RimWorld

RimWorld

Expanded Prosthetics and Organ Engineering
Trainman Sep 10, 2019 @ 9:22pm
Balance with archotech
I'm currently really enjoying this mod, and having the ability to get prosthetics for my colony early on is great. But it seems like advanced bionics are too strong when compared to archotech bionics. Archotechs all function at 150% normal, can only be found by quests, and should be the end goal prosthetic. However, since advanced bionics are technically 100% efficiency with a +35% manipulation bonus, two adv. arms give 170% manipulation, compared to 150% of two arcotech arms.

This is a problem for me, as the arcotechnology is described as being greater than a human could ever design or create, and thus should be able to be more effective than even advanced man-made bionics.

If the manipulation on advanced bionics is changed from 100% with +35% manipulation, to 135%, this would bring them in line with all the upgrades.
Does this seem fair? Or am I misunderstanding the purpose of advanced bionics and archotech bionics?
Last edited by Trainman; Sep 10, 2019 @ 9:22pm
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Showing 1-8 of 8 comments
Forsaken Oct 2, 2019 @ 12:02pm 
Why is this a problem for you? :) If you want to role play then don't use the advanced bionic.
Krausladen Oct 14, 2019 @ 10:30pm 
I think this mod should just buff archotech bionics, and make them even more expensive. My game economy generates some wicked output with this mod.
brukmann Oct 23, 2019 @ 1:04pm 
I concur. The obvious solution is to make this mod buff Archotech, I'm sure that's what OP was getting at. And BTW, the default should always be roleplay-compatible / sensible with vanilla. If you want to drag roleplaying you can just hand in your gamer card rn.
just doing some comparing and it does seem that advanced bionic hand which I can mass produce is better than one archotech arm I got from a quest, this does need rebalancing one way or the other
Og-the-Trog Nov 9, 2019 @ 5:54am 
Put me down for the 'change the +35% buff to a 135% efficiency buff' camp.

Almost seems like an oversight. Do advanced bionics heal like the archotech?
Arcangel Nov 11, 2019 @ 12:02pm 
It's half an oversight, half intentional. Once upon a time, bionic parts were 140% efficient. Most values on the mod were decided with that in mind, albeit not under the effiiciency model. Advanced bionics were originaly +30% while bionics +20%. There is some variation, but thats the gist of it.

When archotech parts were introduced, it was at 170% efficiency. Around that time (20.10.2018), Yakra decided to forcefully deprecate archotech parts while bumping Advanced bionics to +35% to compensate.

At some point the vanilla values were reduced to a mere 125% for bionics and 150% for archotech, but Yakra was no longer updating the mod.

About healing parts... nonwhistanding MSE, all parts heal. Even peg legs.
Owlie Jan 14, 2020 @ 3:17am 
Probably too late to say it but Rah's version is literally just EPOE but more balanced in favor for Archotech. There is very little difference other than balance as Rah's uses EPOE as the barebones.
Both mod also has scar surgery, exoskeleton, and synthetic organs.
Here is the spreadsheet for stats
https://docs.google.com/spreadsheets/d/1RtDLi-73uBQb4CYysYjXGaR8A4eNGeENDBgX2sqAXLE/edit#gid=0

The most visible difference is the increased difficulty whereas organ in Rah's detoriate if not stored in freezer and organ transplant has chances of body rejection. Oh and that rah doesn't bloat you with workbenches
Last edited by Owlie; Jan 14, 2020 @ 3:22am
Tarojun Jan 17, 2020 @ 6:41pm 
This version of EPOE is far outdated and seemingly abandoned by the original author, alongside the standard of how it's written in the xml files.

https://steamcommunity.com/workshop/filedetails/?id=1949064302
This is the up to date EPOE with proper balances in mind, and with on-going development. There is a add-on mod to remove EPOE workbenches as a side option for the latest version.
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Showing 1-8 of 8 comments
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