RimWorld

RimWorld

Expanded Prosthetics and Organ Engineering
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Opdatering: 8. sep. 2018 kl. 12:54

2.2 - Beta 19! (8.9.2018)
* Updated EPOE to Beta 19
* Replaced energized components with vanilla advanced components
* Fixed the option to remove the brain stimulator
* Added an option to craft cochlear implants
* Removed the option to fix scars
* Updated the Spanish translation (thanks to Mike2611!)

Opdatering: 19. nov. 2017 kl. 13:30

2.1 - Alpha 18!
* Updated EPOE to Alpha 18
* Finally balanced the AI persona core
* Added the option to remove brain stimulators
* Fixed some descriptions that still mentioned vancidium (RIP)

Opdatering: 24. maj 2017 kl. 14:28

It's finally here!
This has to be to most extensive update ever for EPOE, explaining all the changes would blast the length of this post. So I'll just summarize.

Basically EPOE 2.0 is what EPOE should always have been. It's streamlined and better organized, which makes it easier to understand. Instead of 5 kind of illogical and inconsequential workbenches there are now only 4. The basic prosthethics workbench and the simple prosthethics bench are still the same. But the bionics workbench is now also used to craft advanced bionic parts, which makes sense. And there's the new Tissue Printer that basically just crafts all the organs available.

I've also completely thrown out Vancidium, as it was always one of main criticism of many of you. So instead of making advanced components with Vancidium, you now make Energized Components with Uranium! I hope you like that change!

There are of course many new features in this update, namely:

  • You can now fix scars! Altough still slightly buggy it pretty much does what it should do!
  • I've added a whole range of new parts, Glitterworld Parts, that are high end and unique, but only available through traders. One of them for example is a tactical cornea implants for sharpshooters, so keep an eye open for prostheses traders!
  • There now is the option to put AI persona cores into your colonists' head! But beware, there are side effects!

There are also many tweaks and small changes, for example EPOE now has its own research tab, which is much better organized than before. Also the bodypart boxes now have different colors matching their tier (for example synthetic organs have purple boxes), I thought that would be a nice touch, thanks to Joedox for this amazing idea!

But that's still not everything, just read the changelog if you want to know all the changes!

Changes:
* Restructured the workbenches and condensed them to 4
* Added a whole new range of new and even more advanced implants: Glitterworld Parts!
* Readded the option to mend scars!
* Removed Vancidium and replaced it with Uranium
* Replaced advanced components with energized components
* Added the option to install AI persona cores
* All items now have fitting colors
* Added the light detector
* Removed the option to harvest eyes
* Prosthetics Research now has its own tab!
* AI-Chip and Brain Stimulator are now implants
* Reworked the golden eye
* Energized components now have an unfinished item
* Adjusted absolutely all market values
* Finally renamed the artificial heart to synthetic heart
* Some miscellaneous description or recipe fixes

Have fun!

Opdatering: 14. mar. 2017 kl. 15:05

1.92 - Spanish Translation! (14.03.2017)
* Added a Spanish Translation! (HUGE thanks to Inquisidor58!)
* The Artifical Clavicle now actually works as intended
* Removed the option to craft synthethic skin
* Updated Chinese Translation
* Some minor updates to the German translation

Opdatering: 4. mar. 2017 kl. 15:03

Updated the Chinese translation and removed the option to craft synthetic skin, I thought there was no need for a new version number ^^

Opdatering: 19. feb. 2017 kl. 9:05

1.91 - Translations and Minor Fixes (19.02.2017)
* Added Chinese Translation! (HUGE thanks to duduluu!)
* Added Polish Translation! (again, HUGE thanks to Dawidienko1!)
* Added Portuguese (Brazilian) Translation! (once again, HUGE thanks to homerbra!)
* Updated and completed the Russian Translation! (last, but not least, HUGE thanks to kors!)
* Adjusted most of the market values (thanks for pointing that out!)
* Added the artificial clavicle
* The drugged rib now requires flake instead of beer
* Clarified some research descriptions
* Made Vancidium smeltable
* Made some surrogate organs slightly more expensive to craft
* Peg leg and wooden foot now require more wood
* All items now have a mass
* Some other minor fixes

Opdatering: 22. dec. 2016 kl. 14:17

1.9 - Quick A16 fix

After being dead for 3 months, A16 brought me back to life and motivated me to sacrifice half an hour to update EPOE. Tynan seems to have lost the fun of changing random variable names just to troll the modders, so it was less work this time.
There isn't really much to say about this update, the title sums it up pretty well. But maybe there will be some new content over the holidays.
Merry Christmas!

* Updated to Alpha 16!
* Tidied up the workaround category mess (Creds to Dingo)
* CreateSyntheticLiver recipe fixed to require 1 SurrogateLiver (Creds to Dingo)
* Fixed missing research prerequisite for TableBasicProsthetic (Creds to Dingo)

Opdatering: 31. aug. 2016 kl. 6:30

1.82 - Just a small fix (31.08.2016)
* You can now craft medicine at the drug lab again

Opdatering: 30. aug. 2016 kl. 17:05

1.81 - Appeasement Patch (31.08.2016)

Nobody liked the graft rejection and bionics accustoming systems, so I threw them out. You can now get them as a seperate mod here Realistic Medical System EPOE Version!

Changes:

* Made the graft rejection and the bionics accustoming system optional, it's now available as a seperate mod

Opdatering: 28. aug. 2016 kl. 21:42

Update 1.8 - Alpha 15 and the medical system deepening!
Heyo!
Alpha 15 is here, and so is the new EPOE update! And this is a big update. At least it was pretty time consuming to make. So what are these mysterious graft rejection and prostheses accustoming systems?
You now for example can't just put a liver in one of your colonists and expect it to immediately work as if nothing ever happened. Natural organs now have rejection reactions you have to treat, same for surrogate and synthetic organs.
And installing a peg leg now isn't such a simple and quick task anymore either. Your colonists now have to learn to use their new prosthesis and get initial maluses, for example with a peg leg you colonists have to learn to walk again.
That's basically the biggest change in this mod, and it's something I wanted to do for a very long time, because I've always felt that the medical system was a bit ... dull.
But there is more! For one and a half years you guys have constantly been reminding me of how much you dislike the number of new workbenches, so I sat down and thought about some ways to remove one workbench. I didn't want all the recipes on two tables, and I wanted the basic prosthethics table to remain a sperate workbench. So i settled for merging the two high tech benches, the synthetics and the advanced bionics ones. I hope that's what you had in mind!
Have fun!

* Added a graft rejection system!
* Added an accustoming system!
* Merged the advanced bionics workbench and the synthetics workbench + new texture
* Crafting synthetic organs now requires their surrogate counterparts
* The painkiller and the adrenaline rib now require go-juice and yayo
* Some brain implants now have some side effects
* Tribals now have to research basic prosthetics
* Building workbenches now requires components
* Fixed duplicate operation recipes
* Nerfed the hook hand damage