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Yes, this mod adds the surgery to remove them. Requires level 13 medicine and brain surgery research, with 10% chance of death on failure.
Check it out
Sorry for not asking beforehand – if you’re not okay with it, just let me know and I’ll take it down immediately.
Thanks for your great work!
Modifying mechanical decomposition products affects other relevant mods.
You can check out this mod if it fits you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2967228692
surgeries for mending normal scars with synthetic tissue work OK
my mod renames them back
https://steamcommunity.com/sharedfiles/filedetails/?id=3427083244
It is mentioned in the mod description in-game. Will correct the oversight for the workshop page description.
someone tells:
trying to replace an arm my colonist lost by cutting off the arm of one of my prisoners but every time they cut it off, i dont get the arm, its like it dont exist anymore
the dude using EPOE dismember mechanics i think this mod has issue with this Harvest Everything![Adopted] https://steamcommunity.com/sharedfiles/filedetails/?id=2007485974
Never had any such issues on my end, but I do remember people in this comment section screwing up the load order or enabling mods that don't play well with EPOE - resulting in something similar to what you described below.
Read the description. Hell, even use the in-browser search.
I will admit that Synthetic bone on its own is a bit of a bloat item, but it is there for weird situations where only a destroyable bone is lost in the arm or leg, or a supposedly indestructible bones goes missing, or mods change those to be destroyable.
The body parts that it can restore are: clavicle, sternum, pelvis, humerus, radius, femur and tibia.
@Unstable Energy
For most part yes. Always make a backup save before trying it. If those mods share the same bionic parts, they should transfer just fine. Refer to Prosthesis/Bionic mod comparison spreadsheet for RimWorld 1.5 [docs.google.com] to check between the mods.
Research and buildings will be lost, and certain items are lost from original EPOE, like auxiliary AI instead becomes a new single generic item to access different versions of the implant as a QoL in this mod, but the ones already implanted will transfer just fine.