just 2 other mods but it's not a conflict issue because even if i turn them off the problem pressists.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 11, 2017, 08:21:55 PM
This problem has been resolved. the problem was his rimworld installation.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: bloodshifter on April 18, 2017, 05:21:46 PM
Question if one wished to remove the rib options from this mod (due to conflicts with another I cannot use either mod) what should I remove? And I mean completely the conflicts between this mod and Sword and Magic - Rune Enchantment makes it so neither mod no matter the order fail to give any chance to install ribs.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: SpaceDorf on April 19, 2017, 06:37:58 AM
Start with the operation recipie and look up how it connects ..
removing the bodypart definition would be the next step.

If you get this involved compare both, so you know which one you would prefer.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 23, 2017, 12:56:59 AM
So I downloaded the hardcore version. 1.62, and I'm not seeing any rib replacements. Where are they?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 23, 2017, 06:26:34 PM
You can fix ribs in RBSE, but not replace them with beer ribs, adrenaline ribs etc. like in EPOE, as I thought those were a bit silly and redundant.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 24, 2017, 09:42:47 AM
Quote from: Rah on April 23, 2017, 06:26:34 PM
You can fix ribs in RBSE, but not replace them with beer ribs, adrenaline ribs etc. like in EPOE, as I thought those were a bit silly and redundant.

But how?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 24, 2017, 02:27:31 PM
Research Simple Prosthetics. "Study of anatomy and biomechanics that allows you to build simple prostheses and repair broken bones like clavicles, ribs and sternums. Unlocks the Bionic workbench."
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 24, 2017, 05:12:02 PM
Quote from: Rah on April 24, 2017, 02:27:31 PM
Research Simple Prosthetics. "Study of anatomy and biomechanics that allows you to build simple prostheses and repair broken bones like clavicles, ribs and sternums. Unlocks the Bionic workbench."

The colony is endgame, I have all research done. I don't see ribs inside the Bionic workbench. How specifically do I repair shattered ribs?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 24, 2017, 05:25:06 PM
Quote from: t3ff13 on April 24, 2017, 05:12:02 PM
Quote from: Rah on April 24, 2017, 02:27:31 PM
Research Simple Prosthetics. "Study of anatomy and biomechanics that allows you to build simple prostheses and repair broken bones like clavicles, ribs and sternums. Unlocks the Bionic workbench."

The colony is endgame, I have all research done. I don't see ribs inside the Bionic workbench. How specifically do I repair shattered ribs?

You install them just like a peg leg, but instead of wood you need steel (30). Click on the colonist and pick the repair rib cage surgery in the operations menu.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 24, 2017, 05:53:59 PM
Quote from: Rah on April 24, 2017, 05:25:06 PM
Quote from: t3ff13 on April 24, 2017, 05:12:02 PM
Quote from: Rah on April 24, 2017, 02:27:31 PM
Research Simple Prosthetics. "Study of anatomy and biomechanics that allows you to build simple prostheses and repair broken bones like clavicles, ribs and sternums. Unlocks the Bionic workbench."

The colony is endgame, I have all research done. I don't see ribs inside the Bionic workbench. How specifically do I repair shattered ribs?

You install them just like a peg leg, but instead of wood you need steel (30). Click on the colonist and pick the repair rib cage surgery in the operations menu.

I'm not seeing any such option under operations. I have version 1.62 "hardcore" I believe.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 24, 2017, 06:12:52 PM
Downloaded the "master" version instead, the option is there.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 24, 2017, 06:48:32 PM
I just tested the hardcore version and I was able to repair ribs, so that's pretty weird. I'm glad that it works for you now though.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on April 25, 2017, 01:51:41 AM
Let me say i got similar problem.
But i use Alien race Elder things and i though it conflict maybe with it.
But i got 2 human pawns too, and i can't cure scars at them even with enough Glitt. medicine on stock.
Installing all kind of bionics works.
Allready move the mod up or down of the Alien race
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: t3ff13 on April 25, 2017, 10:41:08 AM
Quote from: Rah on April 24, 2017, 06:48:32 PM
I just tested the hardcore version and I was able to repair ribs, so that's pretty weird. I'm glad that it works for you now though.

I downloaded one of the four red mediafire links. Maybe there's a synchronicity problem?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 25, 2017, 05:13:07 PM
@t3ff13, you're the first person I've seen with this problem, so I'm not sure what it could be. If anyone else are having trouble with bone repairs, let me know.
@Canute, do you mean you are unable to cure scars on humans with the Elder aliens installed? I was able to cure scars on human pawns with the elder mod installed. Are you sure you have researched Regenerative medicine?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on April 26, 2017, 01:46:19 AM
100%, maybe another modconflict but i don't think another mod i installed change anything.
But if you want see self, modlist attached.



[attachment deleted by admin due to age]
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 26, 2017, 12:36:38 PM
It could be a mod conflict, so I'd suggest moving RBSE closer to the bottom or deactivating mods to see if you can get it to work.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: bloodshifter on April 26, 2017, 02:07:30 PM
Similar issue with Ribs, none of the Mediafire or steam version let me use them. It seems to be a Mod conflict with 阿卡萨斯's Sword and Magic-Rune Enchantment. As the Hardcore version of EPOE works for me by itself and so long as I don't do A Dog said...
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: SaberArturia on April 26, 2017, 04:20:48 PM
When I install the mod to the folder in the steam game files. (The 'master' edition that is.) It gives me the following error, I originally tried in the basic no beta, then again in the unstable beta version:

Rimwrold 0.16.1393 rev 553
Mod RBSE - Master Edition 1.62 has incorrectly formatted target version 'Unknown'. For the current version, write: <targestVersion>0.16.13933</targetVersion>
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 26, 2017, 07:06:54 PM
Quote from: bloodshifter on April 26, 2017, 02:07:30 PM
Similar issue with Ribs, none of the Mediafire or steam version let me use them. It seems to be a Mod conflict with 阿卡萨斯's Sword and Magic-Rune Enchantment. As the Hardcore version of EPOE works for me by itself and so long as I don't do A Dog said...

If that mod has rib operations / replacements, then that will probably conflict with RBSE. But A Dog said works 100% with RBSE, as long as you install the RBSE Dog patch with it.

Quote from: SaberArturia on April 26, 2017, 04:20:48 PM
When I install the mod to the folder in the steam game files. (The 'master' edition that is.) It gives me the following error, I originally tried in the basic no beta, then again in the unstable beta version:

Rimwrold 0.16.1393 rev 553
Mod RBSE - Master Edition 1.62 has incorrectly formatted target version 'Unknown'. For the current version, write: <targestVersion>0.16.13933</targetVersion>

That sounds more like a problem with the game installation or the mod being installed improperly. Make sure you have a clean installation of rimworld, verify if need be, and unzip RBSE into the mods folder of Rimworld.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: BlackViperMWG on April 28, 2017, 05:57:14 AM
Can someone please upload that A Dog Said patch to another site? MediaFire is behaving very buggy to me and it's not downloading.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Dr_Zhivago on April 28, 2017, 06:52:42 AM
Quote from: BlackViperMWG on April 28, 2017, 05:57:14 AM
Can someone please upload that A Dog Said patch to another site? MediaFire is behaving very buggy to me and it's not downloading.

Here. It's the steam version put into .rar form.

[attachment deleted by admin due to age]
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on April 28, 2017, 09:30:31 AM
Quote from: BlackViperMWG on April 28, 2017, 05:57:14 AM
Can someone please upload that A Dog Said patch to another site? MediaFire is behaving very buggy to me and it's not downloading.
Maybe you should try a download tool like jdownloader to get stuff you have problem to download with the browser.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: AngleWyrm on April 28, 2017, 09:44:46 AM

(https://s-media-cache-ak0.pinimg.com/564x/cd/7d/e2/cd7de2ee756a1344820449f394a3b5dc.jpg)Sometimes I get odd behaviors from browser interactions, and blame them on the commercial streams.

It seems possible that some advertisement provider locked up the page with a temporarily unavailable or otherwise corrupted waiting for whatever.com.

Not always user error, or even browser error.

I do wish more web pages were designed with a content-first approach that allows loading of various ads, bits and pieces that take a while to be something that happens as it happens, rather than please wait while everything is loaded first and then presented as a complete document.

Because some of that stuff fails to load altogether.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on April 28, 2017, 10:29:57 AM
Thats why i suggest a download tool.

But mosttimes is the user's vault, because he block ads don't allow scripts ... Thats all ok for security reasons.
But even when you temp. all these browser addons it don't work sometimes. Then you should have a 2. browser in reserve without any addons.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: BlackViperMWG on April 28, 2017, 11:26:39 AM
Quote from: Dr_Zhivago on April 28, 2017, 06:52:42 AM
Here. It's the steam version put into .rar form.

Thank you very much, good sir. :)
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: SpaceDorf on April 28, 2017, 01:36:56 PM
I actually think it's the Uploaders Fault :)

Please don't use spammy, advertising covered, crap piles of hosters.

When even steam seems to be the better alternative, there has to be something wrong.

And there are enough free hosters around from which a user can download without getting punished by steaming piles of advertisement.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Dragoon on April 28, 2017, 04:04:36 PM
Quote from: SpaceDorf on April 28, 2017, 01:36:56 PM
When even steam seems to be the better alternative, there has to be something wrong.

You know Bethesda is the one who did the paid mods not valve right lol? Still, I have to agree. I prefer non-steam (just easier to handle and feels better if it goes down I don't lose my mod/save game)

Rah Is your dropbox full? If not it makes for a good uploading choice.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 28, 2017, 06:12:01 PM
Quote from: Dragoon on April 28, 2017, 04:04:36 PM
Quote from: SpaceDorf on April 28, 2017, 01:36:56 PM
When even steam seems to be the better alternative, there has to be something wrong.

You know Bethesda is the one who did the paid mods not valve right lol? Still, I have to agree. I prefer non-steam (just easier to handle and feels better if it goes down I don't lose my mod/save game)

Rah Is your dropbox full? If not it makes for a good uploading choice.

I usually don't have any problems with Mediafire, but I know that it can be problematic and annoying for some people. Dropbox is better in many ways, but unfortunately it doesn't have a download tracker, which is a great feature/tool to have for uploaders. However, if people continue to have problems with mediafire I'll consider switching.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: WinterFlare on April 29, 2017, 08:24:42 PM
I haven't used it recently, but in the past Mediafire has done some pretty nasty stuff IMO. I've had a 50/50 chance to get a popup to very sketchy websites (including those fake antivirus / "You have a virus, don't close the page!" sites) when I had adblock plus installed. This was more than a year ago, but it made me very wary of them ever since.

I just tried it 6 times with uBlock Origin (refreshing the page in-between attempts) and I haven't had anything odd happen.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on April 30, 2017, 11:54:06 PM
Just use an adblocker like Ghostery and / or Adblockplus, and you will get the Mediafire download link up instantly. Works great with firefox. Even if you don't use any adblocker I think most of what pops up is, albeit annoying, pretty harmless, at least from what I've seen recently.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Fransalvo on May 01, 2017, 12:48:12 AM
Quote from: SpaceDorf on April 28, 2017, 01:36:56 PM
I actually think it's the Uploaders Fault :)

Please don't use spammy, advertising covered, crap piles of hosters.

When even steam seems to be the better alternative, there has to be something wrong.

And there are enough free hosters around from which a user can download without getting punished by steaming piles of advertisement.
i understand that this is an advice from another user who's active in giving feedback, and a honest person too, i assume.
but, with all respect, i do believe that's uploader and/or mod creator privilege to use whatever ways for us to download his mod from.
and i do believe we must respect his choice, no matter how "bad/good" it is.
Keep up the good work, Rah. this mod is amazing. ;D
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 01, 2017, 03:42:13 PM
<3
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Dragoon on May 01, 2017, 08:47:07 PM
Quote from: Fransalvo on May 01, 2017, 12:48:12 AM
but, with all respect, i do believe that's uploader and/or mod creator privilege to use whatever ways for us to download his mod from.
and i do believe we must respect his choice, no matter how "bad/good" it is.

True. However, if you use a website that can cause viruses(pop-ups are notorious for that stuff), is that really fair?

However, I really have only 1 question. Why are you defending this? I mean no one is hating or "disrespecting" the choice. We simply stating the issues that we are having with it. It really has nothing to do with respect. Other than of course being respectful in how we say it.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: hal98 on May 02, 2017, 10:09:53 AM
ive used mediafire for awhile and i havent had any problems with it. if you are scared of ads you should use adblocker like any smart internet person does. last time I checked EPOE also uses Mediafire.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Nyr on May 02, 2017, 03:35:33 PM
would you consider adding in an advanced bionic jar? talking influences recruting,taming and trading after all...
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: RxSniper007 on May 04, 2017, 12:59:01 AM
Quote from: Dr_Zhivago on April 28, 2017, 06:52:42 AM
Quote from: BlackViperMWG on April 28, 2017, 05:57:14 AM
Can someone please upload that A Dog Said patch to another site? MediaFire is behaving very buggy to me and it's not downloading.

Here. It's the steam version put into .rar form.

hello, do you mind attaching/ or reuploading the main RBSE Hardcore Edition - 1.62 mod too?


for some reason mediafire is also bugging out on me... weird... :D
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on May 04, 2017, 01:44:49 AM
Instead to bug other, why you don't try another browser or a download tool ?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 05, 2017, 01:08:49 AM
Quote from: Nyr on May 02, 2017, 03:35:33 PM
would you consider adding in an advanced bionic jar? talking influences recruting,taming and trading after all...
hi Nyr, the bionic jaw gives 20% to eating and 10% to talking. Any more than that I feel would be pushing it, in terms of realism. That would have to be one smooth talking jaw !

Quotehello, do you mind attaching/ or reuploading the main RBSE Hardcore Edition - 1.62 mod too?

for some reason mediafire is also bugging out on me... weird... :D
hi rxsniper, have you tried downloading using firefox, preferably with an adblocker like Ghostery? It should give you an instant download window.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: RxSniper007 on May 08, 2017, 05:34:54 AM
Quote from: Rah on May 05, 2017, 01:08:49 AM

Quotehello, do you mind attaching/ or reuploading the main RBSE Hardcore Edition - 1.62 mod too?

for some reason mediafire is also bugging out on me... weird... :D
hi rxsniper, have you tried downloading using firefox, preferably with an adblocker like Ghostery? It should give you an instant download window.

hmmm sorry for replying late but thanks anyway :P
jumped through a few hoops so that i could finally download this mod :P
and as far as i can say... its worth it XD :3

anyway, i have a question @rah...
since this mod is meant to be a (balanced) replacement for EPOE,
does any other mod which says that it is *compatible* with EPOE means that it's compatible ALSO with RBSE by default?
(since RBSE is *sort* of like a github branch of EPOE) if my understandin is correct XD ^_^ :D

thanks again for this mod...
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 08, 2017, 11:16:19 AM
RBSE is compatible with most mods, but some surgeries might not work on alien races, unless you have a RBSE patch. Most of the popular ones have corresponding patches though, so they work fine.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: RxSniper007 on May 11, 2017, 01:39:51 PM
Quote from: Rah on May 08, 2017, 11:16:19 AM
RBSE is compatible with most mods, but some surgeries might not work on alien races, unless you have a RBSE patch. Most of the popular ones have corresponding patches though, so they work fine.

thanks for answering my question ^_^

though I don't really want to add more alien races to my modded rimworld yet,

I was just mainly concerned about various surgery behavior type mods like Arbitrary surgery and other stats/behavior mods,
anyways it seems to be working fine cuz it says it's compatible with APOE, apparently also works fine with RBSE :D :P

Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 13, 2017, 03:23:50 PM
Thanks to everyone who has voted so far on steam. If you like this mod, don't hesitate to give it a thumbs up ! Steam workshop unlocks the 5th star for mods after approx. 150-200 ratings have been accumulated. So far we have a 99% positive rating ! Enjoy !


@RxSniper007, you're welcome buddy.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: hal98 on May 22, 2017, 05:52:49 PM
will you update this when a17 is released?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 22, 2017, 07:09:57 PM
Yes, got some really nice changes ready for A17. stay tuned !
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Fregrant on May 23, 2017, 10:43:26 AM
Do you plan to extend some features to animals? Like scar fixing? Shattered bones mending? Bionic limbs? Or only through patch mods?
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 23, 2017, 04:23:17 PM
I might include that, but it would be through the patch. Adogsaid already has bionic limbs though.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Love on May 23, 2017, 07:22:06 PM
Is the code between human and animal surgery radically different? I've never quite understood why the desire to separate the two otherwise.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 23, 2017, 08:43:19 PM
Quote from: Love on May 23, 2017, 07:22:06 PM
Is the code between human and animal surgery radically different? I've never quite understood why the desire to separate the two otherwise.

It's not. But we have AdogSaid already, which does a decent job of providing surgery options for animals. If the quality of the mod drops or it becomes abandoned/inactive, then I might consider implementing some of it into RBSE. As it stands right now, I don't think that's the case.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Love on May 23, 2017, 09:05:26 PM
I just favor consistency over tradition, personally.
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Rah on May 23, 2017, 09:44:42 PM
Quote from: Love on May 23, 2017, 09:05:26 PM
I just favor consistency over tradition, personally.

In an ideal world, everything would be consistent. ;)
Title: Re: [A16] Rah's Bionics and Surgery Expansion - 1.62 (March 20th, 2017)
Post by: Canute on May 24, 2017, 02:16:49 AM
In an ideal world you get born with adv. bionics or not ? :-)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 24, 2017, 03:49:57 PM
1.7 - Rah's Bionics and Surgery Expansion
* Updated for A17 !
* New organ rejection system ! (natural organs)
* New research: Organ transplantation. (natural organs)
* Natural Organs will now rot away if not refrigerated.
* Synthetic Organs, although more durable, will eventually decay unless refrigerated.
* Hyperweave frequency increased to very rare, from almost non-existent in A17.
* Medicine and Glitterworld Medicine have original red colors.
* New item box colors for bionic parts and synthetic organs.
* All RBSE research moved to new tab: Bionics and Surgery.
* All parts will now deteriorate normally if outside/unroofed.
* Tweaks to balance/costs and textures.


(hotfixes might be implemented during the first days of A17, so feel free to check back during that time frame)
Please upvote the mod on steam if you like it, and feel free to give feedback, report bugs etc. Enjoy !
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 24, 2017, 03:56:01 PM
Ya might want to add a workshop link somewhere. ;)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 24, 2017, 04:14:14 PM
Quote from: Love on May 24, 2017, 03:56:01 PM
Ya might want to add a workshop link somewhere. ;)

check the front page <3
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 24, 2017, 04:18:52 PM
Quote from: Rah on May 24, 2017, 04:14:14 PM
Quote from: Love on May 24, 2017, 03:56:01 PM
Ya might want to add a workshop link somewhere. ;)

check the front page <3

oops, I had case-sensitive on Ctrl+f turned on.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: hal98 on May 24, 2017, 05:44:56 PM
wow that is one awesome update :d
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 24, 2017, 07:22:15 PM
thanks mate, have fun with it.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 25, 2017, 07:11:14 PM
Could you make it so RBSE patches A Dog Said's prosthetics with the research requirements introduced by your mod?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 26, 2017, 11:57:32 AM
Quote from: Love on May 25, 2017, 07:11:14 PM
Could you make it so RBSE patches A Dog Said's prosthetics with the research requirements introduced by your mod?

That would have to be through the main mod, but possibly.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 26, 2017, 01:07:56 PM
Quote from: Rah on May 26, 2017, 11:57:32 AM
Quote from: Love on May 25, 2017, 07:11:14 PM
Could you make it so RBSE patches A Dog Said's prosthetics with the research requirements introduced by your mod?

That would have to be through the main mod, but possibly.

Well yeah, I thought that's what I was asking.

Also, you might want to look at this: https://ludeon.com/forums/index.php?topic=32870.0
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 26, 2017, 05:12:15 PM
hotfix: small translation error fixed.


@Love, checked out the thread, but I don't really see what the OP is reporting in-game. Maybe he just read the files and didn't actually test it out in the game.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 26, 2017, 05:14:40 PM
Quote from: Rah on May 26, 2017, 05:12:15 PM
hotfix: small translation error fixed.


@Love, checked out the thread, but I don't really see what the OP is reporting in-game. Maybe he just read the files and didn't actually test it out in the game.

It's nothing you have to worry about until you try the new patching functionality... but I think Zhentar has updated the documentation now already so you can disregard it.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 26, 2017, 05:36:41 PM
That looks like a handy little tool. Will look into it more later.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Rah on May 27, 2017, 05:01:00 PM
hotfix: small tweaks to the organ rejection system
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 24th, 2017)
Post by: Love on May 28, 2017, 01:16:46 AM
There's a mod here you might want to take a look at integrating: https://ludeon.com/forums/index.php?topic=32898.0
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Rah on May 28, 2017, 02:01:03 PM
I saw that one earlier. It seems like it could've been a mistake by the devs, so I might tweak it a little bit. I do kinda like the increased coverage for organs though. It spices things up a bit, but we'll see. Thanks for all the links and suggestions.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Rah on May 30, 2017, 12:56:59 AM
tiny update(no gameplay changes): changed sound file and a couple of other things. Don't need to download again.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Love on May 30, 2017, 01:07:22 AM
Quote from: Rah on May 28, 2017, 02:01:03 PM
I saw that one earlier. It seems like it could've been a mistake by the devs, so I might tweak it a little bit. I do kinda like the increased coverage for organs though. It spices things up a bit, but we'll see. Thanks for all the links and suggestions.

Could you at least lower coverage for external things, like fingers and toes and ears and whatnot?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Rah on May 30, 2017, 01:32:11 AM
I was hoping for a hotfix from Tynan, but I don't think anyone reported it to the bug forum. So I might release a small update soon for the people who are interested in this.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Love on May 30, 2017, 01:34:03 AM
Quote from: Rah on May 30, 2017, 01:32:11 AM
I was hoping for a hotfix from Tynan, but I don't think anyone reported it to the bug forum. So I might release a small update soon for the people who are interested in this.
I'd appreciate it. Tynan doesn't seem very keen on hotfixes these days, we went through A16 without a single update.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Canute on May 30, 2017, 04:28:07 AM
Thats maybe of the new unstable testing at steam now.
Unlike it is a gamebreaking bug, he won't patch a version.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Rah on June 02, 2017, 01:07:31 AM
you don't need to download again, because it's barely noticeable. But for those who are interested, here you go:

* fixed an apparent vanilla oversight in A17. hands, feet, fingers and toes now have A16 coverage.

Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Ubese on June 04, 2017, 08:31:42 AM
Is there a non-steam version of the Alien race patch?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: coldcell on June 04, 2017, 09:18:51 AM
Can this be used with 17b?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Fregrant on June 04, 2017, 10:52:23 AM
Should be, there is no gameplay changes, just code fix. Could be problems with dll assembly but unlikely.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (May 27th, 2017)
Post by: Love on June 04, 2017, 12:31:45 PM
Quote from: Rah on June 02, 2017, 01:07:31 AM
you don't need to download again, because it's barely noticeable. But for those who are interested, here you go:

* fixed an apparent vanilla oversight in A17. hands, feet, fingers and toes now have A16 coverage.

Forgot to thank you for this, thankks.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 05, 2017, 01:53:53 AM
* Pain debuff from the neurostimulator nerfed to 15% from 30%. This should bring consciousness up from 90%, to 98% in a healthy colonist.

After some feedback and some testing I decided to nerf pain a bit on the neurostimulator. In A17 pain affects consciousness pretty hard, so I felt it had to be done. Sorry for the late update !

@coldcell, yes this works with A17b
@Love, np mate
@Ubese, not atm, but it's possible to extract the steam version from the steam folder if you want, and put it in your mod folder.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 10, 2017, 07:08:32 PM
* Updated RBSE to ensure that it will not conflict with any mod that alters trade ships. Hyperweave frequency is now patched directly into the trade file.

This is only for people who have trade ship mods, so you don't need to download unless you have that. Enjoy !

Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Plasmatic on June 12, 2017, 05:30:05 AM
Perhaps I'm missing something but in order to repair scars and ribs what do I need? as if i set it up right now my doctor just tells me I need materials.. but I have 2000 steel, and 1400 Plasteel, what is missing?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Canute on June 12, 2017, 06:08:10 AM
Do you got Glitterworld medicine 4 each scar ?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Plasmatic on June 12, 2017, 06:30:49 AM
Quote from: Canute on June 12, 2017, 06:08:10 AM
Do you got Glitterworld medicine 4 each scar ?

Right now I'm attempting to heal a shattered rib, do i need glitterworld medicine for that too along with the steel?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Canute on June 12, 2017, 06:57:37 AM

           <defName>RepairFirstRib</defName>
           <workAmount>2000</workAmount>
  <surgerySuccessChanceFactor>0.9</surgerySuccessChanceFactor>
        <ingredients>
                           <li>Medicine</li>
                <count>2</count>
                        <li>Steel</li>
                <count>30</count>
        </ingredients>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>8</minLevel>
            </li>

Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Plasmatic on June 12, 2017, 07:04:36 AM
Quote from: Canute on June 12, 2017, 06:57:37 AM

then I don't understand why it's telling me I need materials.

http://imgur.com/a/XDyYX
(http://imgur.com/a/XDyYX)

That should be more than enough steel, more than enough medicine, and her skill is near double the needed.

EDIT: I figured it out, i had my colonists set to use herbal only, and it won't do it with just herbal. Maybe change it so it will use whatever?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 12, 2017, 09:44:07 AM
* Tinkered a bit with the recipes to include some medicine level reqs. for synthetic organs etc. And you can now also use herbal medicine for bone surgeries, like all the other surgeries.

Sorry for the constant small hotfixes/updates, but this is probably the last one. If you subscribe on steam you get these automatically though.

@Plasmatic, the regular medicine requirement for bone surgeries was actually not supposed to be there, so I removed the exception code. You can use herbal medicine now, at your own risk ! Thanks for the report.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 24, 2017, 02:57:29 PM
Just wanted to say thanks to everyone who voted RBSE to 5 stars. We now have a 99% positive rating for both editions! --- Feel free to send me a message or leave a comment if you have any suggestions for tweaks etc. Enjoy !
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Vlyxnol on June 25, 2017, 07:25:01 PM
Possible bug~~~~

I can't seem to find an option or way to repair a broken left tibia.

I have another colonist with broken ribs and i have the option to repair those.

Since replacing the entire leg should be a solution to not being able to repair the left tibia its not a show stopping bug. However i do believe you intend this to be able to be repaired. It could be something I'm not seeing in how to repair this, i assume its like repairing ribs so if this is not the case let me know.

Thanks, Vlyxnol.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 25, 2017, 11:00:43 PM
Hi Vlyxnol, that's not a bug. All destroyed bones in the arms and legs can only be fixed by installing bionic or prosthetic parts. This is to encourage that kind of gameplay. Ribs, sternums and clavicles can be repaired though.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Thorbane on June 27, 2017, 04:49:11 AM
What are the differences in the prosthetics between this and EPOE.  I'm looking at modifying Combat Extended's EPOE compatibility patch to work with this mod.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 27, 2017, 06:22:17 PM
They are pretty much the same.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: thinkpad on June 29, 2017, 03:36:31 AM
Rah, I use this mod for A16 Right Tool For The Job: Rebalanced https://ludeon.com/forums/index.php?topic=29371.msg296536#msg296536 and want to know if there is a way to get it to use your advanced Bionic arms as well as use hands for the advanced tool belt, having bionic arms means there are no hands, so I can't equip it.

Any help would be appreciated
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 29, 2017, 08:06:57 PM
Quote from: thinkpad on June 29, 2017, 03:36:31 AM
Rah, I use this mod for A16 Right Tool For The Job: Rebalanced https://ludeon.com/forums/index.php?topic=29371.msg296536#msg296536 and want to know if there is a way to get it to use your advanced Bionic arms as well as use hands for the advanced tool belt, having bionic arms means there are no hands, so I can't equip it.

Any help would be appreciated

Isn't that what the Rebalanced mod fixes? In the description he says that he replaced the belt with a vest to make the mod work with bionic parts.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: thinkpad on June 30, 2017, 01:47:08 AM
Never mind I figured it out
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Hammerskyne on June 30, 2017, 03:25:44 PM
Hey Rah, I've got a question and a couple general queries, hopefully you don't mind a little bit of off topic. If this is the wrong place for this kind of thing, my apologies, just let me know and I'll look elsewhere.

First on the question: I noticed from just looking around your defs that 1: Your Power Arm/Advanced Power Arm combo has a manipulation malice, and 2: Your mod's only method for fixing brain damage is a fairly heavy conciousness and forced mental break penalty. Are these intentional? Or just the result of more tiers/types of things for future implementation?

And that leads to the first of my more general queries; I also noticed that your mod lacks any of the greater enhancements, especially the brain based ones, from EPOE. Is this the result of a design philosophy; ie of prosthesis as a replacement for damage/loss of limbs, with advanced ones giving minor boosts? Or is it, again, just a result of this being a snapshot of a longer development plan?

And the second; I noticed while crawling around defs for a few mods that the base game prosthetic and bionics utilize an efficiency increase in place of specific stat offsets, where as both of the larger Bionics mods go the other route. What's the reasoning for this, at least in your mod? I don't actually know what the different outcomes of the different methods are, but I know, for example, the hilariously overpowered Glittertech Bionics use a 200% efficiency as well as a (large) stat increasing offset.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on June 30, 2017, 08:37:48 PM
@Hammerskyne, the manipulation penalty is intentional. The power arm is as strong as a scyther blade, but it actually gives 20% more manipulation when installed on both arms. The advanced power arm gives 40% more and 8 more damage. So they are both very strong.

The neurostimulator actually brings the consciousness back up to 98% in brain damaged colonists. The pain debuff reduces it by 2%. They also get bonuses to manipulation and sight, but they also get some autism-like side effects, like the trauma savant. In earlier versions there was actually no way to fix brain damage, as I personally didn't like the idea of a magical brain implant that could fix consciousness. But after many requests I decided to make the neurostimulator which I feel is a bit more realistic. -- so you get the brain damaged colonist back, but in a different way.

With regards to the EPOE question; If you're talking about the glitter enhancements, I feel like those are very OP, especially stacked with all the other parts. So that's not something I will add to this mod. However, if more skills, bonuses etc. are added to the game, I might make some fun new parts.

As for your last question; they both work in their own way. You can think of, let's say, the legs as two halves, each with 50% efficiency. When you get a bionic leg, which is set to 140%, you actually get 70% added on top of the other leg, which comes out as 120%, with one leg installed. Get two and you receive the full 140% bonus. With the offset bonuses, you just get the percentage bonus described in the text. That's pretty much it, both methods can be used to get the same result.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Mosart on July 02, 2017, 09:56:58 AM
Thank you for lower number of workbrenches from 3 to 2. My workshop will be lesser size now)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: ajaviide on July 02, 2017, 10:44:46 AM
Guys i wanted to try CE mod and looked over mods i use. Wanted to make sure if this mod is compatible with CE(combat extended).
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.7 (June 5th, 2017)
Post by: Rah on July 02, 2017, 05:39:52 PM
Quote from: ajaviide on July 02, 2017, 10:44:46 AM
Guys i wanted to try CE mod and looked over mods i use. Wanted to make sure if this mod is compatible with CE(combat extended).
I think it is, although it does add armor penetration to parts, so if anyone wants to make a small patch for that, feel free to do that.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 20, 2017, 12:07:22 PM
1.71 - Rah's Bionics and Surgery Expansion
* Small nerfs to advanced bionic spines and exoskeleton.
* Updated Korean translation and fixed other language issues.

After some testing and feedback I decided to nerf bionic spines, advanced bionic spines and exoskeletons a bit. They now have slightly less movement and manipulation bonuses, which should make things more balanced and not so OP late game. Enjoy !
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Exoray on July 20, 2017, 05:31:37 PM
It might just be something I have done but since update I can no longer install advanced bionics, I can set the operation but no colonist will perform the operation, the option when right clicking is gone, my doc has 17 in med and also installed an advanced bionic arm not long before I updated. same mod load order, so im guessing its update related?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 20, 2017, 06:09:30 PM
Hi Exoray, I've tested it several times and cannot replicate your problem. The update should not not affect the surgeries at all. Try loading a test game and see if it works there.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Exoray on July 20, 2017, 06:37:32 PM
Quote from: Rah on July 20, 2017, 06:09:30 PM
Hi Exoray, I've tested it several times and cannot replicate your problem. The update should not not affect the surgeries at all. Try loading a test game and see if it works there.

Ok very strange, tried one more time on my save and wasn't working, started a test game everything worked.
Loaded my save again and its working.
I guess the new game fixed whatever was causing it.
Sorry to be a pain and thanks for the quick response. I cannot play without this mod, Great job :)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 21, 2017, 09:15:33 AM
That's great to hear, have fun !
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Schwartz on July 21, 2017, 01:24:52 PM
This is a very cool take on EPOE and I agree with almost everything you changed about it.

Except scars. They're so common that I wish they were cheaper to fix. Glitter Meds are too rare. Like, I'd gladly give up the whole tier beyond standard Bionics just to have cheaper quality of life stuff available. But then Bionic supermutants never appealed to me. ;)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: BlueWinds on July 21, 2017, 07:45:02 PM
Playing RBSE-Hardcore 1.7.0, definitely my favorite bionics / medical mod. I'm using a stripped down version of DE Surguries alongside it though - I removed the DESurgery scar-removal in favor of your version, but still want it for the ability to fix noses/fingers/toes etc.

Two requests:

1) Reduce the scar-removal cost to 2-3 Glitterworld medicine (rather than 4). I love having a use for the stuff, but 4 is just a bit too expensive.
2) Add frostbite scar removal. Probably just an oversight, but I had to copy the surgery def to cure the frostbitten toe one of my pawns spawned with.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 21, 2017, 08:12:54 PM
In A17 exotic ships were made to always carry glitter meds, while in A16 they only did sometimes. That's the reason the cost of scar removal was increased by 1, which brought it to 4 in the hardcore version. In the Lite version it costs 3. But I will take another look at it and see if it needs some tweaking. And frostbite cures will be added in the next update; thanks for catching that !
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Azrago on July 22, 2017, 12:32:26 PM
Quote from: Exoray on July 20, 2017, 05:31:37 PM
It might just be something I have done but since update I can no longer install advanced bionics, I can set the operation but no colonist will perform the operation, the option when right clicking is gone, my doc has 17 in med and also installed an advanced bionic arm not long before I updated. same mod load order, so im guessing its update related?

I'm having this same issue, but it was happening before the recent update. Can install implants but i am unable to remove carcinoma, install parts or even remove advanced parts from a pawn. No errors or anything, just not letting me do it. I am also unable to force a pawn to do the job. If you need any more info, let me know.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 22, 2017, 12:44:18 PM
Do you have any other mod that might be doing something with the surgeries? Because I can't replicate your problem.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Azrago on July 22, 2017, 12:52:41 PM
I looked through the list and don't really see anything. But i just realized that the other person that had this problem sort of found a "fix". Ill try that. Was really just letting you know just in case more people have the problem. My Fault for not reading. Great mod! Love it.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on July 23, 2017, 08:03:36 AM
Let me know how it works out.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: elxxx on August 03, 2017, 05:19:17 AM
I have both EPOE 2.0 and your mod RBSE.  They do conflict with each other.  I kept both, because EPOE 2.0 has rib replacement.  And now, even if i have put the bill to make adrenaline rib, nobody can do it.  Any idea how i can make the adrenaline rib? also, the two workbenches of RBSE is kind of difficult to manage.  I have EPOE Simple prosthetic workbench to make all Simple prosthetic.  I have RBSE bionic workbench to make all simple prosthetic to upgrade to bionic prosthetic.  I have RBSE advanced medical station to make all bionics into advanced bionics.  It would have been good to be able to make all synthetic organs with the EPOE tissue printer instead of the same advanced medical station.  Now i have to wait all advanced bionic to complete, before being able to make the synthetic organs.  Can you allow the synthetic organs to be able to craft in the EPOE tissue printer? And can you allow the crafting of ribs in the EPOE bionics workbench?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: kaptain_kavern on August 03, 2017, 08:05:00 AM
This is not meant to play alongside EPOE. They are not compatible and all.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: InsanePlumber on August 16, 2017, 11:26:15 AM
Great modification.
Thank you.

P.S.
<!-- I really wonder if anyone ever reads this -->

Apparently yes :D
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: myfirstme on August 20, 2017, 09:38:30 AM
Like your mod, but now stumbled over a potential bug: I installed a simple prosthetic leg in a prosthophile pawn, but still got the mood debuf from no bionic body part installed. Did you only define bionic body parts as bionic (so that they are recognizable by the game and the debug goes away) or are no self-crafted artificial body parts so defined in your mod? Could you please change that?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Schwartz on August 20, 2017, 10:42:15 AM
Simple parts don't count as bionic. This is good because prostophobes aren't completely screwed, and prostophiles require some investment to get their (massive) mood buff. And when you think about it, the reasoning behind these buffs and debuffs centers around it being wrong to make fleshy or at least flesh-like, artificially enhanced parts. Simple parts are just mechanical.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: myfirstme on August 20, 2017, 11:04:59 AM
Ah, but as long as self-crafted bionic parts count as such I'm completely fine with that. Makes sense, too. But was worried that no self-crafted parts count as bionic and since you need quite a few resources to craft bionic parts, that'd be a shame.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Tr.meloe on August 27, 2017, 04:51:26 PM
So much thanks for this mod, is my favourite of the genre. But i have a question: is possible add a cure for frostbite and brain damage?

Also, i did a translation to brazilian portuguese (based on hardcore version) for personal use, but if someone is interested: https://tinyurl.com/ycugo2vs

(note: sometimes i just not see a single hyperweave in decades)
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: sirgzu on August 28, 2017, 09:43:53 PM
Is it safe to eemive rbse from a save before I've researched or build anything? Are there body parts o prostheses that I might have to replace un the save file?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: SpaceDorf on August 29, 2017, 08:12:15 AM
Quote from: sirgzu on August 28, 2017, 09:43:53 PM
Is it safe to eemive rbse from a save before I've researched or build anything? Are there body parts o prostheses that I might have to replace un the save file?

Basically it is save to remove.
The only things you should check before removal is if recruited pawns or prisoners have RBSE implants and if you have some in your stockpile. 
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: sirgzu on August 30, 2017, 08:35:50 AM
Quote from: SpaceDorf on August 29, 2017, 08:12:15 AM
Quote from: sirgzu on August 28, 2017, 09:43:53 PM
Is it safe to eemive rbse from a save before I've researched or build anything? Are there body parts o prostheses that I might have to replace un the save file?

Basically it is save to remove.
The only things you should check before removal is if recruited pawns or prisoners have RBSE implants and if you have some in your stockpile.
The reason why I'm asking is that I started as tribal and even though I haven't gotten to that stage yet, I noticed when using the developer mode that I had both tables from EPOE and RBSE. I'm wondering if I have done something wrong... Isn't RBSE supposed to replace EPOE's tables instead of adding to it?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: SpaceDorf on August 31, 2017, 04:02:43 AM
RBSE is a replacement for EPOE.

RBSE is a mod on its own that shares a lot of intention and content with EPOE, but does so in a different way.
You should only use one of those. ( Or Expanded Body Parts, or EPOE Rebalanced .. )

If you use only RBSE then maybe there are still unused remains of EPOE Ressources in RBSE, which you can access by DevMode.
DevMode itself should never be a indicator for how a mod works or which parts are actually in use, because Development Mode is exactly that. It is a way to test things that are under development or quick fix occuring bugs during runtime.
It is not intended as a easy mode for players.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on August 31, 2017, 08:40:19 PM
@Tr.meloe, a frostbite cure will be added in the next update. And thanks for the portuguese translation, I'll check it out!
@sirgzu, RBSE has no EPOE tables or anything of that sort in the files. Make sure you uninstall EPOE if you want to use RBSE.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Canute on September 01, 2017, 03:48:46 AM
Rah,
what do you think about a mod check?
If RBSE detect that EPOE is loaded it should give out a warning to remove EPOE and don't load.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: sirgzu on September 01, 2017, 07:04:24 AM
oh that explains. I'll try removing EPOE but I'm not sure all the mods I have that support epoe will support rbse.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on September 01, 2017, 04:39:34 PM
@sirgzu, RBSE is compatible with most mods, unless you have mods that specifically require compatibility patches to work.
@Canute, I feel like it should be pretty obvious that the two mods should not run together by just a quick glance at the main features list. I went ahead and added a small red text above just to make it even more clear.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: sirgzu on September 02, 2017, 03:13:39 AM
Am I right in presuming that any mod that requires a patch for EPOE also does for RBSE?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Vlad0mi3r on September 02, 2017, 06:16:26 AM
Can we please have an option to remove cataracts. My father in law had his removed the other day so I think it is a viable option for surgery.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Canute on September 02, 2017, 06:24:07 AM
I don't think your step-father  is been healed, he just got an implant-lens.
So why you don't implant him bionic eyes ?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Vlad0mi3r on September 02, 2017, 06:56:27 AM
No I'm sure he's been healed like 100% sure just as my grandmother and father were healed. A cataract is a growth that covers the eye no need to implant a new lenses just remove the cataract.

Yes I could implant Bionic eyes but that's not really a solutions if the individual is a prostophobe now is it?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Canute on September 02, 2017, 08:41:27 AM
Yep, but a prostophobe don't mind to use an eye from some prisoner.

From the wiki
QuoteA cataract is a clouding of the lens in the eye which leads to a decrease in vision
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Rah on September 02, 2017, 07:20:02 PM
@sirgzu, that's correct, although I think the combat extended mod actually works fine with RBSE without a patch. But all the alien mods need patches if you want to install bionics on them. You can find most of the patches on steam workshop. I you can't find a specific one, try asking the author to make one.

@Vlad0mi3r, with regards to the cataracts, I think it's reasonable that you need to install bionic eyes in order to fix that, and I think Tynan would agree. It's possible to offer natural repairs and cures for pretty much everything, but I feel that it would take away a lot of the bionics gameplay that is so integral to Rimworld.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: sirgzu on September 02, 2017, 08:22:54 PM
I don't use steam
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: Rah on September 02, 2017, 09:22:49 PM
1.72 - Rah's Bionics and Surgery Expansion
* Pawns will now keep working at the workbenches if forced to.
* Frostbite cure now available after researching Regenerative medicine.
* Scar healing cost reduced to 3 glitterworld medicine in the hardcore version.

Quote from: sirgzu on September 02, 2017, 08:22:54 PM
I don't use steam
@sirgzu, it's possible to extract mods from the workshop folder which you can find in the steamApps folder.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: mangalores on September 05, 2017, 01:17:36 PM
I expanded your mod to also have vat grown limbs which essentially allow the replacement of lost body parts. Cheaper but with no boons like bionics but close to the originals (plan being 90-95 efficiency). Mainly meant to fix pawns that got badly hurt as a late game tech. Not sure about material costs though. Maybe adding limbs to your synthetic research branch would be equivalent.

I mainly wanted to be able to fix disabled pawns without going full cyborg but simply bringing them back to near full quality of life while keeping some note of their perils.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.71 (July 20th, 2017)
Post by: Vlad0mi3r on September 06, 2017, 03:58:03 AM
Quote from: Rah on September 02, 2017, 07:20:02 PM

@Vlad0mi3r, with regards to the cataracts, I think it's reasonable that you need to install bionic eyes in order to fix that, and I think Tynan would agree. It's possible to offer natural repairs and cures for pretty much everything, but I feel that it would take away a lot of the bionics gameplay that is so integral to Rimworld.

How about Harvesting eyes then? if we can cut out someone's liver and reuse it how about eyes? Of course you get the debuff of we harvested some organs but that's the price you pay.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: Canute on September 06, 2017, 04:40:33 AM
Since you have the Organ rejection system, and roting organs, i think the harvest for any organs should be enabled.
That should be useful at early stages when you can't grow/craft natural organs/limbs yet.
Maybe just increase the mood debuff from harvesting, special when you do multiple harvestings.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: SpaceDorf on September 06, 2017, 05:16:30 AM
i think the organ transplantation research is required to enable that.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: Benis on September 06, 2017, 07:06:00 AM
Is there a quick file edit I can do to disable research requirements for installing bought basic bionics (and simple prosthetics, if those are gated, too)?
Vanilla acquisition of bionics didn't need that nerf IMO. I risked a caravan, lucked out on RNG that they had a bionic foot (not a leg, but I'll make do), and traded most of my wealth for it, just to find out I couldn't use it anyway for the next few months it took my tribals to reach bionics, at which point I had enough plasteel for multiple bionic legs and the foot was completely moot.
Vanilla bionics are limited and require luck and often investment (your own caravan/caravan request) to obtain - on top of their significant cost - and finding the opportunity to trade an arm and a leg for a better leg in early-mid game isn't a choice I want to lose.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: Rah on September 07, 2017, 01:03:40 AM
@Vlad0mi3r, I thought about this a while back, but it just didn't make much sense to me to be able to install something as complex as an eye early on. It is after all an extremely complex organ. I feel like the bionic eye should be the main goal for someone who's lost an eye, which is also complex, but usually only available late game. But I do understand how having prostophobes in the colony can make things frustrating and awkward though, especially when they're in need of repair. Tbh, I feel like that trait really doesn't fit that well into the game.

@Canute, this has been asked many times, and all I can say is that it (limb harvest/installing) would have to be coded and balanced correctly first by Tynan. Unfortunately, there is just way too much potential for exploits the way it is right now.

@Benis, there's not really a super quick way, but you can edit out the research requirements in the surgery files. The reason it's there though is because, in my opinion, complex parts like prosthetics and bionics should require some research and understanding first before a doctor can install them onto a patient. Say a regular person finds some complex machinery out in the woods. Would it be logical to assume that he would immediately know how to use and operate it properly before studying it?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: sirgzu on September 07, 2017, 02:04:26 AM
I could only find RBSE patches for Crystalloid and Orassans, there are some mods on the workshop claiming to patch RBSE with Asari but it's all EPOE material inside, so it doesn't do anything. I couldn't find anything for Xen mods. Does anyone know if these patches exist?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 3rd, 2017)
Post by: Rah on September 12, 2017, 10:33:35 PM
small fix: Corrected some values for the synthetic stomach, lungs and bionic jaw.

The synthetic stomach now gives 25% to metabolism, which aids the resting stat and the bionic jaw now properly gives a small bonus to eating speed.

@sirgzu, there are rbse patches for several alien mods, but not for the Asari mod atm. The author has been inactive for quite a while and the mod is not updated to A17. You should try contacting him though and see if he might be willing to make a patch.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 13th, 2017)
Post by: faizanuar on September 19, 2017, 10:05:22 PM
I cant make operation bionic eye to my pawn who lost his eye. Bought the bionic eye from traders.

Do i need to complete bionic research ? because I am still not started any research for bionic
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 13th, 2017)
Post by: Vlad0mi3r on September 19, 2017, 10:39:26 PM
Yes you need to do the research first. It can make things harder but it does make more sense.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 13th, 2017)
Post by: CyborgMoses on October 12, 2017, 09:40:14 PM
I honestly can't agree that it makes sense. Why would the traders selling these goods NOT have instructions on how to install and maintain their extremely expensive products, when it expands their potential market so much? The addition of a simple booklet of diagrams or a videotape turns an item they can sell to a fraction of their customers into an item they can sell to any of their customers. I was really enthused to try out this mod, as it seemed to be balanced exactly how I wanted it, and it was! ...With the exception of this one element. I can't even use this to add more variety to potential trader bionics without going for the ability to make them myself, because it simply isn't allowed. If there could be an option added to permit installation without production, I think that would be a big improvement. That said, thank you for your work!
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 13th, 2017)
Post by: Vlad0mi3r on October 12, 2017, 11:51:35 PM
Quote from: CyborgMoses on October 12, 2017, 09:40:14 PM
I honestly can't agree that it makes sense. Why would the traders selling these goods NOT have instructions on how to install and maintain their extremely expensive products, when it expands their potential market so much? The addition of a simple booklet of diagrams or a videotape turns an item they can sell to a fraction of their customers into an item they can sell to any of their customers. I was really enthused to try out this mod, as it seemed to be balanced exactly how I wanted it, and it was! ...With the exception of this one element. I can't even use this to add more variety to potential trader bionics without going for the ability to make them myself, because it simply isn't allowed. If there could be an option added to permit installation without production, I think that would be a big improvement. That said, thank you for your work!

I am not sure that the trader will sell it so why can't I use it is a very sound argument. Unless you are playing tribal it's not a huge amount of research that you need to do to be able to use the bionics you buy anyway. Also If you have enough silver laying about to be buying bionics then why is your tech not up to speed?

If you are going to talk about what makes sense installing a bionic eye in someone with no other investigation other than "hay I have this set of instructions the trader gave me just lay back everything will be ok" is a stretch. You are aware that IKEA have people available to come and put the furniture they sell together for people who can not manage it.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Sept 13th, 2017)
Post by: Canute on October 13, 2017, 03:47:14 AM
Quote from: CyborgMoses on October 12, 2017, 09:40:14 PM
I honestly can't agree that it makes sense. Why would the traders selling these goods NOT have instructions on how to install and maintain their extremely expensive products, when it expands their potential market so much? The addition of a simple booklet of diagrams or a videotape turns an item they can sell to a fraction of their customers into an item they can sell to any of their customers. I was really enthused to try out this mod, as it seemed to be balanced exactly how I wanted it, and it was! ...With the exception of this one element. I can't even use this to add more variety to potential trader bionics without going for the ability to make them myself, because it simply isn't allowed. If there could be an option added to permit installation without production, I think that would be a big improvement. That said, thank you for your work!

It is one thing to have the manual for a thing and to understood what the manual want to say. And the knowledge to create and use the proper tools for that.
Give someone technican from the 1. computer area (the one with tubes) a current smartphone with an USB stick for the maintain/repair manual on a pdf.
Do you think these technican will be able to open the smartphone to repair anything even when you print out the manual for him ?

When a current doctor get an bionic eye, do you think he will be able to connect it proper to optic nerve ? Currently he would fail.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Rah on October 30, 2017, 05:26:06 AM
small tweak: slight increase to surgery success chance.

Just a small tweak after some testing.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Kalre on October 30, 2017, 08:09:43 AM
Its this compatible with 1.8unstable ? Really need a bionics mod q_q
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Rah on October 31, 2017, 10:52:08 AM
It has not been tested on the unstable branch.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: desedse on October 31, 2017, 07:11:05 PM
Quote from: Kalre on October 30, 2017, 08:09:43 AM
Its this compatible with 1.8unstable ? Really need a bionics mod q_q
Just tried it, loads up and everything but I'm unable to craft the parts on the workbench.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: desedse on November 06, 2017, 12:38:58 AM
Are there any official plans to bring RBSE to a18? Like will you be waiting for stable or update when you have the time?
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Ser Kitteh on November 06, 2017, 07:03:48 AM
Is the red cross still gonna be there? I admit, I've grown fond of the blue since A17.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Rah on November 13, 2017, 11:16:09 PM
yes, it will be updated to A18 once it goes live.

@Ser Kitteh, the red cross for the medicine will still be there, mainly because it was removed because he had to, not because he felt like blue would be better. If you still prefer the blue you can still play with that. Just find the Patches folder and remove the file OriginalMedicineColors. The herbal medicine however is the same as vanilla.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: XeoNovaDan on November 14, 2017, 08:44:18 AM
Quote from: Kalre on October 30, 2017, 08:09:43 AM
Its this compatible with 1.8unstable ? Really need a bionics mod q_q

This probably won't be, since the bionic hediffs for this use the old 'verb' system while A18 uses a new 'tools' system for melee.
Title: Re: [A17] Rah's Bionics and Surgery Expansion - 1.72 (Oct 30th, 2017)
Post by: Rah on November 14, 2017, 06:06:15 PM
That correct Xeo, the current version is not compatible with A18 unstable. RBSE will be updated when A18 goes live, which seems to be pretty close.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on November 19, 2017, 03:29:26 AM
Updated for B18. Enjoy !
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Zhu80 on November 19, 2017, 07:06:03 AM
Any link to A17?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Zanapo on November 19, 2017, 06:41:25 PM
I too would also like a link to the 1.7 version
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on November 19, 2017, 08:05:58 PM
A17 links added in the extras section. have fun!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Pino on November 21, 2017, 03:35:22 PM
Nice work with the mod!
I noticed that bad back is not cured by a new bionic spine. Is that inteded? Or it's a glitch caused by the fact I started the save without the mod, and installed it later? IIRC in A17 a new spine removed bad back.
(https://imgur.com/E7praIC)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: kaptain_kavern on November 21, 2017, 06:27:45 PM
Not in vanilla AFAIK
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on November 21, 2017, 07:22:50 PM
Quote from: Pino on November 21, 2017, 03:35:22 PM
Nice work with the mod!
I noticed that bad back is not cured by a new bionic spine. Is that inteded? Or it's a glitch caused by the fact I started the save without the mod, and installed it later? IIRC in A17 a new spine removed bad back.
(https://imgur.com/E7praIC)
A bionic spine should still cure bad back. Do you have a mod that changes body parts in any way? And are you sure it was "bad back" and not "frail"? The latter can't be cured.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Pino on November 22, 2017, 02:38:28 PM
I have very few mods (colonist bar, craftable glitterworld med) so I don't think there are other mods involved. And I'm also sure it's bad back. I posted an image but somehow I failed, let's try with an image link: https://imgur.com/E7praIC (https://imgur.com/E7praIC)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on November 22, 2017, 04:57:46 PM
Try placing RBSE at the bottom of your mod list and see if that works. I can see in the image you posted that bad back is set to the torso, which is why it's not working for you. In this mod it correctly sets it to the spine.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Pino on November 22, 2017, 05:15:09 PM
Hm, so maybe it's because the pawn got bad back when the mod was not installed, then I installed the mod, crafted the spine and installed it? That would make sense (tried to move mod a bottom of the list, reloaded, no change).
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on November 22, 2017, 08:49:25 PM
That seems to be the problem. For some reason, vanilla saves with "bad back" pawns already in the colony will not have the ailment changed to the spine from the torso after installing the mod. The transition from a vanilla save to a modded save usually goes smoothly, but sometimes weird things like this show up from time to time.

I recommend activating Dev mode in your game, then find Tool:remove hediff and manually remove his bad back. Then find Tool:Add hediff, which should be right above, pick HediffWithComps, bad back and spine. This should fix it for you.

edit: The last step with adding the "bad back" to the spine is not needed in your case though, since you already installed the bionic spine.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Pino on November 23, 2017, 03:09:41 PM
Thanks, that pawn got back 100% mobility anyway, so I think I can live with that. The important thing is that it would work, in a save started with the mod installed.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: doofustroofus on November 30, 2017, 07:49:16 PM
How does the organ rejection system work?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on December 01, 2017, 03:54:03 AM
These organ's only works with reduced effectivity for a longer time and need treatment from time to time.
When you install a healthy pawn (2) bionic leg(s), he will move slower at he first time.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: doofustroofus on December 01, 2017, 03:16:42 PM
Does it ever go away? (mild rejection for example)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 02, 2017, 02:34:25 AM
Quote from: doofustroofus on December 01, 2017, 03:16:42 PM
Does it ever go away? (mild rejection for example)

mild rejection does not go away, but it's barely noticeable. Synthetic organs do not have any rejection symptoms though.

@Canute, only natural organs have rejection symptoms, not bionic parts.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on December 02, 2017, 02:50:19 AM
Doh, ok, didn't used your mod lately.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: doofustroofus on December 04, 2017, 06:18:14 PM
Quote from: Rah on December 02, 2017, 02:34:25 AM
Quote from: doofustroofus on December 01, 2017, 03:16:42 PM
Does it ever go away? (mild rejection for example)

mild rejection does not go away, but it's barely noticeable. Synthetic organs do not have any rejection symptoms though.

@Canute, only natural organs have rejection symptoms, not bionic parts.

Yeah I was frustrated at first when I realized it wouldn't. But you're right, I only ever remembered because of the colonist needs treatment popup and the treatment itself is really fast. Seems balanced, good development choice.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Ruisuki on December 04, 2017, 09:14:23 PM
arent bionic parts stronger than organic?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Mst on December 07, 2017, 09:36:34 AM
Can't find the Master edition on steam. Is it only manual?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 09, 2017, 02:33:22 PM
@Ruisuki, they are.
@Mst, that's correct.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Mst on December 09, 2017, 04:17:53 PM
Master edition is the toughest one with highest costs for bionics and other stuff, right?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 10, 2017, 08:17:27 PM
Quote from: Mst on December 09, 2017, 04:17:53 PM
Master edition is the toughest one with highest costs for bionics and other stuff, right?

That's right.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Mst on December 11, 2017, 10:50:07 AM
Thanks, I'll go for that one.
In my opinion the costs could be increased even more. Even double those there are already in Master edition.
Right now if I remember correctly it's about 350 plasteel and 8 components for a bionic leg. Isn't it a bit too cheap for the best thing in the game? I do not suggest to alter costs in Light and Hardcore editions only in Master as it's supposed to be super hard one and not for everyone to begin with.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Wicked on December 11, 2017, 02:18:43 PM
I gave to 2 of my colonist a lung installation wich then both developed a mild organ rejection wich i didnt had any problem since I could heal them with healroot without any problems. without any signs of infection or any other apparent reason they deveoped a moderate organ rejection and then I decided to keep them in bed and use medicine to treat them. 2 days later they died due to severe rejection. my question is: This will always happen or I got unlucky? I should always treat them with normal medicine probably?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 11, 2017, 06:16:44 PM
@Wicked, you just got very unlucky seems like. You can use herbal medicine to treat them, but make sure you have a decent doctor. If the treatment quality is really bad the patient might get a worsening of symptoms.
@Mst, that's just for one leg though. If you need more bionic parts it will very quickly stack up and become extremely expensive. And you can also spend more plasteel by upgrading to advanced parts.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Wicked on December 11, 2017, 08:22:36 PM
Quote from: Rah on December 11, 2017, 06:16:44 PM
@Wicked, you just got very unlucky seems like. You can use herbal medicine to treat them, but make sure you have a decent doctor. If the treatment quality is really bad the patient might get a worsening of symptoms.
@Mst, that's just for one leg though. If you need more bionic parts it will very quickly stack up and become extremely expensive. And you can also spend more plasteel by upgrading to advanced parts.

Uh, I guess todays was not my lucky day hahaha, anyway, thank you for the replying and much greater thanks for making this much needed mod!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Mst on December 12, 2017, 10:47:05 AM
Quote from: Rah on December 11, 2017, 06:16:44 PM
@Mst, that's just for one leg though. If you need more bionic parts it will very quickly stack up and become extremely expensive. And you can also spend more plasteel by upgrading to advanced parts.

Yep, I get it but still.
As it is The Master edition it should be more like a price compared to sending trading caravan out for a search of one simple bionic. They are basically the best items in the game after all. Just my thoughts.
But anyway the mod is great, appreciate your work!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 13, 2017, 09:24:44 PM
<3
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Ser Kitteh on December 14, 2017, 02:42:05 AM
For the longest time I've been using EPOE, and it's only since Beta 18 I've started using this mod. And I gotta say, I much prefer it!

Though there are some things I think can be improved. For one, I think upgraded bionics should be using advance components. Upgrading bionics to advance is IMO, a bit too easy. It's just basically more steel/plasteel/components. Using advance components would balance it nicely me thinks.

Fixing scars with glitterworld meds is fine by me. Though the mod does say hyperweave becomes rare, I've yet to see any from traders in two of my new playthroughs. Is it just me? I can buy advance organs but not make them because of it.

Secondly, and this is personal preference, I prefer the blue cross like in vanilla. Just gotten used to it after 2 alphas using from blue to red. Is there a way to perhaps change the colors myself?

Keep up the good work, dude.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 14, 2017, 06:20:15 PM
@Ser Kitteh, I was planning to put advanced components in for the B18 release, but decided not to at the last moment. I will probably do a bit more testing and maybe introduce them in the next mod update. Thanks for the suggestion.

Hyperweave is almost non existent in the vanilla game, but in the mod you can sometimes find it on pirate and exotic trader ships, but it's quite rare. -- With regards to the medicine colors, if you remove the 'OriginalMedicineColors' file from the patches folder you'll get the blue colors back.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 14, 2017, 06:54:19 PM
small hotfix: hyperweave frequency slightly increased

after some testing it seems like it got more rare in the new build, but it should show up a bit more frequently now on pirate and exotic traders. thx to Ser Kitteh for bringing it up.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on December 15, 2017, 03:36:24 AM
Quote from: Rah on December 14, 2017, 06:20:15 PM
Hyperweave is almost non existent in the vanilla game, but in the mod you can sometimes find it on pirate and exotic trader ships, but it's quite rare. --
Good point,
but don't you think people who use your mod, don't use other mods too ?
Mod for mining and textile crafting, then plasteel/uranium/hyperweave isn't just an annoyance and no big problem.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Vlad0mi3r on December 15, 2017, 04:59:22 PM
Quote from: Canute on December 15, 2017, 03:36:24 AM
Quote from: Rah on December 14, 2017, 06:20:15 PM
Hyperweave is almost non existent in the vanilla game, but in the mod you can sometimes find it on pirate and exotic trader ships, but it's quite rare. --
Good point,
but don't you think people who use your mod, don't use other mods too ?
Mod for mining and textile crafting, then plasteel/uranium/hyperweave isn't just an annoyance and no big problem.
Yeah I'm with Canute on this one. Don't tweak something if there is another option for a player to either take the option or leave it.

For instance Kiame's Mending mod allows for recovering material from clothing. You can get all you need basically from drop pod crash survivors.

https://ludeon.com/forums/index.php?topic=22894.msg379432#msg379432

There is also a mod that increases the number of trade ships that come by as well.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 15, 2017, 09:17:30 PM
A lot of people might not have those other textile crafting mods, so the only way for them to get Hyperweave is pretty much through the tweak. It's a minor tweak, but if you want to remove it you can just delete the Hyperweave file in the Patches folder and you're good to go.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: PreDiabetic on December 27, 2017, 10:03:50 PM
Is there a list of mods that this mod conflict with? Because right now when I try to install any bionics (peg leg too) Pawn gets drugged, doctor works on him, medicine lost, bionic lost but body part don't get installed. For example my pawn got his right leg burned off I can't replace even though surgery went successful. I tried to move mod to top or bottom nothing changed.

Edit: I couldn't even restore Leg because it didn't show up on Debug menu. So I used Remove Hediff to remove "Burned off" leg then I could install bionic leg. Still a problem because I can't use peglegs.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 30, 2017, 02:52:29 PM
That's a weird issue. RBSE is pretty compatible with most mods. Please list the mods you have installed and I'll take a loook.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: PreDiabetic on December 30, 2017, 03:51:06 PM
Quote from: Rah on December 30, 2017, 02:52:29 PM
That's a weird issue. RBSE is pretty compatible with most mods. Please list the mods you have installed and I'll take a loook.
Enabled      Load Position: 1    Version: 0.18.5     Directory: Mod Check                                         Name: ModCheck[B18]                                   
Enabled      Load Position: 2    Version: 0.0.0      Directory: Core                                              Name: Core                                           
Enabled      Load Position: 3    Version: 0.18.0     Directory: HugsLib                                           Name: HugsLib                                         
Enabled      Load Position: 4    Version: 0.18.0     Directory: Jecs Tools-1.0.8.0                                Name: JecsTools                                       
Enabled      Load Position: 5    Version: 0.18.1719  Directory: Miniaturisation                                   Name: Miniaturisation                                 
Enabled      Load Position: 6    Version: 0.18.1722  Directory: RBSE - Hardcore Edition 1.8                       Name: RBSE Hardcore Edition                           
Enabled      Load Position: 7    Version: 0.18.1700  Directory: Damage_Indicators                                 Name: SS Damage Indicators                           
Enabled      Load Position: 8    Version: 0.18.1722  Directory: WM_Hydroponics_with_lamps                         Name: WM Hydroponics with lamps                       
Enabled      Load Position: 9    Version: 0.18.1722  Directory: Shield_Generators                                 Name: [B18] Shield Generators by Frontier Developments
Enabled      Load Position: 10   Version: 0.18.1722  Directory: MarvsUghYouGotMe                                  Name: Ugh You Got Me                                 
Enabled      Load Position: 11   Version: 0.18.1722  Directory: MarvsLessAnnoyingUISounds                         Name: Less Annoying UI Sounds                         
Enabled      Load Position: 12   Version: 0.18.1722  Directory: Smarter_food_selection                            Name: WM Smarter food selection                       
Enabled      Load Position: 13   Version: 0.18.1722  Directory: MarvsCombatReadinessCheck                         Name: Combat Readiness Check                         
Enabled      Load Position: 14   Version: 0.18.0     Directory: Infused                                           Name: Infused                                         
Enabled      Load Position: 15   Version: 0.18.0     Directory: Realistic_Rooms                                   Name: Realistic Rooms                                 
Enabled      Load Position: 16   Version: 0.18.1700  Directory: QualityBuilder                                    Name: QualityBuilder                                 
Enabled      Load Position: 17   Version: 0.18.0     Directory: QualitySurgeon                                    Name: QualitySurgeon                                 
Enabled      Load Position: 18   Version: 0.18.0     Directory: DeadMansClothing                                  Name: DeadMansClothing                               
Enabled      Load Position: 19   Version: 0.18.1722  Directory: RuntimeGC                                         Name: RuntimeGC                                       
Enabled      Load Position: 20   Version: 0.18.1722  Directory: StackXXL                                          Name: Stack XXL                                       
Enabled      Load Position: 21   Version: 0.18.1722  Directory: Hunting Alert                                     Name: Hunting Alert                                   
Enabled      Load Position: 22   Version: 0.18.1722  Directory: New Zone Tools                                    Name: New Zone Tools                                 
Enabled      Load Position: 23   Version: 0.18.0     Directory: Shear_Those_Corpses                               Name: Shear Those Corpses Vanilla                     
Enabled      Load Position: 24   Version: 0.18.1722  Directory: P-Music                                           Name: P-Music                                         
Enabled      Load Position: 25   Version: 0.18.1722  Directory: Medical Training Bed B18                          Name: Medical Training                               
Enabled      Load Position: 26   Version: 0.18.1722  Directory: Centralized Climate Control                       Name: Centralized Climate Control                     
Enabled      Load Position: 27   Version: 0.18.0     Directory: Dont Stop The Music                               Name: Don't stop the music                           
Enabled      Load Position: 28   Version: 0.18.1722  Directory: Extended Inspect Data                             Name: ExtendedInspectData [B18]                       
Enabled      Load Position: 29   Version: 0.18.1722  Directory: Fluffy Animal Tab                                 Name: Animal Tab                                     
Enabled      Load Position: 30   Version: 0.18.1722  Directory: Fluffy Blueprints                                 Name: Blueprints                                     
Enabled      Load Position: 31   Version: 0.18.1722  Directory: Fluffy Breakdowns                                 Name: Fluffy Breakdowns                               
Enabled      Load Position: 32   Version: 0.18.1722  Directory: Fluffy Medical Tab                                Name: Medical Tab                                     
Enabled      Load Position: 33   Version: 0.18.1722  Directory: Fluffy Stack Merger                               Name: Stack Merger                                   
Enabled      Load Position: 34   Version: 0.18.1722  Directory: Fluffy Work Tab                                   Name: Work Tab                                       
Enabled      Load Position: 35   Version: 0.18.0     Directory: Hand Me That Brick                                Name: Hand Me That Brick                             
Enabled      Load Position: 36   Version: 0.18.1722  Directory: Hardworking Animals                               Name: Hardworking animals B18                         
Enabled      Load Position: 37   Version: 0.18.1722  Directory: Idle Pawn Fix                                     Name: Idle Pawn Fix                                   
Enabled      Load Position: 38   Version: 0.18.0     Directory: Impassable Map Maker                              Name: Impassable Map Maker - B18                     
Enabled      Load Position: 39   Version: 0.18.1722  Directory: Improved Workbenches                              Name: Better Workbench Management                     
Enabled      Load Position: 40   Version: 0.18.0     Directory: Mending                                           Name: Mending                                         
Enabled      Load Position: 41   Version: 0.18.1722  Directory: My Little Planet                                  Name: My Little Planet                               
Enabled      Load Position: 42   Version: 0.18.6505  Directory: Mod Switch                                        Name: ModSwitch                                       
Enabled      Load Position: 43   Version: 0.18.0     Directory: RF Configurable Maps                              Name: [RF] Configurable Maps [a18]                   
Enabled      Load Position: 44   Version: 0.18.0     Directory: RF Fertile Fields                                 Name: [RF] Fertile Fields [b18]                       
Enabled      Load Position: 45   Version: 0.18.0     Directory: RF More Trait Slots                               Name: [RF] More Trait Slots [a18]                     
Enabled      Load Position: 46   Version: 0.18.0     Directory: Shooting Skill Rebalanced                         Name: Shooting Skill Enhanced                         
Enabled      Load Position: 47   Version: 0.18.0     Directory: Smooth Stone Walls                                Name: [RF] Smooth Stone Walls [a18]                   
Enabled      Load Position: 48   Version: 0.18.1722  Directory: Static Quality Plus                               Name: Static Quality Plus B18                         
Enabled      Load Position: 49   Version: 0.18.1722  Directory: Target Practise B18                               Name: Practise Target                                 
Enabled      Load Position: 50   Version: 0.0.0      Directory: Vegetable Garden                                  Name:                                                 
Enabled      Load Position: 51   Version: 0.18.0     Directory: ED-Embrasures                                     Name: ED-Embrasures                                   
Enabled      Load Position: 52   Version: 0.18.1722  Directory: Psychology                                        Name: Psychology                                     
Enabled      Load Position: 53   Version: 0.18.0     Directory: Simple Sidearms                                   Name: Simple sidearms                                 
Enabled      Load Position: 54   Version: 0.18.1722  Directory: Rimworld_ModSyncNinja                             Name: ModSync Ninja                                   
Enabled      Load Position: 55   Version: 0.18.0     Directory: RunAndGun                                         Name: RunAndGun                                       
Enabled      Load Position: 56   Version: 0.18.0     Directory: RimFridge                                         Name: [KV] RimFridge - B18                           
Enabled      Load Position: 57   Version: 0.18.0     Directory: SF [B18] Plasteel Fiber Jumpsuit                  Name: Plasteel Fiber Jumpsuit Mod                     
Enabled      Load Position: 58   Version: 0.18.0     Directory: MechaniteForge                                    Name: Mechanite Forge                                 
Enabled      Load Position: 59   Version: 0.18.0     Directory: AsSimpleAsRack                                    Name: As Simple As Rack                               
Enabled      Load Position: 60   Version: 0.18.0     Directory: Immersive_Human_Sounds                            Name: Immersive Human Sounds B18                     
Enabled      Load Position: 61   Version: 0.18.0     Directory: AllowTool                                         Name: Allow Tool                                     
Enabled      Load Position: 62   Version: 0.18.1722  Directory: Dubs Rimkit                                       Name: Dubs Rimkit                                     
Enabled      Load Position: 63   Version: 0.18.1722  Directory: Dubs Skylight                                     Name: Dubs Skylights                                 
Enabled      Load Position: 64   Version: 0.18.0     Directory: No Tutorial Button                                Name: Remove Tutorial Button                         
Enabled      Load Position: 65   Version: 0.18.0     Directory: No Dirt                                           Name: Adjustable Dirt Chance                         
Enabled      Load Position: 66   Version: 0.18.0     Directory: TradingSpot                                       Name: [KV] Trading Spot - B18                         
Enabled      Load Position: 67   Version: 0.18.1722  Directory: RT_Fuse-B18-1.1.1                                 Name: RT Fuse                                         
Enabled      Load Position: 68   Version: 0.18.1722  Directory: RT_PowerSwitch-B18-1.0.8                          Name: RT Power Switch                                 
Enabled      Load Position: 69   Version: 0.18.1722  Directory: RT_SolarFlareShield-B18-1.2.2                     Name: RT Solar Flare Shield                           
Enabled      Load Position: 70   Version: 0.18.1719  Directory: WanderingCaravans                                 Name: Wandering Caravans [v2.3.3]                     
Enabled      Load Position: 71   Version: 0.18.0     Directory: RemoteExplosives                                  Name: Remote Explosives                               
Enabled      Load Position: 72   Version: 0.18.1717  Directory: A_Dog_Said-A18                                    Name: A Dog Said...                                   
Enabled      Load Position: 73   Version: 0.18.1722  Directory: Corners                                           Name: Corners                                         
Enabled      Load Position: 74   Version: 0.18.1722  Directory: LessArbitrarySurgery                              Name: Less Arbitrary Surgery                         
Enabled      Load Position: 75   Version: 0.18.0     Directory: Unclamped Walls B18                               Name: Unclamped Walls                                 
Enabled      Load Position: 76   Version: 0.18.0     Directory: Skill Overhead                                    Name: Skill Overhead                                 
Enabled      Load Position: 77   Version: 0.18.0     Directory: Chickens Multi Produce                            Name: chickens Multiproducer                         
Enabled      Load Position: 78   Version: 0.18.0     Directory: Rim_of_Madness_Werewolves                         Name: Rim of Madness - Werewolves                     
Enabled      Load Position: 79   Version: 0.18.0     Directory: TMagic                                            Name: Torann's Magic                                 
Enabled      Load Position: 80   Version: 0.18.0     Directory: OrganizedResearchTab B18                          Name: Organized Research Tab                         
Enabled      Load Position: 81   Version: 0.18.0     Directory: ManhunterPacksRebalanced-1.0                      Name: Manhunter Animals Rebalanced                   
Enabled      Load Position: 82   Version: 0.18.0     Directory: PD's Goodies                                      Name: PD's Goodies                                   
Enabled      Load Position: 83   Version: 0.18.0     Directory: FastSpreadingGrass-0.18.0.1                       Name: Fast Spreading Grass                           
Enabled      Load Position: 84   Version: 0.18.1722  Directory: MarvsSometimesRaidsGoWrong                        Name: Sometimes Raids Go Wrong                       
Enabled      Load Position: 85   Version: 0.18.0     Directory: More_Vanilla_Turrets                              Name: More Vanilla Turrets [B18]                     
Enabled      Load Position: 86   Version: 0.18.0     Directory: QualityCooldown-1.0                               Name: Quality Cooldown                               
Enabled      Load Position: 87   Version: 0.18.0     Directory: VGP_Trees_Flowers                                 Name: VGP Xtra Trees and Flowers                     
Enabled      Load Position: 88   Version: 0.18.0     Directory: Effigy_Mod                                        Name: Effigy Mod[B18]                                 
Enabled      Load Position: 89   Version: 0.18.0     Directory: DefensivePositions                                Name: Defensive Positions                             
Enabled      Load Position: 90   Version: 0.18.1722  Directory: ColorCodedMoodBar-master                          Name: Color Coded Mood Bar                           
Enabled      Load Position: 91   Version: 0.18.0     Directory: Locks                                             Name: Locks                                           
Enabled      Load Position: 92   Version: 0.18.1722  Directory: Nandonalt - Set-up Camp                           Name: Set-Up Camp                                     
Enabled      Load Position: 93   Version: 0.18.1722  Directory: Table Diner                                       Name: Table Diner Configurable                       
Enabled      Load Position: 94   Version: 0.18.0     Directory: SF [B18] 256X256 Texture pack - Weapon Edition    Name: SF [B18] 256X256 Texture pack - Weapon Edition 
Enabled      Load Position: 95   Version: 0.18.1722  Directory: WildlifeTab                                       Name: Wildlife Tab                                   
Enabled      Load Position: 96   Version: 0.18.1722  Directory: Deadly Vanilla Weapon Tweaks                      Name: Deadly Vanilla Weapon Tweaks                   
Enabled      Load Position: 97   Version: 0.18.0     Directory: Melee Weapons Rebalance                           Name: Melee Weapons Rebalance A18                     
Enabled      Load Position: 98   Version: 0.18.0     Directory: CaravanOptions                                    Name: CaravanOptions                                 
Enabled      Load Position: 99   Version: 0.18.1722  Directory: WhileYoureUp                                      Name: While You're Up                                 
Enabled      Load Position: 100  Version: 0.18.1722  Directory: Biomatter                                         Name: Biomatter                                       
Enabled      Load Position: 101  Version: 0.18.1722  Directory: Patient Sanity                                    Name: Patient Sanity                                 
Enabled      Load Position: 102  Version: 0.18.0     Directory: VGP_Resources                                     Name: VGP Garden Resources                           
Enabled      Load Position: 103  Version: 0.18.1722  Directory: Hospitality                                       Name: Hospitality                                     
Enabled      Load Position: 104  Version: 0.18.1722  Directory: PowerSwitch                                       Name: PowerSwitch                                     
129 mods found (including RimWorlds Core folder)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on December 31, 2017, 11:30:44 AM
Wow, that's quite the list. I think you're probably gonna have to go through some possible suspects, disable them one by one and see if you can find the culprit. Look for mods that might be interfering with surgeries and/or added parts.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on December 31, 2017, 12:26:55 PM
Hi Rah,
2 things.
- I could install an adv. bionic arm i bought, but i couldn't install a regular bionic arm before i researched bionics.

- The splitting into 2 research tabs is not the right thing, since Neuroscience need a requirement from Prostetic.
I think these 2 research tabs should be merged together.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on January 01, 2018, 07:06:16 AM
I'm pretty happy with how it is now actually. Neuroscience is just a further study of advanced circuitry etc. and it allows you to perform complicated brain chip installations, so I think it makes sense to have it there.

with regards to the advanced bionic arm: I couldn't replicate that problem. Are you sure you were able to install it without research?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on January 01, 2018, 07:35:09 AM
Yep, the arm is installed and i don't researched it yet.

Maybe a conflict, but i don't use any other medical mod.

Edit:
Forget it, for some stupid reason i activated EPoE too.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Kori on January 30, 2018, 09:04:40 PM
Would someone be so nice and give me a short overview what the main differences between RBSE and EPOE are, because both seem to be very good mods and I cannot decide which one to use.  :o
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Harry_Dicks on January 30, 2018, 09:16:42 PM
Quote from: Kori on January 30, 2018, 09:04:40 PM
Would someone be so nice and give me a short overview what the main differences between RBSE and EPOE are, because both seem to be very good mods and I cannot decide which one to use.  :o

That's what the entire OP is about. He is comparing his mod to EPOE, that's why it says things like, "2 workbenches only", as compared to maybe the 4 you get from EPOE. I personally love Rah's Bionics. I am not knocking on EPOE or anything, but I think the way Rah did it, it is much more vanilla friendly, and things aren't as crazy overpowered. Of course, you can always edit values yourself in the xml if you want, but I like it when I feel like the mod author actually cares about the balance of their mod, which I think Rah has done a superb job.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: DJMurtz on February 02, 2018, 12:27:40 PM
Just wanted to check: there are no compatibility patches for the Star Wars mod races on Steam, right? (Twi'lek and Zabrak)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Kongor on February 09, 2018, 03:44:31 AM
hi rah,
wanted to say thanks a ton for an incredible mod, as well as ask whether the compatibility patches are available anywhere outside the steam workshop?  i'd like to try some of the alien races, but i can't bear to lose rbse in exchange, and i hate dealing with steam for mod management.
cheers,
k
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on February 11, 2018, 03:21:09 AM
@Harry_Dicks, appreciate that. Glad you like it !

@DJMurtz, I haven't looked into all the alien races lately, but I know there are a ton. I suggest contacting the race owner and see if he's willing to make a patch, if a patch is needed. In B18, I believe at least some of the races should work without a patch, but don't quote me on that.

@Kongor, hi kongor. You won't lose rbse if you try out alien races. If you're nervous about it, just save a game before you install one, and you're good to go. -- Like I mentioned above, there are so many alien races at this point, so it's hard to keep track of them all. Try looking for links in their mod threads, or you can extract the patch from the steam workshop manually. All downloaded mods are in the steamapps/workshop/content folder.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Kongor on February 11, 2018, 06:20:11 PM
hi rah,
thanks for getting back to me.  i'm admittedly not too clear on why a compatibility patch is needed for most(?) races, but i installed orassans about a week ago and i noticed the game gave me a pile of errors on startup, so i decided to hold out until i could grab the relevant patch.  didn't realize manual extraction was an option, so that's one headache gone.  just to clarify then, is it that rbse+[arbitrary unpatched race] will still run, but i won't have access to your bionics with that race?
cheers,
k
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: VeeCee on February 11, 2018, 07:50:22 PM
I really don't play around with alien races much anymore, but patching them to use bionics is pretty easy. If they've got all the same bits as humans, it's even easier. Supposedly, alien races should be able to use added bionics for RBSE or EPoE without patches, but if you find that your favorite race won't, then here's a template for RBSE that I've used for a few races:

Make a new mod folder, set up an about folder with all the relevant crap, and set up a patches folder. Inside make a file called whatever you want, I usually go with AlienRace_RACENAME.xml. Next, paste this into the file, changing RACENAME to whatever the alien race is defined as. (Original mod, look at the defs/AlienRace folder or similar).

<?xml version="1.0" encoding="utf-8"?>
<Patch>
   <Operation Class="PatchOperationAdd">
      <xpath>Defs/AlienRace.ThingDef_AlienRace[defName = "RACENAME"]/recipes</xpath>
      <value>
      <li>InstallWoodenFoot</li>
      <li>InstallSimpleProstheticHand</li>
      <li>InstallSimpleProstheticFoot</li>
      <li>InstallArtificialNose</li>
      <li>InstallArtificialPelvis</li>
      <li>InstallNeurostimulator</li>
      <li>InstallSyntheticLung</li>
      <li>InstallSyntheticStomach</li>
      <li>InstallSyntheticLiver</li>
      <li>InstallSyntheticKidney</li>
      <li>InstallSyntheticHeart</li>
      <li>InstallNaturalArm</li>
      <li>InstallNaturalLeg</li>
      <li>InstallNaturalStomach</li>
      <li>InstallPowerArm</li>
      <li>InstallBionicHand</li>
      <li>InstallBionicFoot</li>
      <li>InstallBionicEar</li>
      <li>InstallBionicJaw</li>
      <li>InstallBionicSpine</li>
      <li>RepairClavicle</li>
      <li>RepairSternum</li>
      <li>RepairFirstRib</li>
      <li>RepairSecondRib</li>
      <li>RepairThirdRib</li>
      <li>RepairFourthRib</li>
      <li>RepairFifthRib</li>
      <li>RepairSixthRib</li>
      <li>RepairSeventhRib</li>
      <li>RepairEighthRib</li>
      <li>RepairNinthRib</li>
      <li>RepairTenthRib</li>
      <li>RepairEleventhRib</li>
      <li>RepairTwelfthRib</li>
      <li>InstallAdvancedPowerArm</li>
      <li>InstallAdvancedBionicArm</li>
      <li>InstallAdvancedBionicLeg</li>
      <li>InstallAdvancedBionicHand</li>
      <li>InstallAdvancedBionicFoot</li>
     <li>InstallAdvancedBionicEye</li>
     <li>InstallAdvancedBionicEar</li>
      <li>InstallAdvancedBionicSpine</li>
      <li>InstallExoskeletonSuit</li>
      <li>CureInjuryBurn</li>
      <li>CureInjuryCrack</li>
      <li>CureInjuryCut</li>
      <li>CureInjurySurgicalCut</li>
      <li>CureInjuryScratch</li>
      <li>CureInjuryBite</li>
      <li>CureInjuryStab</li>
      <li>CureInjuryGunshot</li>
      <li>CureInjuryShredded</li>
      <li>CureInjuryBruise</li>
      <li>CureInjuryFrostbite</li>
      </value>
   </Operation>
</Patch>

This should work for races built with the B18 Humanoid Alien Race framework. I've used it for Androids, Orassans, and one other race I'm forgetting right now. If you'd rather tweak an existing patch mod rather than make your own, I've got patches on steam and mediafire for Androids. So you can dig up my post and download that, then modify it for whatever race you're trying to kit out with bionics.

Good luck, and have fun!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Kongor on February 12, 2018, 01:52:27 AM
Quote from: VeeCee on February 11, 2018, 07:50:22 PM
[snip]
awesome, thanks a ton!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Harry_Dicks on February 12, 2018, 02:36:37 AM
Rah something I might suggest, hope you don't mind - in vanilla, from what I've read at least, it is that any sight >100% will not matter. I'm using the mod Dodging Rebalanced which addresses this. Do you think that is something you would like to include in RBSE? I will admit that I did not originally know that >100% sight did not matter, but this made me feel like I have wasted investments in bionic eyes. I understand they are good if you have a pawn that loses an eye, but if you are at late game and going for cyborg pawns with upgrades, I think the player should at least know if the bionics they invest in will make a difference or not.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Mehni on February 12, 2018, 05:21:43 AM
There's an easier way to add all those recipes, one that's a feature created by the Alien Races Framework. A relatively new tag called humanRecipeImport. Try adding that, instead of adding a hundred different recipes.

<?xml version="1.0" encoding="utf-8"?>
<Patch>
   <Operation Class="PatchOperationAdd">
      <xpath>Defs/AlienRace.ThingDef_AlienRace[defName = "RACENAME"]/generalSettings</xpath>
      <value>
            <humanRecipeImport>true</humanRecipeImport>
      </value>
   </Operation>
</Patch>


You can also notify mod authors of this tag and asking them to implement it directly. Both Orassans and Callistans already use it, and potentially others do too.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: VeeCee on February 12, 2018, 12:18:09 PM
Quote from: Mehni on February 12, 2018, 05:21:43 AM
There's an easier way to add all those recipes, one that's a feature created by the Alien Races Framework. A relatively new tag called humanRecipeImport. Try adding that, instead of adding a hundred different recipes.


Much obliged for the info. Someone mentioned that it's possible to do this on one of my steam patch pages, but didn't actually mention HOW to do it. Thanks for taking the time to explain.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on February 12, 2018, 04:33:20 PM
If the alien race in question does not work with bionics, pretty much do what Mehni said; either contact the mod owner and ask them to implement the tag into their mod, or just create a patch file with the tag and stick it in a Patches folder. Thanks Mehni for posting that.

@Kongor, that's correct. and if the tag humanrecipeimport has been added, you'll be able to use all the bionic parts on them.

@Harry_Dicks, currently in vanilla, Sight affects Melee hit chance, melee dodge chance, Medical tend speed, medical tend quality and research speed. These stats are not capped at 100% sight. Most go to around 140%. However, shooting accuracy and a number of other stats have been capped at 100%, which is unfortunate, but I'm guessing it was done for balance reasons. I might go in and do some tweaking to the bionic eyes for the next update though. Thanks for bringing it up.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Harry_Dicks on February 12, 2018, 05:20:52 PM
Quote from: Rah on February 12, 2018, 04:33:20 PM
I might go in and do some tweaking to the bionic eyes for the next update though. Thanks for bringing it up.

No problem. I figured I might have butchered relaying what was actually affected, but I did remember reading about it, and then thinking about bionic eyes. Thanks for considering these changes! ;)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Crow_T on February 24, 2018, 10:26:02 PM
I'm new to this mod, and am having an issue- I bought a bionic hand but the option to install it isn't in the pulldown. Is the hand merely a component of a bionic arm, or can it be installed on its own? I had DE surgeries active in the mod list above RBSE, as well as deactivated it, with no luck.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Harry_Dicks on February 24, 2018, 11:29:52 PM
I don't fully understand all of this yet myself, but RimWorld doesn't actually have "hands" for pawns, I believe? Something like, I know at least in the armor defs, when you make something cover the hand, then in the game description it says it covers all 10 of the fingers, but never says left hand or right hand or just "hands".

So, when you put a bionic arm or powerclaw on someone I am still now totally sure how all of this works. Do bionic arms come with all new bionic hands and fingers, or do you keep your old hands and fingers on that side, hmm, I have no idea! But I would love to find out as well :)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: wwWraith on February 25, 2018, 02:45:15 AM
Crow_T, most probably you just have to research Bionics before being able to install it.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Canute on February 25, 2018, 03:44:38 AM
Crow_T,
do you use any Alien race mod ? And does this race got hands ?

At regular human's you can install bionic hand's but you need to research the Bionic research first.
Bionic arm's you can install without research (must be a bug).
But all other bionic's need to have the bionic research before it appear at the surgery.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Crow_T on February 25, 2018, 09:40:33 AM
Re: researching bionics first

That makes sense, thanks for the answers (I wish you could thumbs up posts here)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Rah on February 26, 2018, 10:25:39 PM
Quote from: Crow_T on February 24, 2018, 10:26:02 PM
I'm new to this mod, and am having an issue- I bought a bionic hand but the option to install it isn't in the pulldown. Is the hand merely a component of a bionic arm, or can it be installed on its own? I had DE surgeries active in the mod list above RBSE, as well as deactivated it, with no luck.

Sorry for the late response. Bionic hands is a component of the bionic arm, but they can also be installed separately. You need to research Bionics to unlock the surgery.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on February 26, 2018, 10:25:52 PM
1.81 - Rah's Bionics and Surgery Expansion
* Added more bone repair options(spinal fusion, humerus, radius, tibia, femur)
* Artificial bones can be used to repair most bones.
* Slight buff to the neurostimulator.
* Tweaks to organ rejection.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Harry_Dicks on February 26, 2018, 10:29:35 PM
Quote from: Rah on February 26, 2018, 10:25:52 PM
1.81 - Rah's Bionics and Surgery Expansion
* Added more bone repair options(spinal fusion, humerus, radius, tibia, femur)
* Artificial bones can be used to repair most bones.
* Slight buff to the neurostimulator.
* Tweaks to organ rejection.

Nice! Any tests with DESurgeries?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on February 26, 2018, 11:09:15 PM
@Harry_Dicks, no but I don't think you'll need that anymore. <3 I'm sure they still probably work with no serious conflicts tho.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Harry_Dicks on February 27, 2018, 04:31:05 PM
Alrighty. So, I had to remove the operation for "repair clavicle" in the Androids RBSE patch.

I guess I'm going to need to thoroughly go through and see what overlaps I have, and/or make sure everything is working properly even for non human races.

Quote from: Rah on February 26, 2018, 11:09:15 PM
@Harry_Dicks, no but I don't think you'll need that anymore. <3 I'm sure they still probably work with no serious conflicts tho.
Does this mean that RBSE now has all of the same surgeries and operations that DESurgeries has? Or do we know what gets overlapped? Just trying to get the mods setup in a way so that I won't have 2 of the same surgeries, one from one mod and one from another. I can go in an modify the xml defs if I need to.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on February 27, 2018, 05:20:55 PM
QuoteDoes this mean that RBSE now has all of the same surgeries and operations that DESurgeries has?

Pretty much, except for some of the organ disease surgeries, which in my opinion kind of ruin the whole organ transplant gameplay Rimworld is known for.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Harry_Dicks on February 27, 2018, 06:06:55 PM
Makes sense to me!

Rah, I am curious, do you use any other surgery or medicine mods? Would you mind posting your mod list? :)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Marcus on February 28, 2018, 03:26:19 AM
Hey Rah, thanks for the update that makes more bones repairable, without amputation of the whole limb - that's what I was looking for.
However there is a bill missing at the bionic workbench (the simple one) - 'MakeArtificialBone'. I've added that in Buildings_BionicWorkbench.xml just below 'MakeArtificialNose' bill and it works fine in the game.
The issue is in both editions: hardcore and lite.
You should probably fix it and release it again.
Cheers.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on February 28, 2018, 02:28:13 PM
@Marcus, yeah, sorry about that. Uploaded a little too quickly yesterday. It's now fixed. The hardcore edition already had it in though, so you don't need to download that again.
@Harry_Dicks, I don't. RBSE is a complete medical mod, so I feel like it covers pretty much everything I want with regards to surgery and bionics. I originally made it just for myself, because I wanted a different experience from what was currently available, but decided to release it for fun afterwards.

*Hotfix to lite and master edition. redownload if you downloaded yesterday. sorry about that, enjoy.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on March 02, 2018, 04:37:17 PM
tiny hotfix to artifical bone; market value, materials.

don't really need to download if you're lazy. just a small balance adjustment.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Crow_T on March 02, 2018, 04:52:03 PM
How does the organ rejection system work? A while back I made a suggestion for stock to use peno to prevent rejection, but this would reduce the regular effects of peno if used this purpose. Perhaps this is something that would fit here.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on March 04, 2018, 06:18:55 AM
You basically have to treat the patient every few days with medicine in order to keep them healthy. Peno is used only to prevent infections, which is a bit different from an immune response to transplant rejection, so it probably wouldn't fit that well I think.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Ruisuki on March 04, 2018, 01:16:44 PM
I remember giving suggestions about the organ rejection system but I dont remember now, it was a year ago. I always believed in you Rah
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Harry_Dicks on March 04, 2018, 01:52:53 PM
Quote from: Ruisuki on March 04, 2018, 01:16:44 PM
I remember giving suggestions about the organ rejection system but I dont remember now, it was a year ago. I always believed in you Rah

Dang man, this was you too?!

Not only did you bring us the 2 cell wide doors, but now also the organ rejection system in RBSE! Holy crap, you're on a roll!

What other credits should you have under your name, Ruisuki?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Ruisuki on March 04, 2018, 03:46:29 PM
Quote from: Harry_Dicks on March 04, 2018, 01:52:53 PM
Quote from: Ruisuki on March 04, 2018, 01:16:44 PM
I remember giving suggestions about the organ rejection system but I dont remember now, it was a year ago. I always believed in you Rah

Dang man, this was you too?!

Not only did you bring us the 2 cell wide doors, but now also the organ rejection system in RBSE! Holy crap, you're on a roll!

What other credits should you have under your name, Ruisuki?
What? No i only brought us 2 tile wide doors. I had suggestions for future additions to the organ rejection system. That was already known though.

Now hurry up and build my statue in your colony.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Harry_Dicks on March 04, 2018, 06:45:00 PM
Ahh, okay, that makes sense.

It's just crazy to me to think about how if you had never came along and suggested 2 tile wide doors, that we never would have had them. I'm just so grateful that you thought of it, and after you posted it you inspired people to make your idea that you came up with by yourself. That's amazing!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Ruisuki on March 04, 2018, 07:10:40 PM
Quote from: Harry_Dicks on March 04, 2018, 06:45:00 PM
Ahh, okay, that makes sense.

It's just crazy to me to think about how if you had never came along and suggested 2 tile wide doors, that we never would have had them. I'm just so grateful that you thought of it, and after you posted it you inspired people to make your idea that you came up with by yourself. That's amazing!
Dont know where you are getting all that from. But sure you're welcome.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Ruisuki on March 18, 2018, 12:55:11 AM
Got em.

That reminds me...Rah do you plan to implement a 'gradual limb adjustment' mechanic in the future or did you decide the mod is complete as is?

Quote from: Ruisuki on March 05, 2017, 09:40:17 AM
Cool cool. I like to stay close to vanilla, but not too close. I saw how people say EPOE allows you to heal every injury and that removes the sense of danger for me. That and 8 workbenches is excessive imo, I like to keep that number low. I'll be popping this bad boy in as soon as I turn up the difficulty on my existing file.

Question: There was a mod that made bionic implants not immediately effective, as in colonists had to struggle to regain functionality of their new limbs. I believe made by the author of EPOE but I could be wrong. While I wasn't a fan of the continual med requirements to mimic organ rejection I did like the former effect. It hasnt been updated so Im not sure how it handled it, but Im assuming the proficiency of the new limb increased gradually. So manipulation wouldnt immediately jump past 100% for a bionic arm for example. Is there anything like that in this mod?

Quote from: Rah on March 06, 2017, 03:57:20 PM
Quote from: Ruisuki on March 05, 2017, 04:00:53 PM
Quote from: Rah on March 05, 2017, 11:32:20 AM
Organ rejection is currently not in the mod, but several people have asked for it. I think the mod is fairly complete at the moment, but I might add something like that later if it makes sense for me to do it.
Cool. What about the 'limb adjustment' idea where proficiency increases gradually over a couple days post surgery?
Most likely yes.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Rah on March 21, 2018, 03:51:59 AM
Hi again Ruisuki, thanks for all the input and ideas. Limb adjustment is an interesting concept, but I'm a little hesitant to add more big new things as people seem to be quite happy with the mod right now. I will probably look into it more for the next update, if I get the time.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.81 (Feb 27th, 2018)
Post by: Ruisuki on March 21, 2018, 05:48:01 AM
Alright man sounds good. I also suggested the idea for the new mod medical dissection though not sure into which mod limb adjustment would fit best
https://ludeon.com/forums/index.php?topic=40515.0

That said this mod is everything I hoped it would be already so if you do decide to implement something with it in the future, that'd just be a bonus. Cheers mate.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 13, 2018, 06:00:03 AM
1.82 - Rah's Bionics and Surgery Expansion
* Tweaks to power arms; now more viable with better dps.
* Removed advanced bionic eye due to shooting accuracy nerf in vanilla.

Will not break saves. Enjoy!
Thanks to user Ironman4do.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: MisterVertigo on April 13, 2018, 05:56:40 PM
Not sure how I missed this mod. EPOE always looked nice, but seemed overpowered to me. This looks much closer to vanilla. I look forward to trying it out!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 14, 2018, 04:07:37 AM
Hi, and thanks for a cool mod. I was wondering if there's a table/description of the in-game effects of various bionics? I tried to figure it out in the hediff, but can't make heads or tails of it; e.g. advanced bionic arm having 1.0 efficiency, and the neurostimulator is just too complex for me to understand from code.

Btw, how old do you think you could keep someone alive and functioning through  replacing whatever age issues crop up?  :3
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 14, 2018, 07:49:20 AM
@MisterVertigo, thanks mate, enjoy. One major problem with EPOE is that the creator has never really played the game, so the mod ends up being very unbalanced and unpolished. It's not a knock against him though, it's just how it is.

@sajberhippien, there's no table of all the in-game effects, but everything should be quite logical and balanced. Advanced bionic arms and legs give you 30% to manipulaton/movement. With two installed you get 160%, compared to the 140% from regular bionic arms and legs.

With regards to people getting old; it depends. Usually old people die from infections if you don't give them proper treatment, but you can also lose them due to organ problems, which can be fixed completely with synthetic organs. Most of the chronic illnesses can be fixed or treated.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 14, 2018, 09:00:46 AM
Thanks for the reply :) so there's no difference between efficiency 1.4, and (efficiency 1 and capacity offset 20) then?

Since infections are kinda slow-moving, i should be able to uninstall relevant bionics before they die ;) thanks!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on April 14, 2018, 09:12:07 AM
I think your confusing are, that Advance bionic's use a different enhancement then Bionic, but the result is the same.
Adv. bionic foot/legs made you faster then bionic ones.

And about the infection, maybe look for other mod's that add antibiotica,heal tincture,Fruit drinks or food that boost blood filtration/metabolism that help to gain faster immunity.
And be sure to have a bed for them at last, 110% or better immunity gain.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Ser Kitteh on April 14, 2018, 11:09:50 AM
Question: I'm still unsure on this but is there any advantages to a bionic hand/foot to a bionic arm/leg? Other than cheaper resources of course.

Also on the power arms, it's been a while since I've played but it's basically a bionic arm + scyther blade right? If enemies get in range and said power armed pawn has a gun, will he use the gun or the arms?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on April 14, 2018, 12:18:46 PM
There are some mod's which require hand/feet for the appareal to fit.
Once a pawn got 2 bionic legs, he don't got feets anymore and can't wear shoes/boots anymore. Same for hands.

Scyther blade -> Bionic claw -> Power arm -> Adv. power arm.
Power arm got even a slighty manipulation bonus, and adv. power arm the best mellee damage (except you got some weapons mod with incredible weapons or Glittertech with Alpha/beta resources).
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 14, 2018, 01:09:11 PM
@sajberhippien, If you install synthetic kidneys and livers on old people, they will stand a much better chance of surviving infections due to the blood filtration boost you get from them.

@Ser Kitteh, it's cheaper, like you said. So if a colonist only loses a hand or a foot, it might be fine to just install a bionic hand or foot on them. You save resources, and get a decent boost to manipulation/movement. It's not always necessary to install a full bionic limb. -- A regular power arm requires a bionic arm and a power claw. It's best to use them on brawlers, but if they do wield guns with power arms installed I think they will use mainly the gun in melee range.

Btw, do you guys prefer the blunt damage they (power arms) currently do, or would you like to see them do slash damage? That will cause a lot of bleeding of course. Probably pretty terrifying to have a person with those things installed go on a mental break rampage inside the base.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on April 14, 2018, 01:18:38 PM
And never start a social fight with someone who own 2 power arms :-)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 14, 2018, 04:06:27 PM
Thanks for all the advice. One more question: can you get rid of Bad Back? I assumed the bionic spine would fix that, but it doesn't (though the effects mitigate the penalties somewhat).
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 14, 2018, 04:35:09 PM
Quote from: sajberhippien on April 14, 2018, 04:06:27 PM
Thanks for all the advice. One more question: can you get rid of Bad Back? I assumed the bionic spine would fix that, but it doesn't (though the effects mitigate the penalties somewhat).

Bionic spine will fix a bad back 100%, but not the condition "Frail", which affects the whole body. Some old people will have that.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 14, 2018, 04:49:06 PM
No, it retained Bad Back while having a Bionic Spine. My guess is it has to do with Bad Back being located in the torso, while the spine is in the spine location.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 14, 2018, 05:17:17 PM
Quote from: sajberhippien on April 14, 2018, 04:49:06 PM
No, it retained Bad Back while having a Bionic Spine. My guess is it has to do with Bad Back being located in the torso, while the spine is in the spine location.

This mod correctly moves the bad back condition to the spine, so you must have another mod that reverses that change. Do you have other surgery / body related mods?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Ser Kitteh on April 14, 2018, 06:35:44 PM
Ah, thanks for the info!

@Rah, I'd prefer it if power arms do slash damage. You go through to the hassle of getting a scyther blade, crafting a power claw AND a bionic arm, it should do slash damage.

So does this mean a dual advanced power arm will outdamage a masterwork longsword? Because I've never fully played Adam Jensen before in Rimworld! I should absolutely reconsider if this is the case.

Anyway, happy with the current update! Shame that advanced bionic eyes were removed though. How and why is it making problems anyway? I don't hear any issues from the EPOE side, tho I haven't used EPOE in almost a year already.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 14, 2018, 08:21:24 PM
@Ser Kitteh, I'll probably change it to slash for the next update, it does make more sense to me as well. Yes to the second question. If you have a lvl 15 melee brawler, you'll get approx. 25 dps with advanced power arms, compared to around 15 dps with a legendary plasteel longsword or normal power arms.

The advanced eye was removed due to the vanilla nerf to shooting accuracy. It caps at 100% now, which makes the advanced eye kind of useless. The regular bionic eye gives 140% to Sight, which is more than enough to cover the remaining stats affected by Sight. In other words, bionic eyes no longer have any effect on shooting.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 15, 2018, 01:52:58 AM
Quote from: Rah on April 14, 2018, 05:17:17 PM
Quote from: sajberhippien on April 14, 2018, 04:49:06 PM
No, it retained Bad Back while having a Bionic Spine. My guess is it has to do with Bad Back being located in the torso, while the spine is in the spine location.

This mod correctly moves the bad back condition to the spine, so you must have another mod that reverses that change. Do you have other surgery / body related mods?

Ah, might it be then because I added the mod to an existing save? It's possible I already had that pawn when adding (it's my 6th so quite early), and she came with a bad back.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on April 15, 2018, 03:29:19 AM
Quote from: Rah on April 14, 2018, 08:21:24 PM
I'll probably change it to slash for the next update, it does make more sense to me as well.
Since the current work process
Scythe blade -> Power Claw -> Power Arm
It would be more sense yes. :-)
And maybe since the original scythe blade is a 3 bladed thing, it is possible to made 3 smaller cut's then one big one (more bleeding/pain damage).

But blunt damage isn't that bad either, maybe create a new Sledgehammer arm or military/police bionic arm with increased blunt damage like the current power arms.


Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Ser Kitteh on April 15, 2018, 04:12:27 AM
I too am favour of a blunt power fist-like arm. I don't know that would be implemented though. Perhaps a "power arm - claws" and a "power arm - fist" variant? Because I much prefer it when Adam Jensen socks a dude in the jaw throwing him 10 feet backwards than he is slicing people in half.

Though would that require some sort rare item like sycther blades. I've no idea, just throwing stuff at the wall to see what sticks.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on April 15, 2018, 05:23:35 AM
hehe if you like the knockback effect, you maybe should look into the
Powerfist mod.
https://ludeon.com/forums/index.php?topic=14711.msg153945#msg153945
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Ser Kitteh on April 15, 2018, 06:27:44 AM
THERE'S A POWERFIST MOD?!??!

Yeah I'm installing that.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 15, 2018, 11:25:58 AM
@sajberhippien, Yeah, that's probably quite likely. What you can do is remove the hediff with the dev mode, and then add the bad back condition back to the spine manually.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: sajberhippien on April 16, 2018, 09:21:45 AM
Actually I just ended up removing bad back from the save file. As long as she doesn't regain it or something it shouldn't make a practical difference. Not like I can remove the spine anyways!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 16, 2018, 05:46:49 PM
If she regains it or a new colonist enters with bad back, it should then be correctly placed in the spine. Enjoy !
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: ptx on April 17, 2018, 09:40:11 PM
I think this mod should have more bionic implant.
Neural interface implant planted at the neck, or head if the spot is available.
If the implant is installed, your Hardcore Armors would function way more efficiently since it becomes the pawn's own body.
IRL, there will be Neuralink's implant. That would make the implant a common item in the year 5500.
...and where's the Hardcore Armors CE patch?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 17, 2018, 10:54:53 PM
Quote from: ptx on April 17, 2018, 09:40:11 PM
I think this mod should have more bionic implant.
Neural interface implant planted at the neck, or head if the spot is available.
If the implant is installed, your Hardcore Armors would function way more efficiently since it becomes the pawn's own body.
IRL, there will be Neuralink's implant. That would make the implant a common item in the year 5500.
...and where's the Hardcore Armors CE patch?

I think more bionic implants would just make it very OP. I feel like there's a sufficient amount of enhancements available atm. With regards to the Hardcore Armors CE patch; I haven't had time to look into that yet unfortunately. I'd suggest asking the CE people if they're willing to make one.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Gaberlunzie on April 23, 2018, 03:02:18 PM
Is the Advanced Power Arm intended to have 80% efficiency? Its description made me think it was gonna be at least as good as a regular arm, likely better.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Rah on April 23, 2018, 03:50:04 PM
@Gaberlunzie, that's intended yes. The power arms are supposed to be a bit clunky when it comes to regular daily activities, but they excel in combat. The advanced power arms will net a lvl 15 brawler a whopping 25 dps.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Gaberlunzie on April 24, 2018, 12:42:30 PM
Thanks!
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: bartekkru100 on May 20, 2018, 04:48:09 AM
Hey, for some reason I can't install a synthetic lung on my asthmatic colonist. Any ideas why it is that way?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on May 20, 2018, 04:54:23 AM
Did you researched these tech or did you just bough a synthetic lung from a trader ?
You only can install it when you researched the tech before.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: bartekkru100 on May 20, 2018, 04:58:02 AM
Quote from: Canute on May 20, 2018, 04:54:23 AM
Did you researched these tech or did you just bough a synthetic lung from a trader ?
You only can install it when you researched the tech before.
I bought it. Do I need to research synthetic organs tech or some previously researched is enough?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.82 (April 13th, 2018)
Post by: Canute on May 20, 2018, 09:30:05 AM
You need to be able to produce them self to be able to install them.
So you need to research Synthtic organs.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Rah on May 22, 2018, 05:19:58 PM
1.83 - Rah's Bionics and Surgery Expansion
* Advanced bionic eyes added back in.
* Advanced bionic item boxes are now dark purple.
* Russian translation added !

Shooting accuracy is capped to 100% in vanilla, but Sight is actually still used up to 200% with something called 'hit chance per tile', which is shooting distance, so all bionic eyes have an effect on shooting after all. A bit surprising, but that's how it works. The advanced bionic eyes have therefore been added back in. Thanks to Kai_Uttar for the report. Enjoy !

edit: added Russian translation. Thanks to translator Well !
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Ruptga on May 27, 2018, 09:46:34 PM
Feature request: allow advanced bionics to feel pain.  Someone that likes the current functionality and wants their heavily modded pawns to feel nothing can go one little step further and install a painstopper too, but with pain we'd be a little less likely to lose our most expensive assets since they'll go down in pain shock instead of staying in a fight too long.  Plus, I think it makes sense in-universe. 
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Canute on May 28, 2018, 03:26:50 AM
Do you realy think it made sense ?
At the Advance bionic research they should made so much progress at the nerv-coppling that the subject not only get access to the faster/stronger limbs/organ's it should eliminate the nerv-feedback that cause the pain too.

No military would buy/install these on their super-soldiers if they are wimp's after all.

But i agree some drawback would be ok, like since some increased hungerrate, since the bionic's need more energy, and it is geting it from the user.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Ruptga on May 28, 2018, 10:43:22 AM
They're not mechanoids though, they're people and people usually like being able to feel their limbs.

:shrug:
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Ixenzo on June 05, 2018, 01:01:26 PM
Combat Extended: a pawn with both advanced arms seems to only hit with their head. DPS looks consistent with the value in the info tab. Is there a patch I'm missing or is it fine?

https://i.imgur.com/gVuUJx7.png (https://i.imgur.com/gVuUJx7.png)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: SetArk on June 24, 2018, 07:45:22 PM
Quick question.. I may have missed something.
I know that there are Scar recovery system.
But, what about Brain Scars? Only with brain implants?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: ultra4 on June 24, 2018, 08:05:22 PM
i mean no offense to the modder, and i love this mod, but for scars (i don't even do the research), i use another mod, just because it's so cool, it's the dermal regenerator, cures all scars in a process that takes almost 1 full day (spends no meds and no doctor needed), but it just looks cool, and does the job in a fun way.

may not be the answer you wanted, but i just think the game should have both mods
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Ser Kitteh on July 02, 2018, 07:31:05 PM
With the addition of bionics in 1.0, what will happen to this mod or adjustments done to make it stand out?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: ultra4 on July 11, 2018, 10:31:56 AM
Hey Rah, have any plans for the 1.0 of this mod? Have ideas on adjustments, working on anything?
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Rah on July 12, 2018, 01:30:42 PM
@SetArk, brain scars can only be "fixed" with implants, such as the neurostimulator.
@Ser Kitteh, ultra4, Yeah, I have some ideas. 1.0 took me a bit off guard though. Tynan basically just copied a lot of EPOE/RBSE into the main game, which is fine I guess, but it would've been nice if he could at least give some credit to the modders for their ideas and time spent making these mods. But I'm sure I'll figure something out that'll make it stand out a little.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Syrchalis on July 12, 2018, 02:04:21 PM
Quote from: Rah on July 12, 2018, 01:30:42 PM
1.0 took me a bit off guard though. Tynan basically just copied a lot of EPOE/RBSE into the main game
Well, that is kind of a great compliment, if a dev implements part or most of your mod into their game.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Ruisuki on July 13, 2018, 02:44:23 PM
You can do it Rah. maybe add the rehabilitation idea I mentioned ;)
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.83 (May 22th, 2018)
Post by: Rah on July 14, 2018, 11:02:09 AM
Quote from: Ruisuki on July 13, 2018, 02:44:23 PM
You can do it Rah. maybe add the rehabilitation idea I mentioned ;)

That is probably beyond what this mod was meant to be, but I might add something within that area of thought. ;) Also, RBSE will most likely be ready for the 1.0 release, so stay tuned.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Rah on July 17, 2018, 04:52:21 PM
2.0 - Rah's Bionics and Surgery Expansion (Pre-release)

* Updated for 1.0.
* Vanilla prosthetics and bionics implemented into mod.
* Advanced and synthetic parts now require advanced components.
* Adaption system added for synthetic organs.
* Added ribcage repair.
* Vanilla prosthetic heart disabled.
* Slight market price increase for Archotech parts.
* Archotech parts cannot be crafted, just like in vanilla.
* Spanish translation added. (thanks to Ghrull !)
* Balance tweaks.

Let me know if there are any problems. enjoy
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Goranchero on July 18, 2018, 09:56:06 AM
Wohoo! Thanks man!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: KnewOne on July 18, 2018, 07:50:08 PM
Could you add ModSync support please ?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: ZE on July 18, 2018, 09:40:17 PM
Rah perhaps a new name other than advanced bionics? since these are upgrades rather than a completely new tier.  how about Bionic Arm (Plus) or Bionic Arm (Upgraded) or Bionic Arm (Advanced) even, helps the sorting i think

on that same page, would be cool if there were upgrades to prosthetic, synthetic and archotech, a mid-ranged boost

if ur on discord, i'd be willing to assist, link me
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: utotuto on July 19, 2018, 08:26:11 PM
Thank you for a good mod. Unfortunately there "(N/A disabled)" research. I know its only visual, and does't have any impact on gameplay. But its hurt my OCD hard.
https://imgur.com/HtL2lm1
P.S. Its possible that its not you're mod. But disabling RBSE fix this.
Also forum don't support [spoiler] or [hide] tag for hide images?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Rah on July 19, 2018, 11:43:05 PM
@KnewOne, i'll check out that mod.
@ZE, archotech parts are actually slightly superior to the advanced parts, and they also cannot be crafted. This is to keep their uniqueness intact. So the crafting system is still simple prosthetics (prosthetics in vanilla), bionics and advanced bionics. That is a 3 tier system. Then there are synthetic organs, which are usually upgraded to from healthy natural organs or transplanted ones. These are already very powerful, so any upgrade would kind of break the balance. -- With regards to the naming, I'll think about that one. Thanks for the suggestion.
@utotuto, yeah, unfortunately the disabled research has to be there for the moment, until I can figure out how to completely remove it. Sorry about that.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Rah on July 23, 2018, 10:05:47 AM
* Added hook hand. Available through Smithing research.

Primitive prosthesis, but useful for early game, especially for tribals.

July 25th:

* Balance tweaks and text changes.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: madmario on July 27, 2018, 10:52:46 AM
Thanks for all your work.  I really enjoy your mods.

FYI:  Build 1977 + Rah's causes medicine and glitterworld medicine stacks to have pink box placeholder textures.  There was a change to many textures in this build.

Edit: for anyone wanting to fix this, you can delete the relevant file in the mod's \patches folder.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Rah on July 28, 2018, 09:53:31 PM
* Medicine texture bug fixed. Now stackable like in vanilla.

thanks for the report madmario.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: madmario on July 29, 2018, 03:41:14 PM
Awesome, thanks for the quick fix :D
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: chatterer159 on July 30, 2018, 03:21:07 AM
When i try to craft  an Cochlear Implant my pawn create's an Simple Prosthetic arm, u have an error on  (Recipe_SimpleProstheticsTable.xml) just edit the line 230 of (MakeCochlearImplant) and change  <SimpleProstheticArm>1</SimpleProstheticArm> for <CochlearImplant>1</CochlearImplant>.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: Rah on July 30, 2018, 09:55:33 AM
thanks for the report, it's now fixed.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: KnewOne on August 01, 2018, 02:40:39 PM
My synthetic heart is a n/a item.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (July 17th, 2018)
Post by: KnewOne on August 01, 2018, 02:53:26 PM
Okay, i figured out the problem.
\RBSE - Lite Edition 2.0 (pre-release)\Defs\RecipeDefs\Recipe_SyntheticsTable.xml
<RecipeDef>
<defName>MakeSyntheticHeart</defName>
<label>Create synthetic heart</label>
<description>Creates a synthetic heart from hyperweave and plasteel.</description>
<jobString>Creating synthetic organ.</jobString>
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Tailor</soundWorking>
<workAmount>1800</workAmount>
<unfinishedThingDef>UnfinishedProsthesis</unfinishedThingDef>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Hyperweave</li>
</thingDefs>
</filter>
<count>4</count>
</li>
<li>
<filter>
<thingDefs>
<li>Plasteel</li>
</thingDefs>
</filter>
<count>30</count>
</li>
      <li>
<filter>
<thingDefs>
<li>ComponentSpacer</li>
</thingDefs>
</filter>
<count>2</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Hyperweave</li>
<li>Plasteel</li>
<li>ComponentSpacer</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<BionicHeart>1</BionicHeart>
</products>
<researchPrerequisite>SyntheticOrgans</researchPrerequisite>
<workSkill>Crafting</workSkill>
<skillRequirements>
<Crafting>10</Crafting>
</skillRequirements>
</RecipeDef>

Product is
<products>
         <BionicHeart>1</BionicHeart>
      </products>, not
SyntheticHeart
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Rah on August 01, 2018, 05:22:46 PM
* Rah's Bionics and Surgery Expansion - 2.0 (pre-release) updated.

Thanks for the reporting guys. There were a lot of changes in 1.0, so there have been some bugs and issues here and there, but it should be pretty ironed out now. Changes might still occur though due to the dynamic 1.0 development.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: KnewOne on August 02, 2018, 09:01:16 AM
Could you make it so you can operate on dead? My guy was shot in the heart, and i can't replace it with synthetic cuz he's dead :'(

And maybe add ModSync support ? Hard to update all the mods all the time (winky face)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: ultra4 on August 02, 2018, 04:52:02 PM
You can only resurect with res thingy (https://rimworldwiki.com/wiki/Resurrector_mech_serum), the artificial heart is for heart problems other than death
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Rah on August 02, 2018, 05:57:50 PM
@KnewOne, if they're dead, they're kinda dead. ;) But as ultra4 said; if you find a resurrector serum, you can revive them. With regards to the updating; this is not the final version due to the constant 1.0 updates, but once 1.0 goes live it will be on the workshop, which is updated automatically.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Canute on August 03, 2018, 03:02:04 AM
Rah,
the modsync support is for the other non-steam user.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Rah on August 03, 2018, 06:51:36 AM
Most RBSE users are workshop users, so it's probably not worth it setting up a github account for the small minority who downloads manually, but it does look like a great mod though.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Canute on August 03, 2018, 07:11:07 AM
You mods got 19k and 14k subscriber on the workshop. I don't know real numbers but i think 10% of all Rimworld gamer play the DRM version. So you have 1900 + 1400 potiential gamer who would like to have modsync support.
And btw. you wouldn't need the Mediafire download's anymore if you need to setup a github account.
But hey i don't want force you, it is up to you.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: KnewOne on August 03, 2018, 10:00:54 AM
Can you add operation to harvest all organs in 1 operation?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 1st, 2018)
Post by: Rah on August 03, 2018, 08:44:48 PM
@Canute, there probably won't be a lot of updates after the 1.0 release, so I think it'll be fine without it for now, but thanks for the suggestion.
@KnewOne, that's probably something you should ask Tynan about as it would require quite a bit of coding.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Rah on August 03, 2018, 11:54:12 PM
* 3 new chronic diseases added: Chronic kidney disease, congenital heart defect, chronic stomach disorder.

The new ailments are rare, but they should fill out the organ gameplay a bit more. The first one will eventually kill the patient, while the other two will just cause varying degrees of discomfort. Enjoy!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Wellech on August 06, 2018, 12:19:15 PM
FEEDBACK: Healer Mech Serums interacting with Organic Transplants
How should Healer Mech Serums interact with installed Organic body parts?


Scenario:
I founder a Healer Mech Serum perfect for my colonist with Peg Leg and Liver Transplant. I collect it and begin to remove leg.
- Should I also remove Liver Transplant? Will pawn die? (yes. instantly, which feels wrong)
- Should I keep the Liver Transplant installed? Will there be a consequence? (nothing happens; transplant remains)


Expectation:
Organic Transplants should be fully accepted by the body upon using Healer Mech Serum.
Removing the Organic Transplant for  Healer Mech Serum must be avoided (reduce gametime consumption and any inconveniences from removing part)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Syrchalis on August 10, 2018, 09:00:34 AM
I added a bone and torso icon to my Prosthetic Icons mod. Also special cases to support the corresponding items. Now RBSE should be fully compatible with my prosthetic icons mod.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: carnifex2005 on August 11, 2018, 11:39:34 PM
I think I may have found a bug. When I install a bone to create an Artificial Ribcage, the previously destroyed ribcage doesn't go away but the artificial one stays on the pawn. Since the artificial one is 90% efficiency, it actually is worse to install one since I still have the debuffs from not having a ribcage.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: porky on August 13, 2018, 12:43:38 AM
Is this mod updated to v1.0.1970? If so, how do i get it to work proper??
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Rah on August 13, 2018, 03:42:43 AM
@Wellech, organ transplants are kinda viewed as an ailment/health issue due to the mild rejection symptoms, so it being fixable with a healer serum makes sense to me. The ultimate goal should be a synthetic organ, which is immune to rejection.
@Syrchalis, nice mod. <3
@carnifex2005, I'll take a look at that shortly, thanks for the heads up.
@porky, you mean 0.19.1987? Not at the moment, but shortly. Due to the ongoing unstable branch updates it's not always gonna be up to date, unfortunately. Rimworld has been getting constant updates for a while now.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Rah on August 13, 2018, 03:56:59 AM
* Rah's Bionics and Surgery Expansion - 2.0 (pre-release) updated to 0.19.1987, fixed ribcage bug.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: hiensux67x on August 13, 2018, 03:49:35 PM
Hello! How come I get a missing texture for this mod for Glitterworld Medicine and Regular Medicine? The error says "Could not load UnityEngine.Texture2D at Things/Item/Resource/Medicine/OldGlitterworldMedicine in any active mod or base resources." It also says the same thing for OldMedicine. Any help would be appreciated!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 4th, 2018)
Post by: Rah on August 13, 2018, 06:02:26 PM
@hiensux67x, hi, have you downloaded the latest version? The texture issues were solved a while back.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: hiensux67x on August 14, 2018, 12:38:53 AM
yes, I've downloaded the lite edition mediafire link for 1.0 rimworld
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 14, 2018, 10:03:20 AM
Hello there  :)
In b18 i played on epoe and 0.19 try use rah and have some question for this mod.
1. Why need feet + hands on this mod? I know in epoe you can use bionic hand + chip and its give more then just bionic arm. But on this mod i see don't have something like this  :o Or i just don't know tell me please  :-\
2. About organ freshness. May be give it more time like 2-3 day? Because 1 day its very low (i use my room for food (-20*c) and then flash of the sun coming i lost my organ very fast, i try install mod for fridge but its not help too)
3. I think about wooden part for free and its not funny, i know its deal for not add 3 table like simple protethics, but may be add it on don't know work place? (better new table xd). I see how doctor just poof and got wooden part like magic world.
4. archo part its new on 0.19 but why we can craft not worse then it? may be less stat on upgrades part or buff archo. 
Rejection organ nice idea.
Ty for answer and sorry for my bad eng.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 14, 2018, 11:07:52 AM
@hiensux67x, did you download it yesterday? It's a pre-release version so I keep the version number the same, even with constant updates. Make sure to download it again if you haven't.
@Selfarion, RBSE has prosthetics and bionics for both hands and feet, if that's what you're asking. 2: This will probably stay as it is for now. Organs out of the body can't survive for long, so it's important to have backup methods in case you lose power, etc. or else they will be destroyed. 3: Wooden parts for free is part of the vanilla game. They are very primitive parts and you can't really call the installation a surgery. It's just a wooden part fastened to a stump. 4: Archo parts are superior to advanced bionics and they cannot be crafted due to their "artifact" nature.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 14, 2018, 12:58:19 PM
Quote from: Rah on August 14, 2018, 11:07:52 AM

@Selfarion, RBSE has prosthetics and bionics for both hands and feet, if that's what you're asking.  4: Archo parts are superior to advanced bionics and they cannot be crafted due to their "artifact" nature.
I mean why need hands and feet if just arm > hand. In epoe you can use chip but in rah arm just better hand and leg just better foot.
And if archo part > then advanced bionics then cool.  ;)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 14, 2018, 04:28:59 PM
Hands and feet are there in case you lose those. It doesn't make sense to cut off your entire arm to install a bionic arm just because you lost a hand. As far as I can remember epoe is the same way.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 14, 2018, 05:41:25 PM
I just wanna say what legs and arms better then hands and feets on %.
In EPOE you can use muscle stimulator and "implant that buffs a limb without replacing it and doesn't work with bionics. A muscle stimed arm+bionic hand is better than a bionic arm."
But in this mod i can just do legs and arms and nothing to lose.
I like your mod but this moment causes irritation.
https://docs.google.com/spreadsheets/d/16lWdIFxo2ssyBKWn-jC3rrq0agdBqW7biQtwPjfGJ1A/edit#gid=1352589543 - its epoe detalis.
Anyway i think epoe little unbalanced because ribs, new traders etc.
Do not think that i'm a hater just wanna tell about it.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: hiensux67x on August 14, 2018, 10:33:11 PM
@Rah any chance you can upload b18 version in a non steam link? thank you if you can
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 14, 2018, 10:46:24 PM
@Selfarion, I haven't tried EPOE in a while, so I didn't know about the muscle stimulator, but let's say you go that route and install both the arm stimulator and the hand. It will net you a 35% bonus to manipulation. What incentive do you now have to go for the bionic arm instead? The bionic arm will only give you 20%.
@hiensux67x, check out the 'Extras' section, there are links there.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Canute on August 15, 2018, 02:26:45 AM
Quote from: hiensux67x on August 14, 2018, 10:33:11 PM
@Rah any chance you can upload b18 version in a non steam link? thank you if you can

Any chance to clean your glasses before you ask ?
The B18 downloads are still at the first posting, just above the "DOWNLOADS:" text.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 15, 2018, 04:41:35 AM
Quote from: Rah on August 14, 2018, 10:46:24 PM
@Selfarion, I haven't tried EPOE in a while, so I didn't know about the muscle stimulator, but let's say you go that route and install both the arm stimulator and the hand. It will net you a 35% bonus to manipulation. What incentive do you now have to go for the bionic arm instead? The bionic arm will only give you 20%.
@hiensux67x, check out the 'Extras' section, there are links there.
Stimulator can't be crafted and its rare trader item and arm need if you arm was destroy ofc. I wanna say what in epoe hands and foots justified. But in rah i can use arm and leg and i have zero situation when i need use bionic hands because usually bionic part just better.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Canute on August 15, 2018, 07:03:22 AM
Don't forget you need around half the resources for a hand/foot then to craft a arm/leg.
So you can with limited resources equip more pawn's with bionics even with a bit smaller boni.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 15, 2018, 07:26:54 AM
An arm stimulator just feels like overkill to me. The bionic hands and feet are there to cover a specific need. If you've lost a lot of fingers or a hand, then it might be useful to just install a bionic hand. And like Canute said, they are also cheaper, which is another benefit. 2 bionic hands on your doctor go a long way !
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 23, 2018, 07:53:08 AM
About organ freshness all the same need more time because often offer this on quest revard and need time for return to home or may be add micro bag for it?  :o
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Canute on August 23, 2018, 08:15:19 AM
Or you take the patient to the organ and operate on a temp. map.

On real life the time for an organ transplant is even smaller, i think 6 or 12 hours after it took out of the corpse.
You can keep meat fresh a long time and you can eat it, but it won't stay alive and work afterwards. The life factor is the important thing.
If you want an easy organ handling, maybe stay/look for EPoE, RBSE allways was a bit harder then EPoE.


Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: carnifex2005 on August 23, 2018, 11:00:48 AM
For the latest .19 version (Lite). I'm having a problem curing a bite on a pawn's head. I'm able to cure bite's on other body parts. The doctor I'm trying to force to do it is skilled enough and I have plenty of Glitterworld meds nearby as well. Anything else missing or is this is a bug?

[attachment deleted due to age]
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Selfarion on August 23, 2018, 11:23:12 AM
Quote from: Canute on August 23, 2018, 08:15:19 AM
Or you take the patient to the organ and operate on a temp. map.

On real life the time for an organ transplant is even smaller, i think 6 or 12 hours after it took out of the corpse.
You can keep meat fresh a long time and you can eat it, but it won't stay alive and work afterwards. The life factor is the important thing.
If you want an easy organ handling, maybe stay/look for EPoE, RBSE allways was a bit harder then EPoE.

But in game we have space marine armor and etc. And may be if we can do synthetic organ we can research something for time (2-3 day xd)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 24, 2018, 12:54:30 AM
@carnifex2005, you should be able to cure bites on heads, both regular bites and bite scars. Are you sure his healthcare is set to glitterworld?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: carnifex2005 on August 24, 2018, 12:53:09 PM
Hi Rah. Yeah, he was set to use Glitterworld meds.

[attachment deleted due to age]
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Rah on August 24, 2018, 05:15:24 PM
Do you have a lot of mods installed? It might be another mod interfering with something. Also, make sure pawns are able to grab the medicine. Sometimes they can't access it due to lack of zoning etc.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: carnifex2005 on August 25, 2018, 01:12:32 PM
Yup, it was a mod. Pharmacist. I had the Surgery setting in Pharmacist to use regular medicine instead of Glitterworld. After setting that correct, the issue was fixed. Thanks for the hint!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Aug 13th, 2018)
Post by: Tsunamy on August 28, 2018, 09:22:05 PM
Two questions.

Now that 0.19 is out, will this be put on the Workshop now?

And, could someone make a Equiums RBSE patch?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 28th, 2018)
Post by: Rah on August 29, 2018, 06:42:00 AM
1.9 - Rah's Bionics and Surgery Expansion

* Updated for B19.
* 3 new chronic diseases added: Chronic kidney disease, congenital heart defect, chronic stomach disorder.
* Vanilla prosthetics and bionics implemented into mod.
* Advanced and synthetic parts now require advanced components.
* Adaption system added for synthetic organs.
* Added ribcage repair.
* Added hook hand. Available through Smithing research.
* Vanilla prosthetic heart disabled.
* Archotech parts cannot be crafted, just like in vanilla.
* Spanish translation added. (thanks to Ghrull !)
* Balance tweaks.


Enjoy!
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Bobisme on August 29, 2018, 01:11:38 PM
hey mate :) can we still get version B18? :)
digging the net and can't find it, not ready to move on yet heh :D
..my bad :P it was on the first comment :) :P
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: hauvega on August 29, 2018, 06:55:47 PM
I am still working on the Equiums mod. It takes some time but a RbSE patch is coming.  I hope modcheck will be completed.  I want the patch inside the mod if possible.  Please wait.  Thanks.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: ZE on August 30, 2018, 10:21:01 AM
just a FYI @ Rah
bionics clock in at 1.25 now
archotech in at 1.50

an advanced bionic leg at 1.50 is as good as archotech
an advanced bionic arm at 1.60 is better

you may want to nerf em or just call em archotech
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Rah on August 30, 2018, 01:28:50 PM
hotfix: balance tweaks to bionics and archotech parts.

thanks for the report.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Serenity on August 30, 2018, 02:33:16 PM
I realize that this mod was started before prosthetics were added to vanilla, but what's the rationale behind even the Lite version having costs several times higher than vanilla for even simple prosthetics?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Rah on August 30, 2018, 03:04:48 PM
Quote from: Serenity on August 30, 2018, 02:33:16 PM
I realize that this mod was started before prosthetics were added to vanilla, but what's the rationale behind even the Lite version having costs several times higher than vanilla for even simple prosthetics?

To keep the game challenging, pretty much. In my view, prosthetic and bionic parts should be rare and expensive. Bionic parts aren't actually that much more expensive in the Lite version though, but simple parts are, simply because you only need steel to create them. Steel is pretty cheap and easy to get.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Tsunamy on August 30, 2018, 03:25:01 PM
Plus if I'm not mistaken, RBSE makes limb loss more rare.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 29th, 2018)
Post by: Rah on August 30, 2018, 03:44:06 PM
Quote from: Tsunamy on August 30, 2018, 03:25:01 PM
Plus if I'm not mistaken, RBSE makes limb loss more rare.

There are no changes to limb loss. All body defs have vanilla values.

In B18 there were some tweaks to body part coverage due to some vanilla issues, but that has been somewhat resolved.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 30th, 2018)
Post by: Tsunamy on August 30, 2018, 04:26:54 PM
Oh, well then. That might be something to look into? Limb loss in RimWorld is unrealistically common in my opinion so making prosthetics/bionics more expensive really hurts in that regard.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 30th, 2018)
Post by: Rah on August 30, 2018, 05:15:31 PM
Quote from: Tsunamy on August 30, 2018, 04:26:54 PM
Oh, well then. That might be something to look into? Limb loss in RimWorld is unrealistically common in my opinion so making prosthetics/bionics more expensive really hurts in that regard.

Do you feel like it's more common now than before? I don't think Tynan has changed the values that much for B19.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 30th, 2018)
Post by: Monzer on August 31, 2018, 11:21:17 PM
I have a missed up research tree when I use it and also there is a research called N/A
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 30th, 2018)
Post by: Rah on September 01, 2018, 09:52:04 AM
Quote from: Monzer on August 31, 2018, 11:21:17 PM
I have a missed up research tree when I use it and also there is a research called N/A

Your research tree should not be messed up. What kind of mods do you have installed? The n/a research is normal, it's just a disabled research node.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Aug 30th, 2018)
Post by: Rah on September 01, 2018, 01:52:18 PM
hotfix: cleaned up some coding, fixed compatibility issue with questionable ethics
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Tsunamy on September 01, 2018, 03:42:18 PM
Rah, a favorite mod of mine, Mechanite Augmentation, just updated to stable, but given RBSE rebalances bionics, I'm guessing that what it adds are going to be too good.

I would like to know, do you have a 'guide' on how to balance things vs. Lite and Hardcore? Maybe like a multiplier you use on the value of things, for instance?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Rah on September 01, 2018, 04:29:01 PM
Quote from: Tsunamy on September 01, 2018, 03:42:18 PM
Rah, a favorite mod of mine, Mechanite Augmentation, just updated to stable, but given RBSE rebalances bionics, I'm guessing that what it adds are going to be too good.

I would like to know, do you have a 'guide' on how to balance things vs. Lite and Hardcore? Maybe like a multiplier you use on the value of things, for instance?

I wish it was that easy. Unfortunately, there are a ton of factors that affect balance, and Rimworld keeps getting updated, which makes it harder. I experimented with some multipliers in the past, but found out quickly that simply doing it manually was easier. Ultimately, I think you just gotta play the game enough and get a feel for it.

However, it helps to compare vanilla values to what you're trying to balance - even other mods can be helpful with that. Another thing that works well is to install everything possible on a pawn and see how he does. You find out pretty quick whether or not stuff is overpowered.

Bear in mind though, that the only difference between the lite and hardcore version is the material costs. All of the part values are the same in both, and they line up pretty well with the vanilla game.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Tsunamy on September 01, 2018, 06:40:53 PM
Quote from: Rah on September 01, 2018, 04:29:01 PM
I wish it was that easy. Unfortunately, there are a ton of factors that affect balance, and Rimworld keeps getting updated, which makes it harder. I experimented with some multipliers in the past, but found out quickly that simply doing it manually was easier. Ultimately, I think you just gotta play the game enough and get a feel for it.

However, it helps to compare vanilla values to what you're trying to balance - even other mods can be helpful with that. Another thing that works well is to install everything possible on a pawn and see how he does. You find out pretty quick whether or not stuff is overpowered.

Bear in mind though, that the only difference between the lite and hardcore version is the material costs. All of the part values are the same in both, and they line up pretty well with the vanilla game.
Ouch. Any chance you could look into making a patch for this? https://steamcommunity.com/sharedfiles/filedetails/?id=768597335
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: temple_wing on September 02, 2018, 01:08:30 AM
Would you please upload to some other place? Mediafire is banned by chinese gov.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Rah on September 02, 2018, 07:24:58 AM
@Tsunamy, you mean a balance patch? I don't have much time to make and maintain patches for other mods, unfortunately. I recommend checking in with the author and see if he's willing to make one. It's also possible to do it yourself if you're comfortable with xml.

@temple_wing, here you go:
https://www.dropbox.com/s/rezjtovvfv6lyqg/RBSE%20-%20Hardcore%20Edition%201.9.zip?dl=1
https://www.dropbox.com/s/yuhnlwl14lo30rg/RBSE%20-%20Lite%20Edition%201.9.zip?dl=1
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Tsunamy on September 02, 2018, 08:22:46 AM
I'm comfortable with xml but I was hoping for some sort of baseline as to how much to increase material costs. Like, can you give me an idea of how much to increase the 'Stuff' costs for both Lite and Hardcore balance?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Rah on September 02, 2018, 07:34:16 PM
Quote from: Tsunamy on September 02, 2018, 08:22:46 AM
I'm comfortable with xml but I was hoping for some sort of baseline as to how much to increase material costs. Like, can you give me an idea of how much to increase the 'Stuff' costs for both Lite and Hardcore balance?

I've never tried that mod, so I won't be much help. Sorry. Like I said earlier, I recommend doing some comparing with the vanilla game and the mods themselves. That's probably the best way.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 1st, 2018)
Post by: Rah on September 03, 2018, 03:54:14 AM
hotfix: fixed sound issue where sound would loop at workbenches.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: RiasIkkial on September 03, 2018, 05:49:01 PM
Hello! Since EPOE hasn't been updated to .19 yet I've switched over to this mod and I must say I'm probably going to stick with it even after EPOE gets updated! I like the balancing of this more and the organ rejection / adaption system is a fun addition. However, I was wondering how exactly to speed up / jump past the adaption stage of any organ, as I've tried to create cyborg pawns using Prepare Carefully and their organs are always in the beginning adaptive stage. I found an option to "Advance Adaption 10 days", however clicking it seems to do nothing. Is this what I'm supposed to use and I'm just using it wrong, or something else?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: Rah on September 03, 2018, 07:08:40 PM
Hi RiasIkkial, at this time there's no way to speed up the adaption process. What you can do is to add 3 synthetic organs via the EDB menu, wait a few days in-game until the adaption settles in or completes, and then add the rest with the dev tools. You just simply find the "Add hediff" button and start adding things to the pawn as you wish.

If you add the remaining 4 after a few days, the pawn will collapse for about a day and a half, and then he will get back up. So you can have all organs installed in like 3 days in-game, but it will take a couple more days for the adaption to finish. -- I might tinker around with the synthetic organs a bit more in the future to make it easier to select all of them with the EDB menu.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: RiasIkkial on September 04, 2018, 12:15:08 AM
Quote from: Rah on September 03, 2018, 07:08:40 PM
Hi RiasIkkial, at this time there's no way to speed up the adaption process. What you can do is to add 3 synthetic organs via the EDB menu, wait a few days in-game until the adaption settles in or completes, and then add the rest with the dev tools. You just simply find the "Add hediff" button and start adding things to the pawn as you wish.

If you add the remaining 4 after a few days, the pawn will collapse for about a day and a half, and then he will get back up. So you can have all organs installed in like 3 days in-game, but it will take a couple more days for the adaption to finish. -- I might tinker around with the synthetic organs a bit more in the future to make it easier to select all of them with the EDB menu.

Thank you for the response! This makes me curious what the "Advance adaption 10 days" dev tool really is meant for, it's so perfectly worded as if it related to the adaption in organs. I'll just faff about with the dev mode until I get my pawn up and at 'em, thank you for the clarification!
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: Rah on September 12, 2018, 09:19:43 PM
hotfix: fixed vomiting rate for kidney disease, now less frequent.

@RiasIkkial, <3
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: rawrfisher on September 12, 2018, 10:02:34 PM
Do you have any conditions that cause pawns to vomit blood?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 3rd, 2018)
Post by: Rah on September 12, 2018, 10:22:21 PM
Quote from: rawrfisher on September 12, 2018, 10:02:34 PM
Do you have any conditions that cause pawns to vomit blood?

That would be a no. Do you have a pawn that is vomiting blood?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: rawrfisher on September 12, 2018, 10:42:51 PM
No but then again I havnt actually tried the b19 version of the mod.  I'm just asking since vomitin blood can be a symptom of cancer in some cases

Acute liver failure
Aspirin
Benign tumors of the stomach or esophagus
Cirrhosis (scarring of the liver)
Defects in gastrointestinal tract blood vessels
Dieulafoy's lesion (an artery that protrudes through the stomach wall)
Duodenitis (inflammation in the first part of the small intestine)
Esophageal cancer
Esophageal varices (enlarged veins in the esophagus)
Esophagitis (inflammation of the esophagus)
Gastric erosions (breakdown of tissue lining the stomach)
Gastric varices (enlarged veins in the stomach)
Gastritis (inflammation of the stomach lining)
Mallory-Weiss tear (tear in the esophagus associated with pressure caused by vomiting or coughing)
Nonsteroidal anti-inflammatory drugs
Pancreatic cancer
Pancreatitis
Peptic ulcer
Portal hypertension (high blood pressure in the portal vein)
Prolonged or vigorous vomiting
Stomach cancer


The code format was more to make it look nice XD  Here's a few things you could consider as possible conditions if that's something you wanna add to your mod. 
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Lads on September 13, 2018, 01:16:12 PM
Game Version - 0.18.1722
Version of the mod - B18 - Available for download on the first paid of the topic.

Error that appears when starting the game with the loaded mod ->

Quote"Mod RBSE - Lite Edition 1.83 has incorrectly formatted target 'Unknown' version. For the current version, write: <targetVersion> 0.18.1722 </ targetVersion>
Verse.Log: Error (String)
Verse.Log: ErrorOnce (String, Int32)
Verse.ModMetaData: Init ()
Verse.ModMetaData: .ctor (String)
Verse.ModLister: RebuildModList ()
Verse.ModLister: .cctor ()
Verse. <> C__Iterator0: MoveNext ()
Verse. <> C__Iterator0: MoveNext ()
System.Collections.Generic.List`1: AddEnumerable (IEnumerable`1)
System.Collections.Generic.List`1: .ctor (IEnumerable`1)
System.Linq.Enumerable: ToList (IEnumerable`1)
Verse.LoadedModManager: LoadAllActiveMods ()
Verse.PlayDataLoader: DoPlayLoad ()
Verse.PlayDataLoader: LoadAllPlayData (Boolean)
Verse.Root: <Start> m__1 ()
Verse.LongEventHandler: RunEventFromAnotherThread (Action)
Verse.LongEventHandler: <UpdateCurrentAsynchronousEvent> m__1 ()
"

Can anybody help me?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: rawrfisher on September 13, 2018, 01:43:06 PM
Just means that the target version was done wrong lol
Not a real bug just a small oversight
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Rah on September 13, 2018, 01:47:54 PM
Quote
The code format was more to make it look nice XD  Here's a few things you could consider as possible conditions if that's something you wanna add to your mod.
@rawrfisher, thanks for the suggestion.
@Lads, the B18 version should run fine, so I'm not sure what that is. There were no errors with the 1.83 version. Did you unzip it correctly?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Lads on September 13, 2018, 02:02:09 PM
Quote from: Rah on September 13, 2018, 01:47:54 PM
@Lads, the B18 version should run fine, so I'm not sure what that is. There were no errors with the 1.83 version. Did you unzip it correctly?
@rawrfisher, thanks for the suggestion.

Other Mods like EdbPrepare Carefully and CE are working normally
Yes, i unzip correctly.
Just not working

(https://i.imgur.com/Josb8p4.png)
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: rawrfisher on September 13, 2018, 03:22:53 PM
Quote from: Rah on September 13, 2018, 01:47:54 PM
@rawrfisher, thanks for the suggestion.

I got plenty of time to look into more conditions to consider if your interested.  Got only 1 mod to testplay atm and the author only replies once a week on average
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Lads on September 13, 2018, 04:34:20 PM
I come here humbly to make an apology to the author and also to the member who responded with the intention of helping a poor boy to solve his problem.

I've come to say that I'm pretty d*mb, I did not "extract here" the zip file, I "extract to RBSE - Lite edition /", and yes, I seriously believed that I had done everything correctly, just after taking a shower, and watching an anime, I could realize the installation nut I had done hehe

Sorry for taking your time. MB

Yes, the MOD is working perfectly. :-X :-X
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Rah on September 13, 2018, 05:07:11 PM
no problem, have fun mate <3
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 13th, 2018)
Post by: Rah on September 14, 2018, 06:17:07 PM
hotfix: small correction to gold requirement for brain implants

Hardcore Armors updated for B19: https://ludeon.com/forums/index.php?topic=29944.0
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: ultra4 on September 25, 2018, 07:21:22 AM
I don't know for sure if it's you mod or harvest everthing's, but your organs degrade if not frozen and the noses, ears, legs, they just don't. I get its a simple incompatibility where those other organs/parts don't have the proper value added in. I load RBSE last hoping it would take over all body parts but it doesn't.

Can you fix this or does it have to be fixed in harvest everything? I say this because you're always on top of you mod and the other mod gets update on a yearly basis.

...is this a big deal? no, but harvesting those extra organs and having them not rot is crossing the cheating boundary i have set up mentaly
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: Rah on September 26, 2018, 04:53:55 PM
Harvest everything is pretty unbalanced and broken, so it's not really a mod I'm willing to invest time in trying to make more compatible with RBSE. The way it handles limb removal and installation, as well as other things such as eyes is pretty bad, but that is mostly due to limitations in the Rimworld coding. Sorry if that was not the answer you were looking for.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: ultra4 on September 26, 2018, 07:47:30 PM
(https://i.kym-cdn.com/photos/images/newsfeed/000/609/038/b78.gif)

i actually respect that... i do fear the atrocious early game amputations and disfiguration on the main pawns. But harvest everything is not a perfect solution... at all

Would try the questionable ethics late game approach to natural organs (nose, eye, ear), but i bet they don't decay either
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: Rah on September 26, 2018, 08:25:01 PM
Organs will decay, but not the other natural body parts, that's correct. RBSE and QE are compatible though. With some suspension of disbelief you can think of organs as more sensitive, compared to noses and ears, which they kind of are.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: PeterR on October 01, 2018, 05:32:19 PM
I like that it is balanced out thought out, very well done, but I really dislike how the production benches look (bright blue). Everything in this game has very soft colors design wise (everything), and those bright blue tables immediately stand out as something that originally doesn't belong in the game, because no other texture (no animal, no wall, no bench, no weapon, no pawn) has such a bright color as your two tables.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.9 (Sept 14th, 2018)
Post by: Rah on October 02, 2018, 06:07:53 PM
Quote from: PeterR on October 01, 2018, 05:32:19 PM
I like that it is balanced out thought out, very well done, but I really dislike how the production benches look (bright blue). Everything in this game has very soft colors design wise (everything), and those bright blue tables immediately stand out as something that originally doesn't belong in the game, because no other texture (no animal, no wall, no bench, no weapon, no pawn) has such a bright color as your two tables.

Hi Peter, thanks for the feedback. I will look into that.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Rah on October 04, 2018, 03:10:01 AM
1.91 - Rah's Bionics and Surgery Expansion

* New workbench textures !
* 2 new brain implants: Hyporegulator and Cortexaugmentor.
* Bionic parts no longer require simple prosthetics parts.
* Balance tweaks to market prices and recipes.
* RBSE Lite Edition is now the normal version.


new implant stats. (http://www.mediafire.com/convkey/f98e/vykvhuc8say2l8pzg.jpg) these are late game and will require quite a bit of resources to make.
Btw, if anyone wants to create a google spreadsheet with the stats of all the RBSE parts, let me know and I will post it on the front page.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: PeterR on October 04, 2018, 02:50:09 PM
Quote from: Rah on October 04, 2018, 03:10:01 AM
1.91 - Rah's Bionics and Surgery Expansion

* New workbench textures !
* 2 new brain implants: Hyporegulator and Cortexaugmentor.
* Bionic parts no longer require simple prosthetics parts.
* Balance tweaks to market prices and recipes.
* RBSE Lite Edition is now the normal version.


new implant stats. (http://www.mediafire.com/convkey/f98e/vykvhuc8say2l8pzg.jpg) these are late game and will require quite a bit of resources to make.
Btw, if anyone wants to create a google spreadsheet with the stats of all the RBSE parts, let me know and I will post it on the front page.

Nice - so cool! Now this mod has zero negatives in my opinion :)
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Rah on October 04, 2018, 11:49:49 PM
enjoy <3
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Payuset on October 05, 2018, 11:27:20 PM
Very nice mod, but i have some issues.

-Arms: for some reason arms don't physically exist, when you replace a leg with its bionic counterpart, you get a leg, but when you do it with an arm... you get nothing, same when trying to harvest an arm. It may be a conflict. (Using Death Rattle, DE Surgeries, Less arbitrary surgery, A Dog Said..., and Questionable Ethics <- so i can at least clone an arm)

-Transplants & implants: i get the want to research lock them, but really? once you know how to implant a heart a synthetic one is not that different, same with bionics/advanced bionics.
The basic research to implant things should be enough to implant the more advanced counterparts, and still require the extra research to actually produce them, otherwise what's the point of them being sold by orbital traders? It is as if they are taunting you instead of trying to get your money.

I would like to make a patch or something, so cloned organs from Questionable ethics don't trigger organ rejection. (you know being cloned from you would have that kind of effect i think) Should i make a new slew of items and surgeries? (basically copy pasting from vanilla but with changed names) and more importantly how to do it without breaking anything.

Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Rah on October 06, 2018, 01:21:42 AM
@Payuset, limbs in Rimworld don't work very well with the surgery system, so you not being able to get limbs after installing bionic parts is intended. If you are getting legs, but not arms, that is another mod allowing that, which it shouldn't in all honesty. Limbs are very unbalanced due to the way they're connected to the hands, feet and digits. You can remove an arm with a missing hand, install it back, and then magically get a new hand.

For your second point, the research lock is a balance thing which is also present in many other games in various ways, but it's a valid point with regards to realism. However, one could argue that a synthetic heart is an entirely different surgery than its natural counterpart, but aside from that, I might look into tweaking that system in the future.

For your last point, the coding in Rimworld makes no distinction between organs and who they come from, which is unfortunate. A heart is just a heart in the game and it doesn't care where it came from. It's unrealistic, but it's not much that can be done about it without going deep into the coding. Maybe Tynan will make the system more realistic in future updates.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Amnesiac on October 06, 2018, 11:49:13 PM
Hi, just started using the mod so I can't offer any feedback yet, but I'd like to know how to enable the new textures for medicine? I started playing in B19 and I like them better than the old ones, but I can't find the xml where you edit the textures to the "old" ones

Found it! I just deleted the patch file and it worked, thanks!
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 4th, 2018)
Post by: Rah on October 08, 2018, 08:21:04 AM
hotfix: fixed body part categories + minor balance work.

edit: hotfix: small rebalancing of the new implants. now requires ai cores instead of techprof.

sorry for the hotfixes, but they had to be done. have fun <3
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 12th, 2018)
Post by: Rah on October 12, 2018, 03:57:15 AM
small update: minor tweaks and fixes in prep for Rimworld 1.0.
new RBSE parts spreadsheet: https://docs.google.com/spreadsheets/d/1RtDLi-73uBQb4CYysYjXGaR8A4eNGeENDBgX2sqAXLE/edit?usp=sharing

if you would like to help edit and maintain the spreadsheet, let me know.
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 12th, 2018)
Post by: xylr on October 13, 2018, 10:47:34 AM
I ran into a small bug when installing a "Synthetic Heart" to replace a "Prosthetic Heart" which a pawn was generated with.

It gave me an item "N/A" which I assume should have been the Prosthetic Heart.

The N/A item was causing my pawns to stand in place trying to haul it, but dropping it immediately.  I ended up destroying it with the debug mode.

This was in the current B19 release on steam and the B19 version of this mod from the workshop.

I was running other mods so I'll retest this on a debug run.
Update: Just retested only having Core and Rah's mod enabled

Operation:
(https://i.imgur.com/qKdjCns.png)

Afterwards with N/A item:
(https://i.imgur.com/onAMvnC.png)

Has anyone else experienced this?
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 12th, 2018)
Post by: drd23 on October 13, 2018, 08:41:56 PM
Quote from: xylr on October 13, 2018, 10:47:34 AMHas anyone else experienced this?
I haven't come across this exact scenario, but I have opened an ancient danger and found a "N/A" prosthetic inside
Title: Re: [B19] Rah's Bionics and Surgery Expansion - 1.91 (Oct 12th, 2018)
Post by: Rah on October 14, 2018, 02:28:57 AM
Thanks for the report. I'm aware of the n/a items sometimes popping up every now and then in-game. They are actually deactivated vanilla prosthetics. I will try to fix it in time for the 1.0 release.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 17, 2018, 04:39:49 PM
2.0 - Rah's Bionics and Surgery Expansion

* Updated for Rimworld 1.0 !
* Simple prosthetic parts can now be made at the Machining table after researching Anatomy and physiology.
* Anatomy and physiology research now requires only Machining research.
* Power claw can now be made after Bionics research.
* Balance work and fixes.


There might be an update or two in the future, so make sure to drop by every now and then if you're using the mediafire version. Thanks for all the feedback everyone. Enjoy <3
RBSE parts spreadsheet: (https://docs.google.com/spreadsheets/d/1RtDLi-73uBQb4CYysYjXGaR8A4eNGeENDBgX2sqAXLE/edit?usp=sharing) All RBSE part values. If you would like to help edit and maintain it, let me know.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Ruisuki on October 17, 2018, 08:17:50 PM
will the fixes also apply to b19? i had heard b19 and 1.0 would be very similar but not sure if its similar enough to install
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 18, 2018, 03:01:40 AM
Quote from: Ruisuki on October 17, 2018, 08:17:50 PM
will the fixes also apply to b19? i had heard b19 and 1.0 would be very similar but not sure if its similar enough to install

B19 saves will most likely work fine with 1.0, it did for my save. Just press 'load anyway' when prompted, but make sure to backup the save just in case.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: viperwasp on October 18, 2018, 03:18:51 PM
I have always used Expanded Prosthetics and Organ Engineering. This mod feels like a competing mod kind of? Do these mods work together?
Which one is better? If I really liked Expanded Prosthetics and Organ Engineering should I still check out Rah's Bionics and Surgery Expansion. Or is it suggested I use both? If I do use both I don't like a whole lot of mod overlap unless it's done in an okay way.

Thanks this mod does look sweet which is why I'm asking. And I don't mean any offense to this mod maker. In fact I'm very thankful we have so many good mods.

Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Warforyou on October 18, 2018, 04:25:52 PM
Quote from: viperwasp on October 18, 2018, 03:18:51 PM
I have always used Expanded Prosthetics and Organ Engineering. This mod feels like a competing mod kind of? Do these mods work together?
Which one is better? If I really liked Expanded Prosthetics and Organ Engineering should I still check out Rah's Bionics and Surgery Expansion. Or is it suggested I use both? If I do use both I don't like a whole lot of mod overlap unless it's done in an okay way.

Thanks this mod does look sweet which is why I'm asking. And I don't mean any offense to this mod maker. In fact I'm very thankful we have so many good mods.

You should check the description first. It contains all the answers you are looking for..
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: viperwasp on October 18, 2018, 06:15:25 PM
Quote from: Warforyou on October 18, 2018, 04:25:52 PM
Quote from: viperwasp on October 18, 2018, 03:18:51 PM
I have always used Expanded Prosthetics and Organ Engineering. This mod feels like a competing mod kind of? Do these mods work together?
Which one is better? If I really liked Expanded Prosthetics and Organ Engineering should I still check out Rah's Bionics and Surgery Expansion. Or is it suggested I use both? If I do use both I don't like a whole lot of mod overlap unless it's done in an okay way.

Thanks this mod does look sweet which is why I'm asking. And I don't mean any offense to this mod maker. In fact I'm very thankful we have so many good mods.

You should check the description first. It contains all the answers you are looking for..

Your right I was dumb to miss that. lol So I need to decide which one I like more.... hmmm.... going to take time to think both good.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Jdalt40 on October 19, 2018, 05:37:57 AM
Hey Rah, RBSE is currently overwriting the current core abstract base definitions, are you able to fix this?
Quote[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting ImplantBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\HediffDefs\HediffDefs_AdvancedBionics.xml

[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting BodyPartBionicBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\ThingDefs_Items\Items_BodyPartsBionic.xml

[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting BodyPartNaturalBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\ThingDefs_Items\Items_BodyPartsNatural.xml

[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting BodyPartArtificialBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\ThingDefs_Items\Items_BodyPartsSimple.xml

[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting BodyPartProstheticBase in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\ThingDefs_Items\Items_BodyPartsSimple.xml

[Rah's Bionics and Surgery Expansion] causes compatibility errors by overwriting BodyPartArchotechBase in file C:\Program Files(x86)\Steam\steamapps\workshop\content\294100\850429707\Defs\ThingDefs_Items\Items_BodyParts_ArchoVanilla.xml
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 19, 2018, 08:49:09 AM
Hi Jdalt40, that's not really an error. Where are you getting those messages from? And are you having problems with another mod?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Canute on October 19, 2018, 09:37:42 AM
Did you maybe enable the workshop version and the download version at the same time ?
850429707 is the workshop ID for RBSE.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Fillask on October 19, 2018, 11:14:34 AM
Hey, I absolutely love the breadth and scope of the mod and it has essentially everything that I want with regard to prosthetics, but I'm running into a bit of an issue in-game.

I've got a single colonist and a boat-load of tamed huskies. Normally, the raids and such are tailored to the single colonist and they are thus manageable. When I activate this mod, however, instead of 3-5 enemies, I get 50+ on any raid, chase, mission, infestation, etc. So something's messing up the information of my base's threat level.

My theory's that somehow the mod, or perhaps the mod in combination with A Dog Said, registers the dogs as colonists, thus skewing the threat level.

Prior to me spending time on checking each individual possible combination and reason (load order, combination of mods, etc.), I would like to ask whether it's a known issue. Also, the description says "-- RBSE is a standalone bionics and surgery mod. Do not install RBSE with EPOE --", but it doesn't mention A Dog Said, even though that is also a prosthetics mod albeit for animals; could that be causing issues?

Other mods run in order:
-Core
-HugsLib
-A Dog Said..
-Fluffy Breakdowns
-Research Tree
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 19, 2018, 01:03:12 PM
Hi Fillask, did your colonist have a vanilla prosthetic part installed prior to installing RBSE, or do you have one in the base?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Fillask on October 19, 2018, 01:08:00 PM
I have a vanilla bionic stomach lying about, yes. Does that need to be removed prior to activation?

Edit: Ah, it's turned into an N/a. Bound to be problematic then, yes.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 19, 2018, 01:34:00 PM
Yeah, definitely remove that with dev tools, and then everything will be returned to normal.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Fillask on October 19, 2018, 02:01:52 PM
I did about ten minutes ago. Disabled the mod, rebooted, enabled it and loaded the save to try again. Took a while before something happened, but  when it did I had ~60 maddened labradors on my ass :p

I'll just try for a new game, see how that goes. Should've done that to begin with, to be honest. At any rate, apologies for the bothering and thanks for the quick replies!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 19, 2018, 03:36:28 PM
Quote from: Fillask on October 19, 2018, 02:01:52 PM
I did about ten minutes ago. Disabled the mod, rebooted, enabled it and loaded the save to try again. Took a while before something happened, but  when it did I had ~60 maddened labradors on my ass :p

I'll just try for a new game, see how that goes. Should've done that to begin with, to be honest. At any rate, apologies for the bothering and thanks for the quick replies!

That's odd, the colony wealth should go down after deleting it, but if it hasn't it's probably best to just start a new save. You can check the colony wealth on the history tab in-game.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Jdalt40 on October 19, 2018, 06:35:54 PM
Quote from: Rah on October 19, 2018, 08:49:09 AM
Hi Jdalt40, that's not really an error. Where are you getting those messages from? And are you having problems with another mod?
AllYourBase, let's just say I'm going on an Abstract Base Overwriting Crusade. If it was intentional to overwrite the defs, I'd patch them with what you need instead of overwriting them. If you want I can help concerning this. Overwriting Abstract Defs is just a bad practice due to this affecting all other mods (anything now using those Abstracts will inherit from your mod if active).
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Jdalt40 on October 19, 2018, 06:38:08 PM
You can list Abstract Defs not in your mod as a parent without issues, so overwriting Abstract Defs is not needed and can potentially cause compatibility issues.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: viperwasp on October 19, 2018, 07:55:28 PM
I am getting errors when adding certain bionic organs with Rah's Bionics and Surgery Expansion - 2.0 And Prepare Carefully 1.0. Here is the log. This is likely an issue with Prepare Carefully. But I'm posting on both forums just encase. I use other mods but I'm not sure if they are getting in the way. I may test this in a moment with only these two mods.

I get these errors as I am trying to start the game from within Prepare Carefully. The game will not start.
Error Log.
https://gist.github.com/HugsLibRecordKeeper/a403a17e12fa35d42a485e31c3f91149

Update:
It happens even with just these two mods. And load order does not matter.
To duplicate simply use EDB to add Synthetic Organs... I have not figured out what combination of organs does this. But if I add Stomach, Liver, Kidney, Lung and Heart all Synthetic it seems to happen every time. I wonder if it is technically killing the pawn due to the adaption time of some of the implants and thus error on game start.

If this can't be fixed as long as it's not hiding a bigger issue I think it can be avoided.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 20, 2018, 04:18:01 AM
Quote from: Jdalt40 on October 19, 2018, 06:38:08 PM
You can list Abstract Defs not in your mod as a parent without issues, so overwriting Abstract Defs is not needed and can potentially cause compatibility issues.

I'm aware of what happens if another mod uses the same defs, that can potentially cause problems, but I haven't seen any so far. They are usually only used by other bionic mods, and they don't go together all that well anyway. But I hear what you're saying. I'll try to patch what I can, but some of them might have to stay due to how the item categories work in the coding. Thanks for the suggestion though.

Quote from: viperwasp on October 19, 2018, 07:55:28 PM
I am getting errors when adding certain bionic organs with Rah's Bionics and Surgery Expansion - 2.0 And Prepare Carefully 1.0. Here is the log. This is likely an issue with Prepare Carefully. But I'm posting on both forums just encase. I use other mods but I'm not sure if they are getting in the way. I may test this in a moment with only these two mods.

I get these errors as I am trying to start the game from within Prepare Carefully. The game will not start.
Error Log.
https://gist.github.com/HugsLibRecordKeeper/a403a17e12fa35d42a485e31c3f91149

Update:
It happens even with just these two mods. And load order does not matter.
To duplicate simply use EDB to add Synthetic Organs... I have not figured out what combination of organs does this. But if I add Stomach, Liver, Kidney, Lung and Heart all Synthetic it seems to happen every time. I wonder if it is technically killing the pawn due to the adaption time of some of the implants and thus error on game start.

If this can't be fixed as long as it's not hiding a bigger issue I think it can be avoided.

Yeah, that's the synthetic organs doing that. It's not a bug. What happens is that you basically trigger the adaption process for all the organs at once when you install all of them in the pawn through the EDB menu. What you can do is to add 3 synthetic organs via the EDB menu, wait a few days in-game until the adaption settles in or completes, and then add the rest with the dev tools. You just simply find the "Add hediff" button and start adding things to the pawn as you wish.

If you add the remaining 4 after a few days, the pawn will collapse for about a day and a half, and then he will get back up. So you can have all organs installed in like 3 days in-game, but it will take a couple more days for the adaption to finish. -- I might tinker around with the synthetic organs a bit more in the future to make it easier to select all of them with the EDB menu.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: viperwasp on October 20, 2018, 04:46:34 AM
Thanks good to know. I assumed it was something like that.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Jdalt40 on October 20, 2018, 07:18:41 AM
You can rename the Abstract Def you're using to stop overwriting issues while keeping XML that you added. Unless you're applying it to other recipes outside of your mod intentionally.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 20, 2018, 08:45:23 AM
hotfix: small compatibility update + you can now install all synthetic organs with EDB without any errors, but the pawn will still be incapacitated for a day or two in-game due to the adaption.

@Jdalt40, yeah, I made some new ones, so they should be good now. Is the abstract def crusade over? <3
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Jdalt40 on October 21, 2018, 03:58:37 AM
Pretty much, just noticed a lot of mods using Abstract bases wrongly (mostly old mods that still used old traditions). Have a good day  ;)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 17th, 2018)
Post by: Rah on October 21, 2018, 05:50:17 AM
small hotfix: corrected some power arm values. they should be a bit more effective now

That should wrap up the hotfixes for this version. enjoy !

@Jdalt40, you too, and thanks for the observation.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: dadols on October 21, 2018, 12:13:04 PM
I'm trying to install a bionic arm and a bionic jaw on one of my colonists (tried with them all too) but the "text" install bionic arm/jaw doesn't appear, am I doing something wrong? (I've not researched anything tho)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: Canute on October 21, 2018, 12:24:22 PM
If your doctor don't know yet how to craft Bionic, he don't have a clue how to install them.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: Rah on October 21, 2018, 12:53:33 PM
Quote from: dadols on October 21, 2018, 12:13:04 PM
I'm trying to install a bionic arm and a bionic jaw on one of my colonists (tried with them all too) but the "text" install bionic arm/jaw doesn't appear, am I doing something wrong? (I've not researched anything tho)

Yeah, you need to research Bionics before you're able to install that.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: dadols on October 21, 2018, 02:14:53 PM
Thank you for the answer, kind sir!  :D
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: viperwasp on October 23, 2018, 11:17:15 PM
Heads up for anyone reading this. If your colony wealth is insanely high I think I know how to fix. First of all I thought I was the worst Rimworld player ever. I was playing on Medium and the second raid was to powerful for me I had to use Dev Tools and bomb the enemies because I felt like it was so unfair.

I ended up checking my wealth and it was 10 million. The worst part is I never look at wealth so I thought that was high but I did not know how high. I loaded up one of my end game colonies and end game I only had about 1 mil value! So I was like oh god... something is wrong with my new game. I use Prepare Carefully and put Bionic Heart and Bionic Stomach on a pawn. That was the cause. I don't think those are supposed to be used. They are not obtainable in the mod I think. Like they exist in the mod but can only be applied though like Prepare Carefully. So I used Dev tools to restore the original body parts for my pawn. Wealth went down to normal. I don't really call this a bug. More like a learning curve of using multiple mods and what can go wrong! lol  I like that now I can add all the Bionic parts without game crashing. Nice fix. But yeah don't use Bionic Heart or Bionic Stomach. Synthetic is probably okay.

P.S I guess if you want to enable extra hard mode you can do this!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: Canute on October 24, 2018, 03:38:19 AM
The (6)10 million silver pawn ! :-)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: Rah on October 24, 2018, 07:18:56 AM
Thanks for the report viperwasp. Those parts seems to have a life of their own, because every time I think I've completely deactivated them they come back in some form. I'll try to make them not appear in EDB. The parts in question are the prosthetic heart, bionic heart and bionic stomach in the EDB menu.

* fixed an issue where deactivated vanilla prosthetics would show up in the EDB menu.

* another EDB compatibility patch: you should now be able to install all synthetic organs via the EDB menu and not have the pawn be incapacitated for 2 days in-game.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 25th, 2018)
Post by: Jdalt40 on October 27, 2018, 07:32:32 AM
Hey Rah, currently your ImplantBase abstract overwrite is causing issues with Archotech Expanded, are you able to change this to something else or is this required by you? If it's required for you, refer to the ending of Abstracts and inheritance | RimWorld Modding Resources (https://spdskatr.github.io/RWModdingResources/abstracts)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on October 27, 2018, 11:00:16 AM
@Jdalt40, missed that one, sorry. It's been fixed in the latest update. Thanks for spotting it, appreciated. But I recommend not to use any archotech mods though, as the advanced parts cover that area pretty much completely.

update: minor balance work and fixes.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: bash23 on October 30, 2018, 10:54:54 AM
Hello, after installing your mod somehow it broke my Fabrication bench, I can't make advance components anymore
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on October 30, 2018, 07:30:11 PM
Quote from: bash23 on October 30, 2018, 10:54:54 AM
Hello, after installing your mod somehow it broke my Fabrication bench, I can't make advance components anymore

That's not really possible. RBSE does nothing to the fabrication bench or advanced components. Are you sure you did not make any other changes, or have other mods that alter workbenches?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: bash23 on October 31, 2018, 03:09:06 AM
Quote from: Rah on October 30, 2018, 07:30:11 PM
Quote from: bash23 on October 30, 2018, 10:54:54 AM
Hello, after installing your mod somehow it broke my Fabrication bench, I can't make advance components anymore

That's not really possible. RBSE does nothing to the fabrication bench or advanced components. Are you sure you did not make any other changes, or have other mods that alter workbenches?

Sorry it's fine. somehow it bugged, I just deconstructed it and made another fabrication bench, Thanks for replying.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: darkfanq on October 31, 2018, 07:27:17 AM
Hi, i was just wondering if this mod works with lighter than fast mod, as it adds alien races, but i cant find a patch anywhere?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on October 31, 2018, 03:51:32 PM
Quote from: darkfanq on October 31, 2018, 07:27:17 AM
Hi, i was just wondering if this mod works with lighter than fast mod, as it adds alien races, but i cant find a patch anywhere?

There are so many different alien mods, so I can't answer that. But I believe some alien mods work without patches, so it can't hurt to try.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 21st, 2018)
Post by: jpinard on October 31, 2018, 05:31:43 PM
Quote from: Rah on October 24, 2018, 07:18:56 AM
Thanks for the report viperwasp. Those parts seems to have a life of their own, because every time I think I've completely deactivated them they come back in some form. I'll try to make them not appear in EDB. The parts in question are the prosthetic heart, bionic heart and bionic stomach in the EDB menu.

* fixed an issue where deactivated vanilla prosthetics would show up in the EDB menu.

* another EDB compatibility patch: you should now be able to install all synthetic organs via the EDB menu and not have the pawn be incapacitated for 2 days in-game.

If I play wihtout EDB and I need to give them a bionic heart... it won't throw my wealth up to those obscene levels will it?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on October 31, 2018, 09:11:13 PM
@jpinard, nope, there is no vanilla bionic heart in this mod, only synthetic heart.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: bash23 on November 03, 2018, 05:02:06 AM
I just transplanted a lung and it says Mild rejection, can it be cured somehow?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on November 03, 2018, 11:58:55 AM
@bash23, only if you install a synthetic lung. However, the rejection is mild, so you will have 95% functionality of the organ, and it's quite easy to manage with a decent doctor.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: VentusVero on November 06, 2018, 09:38:57 PM
So are brain implants permanent and that bit is just missing from the description?

I've got people with both hypo regulator and the cortex augmenter and I wanted to take them out (at least the hypo, need them to sleep more for lovin and hopefully offspring) but I don't see any operation to remove brain implants.

Anyone able to chime in as to whether or not this was a missing mention or should it be on the list? (ive got expanded bionics and maybe 1 other mod that allows surgerys to fix missing fingers and toes, but didn't see the option when I disabled those).

Thanks in advance for meaningful replies.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on November 06, 2018, 09:55:23 PM
@VentusVero, the brain implants are permanent in the mod and in vanilla. However, the hyporegulator was actually slightly bugged, but it has been fixed now. It was set to -85% sleep need, but it has now been corrected and set to -25%, which is more appropriate. With regards to toe and finger surgery, I've considered it a few times, but I decided not to include it due to balance reasons.

* Fixed an issue with the Hyporegulator where it would reduce sleep need by 85%. It is now set to -25%.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: VentusVero on November 06, 2018, 10:06:43 PM
Quote from: Rah on November 06, 2018, 09:55:23 PM
@VentusVero, the brain implants are permanent in the mod and in vanilla. However, the hyporegulator was actually slightly bugged, but it has been fixed now. It was set to -85% sleep need, but it has now been corrected and set to -25%, which is more appropriate. With regards to toe and finger surgery, I've considered it a few times, but I decided not to include it due to balance reasons.

* Fixed an issue with the Hyporegulator where it would reduce sleep need by 85%. It is now set to -25%.

Thanks, that answers my question (never used a joywire, so didn't know, off to edit a save file!).
Also, dunno if it matters, but my game says Hypo regulator "Tiredness x15%" instead of 25% (which makes no difference to me now, but thought i'd mention incase you meant for it to be 25%).

Thanks for the super fast reply!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on November 06, 2018, 10:53:42 PM
The latest version should have it at -25% now, which should say x75% in game. Are you using an older mediafire version?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: forumgod on November 13, 2018, 07:39:20 AM
Lots of redundancy on this mod now especially with vanilla adding similar items. I used to play with this permanently on since B18 but I'm starting to have second thoughts.

"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable
Normal bionic parts are already an upgrade over natural parts, you don't need yet another in-between upgrade.
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: NoCanDo on November 13, 2018, 07:45:58 AM
Quote from: nickdos on November 13, 2018, 07:39:20 AM
Lots of redundancy on this mod now especially with vanilla adding similar items. I used to play with this permanently on since B18 but I'm starting to have second thoughts.

"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable
Normal bionic parts are already an upgrade over natural parts, you don't need yet another in-between upgrade.
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

In fact, let's just scrap the whole mod, aye?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Holothurin on November 13, 2018, 07:48:08 AM
Quote from: nickdos on November 13, 2018, 07:39:20 AM

The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

I disagree. Both workbenches fit perfectly well into a med-lab and the Machining table is already cluttered with ammunition recipes if you have a few Turret and Weapon Mods.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: forumgod on November 13, 2018, 07:59:10 AM
Quote from: Holothurin on November 13, 2018, 07:48:08 AM
Quote from: nickdos on November 13, 2018, 07:39:20 AM

The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead.
In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

I disagree. Both workbenches fit perfectly well into a med-lab and the Machining table is already cluttered with ammunition recipes if you have a few Turret and Weapon Mods.

That's unrelated. If you have a clutter problem in your workbenches then get a mod that fixes just that. We are talking about RBSE here.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on November 14, 2018, 01:34:41 AM
Quote"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable

Not sure how you got to that conclusion. There are only 3 archotech parts; the eye, arm and leg. They function as sort of a rare non-craftable luxury tier of bionic parts in the mod. The advanced tier consists of more parts, which are craftable, and they're pretty much there for players who want to create really powerful colonists in the late game. I don't see anything wrong with that.
Quote
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead. In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

Thanks for the suggestion, but I feel like two workbenches is pretty reasonable for 1 mod. It also makes sense to have a couple of benches dedicated to bionic and synthetic parts, and not just slap everything onto 1 vanilla bench. And I'm not sure if you know this already, but all the simple prosthetic parts are made at the machining table.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: viperwasp on November 14, 2018, 01:41:17 AM
Quote from: Rah on November 14, 2018, 01:34:41 AM
Quote"Advanced" bionic parts should be removed, they already exist in vanilla and are called "Archotech": a tier better than bionics but not craftable

Not sure how you got to that conclusion. There are only 3 archotech parts; the eye, arm and leg. They function as sort of a rare non-craftable luxury tier of bionic parts in the mod. The advanced tier consists of more parts, which are craftable, and they're pretty much there for players who want to create really powerful colonists in the late game. I don't see anything wrong with that.
Quote
The second workbench should also be removed because it serves no purpose, the recipes it unlocks can just be unlocked for the first bench instead. In fact you could remove both of them and move all the bionic and synthetic organ recipes to the Fabrication bench (it costs advanced components as a base price too) and all the simple prosthetic recipes to the Machining table.

Thanks for the suggestion, but I feel like two workbenches is pretty reasonable for 1 mod. It also makes sense to have a couple of benches dedicated to bionic and synthetic parts, and not just slap everything onto 1 vanilla bench. And I'm not sure if you know this already, but all the simple prosthetic parts are made at the machining table.

Yeah Rah thank you. Don't follow these suggestions please. In my opinion would be a downgrade to the mod. I like it perfect the way it is.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Asero on November 14, 2018, 04:02:58 AM
Quote from: viperwasp on November 14, 2018, 01:41:17 AM
Yeah Rah thank you. Don't follow these suggestions please. In my opinion would be a downgrade to the mod. I like it perfect the way it is.

Agreed. Frankly, what is the point of downloading a mod if you don't agree how it's put together. Just move on to something else that fits your playstyle.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Nat573 on November 24, 2018, 09:14:46 PM
I'm trying to patch this mod to work with the Argonians of Blackmarsh mod.
I used both Mehni and VeeCee's patches found on pages 37 and 38, but the log keeps complaining about the latter.
Here's what I have in my "Patches" folder:

<?xml version="1.0" encoding="utf-8"?>
<Patch>
   <Operation Class="PatchOperationAdd">
      <xpath>Defs/AlienRace.ThingDef_AlienRace[defName = "Alien_Argonian"]/recipes</xpath>
      <value>
      <li>InstallWoodenFoot</li>
      <li>InstallSimpleProstheticHand</li>
      <li>InstallSimpleProstheticFoot</li>
      <li>InstallArtificialNose</li>
      <li>InstallArtificialPelvis</li>
      <li>InstallNeurostimulator</li>
      <li>InstallSyntheticLung</li>
      <li>InstallSyntheticStomach</li>
      <li>InstallSyntheticLiver</li>
      <li>InstallSyntheticKidney</li>
      <li>InstallSyntheticHeart</li>
      <li>InstallNaturalArm</li>
      <li>InstallNaturalLeg</li>
      <li>InstallNaturalStomach</li>
      <li>InstallPowerArm</li>
      <li>InstallBionicHand</li>
      <li>InstallBionicFoot</li>
      <li>InstallBionicEar</li>
      <li>InstallBionicJaw</li>
      <li>InstallBionicSpine</li>
      <li>RepairClavicle</li>
      <li>RepairSternum</li>
      <li>RepairFirstRib</li>
      <li>RepairSecondRib</li>
      <li>RepairThirdRib</li>
      <li>RepairFourthRib</li>
      <li>RepairFifthRib</li>
      <li>RepairSixthRib</li>
      <li>RepairSeventhRib</li>
      <li>RepairEighthRib</li>
      <li>RepairNinthRib</li>
      <li>RepairTenthRib</li>
      <li>RepairEleventhRib</li>
      <li>RepairTwelfthRib</li>
      <li>InstallAdvancedPowerArm</li>
      <li>InstallAdvancedBionicArm</li>
      <li>InstallAdvancedBionicLeg</li>
      <li>InstallAdvancedBionicHand</li>
      <li>InstallAdvancedBionicFoot</li>
      <li>InstallAdvancedBionicEye</li>
      <li>InstallAdvancedBionicEar</li>
      <li>InstallAdvancedBionicSpine</li>
      <li>InstallExoskeletonSuit</li>
      <li>CureInjuryBurn</li>
      <li>CureInjuryCrack</li>
      <li>CureInjuryCut</li>
      <li>CureInjurySurgicalCut</li>
      <li>CureInjuryScratch</li>
      <li>CureInjuryBite</li>
      <li>CureInjuryStab</li>
      <li>CureInjuryGunshot</li>
      <li>CureInjuryShredded</li>
      <li>CureInjuryBruise</li>
      <li>CureInjuryFrostbite</li>
      </value>
   </Operation>
</Patch>


Is this alright? Mehni's patch didn't I just want my argonian character to have a badass exoskeleton.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: VeeCee on November 25, 2018, 12:18:41 AM
Quote from: Nat573 on November 24, 2018, 09:14:46 PM
I'm trying to patch this mod to work with the Argonians of Blackmarsh mod.
I used both Mehni and VeeCee's patches found on pages 37 and 38, but the log keeps complaining about the latter.

My patch was a while ago, and I haven't updated it... I really don't use aliens anymore. But, since you've summoned me...

<?xml version="1.0" encoding="utf-8"?>
<Patch>
   <Operation Class="PatchOperationAdd">
      <xpath>Defs/AlienRace.ThingDef_AlienRace[defName = "Alien_Argonian"]/recipes</xpath>
      <value>
      <li>InstallWoodenFoot</li>
      <li>InstallCochlearImplant</li>
      <li>InstallSimpleProstheticLeg</li>
      <li>InstallSimpleProstheticArm</li>
      <li>InstallHookHand</li>
      <li>InstallSimpleProstheticHand</li>
      <li>InstallSimpleProstheticFoot</li>
      <li>InstallArtificialNose</li>
      <li>InstallArtificialPelvis</li>
      <li>InstallNeurostimulator</li>
      <li>InstallHyporegulator</li>
      <li>InstallCortexaugmentor</li>
      <li>InstallJoywire</li>
      <li>InstallPainstopper</li>
      <li>InstallSyntheticLung</li>
      <li>InstallSyntheticStomach</li>
      <li>InstallSyntheticLiver</li>
      <li>InstallSyntheticKidney</li>
      <li>InstallSyntheticHeart</li>
      <li>InstallNaturalStomach</li>
      <li>InstallNaturalHeart</li>
      <li>InstallNaturalLiver</li>
      <li>InstallNaturalKidney</li>
      <li>InstallNaturalLung</li>
      <li>InstallPowerArm</li>
      <li>InstallBionicHand</li>
      <li>InstallBionicFoot</li>
      <li>InstallBionicEar</li>
      <li>InstallBionicJaw</li>
      <li>InstallBionicSpine</li>
      <li>InstallSpinalFusion</li>
      <li>InstallHumerus</li>
      <li>InstallRadius</li>
      <li>InstallTibia</li>
      <li>InstallClavicle</li>
      <li>InstallSternum</li>
      <li>InstallFemur</li>
      <li>InstallRibcage</li>
      <li>InstallAdvancedPowerArm</li>
      <li>InstallAdvancedBionicArm</li>
      <li>InstallAdvancedBionicLeg</li>
      <li>InstallAdvancedBionicHand</li>
      <li>InstallAdvancedBionicFoot</li>
      <li>InstallAdvancedBionicEye</li>
      <li>InstallAdvancedBionicEar</li>
      <li>InstallAdvancedBionicSpine</li>
      <li>InstallExoskeletonSuit</li>
      <li>CureInjuryBurn</li>
      <li>CureInjuryCrush</li>
      <li>CureInjuryCrack</li>
      <li>CureInjuryCut</li>
      <li>CureInjurySurgicalCut</li>
      <li>CureInjuryScratch</li>
      <li>CureInjuryBite</li>
      <li>CureInjuryStab</li>
      <li>CureInjuryGunshot</li>
      <li>CureInjuryShredded</li>
      <li>CureInjuryBruise</li>
      <li>CureInjuryFrostbite</li>
      </value>
   </Operation>
</Patch>


This *should* work. It is, however, completely untested. I also didn't add the items from the "disabled" recipes. Basically, I cut out all the old recipes, and added in the new ones.

Hope this helps.
Title: Re: [B18] Rah's Bionics and Surgery Expansion - 1.8 (Nov 19th, 2017)
Post by: Nat573 on November 29, 2018, 11:02:38 AM
Quote from: VeeCee on November 25, 2018, 12:18:41 AM
My patch was a while ago, and I haven't updated it... I really don't use aliens anymore. But, since you've summoned me...

...

This *should* work. It is, however, completely untested. I also didn't add the items from the "disabled" recipes. Basically, I cut out all the old recipes, and added in the new ones.

Hope this helps.

I don't believe it did, sadly. Thanks for the help, though. I'll try and mess around with the code and see what it wants from me. If I come across anything I'll make sure to post it on here.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Nat573 on November 30, 2018, 09:34:28 PM
Yeah, it seems the Argonians mod is a rare exception to the "so long as it's patched it will work" rule. The mod author seems to have abandoned it and there isn't much info on how to patch it for use with this mod.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: publicuser on January 10, 2019, 12:52:25 AM
Add some Simplified Chinese translations which untranslated based on existing translation, by master_wu. In attachment

[attachment deleted due to age]
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: NBK on January 25, 2019, 07:09:10 AM
Quote from: bash23 on October 30, 2018, 10:54:54 AM
Hello, after installing your mod somehow it broke my Fabrication bench, I can't make advance components anymore

This happens if in the Fabrication bench already have been given bionic creation recipes.
- disable mod, delete bionic creation in bench, save game, enable mod.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Mosart on March 12, 2019, 04:17:47 AM
Hey Rah. I see that you added some organs adapting. I mean that I got "synthetic kidey (adapting)" when I installed synthetic organs.
But can it be healed or will pass after some time?

Upd:
Seems that gone in 2 days.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Rah on April 18, 2019, 06:38:10 PM
small fix: tend time counter now always visible. (used to disappear at 0% rejection)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Think3r on June 22, 2019, 07:32:51 AM
Dear Rah,

would you mind adding the costs of every body part you added or changed to the spreadsheet?

Sincerely
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.0 (Oct 27th, 2018)
Post by: Ruisuki on August 18, 2019, 06:13:48 AM
arcotech vs rbse which is more difficult to buy/build/better at combat/efficiency? Im going for hardcore so i wanna know if it will surpass vanilla biotics
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: Rah on August 21, 2019, 08:29:09 AM
2.1 - Rah's Bionics and Surgery Expansion

* Included mod settings button for RBSE.
* Can now toggle on/off active organ rejection.

Thanks a ton to forum member K for his DLL file!


@Ruisuki, if I understand you correctly I would say RBSE.
@Think3r, hi, I probably won't have time to do that right now.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: moonra on August 29, 2019, 10:07:44 AM
First let me thank you for the mod, I like the balance a lot, I should try the Hardcore edition sometime.

Anyway, is there any way to add hands to the bionic parts? I know that's how it's in vanilla, but I upgraded my pawns and now my poor cybermages can't use their rings [Rimworld of Magic].

Also, minor nitpick: kinda silly that an artificial nose takes the same amount of work to make as a whole prosthetic arm.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: Canute on August 29, 2019, 10:33:51 AM
moonra,
this problem allways exist since other modder add food&hand gear.
I gues you installed .... Arm's at your pawns, but these arm's remove the hand/finger abilities.
Instead to install .... Arm's you should install the ... Hand, similar to the legs use the foot if you use a mod with footwears.
Maybe the hand/food got a slighty less boost compared to the Arm/Leg ones but currently it the only way for your to use your rings.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: moonra on September 04, 2019, 02:54:58 AM
But is it really impossible to do that manually? Not asking the modder to change it, just wanna know if there's a way for me to do it. I look around the files but saw no list of parts.
If I can't I guess I'll just edit the hand/foot bonus to match that of the whole arm/leg.

Thanks for the help, Canute!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: Canute on September 04, 2019, 03:02:32 AM
A modder said me once, anything is possible to mod at Rimworld.
But since hands and footwear is a xml only mod, it would need a deeper understanding of modding (i guess).
But that you should ask a good modder :-)
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.1 (Aug 21st, 2019)
Post by: moonra on September 04, 2019, 02:55:41 PM
Well, I couldn't even make a CE patch work, most I can do is just change numbers.

BTW I tried adding hands instead of arms like you said, but it doesn't work, it also adds removed hands and fingers as Hediffs. I "solved" it in a very hacky way, by just removing the Hediffs about the removed parts, so now my pawns have bionic arms with human hands at the end. No idea what kinds of issues that might bring up, what I might try to do is make the spine give the same manipulation bonus as itself and 2 advanced bionic arms, then restore torso on everyone and add bionic spines again.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 10th, 2019)
Post by: Rah on October 10, 2019, 01:16:17 AM
2.2 - Rah's Bionics and Surgery Expansion

* New market values.
* Balance work and fixes.
* Removed synthetic organ adaption. (conflicted with rez. serum)

thanks to Bishop for his work on market values
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 10th, 2019)
Post by: Canute on October 10, 2019, 03:20:26 AM
Quote* Removed synthetic organ adaption. (conflicted with rez. serum)
too bad, i realy liked that feature.
Maybe create an addiction once you get synthic organs, so the pawn is forced to use antibiotica or other medic once a week.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 10th, 2019)
Post by: Rah on October 10, 2019, 02:41:26 PM
Quote from: Canute on October 10, 2019, 03:20:26 AM
Quote* Removed synthetic organ adaption. (conflicted with rez. serum)
too bad, i realy liked that feature.
Maybe create an addiction once you get synthic organs, so the pawn is forced to use antibiotica or other medic once a week.

I might try to reintroduce it in some way at a later time.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Rah on October 28, 2019, 04:35:59 AM
hotfix for 2.2

* Fixed bug where smithing recipes would be set to crafting.
* Bionic tables now glow.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: 5thHorseman on November 08, 2019, 01:11:20 AM
Is there a prerequisite for some surgeries? I have 2 lungs on ice and a medical bed with a scanner, and there is no bill to install a lung on a colonist with asthma.

I can install external things (hook hands and peg legs) which is why I'm wondering if there's something I need to be able to install an internal organ.

I perused the thread and don't see any mention but I'll fully accept that I may have missed it.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Canute on November 08, 2019, 03:21:54 AM
So far i remember you allways need to research things before you can install them.
Hooked hands and peg legs are exceptions, but if you bought a bionic part and didn't got the bionic research finished yet, you can't install them.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: 5thHorseman on November 08, 2019, 05:14:29 AM
Quote from: Canute on November 08, 2019, 03:21:54 AM
So far i remember you allways need to research things before you can install them.
Hooked hands and peg legs are exceptions, but if you bought a bionic part and didn't got the bionic research finished yet, you can't install them.

That's fair but they're just regular human lungs. I took them from some gracious raiders before releasing them.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Canute on November 08, 2019, 06:35:09 AM
I am pretty sure a research is needed.
Unless you are playing permadeath, just enable dev. mode and instant finish some researches from the RBSE research tab.
After you found the nessesary research you can disable the dev. mode and reload the safegame.
And don't forget to put the lung into the a freezer, this mod let natural organs rot if i remember right.
Ok, like i though you need the research "Organ transplantation" to install natural (and maybe others) organs.

You can harvest all organs without research.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: 5thHorseman on November 08, 2019, 07:23:27 AM
Quote from: Canute on November 08, 2019, 06:35:09 AM
Ok, like i though you need the research "Organ transplantation" to install natural (and maybe others) organs.

Yikes well I feel dumb. My only defense is that I have a mod installed that reorders the tech tree so there are no tabs and it's in with all the other tech. But I found it now and am researching it. No need for dev mode, I'm pretty sure that's all it is.

Thanks!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Rah on November 16, 2019, 08:26:50 AM
small hotfix: minor correction to bionic table glow.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Schwartz on November 21, 2019, 04:58:30 PM
Vanilla bionics as well as RBSE currently work like this:

A natural arm fills the slot for the arm, for the hand, for the 5 fingers.
A bionic arm fills the slot for the arm, but leaves hand & finger slots empty (destroyed). This makes no sense.

This leads to the problem that a gun shot cannot target hands & fingers anymore, and therefore bionic soldiers have a higher incidence of losing whole limbs. Someone made a trial run where natural soldiers got more damaged bodyparts and missing fingers, while bionic soldiers lost their bionic arms / legs more often.

We could call this a tradeoff, but it doesn't really make sense. What I would love to see would be bionic limbs to include bionic hands/feet/fingers/toes. When you lose bionic fingers or toes, they can be replaced with some plasteel, like RBSE offers replacing natural digits with medicine. You could have a bionic arm but have your bionic hand shot off, requiring you to replace the hand even though you've got the arm.

This would require some rebalancing, as having both arm & hand or leg & foot would give too many bonuses.

Anyway, food for thought and obviously not a trivial change.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Rah on November 27, 2019, 12:49:09 PM
hotfix to a couple of market values + cost for bionic leg/arm in hardcore ed

@Schwartz, that's probably a bit much to code for a modder, but try posting it in the suggestions or bug forum. Maybe they will take a look at it.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.2 (Oct 28th, 2019)
Post by: Think3r on December 01, 2019, 10:55:03 AM
Quote from: Schwartz on November 21, 2019, 04:58:30 PM
Vanilla bionics as well as RBSE currently work like this:

A natural arm fills the slot for the arm, for the hand, for the 5 fingers.
A bionic arm fills the slot for the arm, but leaves hand & finger slots empty (destroyed). This makes no sense.

This leads to the problem that a gun shot cannot target hands & fingers anymore, and therefore bionic soldiers have a higher incidence of losing whole limbs. Someone made a trial run where natural soldiers got more damaged bodyparts and missing fingers, while bionic soldiers lost their bionic arms / legs more often.

We could call this a tradeoff, but it doesn't really make sense. What I would love to see would be bionic limbs to include bionic hands/feet/fingers/toes. When you lose bionic fingers or toes, they can be replaced with some plasteel, like RBSE offers replacing natural digits with medicine. You could have a bionic arm but have your bionic hand shot off, requiring you to replace the hand even though you've got the arm.

This would require some rebalancing, as having both arm & hand or leg & foot would give too many bonuses.

Anyway, food for thought and obviously not a trivial change.
Isn't that the whole purpose of Medical System Expansion (http://"https://ludeon.com/forums/index.php?topic=49097.msg461118#msg461118")?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Rah on December 01, 2019, 11:36:35 AM
2.3 - Rah's Bionics and Surgery Expansion

* Neurostimulator buff; now no longer gives mental breaks.
* Joywire and Painstopper are now cheaper to make.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Rah on December 04, 2019, 12:57:04 AM
small hotfix to implant costs
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Think3r on December 14, 2019, 07:42:57 PM
Just a quick question: when a warg loses a paw, can I only recover it using power claws? Legs and arms don't seem to do the trick, right? Thanks in advance!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Vlad0mi3r on December 14, 2019, 08:35:00 PM
You may want to look at the mod "A Dog Said"
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Think3r on December 16, 2019, 04:31:41 AM
Quote from: Vlad0mi3r on December 14, 2019, 08:35:00 PM
You may want to look at the mod "A Dog Said"
Hi, I'm actually using this one all the time. But legs are not paws and arms didn't replace paws, lately. Any confirmation on the latter one?
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Canute on December 16, 2019, 05:23:30 AM
Warg's are vanilla animals (so far i remember) so "A dog said" should cover all their legs.
Does you made the right size for them. Maybe spawn a few different protethics just to test it out.

If nothing works it might be a mod conflct, try to move A dog said and releated mods to the end of the modlist.
If that still don't work, try to check if the mod works at last without all other mods (hugslib (to create fast test colonies) + A dog said), create a fast test colony, spawn a warg, tame it, spawn protethics (don't forget to finish the right researches) and try to install them).
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: redrowen on December 16, 2019, 04:04:44 PM
Hey everyone,

I cannot for the life of me figure out which mod is causing Rah's to break.  Whenever I load I get the following Debug Log.  Has anyone else run into this?

My Mods load:
Core
HugsLib
JecsTools
Rah's
... (bunch more)

Thanks for your time!
XML error: Duplicate XML node name graphicData in this XML block: <ThingDef ParentName="Advanced"><defName>ExoskeletonSuit</defName><label>exoskeleton suit</label><description>A high tech device made out of two components: a light skeletal structure and servomotors to make the user faster and stronger.</description><graphicData><texPath>Things/Item/BodyPart/Bionic2</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><statBases><MarketValue>2099</MarketValue><Mass>5</Mass></statBases><techHediffsTags><li>Advanced</li></techHediffsTags><graphicData><texPath>Things/Item/BodyPart/ExoskeletonSuit</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch1(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Duplicate XML node name graphicData in this XML block: <ThingDef ParentName="Bionic"><defName>BionicEye</defName><label>bionic eye</label><description>An advanced artifical eye. With its biogel nerve-link, internal signal pre-processor, and wide-spectrum sensors, it is better than a biological eye in almost every way. A lattice-dust healing system allows it to recover from damage.</description><graphicData><texPath>Things/Item/BodyPart/Bionic</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><statBases><Mass>0.3</Mass><MarketValue>718</MarketValue></statBases><techHediffsTags><li>Advanced</li></techHediffsTags><graphicData><texPath>Things/Item/BodyPart/BionicEye</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch1(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

XML error: Duplicate XML node name graphicData in this XML block: <ThingDef ParentName="Bionic"><defName>BionicEar</defName><label>bionic ear</label><description>An advanced artificial ear implant. A collection of invisible subdermal microphones capture sound and transmit it to a biogel nerve interface that links directly with the auditory nerve. It's sensitive enough to hear a cat before you see it, can't be damaged by loud noise, and automatically tunes itself to pick out meaningful sounds in noisy environments.</description><graphicData><texPath>Things/Item/BodyPart/Bionic</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><statBases><Mass>0.1</Mass><MarketValue>378</MarketValue></statBases><techHediffsTags><li>Advanced</li></techHediffsTags><graphicData><texPath>Things/Item/BodyPart/BionicEar</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode, XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch1(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Canute on December 16, 2019, 05:25:34 PM
Hi,
did you try to use the adv. search of your file manager ?
If you use windows, just open the windows explorer, enter exoskeleton suit at the search field top right.
Maybe you need to enable that it search inside the files too.
Then check the search result's which mod beside RBSE got a hit.
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: redrowen on December 16, 2019, 07:15:13 PM
Thanks I got it sorted in the end, looks like Jabbamonkey's Graphic Overhaul was the culprit.  Which I expected from the start but made the mistake of not closing the debug menu after each MOD refresh so I kept thinking there was still an error  :-\
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.3 (Dec 1st, 2019)
Post by: Think3r on December 18, 2019, 03:55:20 PM
Quote from: Canute on December 16, 2019, 05:23:30 AM
Warg's are vanilla animals (so far i remember) so "A dog said" should cover all their legs.
Does you made the right size for them. Maybe spawn a few different protethics just to test it out.

If nothing works it might be a mod conflct, try to move A dog said and releated mods to the end of the modlist.
If that still don't work, try to check if the mod works at last without all other mods (hugslib (to create fast test colonies) + A dog said), create a fast test colony, spawn a warg, tame it, spawn protethics (don't forget to finish the right researches) and try to install them).
Omg, thank you very much! Paws count to legs, indeed. I must have acted really dumb as I tried installing legs and arms several times, before. At least, that's what I think or thought? I don't know. I didn't change any mod order or similar. Thanks anyway!
Title: Re: [1.0] Rah's Bionics and Surgery Expansion - 2.4 (Feb 29th, 2020)
Post by: Rah on February 29, 2020, 01:19:58 PM
2.4 - Rah's Bionics and Surgery Expansion

* Updated for 1.1. Compatible with Royalty DLC.
* Balance changes and minor tweaks.
* New bionic parts textures to match their vanilla counterparts.
* New white textures for Royalty parts to better fit the medical theme.


I will continue to do testing and monitor for problems, so let me know if you find a bug. Also if you're using the mediafire version, make sure to check in here for the following week as there might be some additional hotfixes / tweaks. And if you enjoy this mod and are feeling generous, feel free to send me a small coffee at the front page !

Enjoy <3

hotfix 1: fixed a bug with some recipes.
hotfix 2: few more small fixes
added new textures for bionic parts to better match their vanilla counterparts.
New white textures for Royalty parts to better fit the medical theme.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.4 (Feb 29th, 2020)
Post by: Bugglesley on March 01, 2020, 08:09:05 AM
Hello,
Thank you for making this mod and working to update it!

One issue, and I'm not sure if this was already in the hot fixes: sometimes when scars change from itchy to aching and so on, the pain from them shoots up to ridiculous amounts-- I had a pawn with 450% mind shattering pain from an itchy leg scar. There's a thread on the steam forums here https://steamcommunity.com/app/294100/discussions/0/1750150007019930737/ where someone else has a similar issue. They said they also had a prosthetics mod enabled, though not sure if it's yours-- it could be a problem with any mod that changes things to do with scars.

Thank you again for working on this!
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.4 (Feb 29th, 2020)
Post by: Rah on March 01, 2020, 05:43:19 PM
Hi Bugglesley,

I'm not sure what that is. Maybe the wimp trait like someone mentioned? This mod just allows you to cure scars, it doesn't alter how they work.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.4 (March 2nd, 2020)
Post by: hsum on April 19, 2020, 04:00:33 AM
Hello, I hope someone could help me with a problem. Whenever transplanting an organ the rejection percentage would go down but always stop on 0.1% in the rejection thing never fully "accepting(?)" the transplanted organ. D:
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.4 (March 2nd, 2020)
Post by: Rah on May 22, 2020, 03:00:03 PM
Quote from: hsum on April 19, 2020, 04:00:33 AM
Hello, I hope someone could help me with a problem. Whenever transplanting an organ the rejection percentage would go down but always stop on 0.1% in the rejection thing never fully "accepting(?)" the transplanted organ. D:

Hi sorry for the late reply. I will respond to issues faster on the steam comment page. With regards to your problem, transplanted natural organs will never be fully accepted by the body, but you can keep the rejection mild forever with decent care. If you want no rejection you can install synthetic organs.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.5 (May 5th, 2020)
Post by: Rah on May 22, 2020, 03:00:36 PM
2.5 - Rah's Bionics and Surgery Expansion

* Now possible to install bought / found bionics with less research.
* Minor stat tweaks.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.5 (May 5th, 2020)
Post by: Rah on May 27, 2020, 04:08:47 PM
hotfixed small patch error from the latest Rim update.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.5 (May 5th, 2020)
Post by: Jason_Dayspring on June 09, 2020, 03:25:59 AM
Never done any modding for this, beyond installing other people's work.  How hard would it be for me to edit the normal version of this to make it more reasonable in material cost?  I don't mind cheating and bounce into god mode on occasion, but it just bothers me that one limb contains a pile of materials the size of a small car. 

I'm not asking for anyone to make a cheaper version, just a bit of advice on how to edit it for personal use.  What steps, where the amounts are listed, etc.  I tried looking at a few XML files and got lost.  No idea what I'm looking at, or should look for.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.5 (May 5th, 2020)
Post by: Canute on June 09, 2020, 04:48:04 AM
Take a look at the Defs/RecipeDefs.
Since you prolly look for the 1.1 version, you should look for them at the 1.1 folder.
Recipe_AdvancedBionicsTable.xml
are the recipes for the adv. bionic ones at example.
All the .xml files you can edit with an texteditor. Mosttimes the syntax is pretty selfexplained, so you should find the ingredient list and modify it.
To keep it simple just lower the count of the needed ingredient.

You can try out
[KV] In-Game Definition Editor
https://ludeon.com/forums/index.php?topic=46983.0
which should allow you to edit them ingame too.
Title: Re: [1.1] Rah's Bionics and Surgery Expansion - 2.5 (May 5th, 2020)
Post by: Jason_Dayspring on June 10, 2020, 12:18:03 AM
Awesome!  Thanks.   :D
Title: Re: [1.2] Rah's Bionics and Surgery Expansion - 2.6 (August 22nd, 2020)
Post by: Rah on August 22, 2020, 07:42:22 AM
Updated for 1.2
Title: Re: [1.2] Rah's Bionics and Surgery Expansion - 2.6 (August 22nd, 2020)
Post by: zs534 on February 22, 2021, 03:21:09 PM
Hi Rah, I have a few ideas that may or may not fit this mod. I have next to no knowledge in coding, so I have no idea the amount of effort these additions would take.

Make it so your bionic limbs, and the vanilla ones, have a hand/foot, rather than the hand/foot being counted as cut off (same with digits). This may allow gloves/boots/rings to be worn with bionics.

I've seen many suggestions about surgeries and bionics for fingers/toes. Why not remove digits and add their coverage to hands/feet (like how all 12 ribs got combined into "ribs") so there are less missing fingers or tiny scratches that require a whole medicine. This might cause compatibility issues.

Integrate Less Arbitrary Surgery and maybe Death Rattle (both rebalanced). LAS means less random surgery, among other things. DR so you can give a pawn with a loss heart a brand new shiny synthetic heart. DR does hurt balance in vanilla, but RBSE makes artificial organs expensive, and natural organs cause organ rejection.

LAS: https://steamcommunity.com/sharedfiles/filedetails/?id=1552455241 (https://steamcommunity.com/sharedfiles/filedetails/?id=1552455241)
DR: https://steamcommunity.com/workshop/filedetails/?id=1552452572 (https://steamcommunity.com/workshop/filedetails/?id=1552452572)
Title: Re: [1.2] Rah's Bionics and Surgery Expansion - 2.7 (April 16th, 2021)
Post by: Rah on April 16, 2021, 08:09:31 AM
2.7 - Rah's Bionics and Surgery Expansion

* Changed synthetic liver to part efficiency instead of an offset
* Made patch file for new chronic illnesses to eliminate potential mod conflict. (thanks to Kopp)


@zacharys534, thanks for the suggestion. I will take a look at it.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - 2.8 (July 20th, 2021)
Post by: Rah on July 20, 2021, 05:34:43 PM
2.8 - Rah's Bionics and Surgery Expansion

* Updated for 1.3 and Ideology.


hotfix: simple prosthetics now work correctly with transhumanism / boddy modder, hyperlinks added, artificial nose now gives +0.5 beauty
hotfix2: small sound bug fix.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - 2.8 (July 20th, 2021)
Post by: Rah on August 02, 2021, 08:56:15 AM
Small update for bionic and archo eyes; now more subtle graphics compared to vanilla

(https://i.ibb.co/276J0PG/beyes2.jpg)
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - 2.9 (Aug 8th, 2021)
Post by: Rah on August 08, 2021, 02:18:13 AM
2.9 - Rah's Bionics and Surgery Expansion

* Royalty research nodes now match better with RBSE research.
* Death acidifiers can now be removed after researching Advanced bionics.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - 2.9 (Aug 15th, 2021)
Post by: Rah on August 14, 2021, 06:31:08 PM
Hotfix for 2.9: hyperweave now has vanilla market value, bionic eye now requires some devilstrand to make, removed power claw req for power arm.

edit: small balance fix for the normal version: advanced workbench plasteel cost reduced from 200 to 100.

Update Aug 25th-26th: Added Bionic Tongue + small tweaks. Negative side effects for the Neurostimulator removed.


Also try out: Rah's Vanilla Turrets Expansion: (https://steamcommunity.com/sharedfiles/filedetails/?id=2583529720) New rebalanced turret mod for Rimworld 1.3 with 9 strong turrets for the mid and late game !
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - 2.9 (Aug 25th, 2021)
Post by: Rah on August 29, 2021, 08:33:36 PM
update 3.0:
- New research node; Nanomedicine. Can cure Frailty, Sleeping sickness, Muscle parasites, Mechanites, Gut worms and other infections.
- Neurostimulator has no negative side effects. Cures dementia, alzheimer's and brain damage.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Sept 12th, 2021)
Post by: gendalf on October 10, 2021, 03:12:21 PM
are the buildings uninstallable with Two's Miniaturization?
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Sept 12th, 2021)
Post by: Panth on November 28, 2021, 07:21:56 PM
Is there anywhere to grab a drm-free version of this mod?
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Sept 12th, 2021)
Post by: Canute on November 29, 2021, 02:10:54 AM
There is no special DRM-free version, mod's works for all versions.
Just grab the steam version, and when you still don't know how to do that read the 1. link of my signature.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Feb 5th, 2022)
Post by: Rah on February 05, 2022, 01:15:07 PM
Small update: Biosculpter pod can now cure the RBSE chronic diseases with the bio regen option.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Feb 5th, 2022)
Post by: nookii on February 06, 2022, 04:01:04 PM
awesome mod! one issue that im not sure is intended: bionic jaws give the "disfigured" debuff, while i would prefer it didn't, i think thats because their tongue gets removed. i have no option to install bionic tongues either (even though i have a few in storage). even when installing something that increases the pawns's beauty like aesthetic nose, they are still disfigured. im not sure if this is completely a vanilla issue or related to how the mod changes things; thanks

relevant screens:
all hediffs: https://i.imgur.com/Ps2n9ZH.png
available bills: https://i.imgur.com/JqdurRb.png
i have a bionic tongue: https://i.imgur.com/tkGl5sE.png
disfigured social: https://i.imgur.com/TDf0Wzg.png
pawn isn't ugly: https://i.imgur.com/ggDfyFH.png
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Feb 5th, 2022)
Post by: Rah on October 21, 2022, 04:48:51 PM
updated for Rimworld 1.4. not tested with the official dlc yet. Please report issues on the official steam mod page.
Title: Re: [1.3] Rah's Bionics and Surgery Expansion - v3.0 (Feb 5th, 2022)
Post by: gendalf on May 07, 2023, 04:42:23 AM
feature requests:
# posthumous extraction
Can you add an option for extraction of artificial organs (not enhancers) from dead pawns, that haven't been destroyed during combat (maybe like a on a 24h timer before it goes "bad")?
Maybe even for regular organs too (1h timer?).

# blood packs
blood packs should probably be spoiling, when not frozen.

# neck replacement/fixation
it can have scars/old wounds

# simple eye prosthetics
- 0% efficiency version (no research required) - to remove pain - 'peg leg' research tier.
- 'anatomy and physiology' research version with more efficiency - 'Simple prosthetics' research tier.

# simple synthetic organs
- 80% efficiency all organs, no buffs - industrial tier. (this mod seems to remove vanila prosthetics research that gives things like 80% craftable heart?)

# synthetic organs
- 100% efficiency all organs, no buffs - end of industrial tier, alongside bionics (bioniocs should also be in industrial, it's too far down the tree to just get 100% replacers).

# synthetic organs -> advanced synthetic organs
- should be on the same level of research as 'Advanced bionics' (they are even penalized by the need to be refrigerated).
Title: Re: [1.5] Rah's Bionics and Surgery Expansion - v3.3 (April 11th, 2024)
Post by: Rah on April 11, 2024, 02:48:21 PM
updated for 1.5. if you encounter any bugs, please report on steam page.