RimWorld

RimWorld

8,003 ratings
Expanded Prosthetics and Organ Engineering
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
4.630 MB
Jul 16, 2016 @ 4:39pm
Dec 29, 2021 @ 2:47pm
34 Change Notes ( view )

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Expanded Prosthetics and Organ Engineering

Description
Expanded Prosthetics and Organ Engineering - Creating bionic super soldiers since 2015!



There is support for English, German, French, Spanish, Portuguese, Polish, Chinese, Korean and Russian. It will automatically detect the language of your game, you don't have to change anything.

EPOE is fully compatible with Rimworld Royalty!




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!




  • Craft prostheses! There's a wide array from hook hands to exoskeleton suits and even brain implants!
  • Many new parts like steel arms, 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!
  • Upgrade your bionics with advanced components!
  • New prosthetics table for all your artificial bodyparts!
  • Craft organs at the organ printer! Go from rudimentary surrogate organs to high tech synthetic organs!
  • Still not advanced enough? Complete quests for new archotech parts!
  • Cure brain damage using late game brain implants!
  • Treat bad backs!
  • New orbital 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!



Q: What is the difference between this EPOE, EPOE Forked and RBSE?
A: Both EPOE Forked and RBSE are based on the original EPOE (this one).
The Forked version is based on EPOE 2.24 and fixed many issues this version had. These problems have since then also been fixed in EPOE.
The differences between this mod and Forked now aren't that huge. Forked keeps the old 4 workbenches and adds some new parts like prosthetic digits, while the original EPOE tries to stay to closer to vanilla, only adding 2 new benches and having the body parts selection feel closer to vanilla.
RBSE derived way earlier from EPOE, so there some more differences. RBSE has two workbenches with its own unique asthetic. It has also changed how body parts are crafted, so that bionics for example do not require their prosthetic counterpart.
But all three of these mods feature roughly the same bionics and organs, all of them are balanced and all mods should be bug free.
So essentially, it comes down to what you prefer.

Q: Is this mod compatible with existing save games?
A: Yes, it is! I'd recommend backing up a save game just in case, but EPOE shouldn't cause any issues when added to an already existing colony.

Q: Is this mod compatible with *insert mod here*?
A: Yes, it should be. EPOE tries not to replace, but to add. So it shouldn't cause problems with most other mods.
You should however only use one bionics mod, because using multiple of them will most likely cause issues!

Q: I liked the version without the prosthetics table better!
Fear not, I've got something for you: This submod removes the prosthetics table so that you can craft your prosthetics at the machining table and the fabrication bench again!




Thank you for playing EPOE!
Popular Discussions View All (206)
181
Apr 27 @ 5:06pm
PINNED: Bug Reports
Ykara
28
2
Nov 24, 2021 @ 6:47am
Stats for Most of the Boinics/Organs "Updated"
Zesty
3
Jan 9 @ 10:59am
Mod Options
lolmanor
< >
3,480 Comments
Xiane May 16 @ 7:08am 
Adding a +1 to the senseless Microelectronics bench required tech being neolithic being a PitA if you're using tech advance and a tribal start...
Great mod. But I have one question. Why bionic jaw and it's advanced counterpart don't have a tongue? And why the hell you can't install it afterwards when there is a bionic tongue in the base game?
OneStonedBear May 11 @ 1:13pm 
Question: Am I allowed to install multiple rib implants in my pawns, or just one at a time?
Internet Algae May 11 @ 7:36am 
@Hustle Man
It's because the vanilla brain wiring tech can't be easily removed which is what the "Have fun playing EPO!" is a renaming of. The microelectronics req is default for brain wiring and was likely missed when moving it to Neolithic/Tribal.
Okami May 10 @ 6:25pm 
Hello is there a way to make the cornea implant able to be installed with bionic eyes/advanced bionic eye/ archotech eye?
Dick Land May 9 @ 4:09am 
Lol Hu Flung Dung and I are here for the same reason, I was just about to say "the tech "have fun playing EPO" is ridiculous... Now I've installed the tech advance mod it's even more of a nuisance."

My biggest gripe with it is, you went through all the work of adding a tech level to the techs. Reasonable. Simple Prosthetics ARE industrial. and Bionics WOULD probably be Spacer.
You even went through the trouble of adding it as a starting tech to New Arrivals. But you HAD to leave it Neolithic? AND give it the Microelectronics req? Was this a modding issue? A mistake? You couldn't ALSO make it starting tech for Tribals? If not is it because you made it locked behind Micro? IMO you should just remove it. I understand you're proud for getting the mod integrated to Royalty, but quite frankly, you should have never added the tech to begin with.
Hu Flung Dung May 8 @ 9:00pm 
ty @ internet Algae. I see what you mean about the modder hating the "brainwiring" thing. I thought it was like that on purpose... didn't know it was an such a difficult thing to fix. @ modder your mod is appreciated.
Hu Flung Dung May 8 @ 8:05pm 
I agree with rimean. I've always felt the tech "have fun playing EPO" is ridiculous, weird and immersion breaking. Now I've installed the tech advance mod it's even more of a nuisance. Redundant and pointless.
Internet Algae May 7 @ 4:06pm 
It happens because it's actually a renamed hardcoded Royalty tech "brain wiring". There are copious comments about the modder hating it in the defs.
Internet Algae May 7 @ 4:05pm 
@rimean
If you add:
<li Class="PatchOperationRemove">
<xpath>Defs/ResearchProjectDef[defName="BrainWiring"]/requiredResearchBuilding</xpath>
</li>

to line 267 of "Royalty Research.xml" in 1.3/Patches/Royalty/

it will fix the issue.