[B18] EPOE: Rebalanced v1.4.2 (27/11/2017)

Started by XeoNovaDan, July 21, 2017, 01:53:53 PM

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XeoNovaDan

I'M NO LONGER OFFICIALLY MAINTAINING THIS MOD; THE CURRENT VERSION IS ACTUALLY AN UNOFFICIAL VERSION PROVIDED BY SOMEBODY ELSE.





Important: This mod is XML Patch-based, so this must be run alongside Ykara's Expanded Prosthetics & Organ Engineering 2.0. Load after EPOE since this adds a couple of researches dependent on EPOE's researches. This will NOT work with Rah's Bionics and Surgery Expansion.


Have a Say!
Should spine installation have its own research? Conclusion: Produce & Install (28/07/2017 16:27 GMT, 64% voted)
Should mid-high tier part production require the Medicine skill or stay as Intellectual? Conclusion: Both Intellectual & Medicine (28/07/2017 16:27 GMT, 58% voted). This is currently on hold because I'm unsure of how to balance it.
Should the Intellectual requirements for artificial organs be lowered? Conclusion: No (11/08/2017 @ 12:35 GMT, 83% voted)

Overview
This mod is an extensive rebalance of Expanded Prosthetics & Organ Engineering by Ykara. Granted, Rah's Bionics and Surgery Expansion exists, but it personally didn't satisfy me so I decided to take my own approach to EPOE's balance. Whereas Rah took the approach of making most parts cost significantly more with limited diversity, I've chosen to diversify the requirements and shed light on items in vanilla that aren't very useful in the base game.

Let's get into the changes:

Body Parts now mostly use the new part efficiency model as opposed to the old offsets. Many body parts no longer have the weird damage offsets, to be more consistent with vanilla. The power arms have also had the nerf hammer dropped on them hard; they're still good, but no longer ridiculous.

High-Tier Parts including power arms, bionic spines, and exoskeleton suits each require their own researches to be produced, and even install in some cases. This is to limit accessibility to those extremely good parts in the mid-game.

AI-Controlled Pawns such as raiders have had their tech hediff (prosthetic) budgets bumped to line up with the different market values; it's a little unfair that your colony gets to use those shiny advanced bionics, but high-ranking pirate raiders can't. In addition, elite mercenary raiders may also spawn with power claws, power arms, and advanced power arms, so they're going to be a more dangerous presence on the field too!

Intellectual Skill Requirements are in place alongside Crafting skill requirements for any parts above 'Basic' tier. Higher tier parts require a higher intellectual skill. Furthermore, the weird crafting skill requirements for basic tier dentures and wooden feet have been removed, since they felt out of place.

Glitterworld Parts have mostly received a significant buff. Auxillary AI implants now give stat bonuses equivalent to gaining 5 levels in their respective skills. Tactical cornea implants give stat bonuses equivalent to gaining 2.5 levels in shooting.

Market Values have been completely refactored. Parts have their market values determined by their ingredients and work amount in the same manner that all objects in RimWorld do, but then they're further multiplied depending on the item's tier, before being rounded.

Natural Body Parts have had their market values reduced to roughly vanilla values. If a natural organ gets installed on another human, that part will be rejected and thus need treatment. Additionally, mincing natural body parts now yields the proper amount of meat for them; base EPOE mincing recipes yield around 10x more meat than the part is worth on a human body. Last, but not least, uninstalled natural body parts can now spoil and thus need freezing.

Crafting Recipes have also been completely refactored. Material costs are now more proportional with the size and complexity of each part, and most parts above 'Basic' tier also require textiles (simple needs cloth, bionic needs synthread, etc.). Parts above basic tier also take longer to make, and you no longer 'upgrade' lower tier parts to get high tier parts; I envisioned them as having completely different architectures.

Workbenches are more component-intensive to build, and less resource-intensive - with the exception of the basic prosthetic bench, which just had its build cost nudged down. EPOE workbenches are also no longer instantly buildable, and their work to build is based around vanilla workbenches for more consistency with vanilla. The Basic Prosthetic workbench also now needs the 'Basic Prosthetics' research to be constructed; another oversight in base EPOE.

Miscellaneous Changes include the effective removal of the rather gimmicky golden eye, most surgical operations taking as long as they do in vanilla as opposed to significantly less, and removing surgery success chance variations in most medical operations for consistency with the 'surgery success chance' stat. Additionally, Brain Stimulators and AI Chips now work properly for brain-damaged pawns.

Credits
Ykara for their original work: Expanded Prosthetics & Organ Engineering
Somebody who wishes to remain anonymous for the B18 update.
Marnador for the RimWorld-style font

Compatibility
As previously mentioned, this mod is dependent on EPOE, so you must have both this and EPOE active. Remember to load this after EPOE since it adds research that has EPOE researches as prerequisites.

This mod will not work with Rah's Bionics & Surgery Expansion since that doesn't have EPOE's glitterworld implants or energized components.

If you're using Combat Extended, place this above Combat Extended in the load order. This edits Steel Arm's melee verbs, but CE then removes it.

This can be added to existing savegames if you don't have any pawns with golden eyes present.

Download
GitHub
Steam

Like this mod? Check out my other mods here!

License
You may include this mod in a mod pack, and you may make derivatives of this mod too.

XeoNovaDan

Updated to v1.0.1 (21st July 2017)

Changes:
- Fixed Advanced Bionic recipe label oversight
- Forum post URL now in the About.xml

InfinityKage

Sounds cool. I'll check it out with my next playthrough.

kaptain_kavern

Yep I'm interested to try this one as well.

Thank you for the mod

Soupy Delicious

Oooooh!  I might actually allow myself to use epoe now. ;)

P.s. Vote yes on Spine-research requirements!  Stop the boats!

XeoNovaDan

Polls are over, thank you to everybody who voted for voting!

Results:
- Bionic spines will require a new research to produce and install in a patient
- Parts above 'Basic' tier will require both Intellectual and medicine skill to be produced

These changes won't be implemented immediately, but probably in the coming weeks.

XeoNovaDan

#6
Updated to v1.1! (04/08/2017)

Changes:
- AI-controlled pawns (including raiders) have had their prosthetic budgets increased, and elite mercenaries are more dangerous.
- Bionic spines, advanced bionic spines, and exoskeleton suits now need their own researches in order to be produced and even installed.
- Various part hediffs have been changed.
- Halved the frequency of breaks with the AI Persona Core implant.
- Fixed some market value-related oversights.

Note: I've yet to implement the medicine requirement to produce certain parts since I'm not entirely sure how it should be balanced.

XeoNovaDan

Updated to v1.1.1 (8th August 2017)

Changes:
- Fixed an issue where eye patches and ear bandages wouldn't install
     - This was because they were 0% efficient. They're now 1% efficient.

XeoNovaDan

Another poll: should the intellectual skill requirements for artificial organs be lowered?

XeoNovaDan

Updated to v1.2 (11th August 2017)

Changes:
- Workbenches are no longer instantly buildable (base EPOE issue)
- Workbench build times are now consistent with vanilla benches

Modo44

I may have an issue with this mod, or maybe a conflict. Have a peg leg, have standard medicine, have a 14 skill doc, but can't install the peg leg because I "lack materials". What can I possibly be missing?

XeoNovaDan

Quote from: Modo44 on August 17, 2017, 09:46:14 AM
...

Are you sure that the patient is set to receive standard medicine, and not just herbal? I didn't change any medicine requirements with this.

Modo44

#12
Yes, medicine is available, and enabled. I was wondering if there were some added requirements I didn't know of.

Edit: Messed around with the mod order, it seems to work again. One of my couple dozen of mods must have broken things.

XeoNovaDan

Splendid. Mind stating what mods were potentially problematic? It may be worth noting in the Compatibility section.

XeoNovaDan

Updated to v1.3 (29th August 2017)

Changes:
- Fixed an oversight with heart and arm market values
- Biological organs can now rot