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Topics - Ykara

#1
Help / <displayWound> specifcs
July 22, 2021, 01:33:01 PM
Hello! I've got some questions regarding the new <displayWound> tag. Does anyone know how I would go about adding new textures for wounds and new places for them to spawn?
#2
Outdated / [A17] Harvest Everything! (28.05.2017)
May 28, 2017, 08:19:56 AM

Hey!
Have you ever looked at a prisoner and thought: "Why can't I harvest more than just some organs? I want to take his arms, his legs, his eyes, his nose, his ears and everything else and only then rip his heart out!"
Then this mod is for you!

That's pretty much all this mod does, it adds the option to harvest stomachs, arms, legs, hands, feet, eyes, ears, jaws and noses.




Download:
Mediafire: Click Here!
Steam Workshop: Click Here!
Fully compatible with EPOE and basically any other mod too!




Screenshot:





Enjoy!
#3
Outdated / [A15] Realistic Medical System (31.08.2016)
August 30, 2016, 08:25:50 PM


Hi fellow colonists!
This mod basically adds some depth to Rimworld's medical system, by adding a graft rejection system and a bionic accustoming system. You now for example can't just put a liver in one of your colonists and expect it to immediately work as if nothing ever happened. Natural organs now have rejection reactions you have to treat, same for surrogate and synthetic organs. And installing a peg leg now isn't such a simple and quick task anymore either. Your colonists now have to learn to use their new prosthesis and get initial maluses, for example with a peg leg you colonists have to learn to walk again.
These maluses however are only temporary, accustoming to a new body part takes about 10 days. With one exception: Natural organs. Like in real life they require constant treatment, which also acts as a kind of nerf to these parts, as I have always perceived them as slightly too overpowered, but that's just my opinion.
Hope you like it!




Download:
Mediafire: Click Here!
Steam Workshop: Click Here!




Download the EPOE compatible version:
Mediafire: Click Here!
Steam Workshop: Click Here!


Current main features:

  • Bionics now take time to reach their full capacity, you now can't just install them and your colonists are immediately able to use them without any problems
  • Organ transplants are now rejected by the colonists body, meaning that you now have to treat them
  • [EPOE] Synthetic and surrogate organs only cause a rejection when you first install them, making them more cost efficient than natural organs in the long run
#4
Ideas / Will there ever be void gods?
August 25, 2016, 10:29:11 PM


I know Tynan said that he won't deliver all possible features he mentioned in the early Kickstarter days, but I'd really love to see some void gods bombarding raiders with lightnings.
.
.
.
Or are they already in the game? You know, when the whole map is burning and it suddenly starts to rain? Maybe they were there all along and we just didn't realize? Hmmm...
#5
Support / Help, my save file suddenly has over 2GB!?
April 22, 2016, 11:52:48 AM
Yep, pretty much what's in the title. The save file of my current hardcore colony has 2.37GB and I can't open it in notepad ++ to see what's wrong, because it's simply too big. The only thing that could have something to do with my problem is the hospitality mod, I've removed it mid game, but it still worked.
Don't know what happened, has anyone here ever experienced the same problem?
#6
Help / Alpha 12 texture changes
August 22, 2015, 04:41:40 PM
Hey guys, I have a simple question:
I've noticed that the textures in alpha 12 have some sort of "3D effect". I've already found out that it's now handled by Graphic_Multi and the draw size, but does anyone know how I can do that?
That would be a great help, so thanks in advance!
#7



Hey guys!
After three years I've decided to play Minecraft again. Although I now remember again why I stopped playing Minecraft, it gave me ideas for a new mod!
As the name suggests, it adds a bunch of new items you can bake or farm! I know there is already a mod that adds an oven, but this mod is far more complex and only about baking.




Download Version 1.0 (Mediafire):




Author:
Just me.

Special Thanks to:

  • Everyone I stole the textures from! In the mod folder you can find the credits.

Overview:
This mod adds various new things: New plants, new items and food, new research and two new workbenches!
After you have researched the corn mill, you can make flour out of wheat - the main ingredient of all added pastries. You can also plant and harvest sugar beets and make them into sugar to bake sweet pastries! Of course you don't need sugar, you can bake bread or potatos, too! But where do you bake all this tasty stuff? That's what the oven is for! After only one small research you can bake everything you can imagine! (Ok, maybe not everything, but I'm open for suggestions ^^)

Current main features:

  • 2 new workbenches
  • Bake various pastries!
  • Two new plants: wheat and sugar beet!
  • New research projects!

Planned:

  • Add an unfinished item so baking takes longer
  • Tweak the textures (If Lord Tynan uploads the art source)
  • Translations
  • Of course lots of bugfixes and tuning - I'm constantly working on this mod

What you can do:
  • I'd really appreciate it if you guys could give me feedback
  • Tell me how to make unfinished items without using stuff! Look here for further information.
  • Report bugs!
  • Suggest new pastries or features!
  • I'm not satisfied with some textures, so if anyone is willing to help me, I'd really appreciate it!
  • Have fun!

Screenshots:




How to install:
Just unpack the folder and put it in your mods directory of your game.

Compatibility
There shouldn't be any compatibility problems, but if you find some, please tell me!

Not compatible with:

  • Nothing

Compatible with:

  • Everything

Changelog:
1.0 - Initial Release (26.5.2015)


I hope you enjoy the mod!
#8
Help / Unfinished items without using stuff
May 23, 2015, 11:16:06 AM
Hi (again),
I have a problem with unfinished things. I'm trying to get it to work using no stuff, but it just doesn't work. I can't use stuff because the things I use for the recipe are no stuff, so I really need your help.
Thanks in advance!
#9
Help / Problems with stuffing buildings
May 23, 2015, 05:00:51 AM
Hi guys, I really, really need your help. I've tried everything but it still doesn't work.
Here's the problem: I have made a bench and want it to use stuff. It works fine, but the texture just doesn't change and I don't know why.
Here's the code, please take a look :/

  <ThingDef ParentName="BuildingBase">
    <DefName>Test</DefName>
    <label>test</label>
    <ThingClass>Building_WorkTable_HeatPush</ThingClass>
    <Description>Bakes tasty pastries.</Description>
    <graphicPath>Things/Building/Production/Test</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <graphicShaderType>CutoutComplex</graphicShaderType>
    <stuffCategories>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>100</costStuffCount>
    <costList>
      <Steel>20</Steel>
    </costList>
    <AltitudeLayer>Waist</AltitudeLayer>
    <useHitPoints>True</useHitPoints>
    <statBases>
      <WorkToMake>4500</WorkToMake>
      <MaxHitPoints>300</MaxHitPoints>
      <Flammability>0</Flammability>
    </statBases>
    <Size>(3,1)</Size>
    <graphicOverdraw>False</graphicOverdraw>
    <DesignationCategory>Production</DesignationCategory>
    <fillPercent>1</fillPercent>
    <Passability>Impassable</Passability>
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>
    <itemSurface>True</itemSurface>
    <inspectorTabs>
      <li>ITab_Bills</li>
    </inspectorTabs>
    <comps>
      <li>
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>250</basePowerConsumption>
        <startElectricalFires>true</startElectricalFires>
        <soundPowerOn>PowerOnSmall</soundPowerOn>
        <soundPowerOff>PowerOffSmall</soundPowerOff>
      </li>
      <li>
        <compClass>CompGlower</compClass>
        <glowRadius>6</glowRadius>
        <glowColor>(217,112,33,0)</glowColor>
      </li>
    </comps>
    <building>
      <spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
      <heatPerTickWhileWorking>0.6</heatPerTickWhileWorking>
    </building>
  </ThingDef>


Thanks in advance!
#10
Help / Give thoughts in Alpha 10
April 19, 2015, 03:10:24 PM
Hi guys, I'm having some problems updating my mods to alpha 10. One of them is the drugged rib from EPOE. The rib gives the user a positive thought - well, at least it should. Because I can't get it to work.

   
  <ThoughtDef>
    <defName>DruggedRibThought</defName>
    <workerClass>ThoughtWorker_Hediff</workerClass>
    <hediff>DruggedRib</hediff>
    <nullifyingTraits>
      <li>Prosthophobe</li>
    </nullifyingTraits>
    <stackLimit>12</stackLimit>   
<stages>
      <li>
        <label>Drugged rib</label>
        <description>I don't know why, but somehow I feel relaxed.</description>
        <baseMoodEffect>10</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>


Here is the code, I hope someone can help me :/
Thanks in advance!
#11
Help / Add diseases with a dll?
March 09, 2015, 02:52:36 PM
Hi guys, I was browsing the rimworld dlls and was wondering if it's possible to add specific diseases with a dll. I want my pawns to become sick if they get a new body part. I'm very new to dll modding, so please go easy with me, and please answer if you know the answer, I'm really interested if and how this works.
#12
yMods - Small Vanilla Enhancements!

I've heard small mods are cool now, so here is my modlist! You may wonder what yMods are, so here is a short description: They are small vanilla friendly mods that fit the vanilla artstyle, game mechanics and everything else that has to do with vanilla. I wanted to improve RimWorld without destroying the vanilla atmosphere. I hope you like my mods, feel free to suggest something, I'm open for ideas!



[A10] Dustrats
Vanilla friendly!





Download:


As I looked through the outdated mods, I stumbled across some interesting ideas, one of them are the dustrats. So I decided to bring them back to Alpha 10!

Overview:
This mod simply adds a new friendly species of small animals to the game: The dustrats. They are basically boomrats, without the boom. They are the genetically unaltered version of these explosive rodents. I really like the idea, I think it's pretty cool to know where the boomrats come from. You can meet them in the arid shrubland, the temperate forest and the desert. That's it, have fun!

Credits:
lancer447- for the idea!



[A10] Medical Drinks 0.95
Vanilla friendly!





Download:


I've looked through the releases, but there was no mod that added drugs to cure illnesses - now there is one!
This mod is currently version 0.95 because I want to add some more features to the mod, but I haven't been able get it to work yet because of my non-existent C# skills.

Overview:
This mod adds the ability to brew medical drinks at the brewery. This drinks boost the users immune system (blood filtration) so he gets well again faster than without medication. They don't replace medicine, they support it. That's basically it, it's a very small mod, but I hope you like it!

Credits:
jabbamonkey - for the texture! I have just modified it a bit so it fits the mod better.




[A12] Craftable Guns 1.2
Vanilla friendly!





Download:


Hi guys, I just wanted to post a very small mod I've made for myself, maybe someone could like it.

Overview:
This mod adds the ability to craft guns at the smithing table. I don't use melee weapons very often and it bothered me that I could not craft guns on the smithing bench, so I created this mod. Now you can craft eight guns: Pistol, survival gun, shotgun, PDW, LMG, SMG, assault rifle and the sniper rifle. To craft better weapons you have to do extra research. It's pretty time-consuming to craft a gun, so it should be balanced. That's it, it isn't much but I think it improves the smithing table a lot.

Changelog:
1.21 - 20.6.2015
* Updated to Alpha 11

1.2  -  17.5.2015
*  Weapons now take much longer to craft
*  There are now unfinished guns if you want to take a break
*  Removed some unnecessary RecipeUsers

1.1  -  15.3.2015
*  Added the ability to craft much more weapons
*  Made a research project to unlock better guns
*  Crafting guns now requieres a higher skill level
*  Added RimWorld Launcher support

1.0  -  24.2.2015 
*  Craft pistols, survival guns and PDWs at the smithing table!
#13
Help / Adding more than one HediffDef?
February 22, 2015, 11:06:52 AM
I have the problem that I can't figure out how to add more than one HediffDef to a recipe. For example, if I install a bionic arm I want it to install the arm and maybe a bionic leg too. It's a bad example but I hope you understand what I want. Does anyone know how to do this (or if it's even possible)?
Thanks in advance.
#14
    Expanded Prosthetics and Organ Engineering 2.42
    Vanilla friendly!




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




    Download Version 2.42 (1.0/1.1/1.2):
    Mediafire: Click Here!
    Steam Workshop: Click Here!





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

    Special Thanks to:

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

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

    Current main features:

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

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

    Screenshots:




    He never asked for this.



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

    Compatibility

    Compatible with:

    • Should be compatible with most other mods!

    Fixes:
    Please read the readme inside of every folder!

    • Currently there isn't any mod that causes incompatibilities

    License:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    1.0 - Initial Release (19.02.2015)


    I hope you enjoy!
    #15
    Help / Changing the affected body part of bad back?
    February 13, 2015, 07:28:45 PM
    Hi all, I wanted to ask if it's possible to change the body part that's affected by a permanent disease like bad back or cataract. Cataract obviously affects the eyes and bad back the torso. But I want the bad back to affect the spine, is this possible? Thanks in advance.
    #16
    Help / Can't harvest new plant
    October 07, 2014, 09:06:12 AM
    Hi there!
    I've just created a little mod with a new sort of plant but when I harvest it, nothing happens. The error screen says that the game couldn't find a cross reference between my Plant def and my resources def, but I don't know why. I've tried everything but it still doesn't work. Help me please  :-[
    #17
    General Discussion / Private Testers?
    September 22, 2014, 11:57:57 AM
    I wonder what a Private Tester does. Public Testers help the devs to find bugs and stuff, but what do Private Testers do?