Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - V

#1
Ykara, the advanced bionics research description in the research tab still references vancidium, despite it being long-since retired. Just a little thing, but I figure you might want to update it for consistency.
#2
Quote from: paul23 on January 06, 2018, 11:57:33 AM
Is there a list that shows what everything does?

IE: I had a colonist with a partly destroyed brain, and added the brain stimulator.. - But that didn't really improve the brain above the 70% he already was.
I could probably draft you up a list of parts and their effects, including damage values for arm/hand upgrades.
#3
Hi, I've been using EPOE for a while, and I'd like to mention a few of my thoughts on the mod.

One of the biggest things that's bothered me is the use of +<stat> on bionic parts where instead a change in efficiency % would lead to the same effect. It's not really a huge problem, but I find it to be a bit strange, since the base game uses changes in efficiency of body parts to buff/debuff colonists. With synthetic organs, I can see why changing the efficiency might lead to unintended buffs, such as the liver increasing metabolism rather than just the blood filtration you've added in. For these, 100% efficiency + buffs seems fine. I feel it would just increase the consistency of the game if for parts whose buffs would be achieved by increase in efficiency, that those parts do so via that method.

Another consideration I had was that the AI chip forces consciousness to 100% max, and stacks with the brain's level of consciousness. As such, a colonist will receive less of a penalty to consciousness than an unmodified one if their consciousness is debuffed (as they have "overflow" consciousness), but those with AI chips are also unable to have their consciousness buffed by drugs such as wake-up. Would it not be possible to instead simply give the AI chip 100% efficiency and replace the brain, or is the cap on consciousness intentional. I understand the brain stimulator being an implant and not replacing the brain, as turning colonists into vegetables with it isn't the intended effect.
#4
Releases / Re: [B18] Less Arbitrary Surgery (2017-12-8)
December 26, 2017, 06:59:48 PM
It seems like something odd is going on with this mod and other previously compatible ones. Harvest Everything! used to work with this, but after the update, it hasn't been working properly.
#5
Outdated / Re: [A17] More Furniture
September 20, 2017, 05:40:45 PM
I don't suppose you could add support for RIMkea's beds? Giving them the bonus from the end table and dresser would be great.
#6
Releases / Re: [A17] Synthmeat: Space Tofu
September 18, 2017, 09:53:04 PM
Could we get a few screenshots of the mod items, and maybe a slightly more in-depth description?
#7
So I know I'm being lazy for not just testing this myself, but do the synthetic/surrogate organs trigger the debuff for prosthophobes?