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Messages - 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
Help / Re: Best way to hide core game objects/items?
March 31, 2020, 05:45:03 AM
Hello!
Sorry for necroing the thread, but I wondered if there is really no other option to hide a research project without removing it and thus getting red errors?
#3
Update 2.3 - The comeback!

Hello! To the surprise of definitely some of you, I'm not dead in a ditch somewhere! On the contrary, I've been busy updating EPOE to Rimworld 1.1 and it's finally ready!
Yes, you've read that right - the grandmother of all prosthethics mods is back, and she's looking better than ever before!
2.3 is a big update, so I can't go into detail, but I'll explain the most important changes.

First of all, the benches are gone! I have removed all benches except the tissue printer because they just didn't fit the game anymore and just cluttered up the mod. They were fine when I introduced them many years ago, but the game has since then evolved, and benches like the fabrication bench and the crafting spot have made EPOE's benches redundant. I've kept the tissue printer because it's still unique enough to warrant its existence.
You can now find all the recipes at the crafting spot, the machining table, the fabrication spot and of course on the tissue printer.
The next big change regard the Archotech parts. I've seen that many of you weren't too happy with how EPOE handled Archotech parts. And I totally understand you. In 2.3 Archotech parts are fully integrated in EPOe. They are now the strongest parts of the game again (as it should be). And not only that - I've made the parts that were formally the Glitterworld parts into Archotech parts! You can now get these parts as quest rewards. On top of that, I've decided to give Archotech parts their own unique texture - to emphasize how unique they are.
The third addition has to do with the research tab. Since it always looked so empty I've decided to introduce some new research options. Many cool parts now have their own research project, to make the mod slightly more balanced.
One of the most requested fixes has been a proper market value balancing fix as well as better compatibility with other mods. I've done my best to make both these wishes come true! I've calculated the cost of every body part and adjusted the market values accordingly. No longer will your colony swim in gold because of exploiting the absurdly high prices of prostheses!
To improve compatibilty, I have done my best to tidy up under the hood. EPOE was a mess in some places and I have done my best to streamline the code!

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

Enjoy!
#4
2.24 - 1.0 Update!

Hey!
1.0 is finally here, and so is the EPOE update! It's actually not a really big update, people have already noticed that the B19 version works fine as well. The only major change is, that EPOE is now compatible with existing save games again, since I've removed the individual ribs system. It's sad, but sometimes sacrifices have to be made in favor of compatibility ^^

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

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

Enjoy!
#5
Wow, you clearly like your colony and EPOE if you go through so much trouble ^^
Thank you, great resource, I'm sure it helps a lot of people!

Quote from: Madman666 on September 10, 2018, 04:29:47 PM
Oh, so you kept the separate rib system from earlier betas? I guess thats a cool thing to have, though compatibility will suffer somewhat both mod and savegame wise. Also can you enlighten me about archotech parts? Did you remove them?
Yes I did, I just like the individual rib implants. I hope you do, too! Compatibility with mods doesn't suffer, because EPOE has always modified the body defs. Only existing save games are problem.
And yes, Archotech parts are gone. They don't fit in the concept of EPOE, because they are too strong and too boring. EPOE has its own Glitterworld parts that are only available through traders.
#6
I have just released version 2.22, which should fix the AI core mental break problem!

Quote from: UneSaucisse on September 10, 2018, 01:42:48 PM
Hey Ykara,

First I want to thank you for your amazing work, this mod is one of the Must Have Mods I always check for update when a new release of Rimworld is out!

Also, as reported by DonLuca just above, I have a few problems with the latest update of this mod in B19: the organs and general health conditions of my pawns are messed up when I activate this mod in the latest B19. Organs and limbs are swtiched to others, as are scars, bionics and some removed parts, see the attached screenshots.

For pawns without any afflictions: no visible problems, they are all fine.

I hope this will give you some pointer to understand what's the root cause of that!

Cheers  ;)
That's because Tynan replaced the individual ribs with a ribcage. EPOE keeps the individual ribs, that's why there problems when using EPOE on existing save games. I highly recommend starting a new colony!

Quote from: Diver on September 10, 2018, 04:18:28 AM
Hey, thanks for keeping one of my favorite Mods up to date.

Did you remove the Organ harvesting Part? Because i only got the Vanilla Options. (Heart, Lungs, Kidneys and Liver)
Tested it on Version 2.21 - Hotfix (9.9.2018) with a new Colony and without any other Mods.
Thanks! You're right, I have removed the some harvesting options in the process of updating the mod. I've readded the option to harvest stomachs in 2.22!

Thanks for your feedback!
#7
2.2 - Beta 19 Update!

Quote from: Ykara on November 19, 2017, 04:52:09 PMEnjoy, we'll see us again next year :P

Good evening everybody!
It's been some time, but I'm finally back! I've updated EPOE to Beta 19, which was a little more time consuming than I initially thought. Gotta love Tynan for always finding new ways to mess with the modders (renaming HumanMeat to MeatHuman for example) ^^ I also had to find a solution to the new bionics B19 introduced. I've removed the bionic heart and stomach, but kept the cochlear implant, which you can now craft at the simple prosthethics table. About the Archotech parts... Well, let's just say, Archotech HQ had a terrible work accident involving giant bugs and is now unable to maintain its business.
Oh, and I've scrapped the uranium based energized components in favour of the vanilla advanced components.
That's basically all, I hope you enjoy!

Changes:
*  Updated EPOE to Beta 19
*  Replaced energized components with vanilla advanced components
*  Fixed the option to remove the brain stimulator
*  Added an option to craft cochlear implants
*  Removed the option to fix scars
*  Updated the Spanish translation (thanks to Mike2611!)
#8
Quote from: XeoNovaDan on November 19, 2017, 06:10:13 PM
No problem!

Also, you might want to adjust the medicine requirements for most surgeries; Beta 18 changed a lot of requirements for its vanilla parts. For instance, a bionic arm now needs 2 medicine to install rather than 1.

Also, basic prosthetic surgeries have a SurgerySuccessChanceFactor of 1.3, and bionic eyes are 0.8. There are several others too. Gotta keep consistent!

Edit: And most surgeries now have a minimum medicine skill requirement.

Ok, thanks for telling me, I'll take a look into these changes and adjust some values. Always appreciated!
#9
Quote from: XeoNovaDan on November 19, 2017, 05:59:34 PM
Just checked through the XML for EPOE 2.1 for the purpose of updating my rebalance, and you forgot to update advanced bionic hand's hediff from the old verb system to the new tool system.

Thanks for reporting, I've fixed it!
#10
2.1 - Alpha 18 Update!

Heyo!
Nope, I'm still not dead - even though I can understand everyone who thought I was. But you know how it is, every time a new Alpha comes out, I crawl out of my hole and put some work into EPOE. There aren't many new features in this update, but I have fixed the broken AI persona core system with new mental states and I have added the option to remove brain stimulators. I haven't had enough time to test everything, so feedback is very much appreciated!
Enjoy, we'll see us again next year :P

Changes:
*  Updated EPOE to Alpha 18
*  Finally balanced the AI persona core
*  Added the option to remove brain stimulators
*  Fixed some descriptions that still mentioned vancidium (RIP)
#11
Hey guys, just wanted to say that this mod is not an orphan, EPOE's daddy is still alive and kicking! I've already updated EPOE to A18, but I will scroll through your suggestions and complaints and try to fix and incorporate them, so EPOE 2.1 will be available tomorrow.
Stay tuned, and sorry for not being more active here ^^
#12
First of all, thanks for the clarification!

Yes, you're right, Rimworld and I are in kind of an on-off relationship, although I'm currently trying to be more active ^^

XML coding is basically only tedious work, there's indeed not that much freedom to it. And I don't blame you at all for taking over the code, I wouldn't want anyone else to waste so much time on copying and modifying dozens of parts ^^

Regarding Extended Surgery, there is very little of its code still left in EPOE. But the thing is, I asked Minus if I could make a mod based on his mod (even though he also wasn't the original creator himself) before I uploaded mine, so yes, it was the right thing to do. And that's just something that I would also have appreciated.

And yes please, keep the sound file, I have no problem with that whatsoever! I wish you all the best for the future of your mod, I'm very interested in seeing how they will evolve differently!

I hope we have settled this matter now and can go back to brutalizing prisoners! ^^
#13
Oops, I didn't mean to start a discussion on RSBE and EPOE! ^^
But whatever: RSBE took EPOE, changed the benches, the recipes and later some of the textures. Most things are still the same, though, for example most of the parts, the research projects, the assembling sound and some more. So it doesn't make a huge difference in terms of compatibility.
And don't think that I dislike Rah's mod because of this, he maybe could have asked before "borrowing" my code, but as long as there are people enjoying his version, I don't mind too much ^^

Quote from: firestrock on May 29, 2017, 11:37:20 AM
Now we just need a "harvest everything" button so we don't have to issue every surgical order by itself and we're good to go  ;D
Oh yes, that's a great suggestion, but I'm afraid that I don't have the skills required to make that happen :/ I would have to create an assembly in C# that takes care of things like which lung can be harvested without the prisoner dying, which parts have already been harvested and so on. I'm sure that there are modders who could do that with ease, but I'm unfortunately not one of them :/
#14
*You don't want to sell me Death Sticks*
#15
Quote from: Love on May 28, 2017, 08:22:20 AM
It lists EPOE compatibility but not RBSE, does that work out?
RBSE is EPOE with a different name, so I guess it would work, yes.