Thank you all so much for your kind comments and the constructive feedback as well as your suggestions!
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 ^^
Quote from: Der Failer on March 04, 2017, 01:19:23 PMThank 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!
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.
Quote from: Regar on March 04, 2017, 05:21:45 AMOops, 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 ^^
What can i do with synthetic skin ?
i have build 2 but i dont have new operation options available.
Quote from: katherineironfist on March 04, 2017, 01:06:06 AMYep, 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 ^^
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!!
Quote from: agiber on March 02, 2017, 03:50:05 AMThis 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.
@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.
Quote from: Madman666 on February 28, 2017, 04:41:43 PM
Told ya people were crazy about your mod, @Ykara))
Quote from: WhiteGoblin on February 28, 2017, 02:36:15 PMWow! 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!
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
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 ^^