RimWorld

RimWorld

EPOE-Forked: Royalty DLC expansion
102 Comments
DullWolf Jul 31 @ 1:46am 
Could we see the return of the Psychic Silencer from Royalty's early release as a brain implant opposite of the Psychic Sensitizer?

If it had -50% psychic sensitivity, it would put pawns on par with those who have the Psychically Dull trait.
Gunseeker Jul 30 @ 1:55am 
oops, I guess tabbing doesn't save in steam comments
Gunseeker Jul 30 @ 1:52am 
Here's the XML code you'd need to add to implement the surgery def:
<RecipeDef ParentName="SurgeryRemoveImplantBase">
<defName>RemoveMindscrew</defName>
<label>remove mindscrew</label>
<description>Remove the mindscrew.</description>
<descriptionHyperlinks>
<ThingDef>Mindscrew</ThingDef>
<HediffDef>Mindscrew</HediffDef>
</descriptionHyperlinks>
<skillRequirements>
<Medicine>13</Medicine>
</skillRequirements>
<deathOnFailedSurgeryChance>0.1</deathOnFailedSurgeryChance>
<ingredients>
<li>
<filter>
<categories>
<li>Medicine</li>
</categories>
</filter>
<count>4</count>
</li>
</ingredients>
<jobString>Removing mindscrew.</jobString>
<removesHediff>Mindscrew</removesHediff>
<researchPrerequisite>BrainSurgery</researchPrerequisite>
</RecipeDef>
Gunseeker Jul 30 @ 1:52am 
Hey, I'm not sure whether its more appropriate to comment this on EPOE-forked or here, but EPOE forked adds a surgery to remove the Joywire from the brain after researching brain surgery, but does not add a surgery to remove the Mindscrew, which is a little inconsistent.

Since this is the Royalty expansion, and Royalty adds Mindscrews, I'd assume its more appropriate to add to this mod.

(Im splitting this up into 2 messages because of steam comment 1000 character limit)
Bean Jul 6 @ 10:14am 
ya i remeber it being there too, but noticed it was missing doing some testing off my own mods. thanks for fixing it quickly!
Tarojun  [author] Jun 29 @ 10:22am 
Strange, I was sure it had it. But that node became a note for some reason I cannot remember why. Restoring it now.
Bean Jun 29 @ 6:43am 
can you add EPOE main module as a dependacy in the about? Thanks
Tarojun  [author] Jun 21 @ 6:25pm 
@Kyokui Avarus
Thank you for the reminder. Kind of a little out of the RimWorld loop, and just updated the version number for the main mod.

Updated version number for this now.
Kyokui Avarus Jun 21 @ 6:09pm 
EPOE forked is updated to 1.6, is this gonna be updated too?
the judge Mar 10 @ 7:41pm 
For some reason with this mod the power arm and bionic hand talon both reduce my pawn's manipulation by half, even though it should increase it.
OfGreyHairWaifu Oct 16, 2024 @ 3:41am 
>Power arm receives an improvement to keep up with what it can bring to the table
Considering it's a construction prosthesis, shouldn't it be bringing the table itself?
Yukari Whiteclouds Oct 9, 2024 @ 3:26am 
I've got the same error as @Fenrir above.
bugrilyus Aug 2, 2024 @ 2:42pm 
And lungs
bugrilyus Aug 2, 2024 @ 2:41pm 
Can you also create a handshake for the Biotech DLC as well? There are some kidney stuff that has been added
HELLDIVER Apr 20, 2024 @ 9:03pm 
:nekoheart:
Tarojun  [author] Apr 20, 2024 @ 8:50pm 
Advanced drill arms now fixed to go into the "Shoulder" like every bionic arm type should of been.
HELLDIVER Apr 19, 2024 @ 10:45pm 
heres a problem,vanilla drill arm is replace shoulder now in 1.5 version ,yet epoe advanced drill arm is still replace arm.so i can not upgrade my people because the shoulder is gone since i install the vanilla drill arm
Fenrir Mar 12, 2024 @ 2:43pm 
It seems to be a conflict between this and Elite Bionics Framework, so the error might actually be on their side.
Fenrir Mar 12, 2024 @ 1:02pm 
I seem to be getting this error in VisualExceptions when I install this mod:

Exception in Verse.DefInjectionPackage.SetDefFieldAtPath: System.InvalidOperationException: Field or TKey tools does not exist.
at Verse.DefInjectionPackage.SetDefFieldAtPath (System.Type defType, System.String path, System.Object value, System.Type ensureFieldType, System.Boolean errorOnDefNotFound, System.String fileSource, System.Boolean isPlaceholder, System.String& normalizedPath, System.String& suggestedPath, System.String& replacedString, System.Collections.Generic.IEnumerable`1[System.String]& replacedStringsList) [0x00b37] in <cd7169108ea74757aa50c5b33d275c15>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
EyangKodok Aug 18, 2023 @ 4:18am 
please add Armorskin gland and Stoneskin gland upgraded version or something similiar like toughskin (without beauty debuff)
when the Aug 13, 2023 @ 2:14pm 
can i install this on an existing save?
Dopamine Domino Jul 31, 2023 @ 9:31am 
Is there any chance to change advanced drill arms' efficiency into 125% or reduce the work&price to make it?
The efficiency of the advanced drill arm is only 6% higher than that of the excavation arm, but the price is nearly four times higher (1950 vs. 425)
Tarojun  [author] Mar 13, 2023 @ 10:26am 
Updated the mod to remove the inbuilt CE patch as CE has their own proper patch for it.
A TempPatch file was also removed as it seem redundant and was something for a much earlier temporary potential issue dating back from 1.1 that was meant to be a fallback solution.

These changes are only applied for 1.4 version of RimWorld.
Tarojun  [author] Dec 5, 2022 @ 3:02pm 
Yes, they do.
TheMarshal80 Dec 5, 2022 @ 9:40am 
Does a pawn with a circadian refresher get affected by EMP as well?
Grimscribe Nov 6, 2022 @ 6:36pm 
Keep getting this, only red error in my whole log, any ideas?
Config error in PowerClaw: has smeltProducts but has smeltable=false
MobǂActarion Oct 24, 2022 @ 4:06pm 
...i'm just dumb as a rock and should RTFM
Tarojun  [author] Oct 24, 2022 @ 12:24pm 
@MobǂActarion
[[Could not find parent node named "EPIA_RecipeUpgradeAdvanced"]]

This part seems to suggest you are using not using EPOE-Forked
MobǂActarion Oct 24, 2022 @ 11:19am 
hate to be the bringer of bad news, specally rigth after a fast 1.4 update buuuut....

When i try to enable EPOE i get around 30 red error in debug log, like:

-Could not resolve cross-reference: No Verse.ResearchProjectDef named EPOE_AdvancedCompactWeaponry found to give to Verse.RecipeDef EPIA_UpgradeBionicHandTalon

-EPOE_AdvancedDrillArm is missing thing class and will not work properly. Report about it to EPOE-Forked: Royalty DLC expansion devs.

-XML error: Could not find parent node named "EPIA_RecipeUpgradeAdvanced" for node "RecipeDef". Full node: <RecipeDef ParentName="EPIA_RecipeUpgradeAdvanced"><defName>EPIA_UpgradeAdvancedDrillArm</defName><label>assemble advanced drill arm</label><description>Upgrade drill arm into advanced drill arm.</description><jobString>Upgrading drill arm.</jobString>

dunno if it help, ask me if you need more infos
pacos18 Oct 22, 2022 @ 11:43am 
Thank you! Love your work!
Arky Oct 22, 2022 @ 11:09am 
Thx for the update :)
Tarojun  [author] Oct 22, 2022 @ 9:52am 
Updated now
pacos18 Oct 21, 2022 @ 7:31am 
will there be update to 1.4 compatibility?
Tarojun  [author] Aug 27, 2022 @ 6:39am 
It will only work with Forked version, because original messes up a lot of vanilla files.
Sarelth Aug 17, 2022 @ 6:12pm 
Does this only work with the Forked version of EPOE or will it work with the 2.45 version also?
big fella Jul 28, 2021 @ 6:03pm 
I'd be really ecstatic if you found a way to give a purpose to the venom implants, they're conceptually very cool but just don't provide enough.
OstianTactician Jun 29, 2021 @ 9:50am 
So I found what I think is a compatibility issues between EPOE-F (Royalty) and Medical Systems Expanded 2. MSE2 turns all advanced bionics into normal bionics and give them special augments to increase their effiency later. This does not exist for the case of the drill arm and advanced drill arm and they have no modules slots and are turn into normal drill arms if MSE2 is installed. I am unsure if this happens for the Hand Talon, Elbow Blade and Knee Spike on modules, but these no longer exist when MSE 2 is installed.
Zetsumi Ravencroft May 17, 2021 @ 7:39am 
Honestly surprised there's no upgraded versions for the venom talon and venom fangs to go along with the hand talon, elbow blade, and knee spike upgrades
Tarojun  [author] Apr 15, 2021 @ 4:03pm 
Updated for CE, maybe. I'm not that confident for CE patches, but please let me know if any errors!
thaflya Apr 8, 2021 @ 12:03pm 
Waiting for the CE rework, then gonna play
Tarojun  [author] Mar 18, 2021 @ 9:44am 
@Vengyr
Big oof! I knew there was something I forgot to work on after all these months! It eluded me completely.
Some bionics do not have CE stats yet. Added the urgent to-do list!
Vengyr Mar 18, 2021 @ 4:06am 
Does this work with CE? (Platinum question)
TapDancingYimmy Jan 28, 2021 @ 9:59pm 
it would be neat to have working plumbing right now :(
Zical Jan 19, 2021 @ 9:45am 
it would be neat if Advanced drill arm and Advanced field hand increase manipilation skill too
Spongememe Nov 18, 2020 @ 5:38am 
Would be neat if this was made compatible with Elite Bionics Framework
Ratholos666 Nov 17, 2020 @ 12:53pm 
is it intended that only one type of "gland" implant can be installed? after installing a stoneskin gland, the other types are no longer available to install. perhaps this may be an issue with another mod, if its just me.
ELLIOTTCABLE on Discord Oct 16, 2020 @ 7:28am 
Some more details in the mod-description would be clutch; as unfortunately, the in-game descriptions of implants are never sufficient!

In particular, the wiki can tell me [rimworldwiki.com] what the Royalty circadian-implants do; but I can't figure out what your additional "Circadian refresher" does without building one and installing it in somebody. )'=
[FaZe]|xXX\Akman/XXx| Sep 28, 2020 @ 10:04am 
Hey, when i install a advanced field hand , the fingers dont get installed . Leaving my pawn with a field hand without fingers.
DeadBeard Sep 1, 2020 @ 7:38am 
Oh awesome! Thanks!!!
Tarojun  [author] Aug 31, 2020 @ 4:01pm 
Carry capacity and the mass a pawn can have in their inventory are, inconveniently, not related. Instead, it is the base mass and body size of the pawn that determines their set inventory space.

Carry capacity is the stat relating to how many item of a stack they can haul in one go, and is can be affected by manipulation.

I understand your confusion on this matter, as I too have been looking for a vanilla way of increasing inventory, but it is not possible. However there is a mod that "fixes" this.
https://steamcommunity.com/sharedfiles/filedetails/?id=1906760965