RimWorld

RimWorld

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Elite Bionics Framework
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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348.573 KB
Feb 24, 2019 @ 1:40am
May 23 @ 12:28am
60 Change Notes ( view )

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Elite Bionics Framework

In 4 collections by Vectorial1024
Vectorial1024's RimWorld Mods
9 items
Elite Bionics Framework: The Known Supported Mods
15 items
Elite Bionics Framework: Cross-Mod Integrations
12 items
Elite Bionics Framework: Community Unification
8 items
Description
A common framework to change body part max HP. Please check the changelog tab for the latest version.

Package ID: V1024.EBFramework

Quick Info and Compatibility
  • Requires HugsLib (warning should be given if you don't have HugsLib); place this mod below HugsLib
  • Visible Error Logs is strongly recommended to help with detecting bugs ( https://steamcommunity.com/sharedfiles/filedetails/?id=3248417388 )
  • Place this mod above other mods that require this mod
  • Using auto-sort, place this mod above Humanoid Alien Races
  • 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
  • Multiplayer compatibility: YES
  • RimThreaded compatibility: YES
  • GitHub repo link is here: https://github.com/Vectorial1024/EliteBionicsFramework
  • A mod for modders: modders can read adjusted max HP values for their calculations
  • A mod for all: unifies HP-boosting effects from various community bionics mods for compatibility reasons
Background, Overview, and Motto
Elite Bionics Framework is the child of the abandoned, never-released mod Elite Bionics (ELTE). In Fall 2018, the ELTE mod was drafted to bring competition into the bionics mod duopoly at that time: EPOE and RBSE. The selling point was that, while the ELTE bionics offer less body part efficiency, they instead provide max HP bonuses to them, mitigating the loss of HP caused by the usage of bionics (see https://ludeon.com/forums/index.php?topic=15704.0 for more details).

Unfortunately, with the lack of both drawing skills and the confidence of finding cooperation, the ELTE mod was scrapped; but to not let the programming effort go to vain, I have decided to refactor ELTE and release this mod instead as a tribute to the ambitions that went unfulfilled: to shape the Big Three of the bionics mod "market", and to become one of them.

The motto of Elite Bionics: they might not be as effective as others, but at least they last much longer than others.

Framework Description
Other modders may manipulate body parts through this framework. Currently, these manipulations are supported:
  • Changing max HP of body part (v1.0.0)
  • Changing melee attack damage of bionics (v2.1.0)
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 situations 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.

Modders (and perhaps end users too) may refer and subscribe to Elite Archotech ( https://steamcommunity.com/sharedfiles/filedetails/?id=1744648077 ), another mod under my name, for inspiration and immediate usage.

There are some documentation on GitHub for modders too.

Known Issues and Latest News
  • This framework will throw errors if it detects any mod that tries to get the max HP of body parts without using this framework.
  • Uninstalling this mod may have problems: if, after uninstallation, your colonists have body parts where the injury magnitude is larger than the max HP (e.g. injury at 26, EBF part gives max HP = 35, but vanilla only gives max HP = 20), those body parts will very likely become destroyed. This is vanilla behavior.
  • 24 Dec 2021: Compatibility with Humanoid Alien Races now fixed (only for RW >= 1.3); Special thanks to RocketDelivery!
  • 2 July 2022: Compatibility with a whole bunch of other mods (e.g. Qaulity Bionics, Pawnmorpher) now fixed via Community Unification; refer to the Community Unification collection for more details
The GitHub Repo
Many things, including changelogs, non-Steam downloads, and issues, are on the GitHub repo of this mod. Link: https://github.com/Vectorial1024/EliteBionicsFramework

Credits and Legal Stuff
  • RimWorld belongs to Ludeon Studio. Some textures used as illustration above are from RimWorld assets.
  • Harmony is provided by pardeike.
  • HugsLib is made by UnlimitedHugs.
  • Mods in the Community Unification list are all made by someone else (except EBF, of course, EBF is made by me).
  • Thanks to Neceros and Bar0th for finding a patching bug and suggesting a more resilient solution to how this mod patches vanilla code
  • Thanks to RocketDelivery for solving the seemingly magical incompatibility with Humanoid Alien Races

Support and Donation
You are welcome to buy me some coffee at Ko-Fi to support my work!
https://ko-fi.com/vectorial1024

Conclusion
Please report bugs and error messages below!
Popular Discussions View All (17)
8
Aug 25, 2023 @ 11:59am
Mod not wirking, getting error
manlorn
13
Nov 21, 2021 @ 7:20pm
Found A Bug
Krystenix
6
Sep 27, 2022 @ 9:00am
PINNED: About 3rd party mods that also modify body part max HPs
Vectorial1024
573 Comments
Vectorial1024  [author] May 29 @ 8:00am 
@Sigvard

It just seems to me that usually (eg in vanilla), that part of the code about "verb power" is not being called constantly, so being called a few times (prolly <10 when pawns are melee-ing) in each irl second should be acceptable

And then some mod somehow added turrets to pawns? That would not be too serious because that would be unexpected behavior with 3rd party mods

But I do intend to fix that later.

Forgot to post back here, but see https://github.com/Vectorial1024/EliteBionicsFramework/issues/87
Sigvard May 29 @ 5:46am 
Hey, is there any clarification on the screenshots below showing pretty crazy lag from EBF?

This has been one of my core mods for a long time, It's a great concept, but that's a pretty severe performance loss on something that shouldn't be being called constantly. If that isn't going to be fixed soon a performance hit like that should be mentioned in the mod description so users know.

Outside that thanks for your work on EBF through the years.
Vectorial1024  [author] May 26 @ 10:42am 
@meep34524

Either you go all the way with Combat Extended, or there are no mods.

Afaik cutting off body parts is part of the combat system, and is out of scope of Elite Bionics Framework. EBF only helps when the combat system decides to deal damage to a certain body part, but not cutting it right off.
meep34524 May 26 @ 9:23am 
just wanted to ask if anyone knows of a mod that can prevent the destruction of a bionic, just had a giant mechanoid slice a archotech power arm off my melee fighter. very bad.
Vectorial1024  [author] May 24 @ 9:07am 
@os

Verb power side is not very optimized at the moment, so could have lag
os May 24 @ 8:25am 
Amazing. I removed mod midsave, and my tps raised from 500 to 900. Indeed, it's something fucky yucky with EBF. Nothing been in error log, when i experienced lag.
os May 24 @ 3:25am 
https://prnt.sc/nq0q_tYyWYW3 https://prnt.sc/OLy2hYEsJvDd https://prnt.sc/9KMK1bDUJ8U6
Noticed some unhealthy behaviour avg of 0.5 is quite mentally unhealthly, however, looking at stacktrace i can definitely tell that it's EBF and LTS integrated impants interaction.
>TurrenCanfire
This one is from LTS implant that basically called shoulder turret. So i'd like you to look into it, reporthing to both authors, since it's "unique mod interaction"
Dersh May 23 @ 5:26pm 
@Vectorial1024 No compensation is needed just nice you removed VEL as a requirement. My rimworld modded situation is a bit rough around the edges, it kicks out warnings and some errors, its kind of like my rl car, but it works well enough to not crash and burn lol.

And unfortunately I am not a modder so I have to just wait until those 1.5 compatible mods I use are updated enough to not kick out unhappy messages =) but if you wanted to include it, give it some mod options so after ive acknowledged its kicking out unhappy thoughts I could have just unticked the option to notify me while ingame or leave it turned off until someone was asking for support.

I appreciate your work as Elite Bionics mod is a requirement in all my play through's so if you ever want I can kick a game your way with one of the extra keys (most should be global keys) I have =D
Vectorial1024  [author] May 23 @ 6:54am 
@Sinviras

There is a bit of openness needed when making "central" utilities mods, and tbf me being around for long enough to know about the girls' scout incident from a few years ago (and also some other incident from Cities Skylines), would not like that to happen again.

Ultimately, I just want everyone's debugging life easier (me included), and one way to do that is to make the errors more visible, but clearly I got the wrong info, and there are some info that I don't even know about.

Now that I rethink about it, to borrow RimWorld's terms, I might have had a minor break...
Sinviras May 23 @ 6:18am 
Props to Vect for actually looking and considering rather than taking his ball and going home as sometimes happens around here. Im actually genuinely stunned because I assumed the worst. And yes, there are a ton of error reporting uitlities for Rimworld now, and they dont tend to play nice with each other. So its best to let people choose the option they like best / are familiar with.