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Messages - Ykara

#16
Outdated / [A17] Harvest Everything!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!
#17
Quote from: Madman666 on May 25, 2017, 10:58:00 AM
Man, I am so sad! Tynan changed butchery (and added mining and harvest) efficiency to never be able to rise above 100% even with bionic part manipulation bonus. Can you add bonuses to mining, harvesting and butchery efficiency to advanced bionic bodyparts? Because those were kinda singnificant advantages of having a cyber person - he could get more meat out of animals. Bionic cooks really helped feeding large cities :( At least some small bonuses like 4-5% per part, so that fully bionic person could have at least 20-30% more yields...
Yes, I could definitely do that, thanks for pointing it out!

Quote from: Joedox on May 25, 2017, 02:31:06 PM
There is a small Bug with Category in ThingCategoryDefs.
The "GlitterworldParts" are mixed with the "SyntheticOrgans". I do not know if it's normal !?
That's not normal, I'll fix it! Thanks for reporting!

Quote from: donutman07 on May 27, 2017, 05:51:42 PM
What is the deal with the cornea implants?  I can't put them on once I have put in bionic or advanced bionic eyes.  And it's not exactly easy to get normal eyes back since you can't harvest them.  I tried even giving prisoners bionic eyes to see if I could steal their eyes that way, but no luck it doesn't spawn anymore.

Similarly, the muscle stimulator seems to require regular arms & legs to be applied. I don't know if this is necessarily bad, but it's awkward being unable to use them late game once you've already gone heavily bionic
I thought of Glitterworld Parts as something more advanced, something that doesn't need to replace a whole bodypart to work. A cornea implant is just more elegant than ripping the whole eye out and installing an artificial new one, I think it fits Glitterworlds better. Subtle, but efficient.
I think I'll also make these parts prostophobe-friendly in the next update.

Quote from: BeardedBeck on May 27, 2017, 09:03:25 PM
Not sure if i have hit a bug or a feature.
I have installed a brain stimulator into one of my pawns, and then later a ai chip. For some reason it seems that it does not override the brain stimulator so it ends up maxing out on 65% and not 100%.
Oh yes, thanks for reporting this, I'll add an option to remove the Brain Stimulator so that the AI-Chip can do its job properly.

Quote from: Joedox on May 28, 2017, 02:16:44 AM
Hello,

How can I translate the name of the search tab?
File: ResearchTabs_EPOE.xml
Line: <label>Prosthetics</label>

I tested the same folder tree but it does not work.
I also tried putting it in the file: ResearchProjects_EPOE

I have the error:
Def-linked translation error: Found no Verse.ResearchProjectDef named EPOE to match EPOE.label

Thank you for your help.

Bye
Folder name: ResearchTabDef
File name: ResearchTabs

<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>

  <EPOE.label>Your translation</EPOE.label>
 
</LanguageData>


Hope that helps!

Quote from: MountainKing on May 28, 2017, 03:16:15 AM
Oh no I can't harvest eyes anymore :(

Is there a particular reason why that option was removed?
Yes there is, I've added a simple bionic eye (the light receptor) in 2.0, and harvesting natural eyes destroys every incentive to craft and use it. Harvesting eyes and putting them into another colonist also seems a bit too ridiculous, doesn't it? ^^
But don't worry, I'll create a small mod that allows you to harvest everything for people who really want that option, I'll put a link in the first post!
#18
Thanks for your comments!

Quote from: Joedox on May 25, 2017, 02:14:54 AM
Hello,

I have a bug, the search tree does not work for me :(

Oops, my bad, the link I provided didn't have all the changes, I have fixed it, just re-download the mod and it should work fine!
#19
Version 2.0 - A New Beginning!
It's finally here!
This has to be to most extensive update ever for EPOE, explaining all the changes would blast the length of this post. So I'll just summarize.

Basically EPOE 2.0 is what EPOE should always have been. It's streamlined and better organized, which makes it easier to understand. Instead of 5 kind of illogical and inconsequential workbenches there are now only 4. The basic prosthethics workbench and the simple prosthethics bench are still the same. But the bionics workbench is now also used to craft advanced bionic parts, which makes sense. And there's the new Tissue Printer that basically just crafts all the organs available.

I've also completely thrown out Vancidium, as it was always one of main criticism of many of you. So instead of making advanced components with Vancidium, you now make Energized Components with Uranium! I hope you like that change!

There are of course many new features in this update, namely:
  • You can now fix scars! Altough still slightly buggy it pretty much does what it should do!
  • I've added a whole range of new parts, Glitterworld Parts, that are high end and unique, but only available through traders. One of them for example is a tactical cornea implants for sharpshooters, so keep an eye open for prostheses traders!
  • There now is the option to put AI persona cores into your colonists' head! But beware, there are side effects!

There are also many tweaks and small changes, for example EPOE now has its own research tab, which is much better organized than before. Also the bodypart boxes now have different colors matching their tier (for example synthetic organs have purple boxes), I thought that would be a nice touch, thanks to Joedox for this amazing idea!

But that's still not everything, just read the changelog if you want to know all the changes!

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

Have fun!
#20
Quote from: kaptain_kavern on May 22, 2017, 05:25:26 PM
Quote from: Ykara on May 22, 2017, 04:45:25 PM
Thank you both so much, this really helps making the whole research part clearer, I'll definitely do that! Thanks again!
This combine with what FrozenSnowFox explained (quote) could make a nice separate research tree

Quote from: FrozenSnowFox on May 21, 2017, 04:52:29 AM
<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>

As always Ykara, THANK to YOU !!! first  ;)

I'm just glad I could help. Still no Github BTW ?  :P
Thanks to all your help, I've just implemented your suggestions, the research screen now looks like this:




And I already have set up a translation github, which seems to work, but I'm generally not a big fan of it, I don't know why ^^ Maybe sometime :P
#21
Quote from: cuproPanda on May 22, 2017, 03:13:37 PM
On the topic of the research tab, you can also create tabs now using the ResearchTabDef, found under ResearchProjectDefs in the core files. Much easier than trying to fit a bunch of projects into the main tab while avoiding other mod's researches :)

Quote from: kaptain_kavern on May 22, 2017, 03:50:55 PM
Like this :

-snip-


Thank you both so much, this really helps making the whole research part clearer, I'll definitely do that! Thanks again!
#22
Quote from: deathstar on May 22, 2017, 01:47:15 PM
So exciting! Thank you for all the work. Now we just need RMS and A17 can come!
My pleasure ;)
I actually do plan to update RMS, but especially the EPOE version is just extremely much work. And I have encountered problems with natural organs that I can't seem to fix. But we'll see, maybe it will come back!
#23
Quote from: Johnny_Bandit on May 21, 2017, 04:20:00 PM
So, I'm playing with the A16 2.0 preview, and I'm having trouble figuring out how to mend scars, how would one do so?
Fixing scars is only available in the A17 build, sorry :/ The A16 version is pretty much only the new workbench layout and uranium instead of vancidium.
#24
Quote from: Joedox on May 21, 2017, 02:04:34 AM
Hello,

I do not think it looks like components.

In the game the red part looks like powder in a box.

I made the following pictures (but they do not correspond with the graphics of the game):

 

Otherwise here are the texture for the different health improvements:

         

@ +
I have now implemented your idea, thanks for the idea!
And about the component texture, I've taken your suggestion (thanks for that!) and merged it with the old one, now it looks like this:



I like it, especially because of the green color, which makes sense considering it's made out of uranium. What do you think?

Quote from: FrozenSnowFox on May 21, 2017, 04:52:29 AM
You can change the position of research projects by using X and Y coordinates on each research project def.  Unfortunately even if you do that it might not fit nicely in with existing research or other mods if you need to add half a dozen research projects.  Organised Research is the best way to fix it and I'm surprised it wasn't implemented into the game with A17.  Anyway X is horizontal and Y is vertical on the research tree.  You'll probably need to screw around entering and exiting the game to get positioning right.

<researchViewX>0</researchViewX>
<researchViewY>0</researchViewY>
Wow, Thank you very much, I didn't know that that's possible! Although it seems like a real pain in the ass to fit them in with the vanilla research projects, but I'll definitely give it a try. Thanks!
#25
Quote from: Joedox on May 20, 2017, 03:32:41 PM
Hello,

Why not put the same color of health improvements on object boxes.
As below:

-snip-

Ps: Would it be possible to find another graphic for energized components? Personally this one I do not like it.

That's actually a great idea, why did I never think about it? Yep, maybe I'll do that, thanks for the suggestion!
And about the component texture, what exactly bothers you? I kinda like it, but I must agree that there is definitely room for improvement.
#26
Quote from: kurus on May 15, 2017, 01:34:37 PM
Great work! Keep it updated! I like new changes. Already played it with Alpha 17.

However. Research menu looks bad. A17.1536.
https://i.imgur.com/dkPC1vA.jpg
Thanks ^^
And yes, "bad" is an understatement, it looks absolutely horrible. I personally use the Organized Research Tab mod from Lazevedo, because I don't know if it's possible to fix the research menu any other way. Every tip on how it is done is appreciated!
#27
Quote from: ChairmanPoo on April 20, 2017, 04:40:58 PM
Hello, is 2.0 sneak peek getting updated?
Yes! And oh boy, it's a big update! I've just released it here and I will upload it on Steam as soon as I have figured out how I can upload it as a seperate mod, so give it a try! It's only available for Alpha 17 though!

Preview Version 2.0 - A New Beginning!
I've been away for quite some time, because I've been playing Mass Effect Andromeda and then kinda lost all interest in video games, but now I'm back!
I have been working on this update for quite some time, so it's pretty extensive and has a lot of new features, like A WHOLE NEW TIER OF PARTS! Glitterworld Parts are even more advanced than Advanced Bionic Parts and can only be obtained through traders. These parts are implants for healthy body parts, for example a cornea implant for sharpshooters, muscle stimulators or 5 different sets of auxiliary AIs that help your pawns do their job! So instead of for example training your doctors, you can now put an AI into their brain that tells them how to correctly apply an eyepatch without removing two kidneys! Great, isn't it?
But there are also numerous other changes, for example mending scars is back! But there is one bug I'd like to fix, because it is now possible to just mend scars in the brain, making brain stimulators obsolete. So if someone could tell me how the exclude brains, I'd be incredibly grateful!
Also, it's now possible to put AI persona cores in the head of your colonists! Because what could possibly go wrong? If you feel like that's a good idea, do it, but on your own risk!

Changes:
*  Restructured the workbenches and condensed them to 4
*  Added a whole new range of new and even more advanced implants: Glitterworld Parts!
*  Readded the option to mend scars!
*  Removed Vancidium and replaced it with Uranium
*  Replaced advanced components with energized components
*  Added the option to install AI persona cores
*  AI-Chip and Brain Stimulator are now implants
*  Energized components now have an unfinished item
*  Adjusted countless market values
*  Finally renamed the artificial heart to synthetic heart

Have fun!

Edit: It's on Steam! Get it here!
#28
Help / Re: Help needed with VERY basics.
March 16, 2017, 01:10:31 PM
Nope that wouldn't work, you can't mod RimWorld with save games. You basically just copy files from the core folder to a new one and edit the values or create new items for example.
I could go in detail, but I would recommend downloading an already finished mod and look at the files. Then combine this with the tutorial and you should be able to put together your first small mod without any problems.
Good luck!
#29
Quote from: lukamandicdl on March 12, 2017, 01:18:00 PM
Haha, you are a funny man, it's your mod =P

- cropped -

Thank you again for everything ^^ Just started playing the game a week ago and when i found about this mod i went bazookas, got about 50% bionic parts on every pawn, just few exoskeleton suits since daaamn its hard to find uranium. Is there even a trader that sells it?
Oh, I didn't look there! Thank you, I've fixed it! And good question, I have to take a look at the traders, if no one sells uranium, I would have to change that. Thanks again!




Update 1.92 - Spanish Translation!
Hey there!
I justed wanted to release a quick update, because the wonderful Inquisidor58 has translated this mod to Spanish!
I've also fixed some bugs, for example the non-working clavicle. I forgot to put in some defs, so you couldn't actually install it, but now it all works as intended.
Maybe there will be a new 2.0 preview version soon to show you some of the new features and parts, so stay tuned!
Have fun!

Changes:
*  Added a Spanish Translation! (HUGE thanks to Inquisidor58!)
*  The Artifical Clavicle now actually works as intended
*  Removed the option to craft synthethic skin
*  Updated Chinese Translation
*  Some minor updates to the German translation
#30
Quote from: Madman666 on March 04, 2017, 08:43:30 PM
Wow, even more news parts! This is just sooo awesome)) Now I just can't wait for full 2.0!)
Thank you!

Quote from: WhiteGoblin on March 06, 2017, 08:38:41 PM
Getting closer and closer to finishing my Borg colony run. (now 22 strong) I'd guestimate I'm about 75% there on crafting every last part for the full conversion. While not yet complete, I managed to just catch this moment live & turned it into a gif for everybody to see the power! Ten Melee Cyborgs versus Fifty Man Tribal Raid (10v50) (reddit). What a moment, it's stuff like that which makes the hundreds of hours & 2.5+ million silver investment worth it.  ;D
Wow! This is amazing! Must have taken a lot of time to cut out all the paused frames! Looks great!

Quote from: lukamandicdl on March 09, 2017, 06:27:00 AM
Hello, i love your mod, just wanna report something you missed in 2.0: you forgot to put in <researchPrerequisite>AdvancedBionics</researchPrerequisite> after lowering the workbench count to 4. Ty again for everything =)
Thanks! Could you point out where exactly I missed it? I can't find it.

Quote from: robotguy4 on March 11, 2017, 06:02:00 PM
Is there a possibility of adding prosthetic fingers?
I could, but I am not going to. You already have bionic hands and I don't want to add "unnecessary" clutter to the mod. Of course, fingers are not completely useless, but they aren't important enough to justify 5, or even one new part in my opinion.

Quote from: That_Axe on March 12, 2017, 05:22:51 AM
Hi. Awesome mod, first of all!

I have a question. I have some pawns with torso cars that is causing them pain. I made some synthetic skin to remove their debuff but it seems there is no option to install them. After googling a bit according to a reddit thread it removed a few patches ago but somehow you can still craft it.

If so is there any way to remove torso scars?

I am playing with version 2.0
Synthethic skin is a bug, yes. At this time there is no option to fix scars with EPOE, but who knows, maybe there will be one :)