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Do you like the changes in Version 2.0?

Yes
- 448 (83%)
Not all of them
- 72 (13.3%)
Not at all (please explain why!)
- 20 (3.7%)

Total Members Voted: 539


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Author Topic: [1.0 & 1.1] Expanded Prosthetics and Organ Engineering 2.35 (03.03.2020)  (Read 1141685 times)

Ykara

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    Expanded Prosthetics and Organ Engineering 2.35
    Vanilla friendly!



    Hi fellow colonists!
    EPOE is back! After a long slumber, the grandmother of all prosthetics mods is back and she's looking better than ever before!
    This mod adds tons of new content, and will keep you entertained for countless hours while perfectly blending in with the vanilla atmosphere!



    Download Version 2.35 (1.0 & 1.1):
    Mediafire: Click Here!
    Steam Workshop: Click Here!


    Download Version 2.24 (Outdated):
    Mediafire: Click Here!



    Author:
    Just me. Of course some of the code and the idea is based on Minus' Extended Surgery and Bionics mod, but the vast majority of it is written by me and textures are all by myself, too.

    Special Thanks to:
    • Latta for the Korean translation! I can't check it, but I'm sure you did a great job!
    • Jozay for the French translation!
    • Dr Z. for his big help on the German translation. It would have taken me ages if you had not helped me!
    • Jozay for the French translation!
    • kors for the Russian translation!
    • duduluu for the Chinese translation!
    • homerbra for the Portuguese translation!
    • Dawidienko1 for the Polish translation!
    • Mike2611 for the Spanish translation!

    Overview:
    This mod gives you the ability to craft your own prostheses and artificial organs. Starting with basic prostheses like a peg leg or a hook hand, you can research everything you can think about: Simple prostheses like the vanilla ones, countless new, bionic body parts and even advanced bionics. But to get advanced bionics you have to do plenty of research and they're also pretty expensive to craft.
    If you tend to lose your organs, this mod helps, too! You can research and craft surrogate and synthetic organs, so you never have to miss your kidney again!
    This mod is quite extensive, so there's enough work to do to keep you busy until the endgame!
     
    Current main features:
    • Craft prostheses! There's a wide array from hook hands to exoskeleton suits and even brain implants!
    • Many new parts like hook hands, a silent jaw, a brain stimulator, bionic spines, bionic hands and feet, advanced bionic eyes, medical ribs, exoskeleton suits, auxiliary AIs, cornea implants and many more! If you can lose it, you can replace it!
    • Craft organs at the tissue printer! Go from rudimentary surrogate organs to high tech synthetic organs!
    • Cure brain damage using late game brain implants!
    • Treat bad backs!
    • New traders - the textile trader and the prostheses trader!
    • Tons of new research projects!
    • Be Frankenstein! Harvest organs and install them somewhere else!
    • Not brutal enough? Mince spare natural body parts at the butcher table!

    What you can do:
    • I'd really appreciate it if you guys could give me feedback
    • Report bugs!
    • Suggest new parts or features!
    • Have fun!

    Screenshots:




    He never asked for this.



    How to install:
    Just unpack the folder and put it in your mods directory of your game. Mind the mod order: EPOE should be activated last!
    This mod works fine with existing colonies!

    Compatibility

    Compatible with:
    • Should be compatible with most other mods!

    Fixes:
    Please read the readme inside of every folder!
    • Currently there isn't any mod that causes incompatibilities

    License:
    • Can modpack makers include your mod in their modpack?
      Yes, of course! You don't even have to pm me, just link to the this site, so people interested in the mod alone can find it faster.
    • Can other modders make mods based on yours?
      Yep. But please give me credit if you do so, this mod was a lot of work.

    Changelog:[/list]
    Code: [Select]
    2.35 - Exoskeleton suit hotfix (03.03.2020)
    *  Exoskeleton is now an implant again

    2.34 - Some more polishing (01.03.2020)
    *  Fixed the bug preventing you from installing some surrogate organs
    *  [1.0] Fixed the texture bug for vanilla bionic hearts and stomachs
    *  Changed the vanilla natural body part textures to fit EPOE better
    *  Streamlined the code some more
    *  Misc description fixes

    2.33 - Some polishing (29.02.2020)
    *  Fixed the bugs preventing you from installing certain parts
    *  Resolved the bionic heart/stomach situation in Rimworld 1.0
    *  New texture for the unfinished body part
    *  Changed all remaining vanilla body part graphics into EPOE ones

    2.32 - Limb Hotfix (26.02.2020)
    *  Fixed the bugs preventing you from installing some artificial limbs

    2.31 - Mulitversion compatibility! (26.02.2020)
    *  EPOE 2.3 is now compatible with 1.0 and your old savegames!
    *  Hopefully fixed the problem with the royalty DLC
    *  Readded the textile trader
    *  Fixed the description of the power claw recipe
    *  The synthetic heart and stomach recipes now correctly require their surrogate counterpart again

    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

    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

    2.22 - Another Fix (10.9.2018)
    *  Only colonists with the AI persona core installed should now have AI core takeovers
    *  Tweaked the AI core mental breaks
    *  You can now harvest stomachs again

    2.21 - Hotfix (9.9.2018)
    *  Fixed the bug that prevented you from crafting advanced bionics
    *  Removed the vanilla prosthethics research

    2.2 - Beta 19! (8.9.2018)
    *  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!)
    *  The advanced workbenches now require advanced components

    2.1 - Beta 18!
    *  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)

    2.0 - A New Beginning! (24.05.2017)
    *  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

    1.92 - Spanish Translation! (14.03.2017)
    *  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

    1.91 - Translations and Minor Fixes (19.02.2017)
    *  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

    1.9 - Quick A16 fix (22.12.2016)
    *  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)

    1.82 - Just a small fix (31.08.2016)
    *  You can now craft medicine at the drug lab again

    1.81 - Appeasement Patch (31.08.2016)
    *  Made the graft rejection and the bionics accustoming system optional, it's now available as a seperate mod

    1.8 - Alpha 15 and the medical system deepening! (29.08.2016)
    * Added a graft rejection system!
    * Added an accustoming system!
    * Merged the advanced bionics workbench and the synthetics workbench + new texture
    * Crafting synthetic organs now requires their surrogate counterparts
    * The painkiller and the adrenaline rib now require go-juice and yayo
    * Some brain implants now have some side effects
    * Tribals now have to research basic prosthetics
    * Building workbenches now requires components
    * Fixed duplicate operation recipes
    * Nerfed the hook hand damage

    1.72 - French translation and better compatibility! (12.08.2016)
    *  Added French translation! (thanks to Jozay!)
    *  Now compatible with nearly all mods (removed the Races_Humanlike)
    *  Fixed and improved the basic prosthetics workbench texture
    *  Added ear bandage to get rid of the "disfigured" malus
    *  Crafting prostheses now uses smithing skill instead of tailoring
    *  Tweaked the surgery success chances
    *  Fixed and clarified some descriptions
    *  Some minor bugfixes
    *  Better compatibility with Colony Manager

    1.71 - Repolishing + Refrankensteining (17.07.2016)
    *  Readded the option to harvest the stomach, nose, ears, eyes and jaw. Be Frankenstein again!
    *  Introducing: Mincing natural parts! Turn organs into meat at the butchering table!
    *  Added the option to craft joywires and painstoppers
    *  Fixed an error with the natural parts category
    *  Slightly boosted the brain stimulator (from 50% to 65% functionality)
    *  Raised the market value of the advanced bionic spine
    *  Changed the preview image
    *  Fixed some typos

    1.7 - Alpha 14! (16.07.2016)
    *  Ported EPOE to Alpha 14
    *  Released on Steam Workshop!
    *  Removed the possibility to harvest many natural body parts for balancing and eliminating bugs
    *  Synthetic organs are now a little bit cheaper
    *  Most research is now spacer tech level, don't know how this will work out

    1.63 - Fixes, tweaks and a new rib! (22.04.2016)
    *  All surgeries now have a small chance to fail, especially natural
    *  Added the painkiller rib, that decreases your pain factor!
    *  All benches can now be turned off
    *  Fixed creating ribs now works fine once again
    *  Halved the amount of gold needed to craft vancidium
    *  Slightly rebalanced the cost of some recipes
    *  Fixed a bug with colonists not getting the disfigured malus
    *  Removed the talking debuff when losing a nose
    *  Advanced components now require a normal component to make
    *  Changed the power arm's damage typ to scratch
    *  Fixed some problems with traders (thanks to Adamiks!)
    *  Changed some market values
    *  Fixed missing sounds in organ crafting
    *  Some changes on the German Translation

    1.62 - Hotfix #2 (11.04.2016)
    *  Fixed the ribs research
    *  Fixed the missing language icons
    *  Installing a joywire now requires brain surgery research

    1.61 - Hotfix (10.04.2016)
    *  Global hediffs like blood loss or hypothermia should now work again
    *  All benches can now break down
    *  Some fixes in the German translation

    1.6 - Alpha 13 - The big balance update! (10.04.2016)
    *  Added advanced components used for making advanced prostheses
    *  Changed pretty much every recipe to use components
    *  Added a new research project for brain surgery
    *  Gold now has a small volume again
    *  Removing parts now works properly
    *  Made vancidium much more expensive
    *  Slightly nerfed all advanced prostheses
    *  Nerfed the power arm, it now gives a smaller bonus to manipulation (like it should have always had)
    *  Slightly nerfed the drugged and the adrenaline rib
    *  Made the AI chip slightly more expensive
    *  Hands and feet now give a slightly smaller buff than arms and legs
    *  Crafting prostheses now has a higher priority
    *  Prostheses traders now sell medicine and glitterworld medicine, too
    *  Made some research projects more expensive
    *  Natural organs are now more expensive, so sell your kidneys!
    *  Some very minor description changes
    *  EPOE is no longer dependant on an assembly
    *  Polished some xmls

    1.52 - Christmas Bugfixing and Russian Translation! (20.12.2015)
    *  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

    1.51 - The biggish texture update! (24.08.2015)
    *  "Vanillafied" all the building textures so they now fit better
    *  Tweaked some textures
    *  Basic prostheses now have their own texture again
    *  The AI chip now gives a bonus for talking, too
    *  Updated the Korean translation - thanks Latta!

    1.5 - Reunion with old friends! (23.08.2015)
    *  Updated to Alpha 12!
    *  The drugged rib is back!
    *  Added exoskeleton suit!
    *  Added adrenaline rib!
    *  Every recipe now uses unfinished items
    *  Some bionics now require simple prostheses
    *  Removed the vancidium refinery, you can now craft vancidium at the electric smelter
    *  The brain stimulator and the AI chip are now implants
    *  Rebalanced the brain stimulator and the AI chip
    *  Retextured the advanced bionics workbench
    *  Retextured the bionics workbench
    *  All buildings are now affected by tool cabinets
    *  Silent jaws now give bad thoughts again
    *  Increased the cost of the bionic eye
    *  Renamed the upgrading station to advanced bionics workbench
    *  Shortened some descriptions

    1.41 - The "Sorry for my Stupidity" Update! (16.06.2015)
    *  Fixed the modbreaking error that prevented you from installing prostheses

    1.4 - Alpha 11 Update! (11.06.2015)
    *  Updated to Alpha 11!
    *  Removed synthetic skin once again
    *  The prosthesis assembling sound now sounds like every other sound
    *  Fixed an error in the German translation
    *  Some other minor changes

    1.31 - Return of synthetic skin and artificial pelvis! (25.04.2015)
    *  Readded synthetic skin! (big thanks to Abrexus!)
    *  Added an artificial pelvis!
    *  Turned down the volume of the prostheses assembling sound
    *  Changed some sounds to fit the recipe better
    *  Tweaked the German Translation a little bit
    *  Tweaked the worktimes of every crafting activity
    *  Structured the hell out of the code

    1.3 - Alpha 10 and translations! (20.04.2015)
    *  Updated to Alpha 10!
    *  Had to remove the drugged rib and the silent jaw thought
    *  Had to remove synthetic skin
    *  Added the possibility to upgrade the scyther blade to a power claw
    *  Changed the prostheses crafting sound to a unique one
    *  Added a German and Korean translation!
    *  Made all benches passable
    *  Fixed all synthetic organs - they now actually affect their main stats (breathing...)
    *  Tweaked the crafting worktime of bionic and advanced bionic prostheses
    *  The scyther blade is now in the same category as all bionics
    *  Fixed some descriptions
    *  Still structuring and polishing the defs

    -- Had to remove some changelogs because the thread exceeded the maximum allowed length of 20000 characters --

    1.0 - Initial Release (19.02.2015)

    I hope you enjoy!
    « Last Edit: March 03, 2020, 04:04:37 AM by Ykara »
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    npeters6546

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #1 on: February 19, 2015, 05:28:04 PM »

    This looks great ill definitely check it out. I love the surgery mods and the ability to create super colonists and trying to keep it similar to vanilla sounds really appealing.
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    Dr. Z

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #2 on: February 19, 2015, 05:32:58 PM »

    "Similar to vanilla" is a very good predicate for mods, and after one of my last colonists had to live with half his brain destroyed I really like the sound of more prostheses. But why the hell do you need EIGHT new workbenches?
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    Ykara

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #3 on: February 19, 2015, 05:42:40 PM »

    But why the hell do you need EIGHT new workbenches?
    Haha, yeah it sounds like 8 is much, but I didn't want one bench for everything because it would be to easy (no further research, etc...) and it's a pretty big mod, so there is  a need for 8 workbenches imo ^^ If you wanna know what the workbenches are for: Basic prosthetics workbench, simple prosthetics workbench, bionics workbench, bionics upgrading workbench; surrogate organs workbench, synthetic organs workbench and last but not least the vancidium refinery ^^

    elStrages

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #4 on: February 19, 2015, 06:00:14 PM »

    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
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    dareddevil7

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #5 on: February 19, 2015, 06:12:55 PM »

    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen
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    elStrages

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #6 on: February 19, 2015, 06:38:52 PM »

    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen

    Haha true, you can make Adam Jenson, although this mod has a hook hand! *idea steal* ;)
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    dareddevil7

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #7 on: February 19, 2015, 07:25:10 PM »

    Looks like I have another rival. My mod Cybernetic Storm and Extended Surgeries needed some competition I suppose :D
    Also you have 2 more work benches than me and a 1/4 of the implants lol, might want to condense the work benches where possible, if there is one thing I have learnt its that people don't want to place loads of benches
    but your mod is better for making Adam Jensen

    Haha true, you can make Adam Jenson, although this mod has a hook hand! *idea steal* ;)
    How To Make Your Own Adam Jensen In 5 "Easy" Steps!
    Step 1. Get a prosthophobe, Male
    Step 2. Have  him get horribly injured in battle
    Step 3. Give him ALL THE IMPLANTS!!!
    Step 4. Go into \Mods\Core\Defs\ThoughtDefs, go into Thoughts_ConditionsSpecial, find the prosthophobe thought code and change description to "I never asked for this"
    Step 5. Enjoy having your own Adam Jensen, who never asked for this
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    Novellum

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #8 on: February 19, 2015, 08:42:36 PM »

    Just wanted to point out, you have the same exact screenshot of Sissy's new prosthetics posted twice.
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    Hoovytaurus

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #9 on: February 19, 2015, 10:22:54 PM »

    After installing this mod, I can no longer install anything on my colonists. There's only Euthanize and harvest stuff on, no installing.
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    Ykara

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #10 on: February 20, 2015, 01:23:55 AM »

    Just wanted to point out, you have the same exact screenshot of Sissy's new prosthetics posted twice.
    Oh, just realized this. Thanks, more screenshots are coming soon when my Alpha 9 colony is bigger.

    After installing this mod, I can no longer install anything on my colonists. There's only Euthanize and harvest stuff on, no installing.
    Ok, that's strange, i'm gonna take a look. What mods do you use, maybe they conflict.

    And I feel pretty stupid right now, there are "only" 7 new workbenches. I've removed one a week ago. Or maybe I should attend primary school again, could be helpful ^^

    HeyWheresMySnack

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #11 on: February 20, 2015, 03:17:56 AM »

    I also have the problem where I can't install anything, just harvest and euthanize.
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    Ykara

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #12 on: February 20, 2015, 04:44:10 AM »

    I also have the problem where I can't install anything, just harvest and euthanize.
    Ok, looks like some parts of the code haven't survived the port, I'm gonna release a hotfix today when I have found the problem.
    « Last Edit: February 22, 2015, 01:07:59 PM by Ykara »
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    Dr. Z

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering!
    « Reply #13 on: February 20, 2015, 07:49:25 AM »

    Ok, this is really a lot of stuff, might be good to have different workbenches. But there is a mistake with the artificial brain: In the description it say Plasteel, but in the ingredients it says silver. Also, did you raise the build costs for everything made of gold according to your volume change? And why is a market price change a balance for higher volme? If I understood this correctly, these two things have nothing to do with each other.
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    Ykara

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    Re: [Mod] (Alpha 9) Expanded Prosthetics and Organ Engineering 1.01
    « Reply #14 on: February 20, 2015, 11:13:33 AM »

    Expanded Prosthetics and Organ Engineering 1.01 - HOTFIX!

    Thank you all for your feedback, it took me a while but I found the error, you can now install your prostheses and create your superhuman (or Adam Jenson). I feel very bad, sorry for my ubisofting (=too early release of unstable and buggy software). You can redownload the mod from the original post or here (outdated).

    Ok, this is really a lot of stuff, might be good to have different workbenches. But there is a mistake with the artificial brain: In the description it say Plasteel, but in the ingredients it says silver. Also, did you raise the build costs for everything made of gold according to your volume change? And why is a market price change a balance for higher volme? If I understood this correctly, these two things have nothing to do with each other.
    Thanks, I've fixed the issue with the brain stimulator. I haven't raised the build costs for everything made of gold, I lowered it. That's why I've raised the market price because gold would be as valuable as steel without this change.
    « Last Edit: February 21, 2015, 02:08:25 PM by Ykara »
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