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Poll

Do you like the changes in Version 2.0?

Yes
- 441 (82.7%)
Not all of them
- 72 (13.5%)
Not at all (please explain why!)
- 20 (3.8%)

Total Members Voted: 532


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Author Topic: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)  (Read 1084943 times)

Hiztaar

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #870 on: March 27, 2016, 09:54:47 PM »

I was wondering, is there any way to replace a broken clavicle ? I tried almost everything but it did not worked. Even exoskeleton suit :\
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AllenWL

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #871 on: March 28, 2016, 04:46:01 AM »

No idea what that bone is, but if it's an arm bone, you need to replace the entire arm. If it's a leg bone, you'll have to replace the entire leg.
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AllenWL

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #872 on: March 28, 2016, 04:56:33 AM »

Infecting people with such infestations certainly is possible, and there are a lots of new features in the upcoming alpha that will be the base for various new features for the mod. But I don't know if it's worth putting all the time in new prostheses and maybe more advanced stuff as the poll clearly suggests that EPOE is already too extensive for many ^^

Personally, I'll welcome as many cool, fancy, and intresting bionics and replacements you add in... as long as it's NOT craftable and is only obtainable from traders or something.
I feel that most of what makes EPOE too 'extensive' or 'overdone' isn't really the bionics it adds, but rather, the huge amount of research and crafting benches it adds(I mean, 7 researches and 6 workbenches just for prostheses?).
Though this is just my opinion, I think just having the basic prostheses be craftable and the bionics and above being trader-bought would be better than being able to craft everything. I mean, it kinda makes the prostheses trader redundant as pretty much everything they sell can be crafted far more easily, and the few things that are uncraftable aren't sold by them(painkiller, joywire, liver, lung, etc), but by the exotic trader. The only time I ever trade with the prostheses trader is when I'm selling a few wooden feet for some quick cash. Otherwise, I just make them, and what replacements I do buy are from the exotic trader, not the prostheses trader.
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Pumpus

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #873 on: March 28, 2016, 09:55:01 AM »

So i remember back in the day there was a mod where I could put dead bodies of humans into a vat and break them down and make new organs, biomatter for healing scars etc.

Can this mod do that? I loved having a "special" medical wing ring next to my prison where all the naughty prisoners would end up. No one except the "butchers" would have access and the rest of the colony had no idea of the dark secrets that the "medical bay" were a part of.
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Hiztaar

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #874 on: March 28, 2016, 10:44:21 AM »

No idea what that bone is, but if it's an arm bone, you need to replace the entire arm. If it's a leg bone, you'll have to replace the entire leg.

It's a torso bone. The left clavicle is broken so I replaced left arm by a bionic arm et put an exoskeleton suit for the torso. None worked :S
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Ykara

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #875 on: March 28, 2016, 11:51:57 AM »

I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.

So i remember back in the day there was a mod where I could put dead bodies of humans into a vat and break them down and make new organs, biomatter for healing scars etc.

Can this mod do that? I loved having a "special" medical wing ring next to my prison where all the naughty prisoners would end up. No one except the "butchers" would have access and the rest of the colony had no idea of the dark secrets that the "medical bay" were a part of.
No, the vat was the first thing I removed when I was modifying Minus' mod. It's extremely overpowered to make natural organs that have no downside out of dead raiders or prisoners. And patching scars isn't possible without extensive scripting work, and I'm more than untalented in scripting...
Maybe a rebalanced version of the vat will make a return someday, but it's not on my priority list.

Grimandevil

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #876 on: March 28, 2016, 02:35:56 PM »

(I mean, 7 researches and 6 workbenches just for prostheses?)
i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.
« Last Edit: March 28, 2016, 02:39:40 PM by Grimandevil »
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Entropy147

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #877 on: March 28, 2016, 04:11:15 PM »

(I mean, 7 researches and 6 workbenches just for prostheses?)
i dont get it why every1 so mad about benches, u can place all of them in a relative small room, unpower and forget till needed.

and researches.. i dunno, i find most researches too fast anyways. colonists have to be busy with something..

I'm going to consider adding more "buy only" prostheses, if that's the thing that bugs you.
i like the way it works with Power Arms, when u can craft basic version, then upgrade it with stuff from traders.

of course the mod creator could always put the "buy only" prosthetics in the light version (just an idea to appease those that complain of too many crafting tables and that certain things shouldn't be craftable and those that think the exact opposite) and maybe add the recipes to the full version
« Last Edit: March 28, 2016, 04:13:42 PM by Sentry »
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w00d

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #878 on: March 29, 2016, 01:55:19 AM »

i am gonna chime in and say i like the idea of being able to craft everything and create anything as required as long as i have the materials . That i have to rely on a random event trade to have something is something i do not want from a mod, you get enough random events already and maintaining a challenge should not be all about rng.
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vel10

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #879 on: March 29, 2016, 08:08:56 PM »

I didn't get the impression that it was the number of 'things to craft' that people wanted simplified, but rather the number of benches and complex recipes and whatnot.

I personally don't particularly mind those, but yeah.

Also, I concur with w00d. I don't particularly like having to rely on random number generator stuff to get the things I want.
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Dugalle900

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #880 on: March 30, 2016, 03:57:36 PM »

Talking about traders, if you have a mod (or multiple mods) that adds new traders to the game it makes it even harder to get what you want/need from them. I have 3 new traders IIRC (1 from this mod and 2 from others) and it's almost impossible to get a Bulk Goods Trader to buy meat '-'
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Kraehe

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #881 on: April 07, 2016, 09:49:37 AM »

Can't wait for the A13 update for the best Rimworld Mod. <3
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Ykara

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #882 on: April 07, 2016, 02:28:57 PM »

Can't wait for the A13 update for the best Rimworld Mod. <3
Ohh, stop it! ⌒.⌒
I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
Stay tuned!

SadisticNemesis

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #883 on: April 07, 2016, 02:33:20 PM »

Can't wait for the A13 update for the best Rimworld Mod. <3
Ohh, stop it! ⌒.⌒
I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
Stay tuned!

Yay incoming update, love this mod so thanks for the efforts :)
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Kraehe

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Re: [A12] Expanded Prosthetics and Organ Engineering 1.52 (20.12.2015)
« Reply #884 on: April 07, 2016, 02:37:02 PM »

Can't wait for the A13 update for the best Rimworld Mod. <3
Ohh, stop it! ⌒.⌒
I've been waiting for this update for months, I'm so excited to finally get my hands on it and try all the new features! But don't worry, first I'll update EPOE ^^ I'm gonna free up some time on the weekend, I hope the code hasn't changed that much this time.
Stay tuned!

Wohoo, you are the best! :D
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