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Messages - Ykara

#151
Support / Re: Windows 10 Tablet support?
December 22, 2015, 05:44:15 PM
Quote from: skullywag on December 22, 2015, 04:36:44 PM
running it on a surface pro 3 i7 256gb and its perfect, playing with the pen is awesome, I cant play rimworld on my desktop anymore.
Same here, except that I have the i5 version. All windows 10 tablets can run exes, it's just a matter of how good your tablet is. But playing Rimworld on the surface with the pen is really a great experience, it's like it was made for it ^^
#152
Quote from: buder5 on December 22, 2015, 12:58:01 PM
well idk what mod were wrong but that order working fine x)


    <li>Core</li>
    <li>Community Core Library</li>
    <li>Community Core Library - Vanilla Tweaks</li>
    <li>EdBInterface</li>
    <li>EdBModOrder</li>
    <li>EdBPrepareCarefully</li>
    <li>CombatRealism</li>
    <li>CombatRealism Defence</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ED-AutoLoader</li>
    <li>ED-Core</li>
    <li>ED-Embrasures</li>
    <li>ED-LaserDrill</li>
    <li>ED-OmniGel</li>
    <li>ED-Plants_24H</li>
    <li>ED-ReverseCycleCooler</li>
    <li>ED-Stargate</li>
    <li>MAI</li>
    <li>MAI_Xtension</li>
    <li>LT_RedistHeat</li>
    <li>MD2Base-12.0.1</li>
    <li>MD2Fortifications-12.0.0</li>
    <li>MD2Industry-12.0.0</li>
    <li>MD2Manufacturing-12.0.0</li>
    <li>RW_Manager-12.3.1</li>
    <li>MD2Power-12.0.0</li>
    <li>MD2Storage-12.0.0</li>
    <li>Hospitality</li>
    <li>RW_A2B</li>
    <li>RW_A2B_Selector</li>
    <li>RW_A2B_Teleport</li>
    <li>AdaptationRefusal</li>
    <li>CrashLanding</li>

Good to hear! It has to be Combat Realism, I think it changes the Bodies.xml, so you may encounter some problems with CR ^^ I should make a compatibility fix.
#153
EPOE should always be the last mod activated to avoid compatibility Problems, just try changing the mod order, it might help.
#154
Colonists should demand money, otherwise they won't do anything.
#155
Quote from: Dr. Z on December 20, 2015, 11:27:56 AM
Seems like a neat update. As for the poll: It depends. What would you throw out?
Since many are complaining that there are too many workbenches an too much content, I'd maybe condense it to 2 or 3 workbenches. I could completely remove the basic prosthetics workbench, some of the basic prostheses could be installed like the vanilla peg leg then. There would also be less prosthesis, e.g. by removing smaller and not so important ones like the artificial pelvis or the golden eye. Also, there would be only one table for artificial organs. And I could cut out advanced prostheses or make them obtainable only through traders.
But I don't have plans yet, I just want to know if there are enough people who'd like to use "EPOE Lite".

Quote from: Florius on December 20, 2015, 12:14:15 PM
I personally enjoy the large amount of content for surgery!
Although I do get confused with the ribs, so if you can clarify that, or perhaps on the first page a index sheet of what all the implants do and how much percent they function (in comparison to the "original" parts) that would be very helpful!


And thank you for the update, and including the brain implant part ^^
I think the effectiveness is already listed on the info tab, but maybe I could make some descriptions clearer. And an indrx sheet is a great idea, but it would be a hell lot of work because of the huge amount of available prostheses ^^
#156
1.52 - Christmas Bugfixing and Russian Translation!

Ho Ho Ho!
Christmas is coming, and so is a new EPOE update! It's been too long since the last one, but ummm ... haste makes waste? Seems like a proper excuse, so let's start with all the new features!
I've fixed many bugs with the unfinished item system (no longer -1 work left - at least I hope so) and that's basically the most important thing in this update. And not to forget the Russian translation! Kirohq has made it a few months ago, so it's not completely up to date, but most of the content is translated.
And do you remember the lovely glass eye and the even lovlier crystal eye? Well, they were making problems because of - again - the unfinished item system. And how do we deal with problems here at Ykara Industries? We don't. So I've removed both of them and replaced them with the lovliest of all - the golden eye. It's so incredibly beautiful it's a shame you can't see yourself in the mirror.
Also, the two brain implants are no implants any longer, because of balancing reasons. They only helped healthy brains, and that's not what they were intended for, so I've changed them back again to replace the brain.
Oh, and the basic prosthetics workbench finally uses stuff. It always bothered me to look for wood on an ice sheet, so you can now build it out of steel or stone or whatever. Why haven't I done this earlier?
Anyway, I hope you enjoy the update, you can find it on the main post!
Merry Christmas!

Changes:
*  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

PS, I've also made a new poll. Feel free to vote!
#157
Quote from: Wakigo on December 20, 2015, 05:25:37 AM
I can't install bionic eyes, spine, surrogate lung or anything.
Check your mod order, EPOE should be activated last.
#158
Quote from: Kittenykat on December 19, 2015, 09:11:31 AM
Quote from: Techgenius on November 09, 2015, 08:42:27 PM
Quote from: toric on November 09, 2015, 08:10:19 PM
do the pirate merchants ever buy the modded organs? (legs, arms, nose, stomach, etc) i does not seem so, and my stockpile is getting full of the limbs of my enemies, while the pirates are paying way to much for a blind torso, the rim world way :P
anyway, could you add the modified organs to the pirate merchant?

+1

I would also like to see more merchants for the Organ and body parts trade. Very little options.

+2 to this, I very much agree (Actually +3, someone else said the same about their stockpile of ears xD).
All the newly generated body parts like stomachs, limbs, ears, eyes, and so on are currently not recognized by the merchants as buyable.

In the meantime while we wait for the mod author to finally fix this, has anyone else figured out how to do it? I'm not afraid to mod my mod to do it myself, but I don't know how to do it. Ideas?
Pirate merchants selling prostheses is part of the upcoming christmas update, but they will not sell advanced bionics, for balance reasons. So stay tuned!

Quote from: Dr. Z on December 19, 2015, 06:41:47 PM
Are you working on animal surgery? I know there is a mod which adds animal prostheses but you can only buy them and since my colony ins't going to have a trade beacon for years I'm really looking forward to craft them myself.
Animal surgery is a very cool mod and inlcuding it in EPOE is on my to do list, but currently there are some more important issues, like fixing all the stuff related bugs.
#159
It should, just try it. Of course you can't craft newly added guns with it, but as far as I know there shouldn't be any compatibility issues.
#160
Quote from: froggyzor on November 11, 2015, 01:41:56 PM
Hi!

Any chance of updating Rim Bakery to alpha 12? I'm asking because it's not working in that version now and I'm wondering if there's a possibility of running this awesome mod in new release.
I was actually planning to update this mod before EPOE, because of all the cool new possibilities in alpha 12, like milk. But then I lost interest in Rimworld (played too much ^^) and I'm generally short on time, so there's still an unfinished version of the port on my harddrive. There is a chance that I'll finish it, but I really don't know when :/
#161
Quote from: hazey_sunshine on November 01, 2015, 02:29:13 PM
Is there a full list of stuff this adds to the game? I installed it to get a new spine for someone, but later read through some of the pages and found it wouldn't work on old saves... so want to stop using it for this game. Pretty sure the only thing I've got hanging around is a wooden foot, but wanted to check to be sure I'm not gonna break anything!
There's so much this mod adds, it's easier to make a list of prostheses not from EPOE ^^ The wooden foot is from EPOE, if that was your question.
And about the problem with the recipes: I'm currently pretty busy, but I'll see what I can do when I find some time.
#162
Quote from: starburst98 on October 29, 2015, 07:09:47 AM
i think i got it. it's an order of operations error. if they get the simple prosthetic and then the materials its reads it like "make a plasteel item" but if you get the steel, plasteel and then the simple prosthetic it reads as "make a simple prosthetic item". 'simple prosthetic' is not a type of stuff so the game locks up.  it happens most often with the power arm because if ether the power claw or the bionic arm are last it locks it. way to help fix it is to make a prosthetic only stockpile right next to the crafting benches with the plasteel and such further away to improve your odds of them grabbing things in the right order. anything with two 'stuff' components will be safe even if they grab a material first because they will grab
stuff>item>stuff. the power arm and other items with only one 'stuff' component will need to be manged because they could grab stuff>item and not get a second stuff because most upgraded components just have the bionic item and vancidium.
Yep, that's the retarded unfinished item system, I still don't get why I need to use stuff. Maybe I could make prostheses into stuff just to fix this error, it's worth a try.

Quote from: Brigadon on October 30, 2015, 01:11:25 PM
Hey Ykara, is it possible to set up specific graphics for the different items? If so, I'd be happy to create some specific graphics for the various parts, rather than just little red and white boxes for everything.
Yep, that's possible, like Smexy_Vampire said. Specific graphics sound great, but I don't know how they would fit in with the vanilla graphics style. But you're free to contribute to the mod if you want to!
#163
Quote from: Smexy_Vampire on October 23, 2015, 12:29:09 AM
after hours of looking i stil lcant find when where the "harvest" is put in the files to add / fix the missing takeing the arms
You may laugh, but I've forgotten how to change that, too ^^

Quote from: starburst98 on October 23, 2015, 10:19:48 AM
power arm fails to craft. my guy gets the power claw and the bionic arm and the plasteel. the countdown on the unfinished arm hits 0 and... nothing. my crafter just starts blinking between standing there and working on it very rapidly but it never finishes.
Yes, I've heard of some of these bugs but I really don't have a clue what causes it. It has to be the stuff system because there were no issues in previous versions, but I don't know what I have to change to fix this bug, I'm sorry :/ But I'll see what I can do.
#164
Thanks to everyone for the feedback, I'm gonna work on some of the mentioned points!

Quote from: aGuyNamdJesus on October 19, 2015, 01:08:02 PM
Ok, I don't post much here but I found a pretty game breaking bug. I searched the forums for each mod I have (only a small handful) and can't find anything so I will post it here and copy it to each of the others.

I use

Combat Realism CORE
Combat Realism Defence Pack
Community Core Library
Expanded Prosthetics and Organ Engineering
Numbers

All currently up to date and running just fine except for one thing...

Cooking tables are built but never show up. It's like they disappear. Kinda important. Just thought I'd let each mod author know so they may find it if it's something with theres.
That's very strange, I don't know which of these mods could affect the cooking table, mine doesn't for sure ^^

Quote from: Zeta Omega on October 19, 2015, 08:48:32 PM
Do I have to start a new game when adding this?
No, you don't have to start a new game, but I'd recommend it. There could be some minor problems and e.g. treating bad backs won't work for colonists from old saves.
#165
Quote from: T-Wrecks on September 30, 2015, 11:12:58 PM
Hey Ykara. I love your mod but I have some things I want to say.

There is two reasons that I will not download it. Firstly the mod has 6 work tables.
Again don't get me wrong, I really like your mod, but I keep coming back to it and not liking the fact that it contains 6 worktables (which is like nearly as many as the base game). Secondly it kinda bugs me when some of them are not the same size as the ones from the base game. Is there any chance you would make a fix for me and people like me?

Please don't take offense, I really do love your mod and I really want to use it. But all those workbenches rub me the wrong way. I always end up thinking hard about using it and then deciding not to as a result. D:

Well, I can kind of understand why you don't want to use it, but I think 6 workbenches are not that much. It's a pretty extensive mod and having only one workbench would be extremely confusing. Also it has to do with researching,  it just feels better to be able to build a new workbench instead of having 15 new recipes available. And that's not going to change in further  updates, but I'm thinking about making a lite edition for people like you, with less stuff and less workbenches. Maybe I should make a new poll.
And about the different bench sizes: I've added that because someone noted that it takes too much size to build all the workbenches, I don't know why this bothers you ^^

Quote from: Sentry on October 01, 2015, 06:34:00 PM
I think I found a bug! - I installed the drugged rib, and they got the debuff from having the silent jaw even though the pawn didn't have a silent jaw implanted
That bug was fixes a while ago in a silent update, so congratulations, you were one of the first 800 downloaders before I've released the fix! ^^
Just redownload the mod from the main post, this should fix your problem.