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Messages - Ykara

#31
Thank you all so much for your kind comments and the constructive feedback as well as your suggestions!

Quote from: Der Failer on March 04, 2017, 01:19:23 PM
About EPOE 2: First of all, i like the change from Vancidium to energized components and "new" workbench recipe structure makes a lot more sense IMHO. So well done. :)

However one thing about the energized components. Since crafting them takes a good bit, it would be a nice to change them to use the same Unfinished state as normal components. Or just shorten the crafting time. ;)

Also all upgrade recipe descriptions still mention Vancidium and Synthetic skin says something about human leather, but don't require any.
Thank you, energized components now use the unfinished item, I don't know why I have never noticed that! And the descriptions are already fixed, 2.0 isn't really polished yet, but it will be once A17 hits!

Quote from: Regar on March 04, 2017, 05:21:45 AM
What can i do with synthetic skin ?

i have build 2 but i dont have new operation options available.
Oops, forget about Synthetic Skin, you are not even supposed to have the option to craft it, I readded it by accident to 1.91, it doesn't have any use right now. I'll silent-patch it out ^^

Quote from: katherineironfist on March 04, 2017, 01:06:06 AM
Hello! I love love love this mod!
But can someone PLEASE help me?  :'(

I CAN'T figure out for the life of me how to craft Cybernetic Kidneys/Hearts/Lungs, etc. at the tissue printer.

ALSO, what's the difference between a "Green" advanced bionic implant vs a "Blue" advanced bionic implant? It seems the blue one is much more powerful version but I have NO clue how to get craft the blue version!! Whenever I craft them they only come out as green. do I need a new workbench or something? I researched all that I can in the tech tree. PLEASE HELP

thanks in advance!!
Yep, that's EPOE and Glittertech "conflicting". Even though they don't cause any technical problems when activated together, I would still recommend Glittertech's No-Surgery-Version if you plan to use EPOE too, it is much less confusing ^^

Quote from: agiber on March 02, 2017, 03:50:05 AM
@Ykara
I think this mod is "Classic" and that's why there is silence. "Everything works? So no need to say anything". I personally play Rimworld "with toys" (colonists) and ability to fix my toys is very important.
To the idea of scar fixing. We have vanilla solution for scars, so please make it more expensive then using luciferium for 5 years or so.
The other thing I want to say is please look at Mechanite Augmentation mod it is very interesting. IIRC there is eye which increases shooting accuracy, and that decease stuff is great too.
This is indeed a balance problem, luciferium would be less appealing if there were cheaper and more risk-free alternatives. I will look into that and then decide if I should add it back in.

Quote from: Madman666 on February 28, 2017, 04:41:43 PM
Told ya people were crazy about your mod, @Ykara))
::) ;D

Quote from: WhiteGoblin on February 28, 2017, 02:36:15 PM
Ykara, after reading your above post I wanted to login and thank you personally for your work. This mod is amazing and has greatly extended the lifetime of RimWorld for me. It really should just be part of the default game, it's that good. I love the changes in 2.0 to use Uranium, it makes sense & finally we have a reason to value it. I also love the little things you've thought about like the bionic jaws without voice boxes for abrasive characters, that's a ingenious addition. I posted a rather long tale of a world [link 1 (text), link 2 (video)] though the thing that got Reddit's attention and there for actually became semi-popular for a hot internet second was a screenshot from your mod. The late game expansion work you've done here is impressive & has really kept me playing this alpha far longer than I expected.

Your comments about not replacing colonists with robots is really interesting to me. The way my current world is going (100+ hours) I've been slowly trying to turn everybody (I keep 20 constant colonists per base) into cyborgs. Before I discovered your mod it was not that hard, I maxed out pretty instantly & recorded the video from above to show off a colony of terminators. Though bored out of my skull with the lack of late game content I discovered your mod and wow! Now I've spent an insanely long time crafting 240 replacement ribs & slowly converting everybody over into at this point Star Trek Borgs. As shown in that screenshot, I have one complete fully upgraded character as per your current version of the mod. Though I'm slowly working my way through to getting everybody that way. I really enjoy how long it takes, I know that sounds odd, but it's late game content, it would be boring if it wasn't a super grind for this type of enhancement. It's not that it needs to be painful to do, but you've got a decent balance established. Long tech trees, very expensive items, and benefits that make some people question the journey in the first place. That's what i'm talking about, that's what every late game content gamer in the world strives for. The insanity they had to go through for that little bit of gain that makes them better then everybody else. It's a drive mechanism in gaming development that I feel you're pretty close to dead on.

Lore wise, I'm calling in trading caravans every single time I can, moving thousand pile stacks of yayo & flake every transaction, and the problem I have is finding the synthread, hyperweave, & uranium. It's not that I don't have piles and piles of silver to pay for it with. It makes sense in my head that advanced glitterworld tech would totally be dispersed throughout the universe though not be something you can easily meddle with yourself or really always find avaiable. The multiple crafting tables, the inability to produce all the prerequisite items yourself, the long tech tree, it's all where it needs to be. Though personally, and I cannot speak for everybody else out there, but I'd love to see even more stuff added to the late game. I know your philosophy was not to create the Borg of RimWorld but I'd absolutely love to see some monster 100,000 silver, hell 250,000 silver enhancements. Just off the top of my head, being able to take one of those AI cores, put "a character" inside it, then put that AI core inside a full on new robotic body. It would give a second use to the AI cores in the game & would really expand on that late game content again. I added up all the silver it's going to take for the full 20 character borg run and it's like 2.5 million before I gave up nitpicking on how expensive each day is in the game while getting there. The point is, I don't see a problem with this at all or mind the time it's going to take. I love it. I guess what I'm really doing here is asking you to keep an open mind about how far you can push this mod's content. The players are out here, we're waiting to consume your creative output & we deeply appreciate the time you put into it.  :)

Thank you for everything!

'Goblin
Wow! Thank you for your extensive feedback! I'm glad you enjoy the mod that much! The screenshot is really cool, too, could I use it as a preview pic for the steam version? It just captures the whole idea of this mod so perfectly!
And about your suggestion, installing AI cores was always planned, but somehow I never implemented it (there actually is a recipe for it somewhere in the code, but it's commented out). I will add it for 2.0, although I'm not exactly sure how. Your idea of putting a character in it is very interesting, but hard to implement, I'll see what I can come up with!
2.0 will also introduce some new high tech parts, so you can look forward to that ^^
#32
Quote from: Madman666 on February 25, 2017, 05:43:21 AM
You just don't know how much we appreciate your mod! I pretty much can't play without it now - I hate permanent disabilites too much. So if feedback is needed - we all more than happy to oblige!)

The part hp and armor problem is a sad reality indeed - A Dog said author mentioned that too - when some people wanted armored cyber wargs. But bionic part that don't bleed is already very good start for robot human)) Can you make parts that literally replace neck and torso, to make unbleeding easy to fix up android?) If you could replace absolutely anything including neck, torso, head etc. you could have your very own Arni Schwarz version in Rimworld))
Thank you very much, it's nice to know that people still enjoy the mod!
I already tried to create a bionic torso a long time ago, but there is one fundamental problem: When a bodypart is replaced with a bionic, all bodyparts that are either in or attached to said part are removed. For example if you replace a natural arm with a bionic one, it removes the hand, the fingers and all bones in it. So if you replace the torso, it also removes all the organs, all the bones and all limbs - and that is rather unpractical.
The solution I came up with is the exoskeleton suit, which works fine the way I intended it to work, but of course can't stop bleeding or provide additional hitpoints.
It's unfortunate that there are so many restrictions with XML modding. Sebastian Cigar is right, this mod won't feature too many bionics beyond what Adam Jensens body has to offer, because of both the difficulty to add new and complicated mechanisms like going full terminator and my philosophy behind this mod. I wanted to add new possibilities to enhance your colonists, not replace them with robots ^^
But don't worry, I still have some nice surprises up the sleeve for 2.0, I hope it will be something you like ^^
#33
To the idea of bionic sternums: The idea of it giving more armor to a colonist or simply having more hitpoints than the natural one seems intriguing of course, but I'm afraid it isn't doable at the time, because there is no slot in the hediffDefs for armor. And the hitpoints of the bionic replacements are always the same as their natural counterparts, so as long as I don't raise their hitpoints too I can't do anything about it unfortunately.

And to the scar fixing: If you have followed the mod you might remember that it actually had an option to fix scars until Alpha 13. But then the assembly didn't get updated anymore and there was no other option to fix scars at that time.  But I'm aware that there are now XML solutions to this problem, so I'll look into that and see if it works as intended.
Thank you again for all your feedback, I really appreciate it!
#34
Quote from: grifo on January 16, 2017, 08:17:16 PM
Hi, Ykara!

i wanted to tweak DE surgeries mod to make it more realistic and my biggest interest was to introduce post-surgery recovering conditions. It seems like you maybe only one on this forum who understand how this can be done. When I use install_artificialpart recipe, hediffdefs for this part work fine and I can tweak recovery time, stages and stuff. But as soon as I use  install_naturalpart recipe nothing seems to work. After surgery, damaged part just fully recovers and dissapears from the health tab. So peglegs have more options and variables than liver, or i dont know something?

I bet you have some secret knowldge in this department. I see you dont have a lot of time to mantain mods or hangout at forums, but maybe you will give me some short hint on the subject?

Best reards!
Hi! I don't know if this is still relevant to you, but I stumbled across the same problem and just worked around the problem. I simply made natural parts "bionics" too and it works without any problems. Sorry if this isn't quite the secret knowledge you expected ^^

Quote from: Headshotkill on December 27, 2016, 11:41:30 AM
Any chance of this getting updated?
There is a chance, I will take a look into RMS and maybe release a quick A16 fix soon!

Quote from: erathia on December 02, 2016, 06:35:18 PM
Came across a bug, one of my colonist have a persistant need for medecine even if there is no more rejection applied to that synthetic  organ (a lung)
That's actually how it's meant to be, for example modern day organ transplant recipients need to take drugs to stop the body from rejecting the transplant, so I thought it would make sense if it was the same way on a distant rimworld ^^
#35
Quote from: deathstar on February 20, 2017, 06:01:16 AM
Is RMS gonna make a comeback too?
Probably, yes, I'll look into it.

Quote from: agiber on February 20, 2017, 06:02:32 PM
Do I understand correctly that clavicles and sternums can be fixed now?
Clavicles yes, sternums no. Since a broken sternum doesn't affect the capabilities of your colonists I don't think it is necessary to have the option to replace it.

Quote from: sefer on February 20, 2017, 07:34:01 PM
Currently using rimfactions and orassan, their patches for EPOE do not work for 2.0 as they reference old tables and different components.

Trying to fix this on my end to make them work with EPOE, but I don't know 100% how to go about it. What table replaces upgradestation?
The upgrading station is actually gone entirely, and its recipes are now on the bionics workbench as well as on the tissue printer, which replaces the surrogate organ workbench.
#36
Quote from: CathDubh on February 19, 2017, 06:53:00 PM
As red error line about "surrogatetable" can be ignored? Will compatibility remain with "a dog said" and others such as combat realism?
Yep, that line can be ignored. Compatibility with combat realism and most other mods remains, but the compatibility patch for A Dog Said doesn't fully work for 2.0. But it shouldn't cause any major problems as far as I know.
#37
Quote from: Madman666 on February 19, 2017, 05:54:29 PM
Will you be upgrading 1.9 version to 2.0 on Steam Workshop when new Alpha hits or are you moving EPOE to forums entirely? While Workshop has its quirks, being able to always have latest version is kinda nice and beats scanning forums everyday for an update.
Of course I will, don't worry. I just couldn't upload it to the workshop because it updates automatically, and since 2.0 can potentially cause problems with existing save games I thought that it would cause more harm than good. So I made 2.0 optional for those who start a new colony anyway and want to experience a decluttered and better version of EPOE.
#38
Quote from: CathDubh on February 19, 2017, 05:24:27 PM
Will 2.0 break a save if you have yet to research or build anything to do with EPOE? As in a couple of days in? Or should I just accept it and take 1.91 or restart my game?
As far as I know it shouldn't be a problem in your case. The changes in 2.0 affect vancidium and the benches, and if you haven't researched or built them, your savegame should be totally fine. Just ignore the one or two red messages that will pop up when you first load your game with 2.0, they don't matter at all.
#39
Quote from: Smexy_Vampire on February 19, 2017, 01:14:37 PM
will you be maintaining both bratches ? becuse the hardervertion is allredy kinda like your 2.0
No, I won't maintain them both. When the next alpha is released, 2.0 will be the only version available and updated. I just released 2.0 early because I wasn't happy with the workbenches at all and it was long overdue to fix that.

Quote from: faltonico on February 19, 2017, 02:46:41 PM
If somebody for some reason don't like vancidum, they would already be playing with the hard core version by Rah. Don't fix what it is not broken.
Quote from: AngleWyrm on February 19, 2017, 03:01:22 PM
How do the changes compare to Hardcore LITE version? I've been playing a colony with that version, but haven't yet reached the tech levels to use EPOE features.
I have just taken a look into the EPOE hardcore version and I can assure you, "vanilla" EPOE is still very different. It has more workbenches, more recipes, more parts etc. EPOE also uses energized components as a way to make later bionics more valueable and expensive while EPOE hardcore just raises the amount of the materials.
So if think that EPOE is too extensive and big and don't like things like surrogate organs or more complex production chains, EPOE hardcore is the right choice for you.
And for the vancidium, I do indeed think that it's broken. It is an unnecessary gimmick that only makes things more complicated without really adding anything of value. 
#40
Update 1.91 - Translations and Minor Fixes
Good evening!
Have you noticed? EPOE celebrates its second birthday today! And as a little birthday present I decided to polish some bugs and correct some smaller stuff like the market values (that's more work than it seems, windows calculator isn't fun to use at all).
But the really important part of this update is the new translations. EPOE now supports 4 more languages, isn't that awesome? Thanks to the translators for your great work!
Oh, and I've added an artificial clavicle as requested, for the 3 people on earth who actually manage to shatter their poor colonist's clavicle.
Have fun!

Changes:
*  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




Update 2.0 - Less is more!
But wait!
I'm not done yet! Because it's EPOE's special day, I've decided to release a preview version of the next big update, version 2.0!
Many of you have complained about the number of workbenches and the unnecessary new material, so I've finally decided to do something about that.
I've once again restructured the workbenches and condensed them to 4. You now have the basic prosthetics workbench, the simple prosthetics workbench, the bionics workbench, and the tissue printer where you can craft all the organs. It makes more sense than the seperate upgrading station in my opinion.
I've also removed vancidium entirely and replaced it with uranium. Please tell me how you like this change!
The reason why I'm releasing two different versions is, because 2.0 often breaks your savegames, and I don't want do destroy your colonies. You can only download it from here, I don't think that I will upload it to the Steam Workshop.
Have fun!

Changes:
*  Restructured the workbenches and condensed them to 4
*  Removed Vancidium and replaced it with Uranium
*  Replaced advanced components with energized components
*  Adjusted countless market values
#41
@Wendigo: I have gone through your code, thanks for your effort! I have to take a look at the item masses, too. The HediffGiverSets just changes the location of the bad back to the spine. It's just a one altered word, so it's easy to miss it ^^

Update 1.9 - Quick A16 fix
Good evening!
After being dead for approximately 3 months, A16 brought me back to life and motivated me to sacrifice half an hour to update EPOE. Tynan seems to finally have lost the fun of changing random variable names just to troll the modders, so it was less work this time.
There isn't really much to say about this update, the title sums it up pretty well. I haven't gone through all your bug reports and suggestions yet (thanks for all the replies!), but I will once I have time. So maybe there will be some new content and patches over the holidays!
Have fun and Merry Christmas!

Changes:
* 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)
#42
Outdated / Re: [A15] Realistic Medical System (31.08.2016)
September 11, 2016, 06:10:10 PM
Quote from: Serenity on September 09, 2016, 12:07:15 AM
How about there being more consequences to injuries? I'm fine with being able to heal even devastating injuries completely, but I think it's ridiculous how it often takes less than a day. Even for serious stuff. Pawns should spend a significant number of days in the hospital for serious injuries (completely realistically it would take weeks, but that wouldn't play well). Medium injuries could require a few days in the hospital. Penalties from smaller injuries could also last longer. This would also make the differences between different treatment qualities more noticeable.
That was a bug, I forgot to reset the values of the non EPOE version after making some screenshots for the preview image. That is already fixed in the Steam version, but it seems like I've forgotten about mediafire. Just redownload it, I have fixed it, and thanks for reporting!
#43
Quote from: Janus on September 03, 2016, 06:42:52 AM
Request: can you update your bionic spine to also get rid of "bad back"? It seems odd to me for that to not be fixed by a bionic spine.
It actually does. You seem to have installed EPOE on an already existing save game, bad backs are spawned on the spine with EPOE, every bad back spawned before installing EPOE is still on the torso and therefore untreatable. You should be able to get rid of it with the developer tools I think.
#44
Quote from: kaptain_kavern on September 01, 2016, 12:10:20 AM
Quote from: Dingo on August 31, 2016, 08:16:27 PM
So you just delete that file @kaptain_kavern?
Yes, and use <li>Root</li> (or rarely another) as categories when needed. (Sorry I haven't conserved the files)

Too bad there is not a Github repo to contribute to, more directly ;)
I'm gonna tak a look at the workaround stuff again and maybe get rid of it if it's really unnecessary. Thanks for the tip with the Root category! ^^

Quote from: shhfiftyfive on September 01, 2016, 02:39:24 AM
another question: the "pain stopper" chip

prevents pawn from feeling pain.

does this mean that a pawn with it installed will fist fight to the death? (instead of being knocked out when feeling enough pain)

fist fights are common, given the mood issues on extreme very often lead to berzerk, as well as just common fist fights between 2 pawns due to social insults.
Basically, yes. Or if he just can't move anymore. Would be interesting to see a fistfight between to guys with painstopper :P

Quote from: Ioann1742 on September 02, 2016, 04:36:36 PM
Dear author! Please, fix amount of required livers to do one syntho-liver (T2), because now it require f**king 10 T1 livers

I can't imagine what da hell the're doing with such amount)))
Quote from: Ioann1742 on September 02, 2016, 04:36:36 PM
Dear author! Please, fix amount of required livers to do one syntho-liver (T2), because now it require f**king 10 T1 livers

I can't imagine what da hell the're doing with such amount)))
Yeah, it's just a typo. It's gonna be fixed in the next update. Meanwhile you can just look into the recipes folder and change the ingredients yourself, you can find it in the Recipe_Synthesizer.xml.
#45
Update 1.82 - Just a small fix
Good evening!
Thank you all for your help on that fix, it's now out!
Have fun!

Changes:
*  You can now craft medicine at the drug lab again