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Elite Bionics Framework
 
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Mod, 1.0
File Size
Posted
Updated
0.078 MB
Feb 24 @ 1:40am
May 15 @ 8:04am
6 Change Notes ( view )

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Elite Bionics Framework

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Description
A common framework to change body part max HP. Currently at v1.0.2.
Quick Info and Compatibility
  • Requires HugsLib (warning should be given if you don't have HugsLib); place this mod below HugsLib
  • Place this mod above other mods that require this mod
  • Safe to add to existing saves
  • Depending on whether there are any dependencies loaded, safe to be removed
  • Should have no problems with most other mods, see below for more info
    GitHub repo link is here: https://github.com/Vectorial1024/EliteBionicsFramework
Framework Description
This framework allows other modders to let their bionic parts or implants to change the max HP of body parts.

Note that, normally, when body part max HP is increased, the pain and bleeding rate will both also increase. This mod scales down the bleeding rate in order to avoid nonsensical instant-death sithations due to instant-bleed-out.

However, pain levels are not touched to maintain balance. End users should aim for drugs, implants, or armor to reduce the pain of your soldiers/workers before and during battle.

Known Issues
  • This framework will throw errors if it detects any mod that tries to get the max HP of body parts without using this framework.
  • This framework will continuously throw errors when Moody is also loaded. I am technically unable to fix this problem. Ask the guys developing Moody to have a look, and let them decide if they want to support this framework.
The GitHub Repo
Many things, including changelogs, non-Steam downloads, are on the GitHub repo of this mod. Link: https://github.com/Vectorial1024/EliteBionicsFramework
Conclusion
Please report bugs and error messages below!
Popular Discussions View All (2)
1
Feb 27 @ 10:35am
PINNED: A Word for Fellow Modders
Vectorial1024
0
May 14 @ 4:30am
PINNED: Explaining How This Mod Works
Vectorial1024
< >
24 Comments
Halvanhelev May 21 @ 10:45pm 
@Vectorial1024: Ah I did not see that my bad, thank you for that, Ill make sure to utilize your framework to its fullest!
Vectorial1024  [author] May 21 @ 9:06pm 
@Halvanhelev
The bleed rate bug is already fixed; check the 15 May entry in the change notes.
Glad that my mod may help you!
Halvanhelev May 20 @ 12:33pm 
Hi there, was wondering if you've pushed a fix to the bleed rate bug yet, I am interested in adding features to my mod that would use this mod's framework.
Vectorial1024  [author] May 15 @ 7:15am 
My bad. This really is my bad.

I carelessly called the original method when calculating bleed rate. The "smart" patch method detected that as a violation and so threw the error message.

The patch method also tampered with the results inappropriately, causing the bleed rate to sea-submarine (consider "sky-rocket", but going to the other direction) to -2147 million, which killed people instantly.

The fix will be out soon...
Carly 2000 May 15 @ 6:18am 
I think a base-game update also might also be causing some instant-bleed-death problems. The logs this mod spits out, when I enable dev mode don't mention any mod names that I can recognise (I've only got < 30, < 20 that I didn't make myself as simple XML), and it's happening for very vanilla-sounding events. Namely, injuries on people in transport-pod crashes, and animals I hunt with a bow or pila - both are bleeding to death in one tick.
Vectorial1024  [author] May 14 @ 9:40pm 
@Ksisa
Well well well, I didn't expect any conflict with CE in the first place. What even surprised me was that upon unpacking CE, I could see hints of the CE guys experimenting with what this mod is doing! Apparently, they didn't finish their experiments, and left that feature hanging. They were accessing the original max HP using vanilla methods, which I am trying to discourage, hence the error.

The CE incompatibility has quite honestly prompted me to rethink how I should apply the changes. Gimme some time to think about it.

As to the name of the mod, sure thing! Will move the version number away from the title.
Ksisa May 14 @ 11:39am 
Looks like if you use this mod with Combat Extended, it throws a bunch of errors saying CE tried to get body part HP and that this breaks the mod. Indeed it makes any damage taken to a body part make the pawn bleed out instantly, any chance to make it CE compatable?

Also, because your mod doesn't have any defs, the only way to test if it is activated (besides making it a mandatory dependancy) is to use PatchOperationFindMod, which looks for the <name> in the about.xml file, so can you keep that constant for ease of use? You can write the version number in the description or steam page.
Vectorial1024  [author] May 14 @ 6:30am 
I hope to fine-tune the bleed rate adjustment, but for now, the bleed rate is back to vanilla levels, which should suffice usage.
Vectorial1024  [author] May 13 @ 2:32am 
The guide is now available on the GitHub repo.
Vectorial1024  [author] May 12 @ 7:30pm 
@Ksisa
Ah, yes, that reminded me.
Lemme kind of recollect how this mod works then post a guide; it's been quite a while since I posted this mod XD