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

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

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ptx

Bionic ear implant and bionic arm (and maybe other bionics) at the overview tab shows manipulation: 120%, while on the right side list shows efficiency 140%.

And why do eye patch is not exactly zero? How would a pawn that doesn't have any eyes but it has both eye patches would be able to see? Is the pawn a Jedi or something? The pawn can still shoot somewhat accurate.

Still great mod though, and congrats on being a new mod at the rimworld sub.

XeoNovaDan

Quote from: ptx on September 03, 2017, 07:31:05 AM
Bionic ear implant and bionic arm (and maybe other bionics) at the overview tab shows manipulation: 120%, while on the right side list shows efficiency 140%.

I'm assuming you mean in the case that a pawn has 1 bionic arm and 1 natural arm: The bionic arm may be 140% efficient, but the natural arm is only 100% efficient, thus the average efficiency is 120%, so manipulation will be 120%. Although if ears are also affecting manipulation, that's a strange one; I don't remember changing ears to affect manipulation instead of hearing. May be an oversight that I'll want to check.

Quote from: ptx on September 03, 2017, 07:31:05 AM
And why do eye patch is not exactly zero?

If an eye patch is 0% efficiency, it'll disappear upon being installed. The closest I could get to 0% is 1%, so I decided to stick with that, although I might be able to do 0.1%. I'll look into decimal efficiency at some point.

Quote from: ptx on September 03, 2017, 07:31:05 AM
Still great mod though, and congrats on being a new mod at the rimworld sub.

Thank you :)

laokangz2

you konw there is a mod called RBSE, seems it has some conflict with yours, not sure, have you uesd the mod before called : RBSE, it has a fuction "New organ rejection system" seems good, not sure your mod can work well with RBSE, your mod also  very good, it boring me to choose one from two mods !!!  could you check can both two mod work together normally?

XeoNovaDan

Quote from: laokangz2 on September 03, 2017, 11:08:23 AM
...

I don't intend to make this compatible with RBSE since this mod is an 'addon' for just EPOE. Organ rejection has been suggested in the unofficial RimWorld discord too though, so I may do that for v1.4 at some time.

Thanks though!

Canute

RBSE isn't an addon for EPOE.
Basicly you just should one of these mod, not all 3 together (or 4 if you count cyberstorm too).
They are all the same in a different way.

Maybe XeoNovaDan should mention this at he first posting, that these other not been used together with his mod.

Frank2368

Another minor bug about Basic Prosthetics Table, it doesn't actually require the Basic Prosthetics research.

XeoNovaDan

Quote from: Canute on September 03, 2017, 12:02:49 PM
Maybe XeoNovaDan should mention this at he first posting, that these other not been used together with his mod.

It's already stated that this mod isn't compatible with RBSE at the top of the OP.

Quote from: Frank2368 on September 03, 2017, 04:31:13 PM
Another minor bug about Basic Prosthetics Table, it doesn't actually require the Basic Prosthetics research.

Base EPOE issue, but thanks for pointing this out! Will address that.

ptx

Quote from: XeoNovaDan on September 03, 2017, 07:52:58 AM
I'm assuming you mean in the case that a pawn has 1 bionic arm and 1 natural arm: The bionic arm may be 140% efficient, but the natural arm is only 100% efficient, thus the average efficiency is 120%, so manipulation will be 120%. Although if ears are also affecting manipulation, that's a strange one; I don't remember changing ears to affect manipulation instead of hearing. May be an oversight that I'll want to check.

OK, thanks for clearing that up. It's not an oversight on your part.

Quote
If an eye patch is 0% efficiency, it'll disappear upon being installed. The closest I could get to 0% is 1%, so I decided to stick with that, although I might be able to do 0.1%. I'll look into decimal efficiency at some point.

Since it bothers me, I took the liberty of changing the HediffDefs_BasicProsthetics.xml > Eye patch partEfficiency into 0.00, and nothing disappears. I can produce the eye patch part normally, and installs it normally, which results in an eye patch in the pawn part list, and an eyeball part. I don't harvest the eyeball first, since it would give the harvest debuff.
Although if I do the same direct install operation on the arm, whether it's a steel arm, a simple prosthetic arm or any bionic arms, I don't get the natural arm part, it just disappear.

This mod is the 14th from the bottom of my mod list.





I also use your shooting skill rebalanced mod. Thanks!

Canute

You think when you can't see anything anymore, you accuracy should be 0% ?
Don't you think you can aim with your ear's at the noise you hear ? With an accuracy of 1% just with ear targeting it is pretty plausible.

XeoNovaDan

Hmm, maybe it was something in my mod list that caused the nil percent to not work properly. I'll re-trial it at 0, and if I can succeed with installation of an eye patch with just EPOE + this, I'll change it. If not, I'll try 0.001, and if that fails then I'll stick to 0.01

XeoNovaDan

#26
Updated to v1.4 (9th September 2017)

Changes:
- Natural body parts will be rejected when installed
  - Causes pain and hinders the body part's functioning
  - Must be treated to slow down/prevent progression
  - Extreme progression causes body part destruction
- Natural body parts have had their market values significantly reduced
  - Sell price multiplier has been removed
- Most surgical recipes now use the vanilla base
- Most operations reverted to vanilla lengths
- 0% efficiency for eye patch & ear bandage

XeoNovaDan

Updated to v1.4.1 (10th September 2017)

Changes:
- Fixed a major issue where EPOE-added parts couldn't be installed

CookieWizard

Quote from: XeoNovaDan on September 10, 2017, 04:09:38 AM
Updated to v1.4.1 (10th September 2017)

Changes:
- Fixed a major issue where EPOE-added parts couldn't be installed

One neat addition (I find) to further weaken bionics is if the bionic is visible from the exterior (such as giving someone a bionic arm) they should take a small hit to their attraction score (in other words making other pawns less attracted to them just like the game does if you have a physical disability). This score should, of course, be heavily increased for Prosthophobe pawns with the reverse being true for Prosthophiles. That'll mean that having someone with every limb replaced could start fairly frequently having bad interactions with other colonists.

XeoNovaDan

It's a nice idea for sure, but I'd probably need to write new thought workers to actually put them opinion offsets in place and working as you described. I can't really do much more than a basic Console.WriteLine in regards to C#, so that's off the table for now.