RimWorld

RimWorld

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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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8.395 MB
Dec 27, 2019 @ 8:14am
Jun 13 @ 1:00pm
80 Change Notes ( view )

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EPOE-Forked: Expanded Prosthetics and Organ Engineering - Forked

Description



Originally inspired by Ykara's EPOE, this mod sought to fix the reduntant, downright byzantine lines of code as well as bring the values of most prosthetics back in fold with the vanilla experience.

Today, EPOE Forked prides itself with near-impeccable item balance with intricate relations between cost and balance, as well as being written to seamlessly fit into the base game, ensuring only the best experience for its users.
Regularly updated and constantly evolving, EPOE Forked will scratch that super-soldier itch you've been having, while staying true to the vision of the game's creator.



EPOE Forked features the following:
  • 70+ new, well-balanced prosthetics, all true to the vanilla format
  • Additional prosthetic tiers, such as the advanced bionic tier that fills gaps in the base game medical system
  • Specific soldier pawn upgrades, aimed at adding more flavour to combat scenarios
  • Organic and instinct optimising nanobots, specifically designed for those pesky Body Purist pawns
  • Engaging AI Persona Core implant that pushes a pawn to his/her limits, but beware the potential consequences
  • Frameworks for fixing a pawn's illnesses or defects, such as frailty, dementia or alzheimer's disease
  • Synthetic tissue for erasing those nasty scars that make Bob the most unpopular pawn on the Rim
  • Two new orbital ship traders: Prosthesis and Textile trader (An extra way to access synthread and hyperweave)
  • 2 work stations that can link with each other and the fabrication workbench for increased efficiency.
  • Flawlessly implemented systems that ensure perfect compatibility with most mods, and open up opportunity for other mod authors to cooperate in the future
  • Disassembling (recycling) of all the abovementioned items as well as other mods' prosthetics, fulfilling your dreams of keeping the Rim a clean place
  • With XML Extension active in your mod list, unlocks new mod settings to be used.

Prosthesis/Bionic mod comparison spreadsheet for RimWorld 1.5[docs.google.com]
Those and many more, all at the click of a single button.
The list is ever-expanding, as the mod is actively being worked on and new ideas are being developed.



There are additional modules to further customise the mod, courtesy of Tarojun:
Royalty DLC Expansion

Remove workbench module**
Direct Crafting ONLY module **
Normal Crafting + Direct Crafting module **

** If you have XML Extension mod, you do not need these in your mod list, as the new options provided will have them as an inbuilt setting to toggle.
XML Extensions menu are accessed in Options, in a button directly below your normal Mod Settings button, named "More Mod Settings".

Textures
Scorpio's Fixes 'n Texture Pack by Scorpio, containing textures for the workbenches.
EPOE retexture [JGH] by jeonggihun, for workbench, MA-AI Chip and unfinished prosthesis textures.



Tarojun - Lead programmer
Aurani - Github and Rimworld Discord PR manager, tester
Victorique - Brand manager, design and balance lead

Contributors and special mentions go to:

dninemfive - Author of the EPOE Replacement Expansion and this mod's first supporter
Leafzxg - Chinese translation contributor
Erdnussbrot - German translation contributor
Imranfish - Author of XML Extensions, which has allowed us additional tools to create mod settings.
Midworld Expanded Team - This team of mods kindly provided a more up to date texture for all the prosthetic items. You may check out their one of their projects here on this link!



Unable to equip gloves/boots when having both bionic arms/legs
This is a vanilla issue in how it classes added body parts. How it works is anything below the attached part is classified as removed. When it comes to equipping apparels, such as the gloves as an example, when you have both bionic arms, the game no longer consider the colonist having hands, resulting in it not able to equip them. Of course, by the logic stand point, they do have hands.
Use this mod: Prosthetic No Missing Body Parts. This will solve your problem.

I can't add bionic hands/foot to my bionic arms/legs
Lore-wise, the bionic leg/arm includes its own hand/foot section. You don't add what something already has.

How many rib implants can I install into a colonist?
You can use one of each type of rib implant together at the same time. This means you are not limited to only being allowed a total of only one single rib implant contrary to popular belief.

Translations:
Chinese Forked Translation
Chinese Forked Royalty DLC Translation

ATTENTION:

This mod is not compatible with Rah's Bionics and Surgery Expansion or with original EPOE.
If you're wondering if you can add this mod mid-game or remove it from your current colony, fret not, as it can be done without any issues. You're encouraged to keep a backup save in all situations, but we can all but guarantee it won't affect your save.

Combat Extended have an integrated patch in their mod, therefore this mod is CE Compatible.
We have also added support for the Elite Bionics Framework!

With the use of XML Extension mod by Imranfish, brand new settings options is unlocked! Make sure to check out this mod!

Prosthetic No Missing Body Parts is a must have mod if you want your colonists to wear gloves and boots like normal when they have both bionic arms or legs.

If you have Research Reinvented: Stepping Stones - It changes surgery requirements, thus seemingly create the illusion of a bug that prevents installing parts. Go to mod options and disable. Alternatively, get the Penoxycyline research.

Don't forget to rate and favourite the mod if you like it!
Popular Discussions View All (11)
189
Aug 27 @ 12:52am
PINNED: Bug Reports
Victorique
78
Jul 2 @ 9:56am
PINNED: Ideas and Suggestions
Victorique
7
Jun 20, 2024 @ 3:56am
Compatible with [FSF] Advanced Bionics Expansion?
Vaarelsauce
1,372 Comments
Cyn Aug 28 @ 4:24am 
I installed a scyther blade onto one pawn. Even though it shows the scyther blade in the hand slot, she still has the penalty from 3 fingers missing, no added stat from the scyther blade, therefore has low manipulation. Is this supposed to happen? The only other prosthetic mods I have are 'a dog said' and the icon mod, I don't think that should interfere with it?
InjectableBacon Aug 25 @ 1:05pm 
This mod description reads like how Apple describes their new products.
为世间无名之人 Aug 20 @ 9:54pm 
Install brain stimulator can use all medicine,include bandage kits.But remove brain stimulator must use medicine or Glitterworldmedicine. I find a bug, use bandage kits can remove brain stimulator. I think herbal medicine cannot be used to remove brain stimulators, but lower level bandage kits can be used to remove brain stimulators. Is this a bug? (Bandage kits is a lower level therapeutic medicine of VGP Garden Medicine than herbal medicine)(Sorry, my English is not good)
ShaggyRecluse Aug 19 @ 3:11pm 
Out of nowhere all bionic installs are requiring Glitterworld medicine, I literally have been putting bionics into people for hours today, I could use herbal if I wanted. No idea what has changed that suddenly it MUST be done with glitterworld. Anyone have any suggestions on what I might have changed or that I'm doing wrong?
Starempire42 Aug 17 @ 5:13pm 
got a question, is there a implant that can stop frail and, Alzheimers / dementia?

the only thing I say was the neuro-cure framework, but I was wondering if their was a more permanent solution
SpaceDorf Aug 17 @ 10:41am 
@Halogeek .. I‘ve been around since fields were a placeable building.
This is no curse it is a fact.
It also happens when more than 50% of active players have a bugfree modlist
Victorique  [author] Aug 12 @ 4:24pm 
My joking aside, it's important to develop proper debugging skills in games such as Rimworld, where a mod list of 500 is considered 'casual', and overhauls of overhauls inside overhauls exist.

Can't really help you much if all that's being asked is "why is X operation not working?", as it is so inordinately generic - I'd sooner be able to tell you why Brits feel the need to eat food not fit for human consumption.
Victorique  [author] Aug 12 @ 4:24pm 
As with every modded game out there, logic dictates that you work your way from the most obvious and least difficult tests to the most tedious and out-of-the-way ones.

Is my pawn allowed to have proper meds? Does the doctor have access to the organ in question? Have I completed the research necessary to perform the operation? Are there similar operations that cannot be done, and what can I infer from that?

Once all the obvious things have been thoroughly combed through, you move on to copying your save file and trying to replicate the state you're in right now. If that doesn't point you in the right direction, you move on to testing possible mod conflicts.
After you have unequivocally identified the mod to be the culprit, only then should you file a bug report (with all the logs in tow).
toetruckthetrain Aug 12 @ 3:26pm 
mf i have no idea where to start
Halogeek Aug 12 @ 1:15pm 
@Victorique That is an impossibly powerful curse you've just put on us