[B18] EPOE: Rebalanced

MOD Desc

Ludeon Forums Post[ludeon.com] – Includes Direct Download Link

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Important: This mod is XML Patch-based, so this must be run alongside Ykara’s Expanded Prosthetics & Organ Engineering 2.0. Load after EPOE since this adds a couple of researches dependent on EPOE’s researches. This will NOT work with Rah’s Bionics and Surgery Expansion.

Have a Say!
Should spine installation have its own research? Conclusion: Produce & Install (28/07/2017 16:27 GMT, 64% voted)
Should mid-high tier part production require the Medicine skill or stay as Intellectual? Conclusion: Both Intellectual & Medicine (28/07/2017 16:27 GMT, 58% voted). This is currently on hold because I’m unsure of how to balance it.
Should the Intellectual requirements for artificial organs be lowered? Conclusion: No (11/08/2017 @ 12:35 GMT, 83% voted)

Overview This mod is an extensive rebalance of Expanded Prosthetics & Organ Engineering by Ykara. Granted, Rah’s Bionics and Surgery Expansion exists, but it personally didn’t satisfy me so I decided to take my own approach to EPOE’s balance. Whereas Rah took the approach of making most parts cost significantly more with limited diversity, I’ve chosen to diversify the requirements and shed light on items in vanilla that aren’t very useful in the base game.

Let’s get into the changes:

Body Parts now mostly use the new part efficiency model as opposed to the old offsets. Many body parts no longer have the weird damage offsets, to be more consistent with vanilla. The power arms have also had the nerf hammer dropped on them hard; they’re still good, but no longer ridiculous.

Intellectual Skill Requirements are in place alongside Crafting skill requirements for any parts above ‘Basic’ tier. Higher tier parts require a higher intellectual skill. Furthermore, the weird crafting skill requirements for basic tier dentures and wooden feet have been removed, since they felt out of place.

High-Tier Parts including power arms, bionic spines, and exoskeleton suits each require their own researches to be produced, and even install in some cases. This is to limit accessibility to those extremely good parts in the mid-game.

AI-Controlled Pawns such as raiders have had their tech hediff (prosthetic) budgets bumped to line up with the different market values; it’s a little unfair that your colony gets to use those shiny advanced bionics, but high-ranking pirate raiders can’t. In addition, elite mercenary raiders may also spawn with power claws, power arms, and advanced power arms, so they’re going to be a more dangerous presence on the field too!

Glitterworld Parts have mostly received a significant buff. Auxillary AI implants now give stat bonuses equivalent to gaining 5 levels in their respective skills. Tactical cornea implants give stat bonuses equivalent to gaining 2.5 levels in shooting.

Market Values have been completely refactored. Parts have their market values determined by their ingredients and work amount in the same manner that all objects in RimWorld do, but then they’re further multiplied depending on the item’s tier, before being rounded.

Natural Body Parts have had their market values reduced to roughly vanilla values. If a natural organ gets installed on another human, that part will be rejected and thus need treatment. Additionally, mincing natural body parts now yields the proper amount of meat for them; base EPOE mincing recipes yield around 10x more meat than the part is worth on a human body. Last, but not least, uninstalled natural body parts can now spoil and thus need freezing.

Crafting Recipes have also been completely refactored. Material costs are now more proportional with the size and complexity of each part, and most parts above ‘Basic’ tier also require textiles (simple needs cloth, bionic needs synthread, etc.). Parts above basic tier also take longer to make, and you no longer ‘upgrade’ lower tier parts to get high tier parts; I envisioned them as having completely different architectures.

Workbenches are more component-intensive to build, and less resource-intensive – with the exception of the basic prosthetic bench, which just had its build cost nudged down. EPOE workbenches are also no longer instantly buildable, and their work to build is based around vanilla workbenches for more consistency with vanilla. The Basic Prosthetic workbench also now needs the ‘Basic Prosthetics’ research to be constructed; another oversight in base EPOE.

Miscellaneous Changes include the effective removal of the rather gimmicky golden eye, most surgical operations taking as long as they do in vanilla as opposed to significantly less, and removing surgery success chance variations in most medical operations for consistency with the ‘surgery success chance’ stat. Additionally, Brain Stimulators and AI Chips now work properly for brain-damaged pawns.

Credits Ykara for their original work: Expanded Prosthetics & Organ Engineering.
Somebody who wishes to remain anonymous for the B18 update.
Marnador for the RimWorld-style font.

Compatibility As previously mentioned, this mod is dependent on EPOE, so you must have both this and EPOE active. Remember to load this after EPOE since it adds research that has EPOE researches as prerequisites.

This mod will not work with Rah’s Bionics & Surgery Expansion since that doesn’t have EPOE’s glitterworld implants or energized components.

If you’re using Combat Extended, place this above Combat Extended in the load order. This edits Steel Arm’s melee verbs, but CE then removes it.

This can be added to existing savegames if you don’t have any pawns with golden eyes present

License You may include this mod in a mod pack, and you may make derivatives of this mod too.

Additionally, one other thing that might be worth considering, maybe prosthetics can scale back in terms of effectiveness. Instead of a simple leg maintaining walking at 90%, maybe it’s 80%. Instead of 1 bionic hand bumping manipulation up to 110%, maybe it can just go to a flat 100%, same efficiency as the original hand. This would maybe help justify slightly altering material costs.This mod does do a good job of tackling a lot of the balance issues with the mod either way (I really like the extra research paths it adds.) I’m just sick of never having hyperweave for anything, considering how power armor also requires it, and if I’m not alert and remember to modify any tailoring bills I make, my colonists will waste all of it making t-shirts. 🙁

I like some of what this mod does, but the crafting requirements are a bit annoying. Hyperweave and synthread are super SUPER painful to get without installing mods that allow you to craft them directly. You have to wait for a trade ship, or hope by some miracle an exotic materials trader you request winds up having them.I can understand the hyperweave costs for enhanced bionics, but for more basic ones it more just walls them off. The solution to get said materials basically becomes ‘wait’ and, when it’s waiting on random events instead of actually progressing, it gets to be significantly less fun.If you feel that plasteel isn’t enough high-end cost for parts, one other option might be instead of using rare textiles would be a custom, new textile that can be crafted with this addon, using other rare (but not impossible to find or glitterworld-tech) materials. This would act as an intermediate material for basic bionics.

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