RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5
File Size
Posted
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15.719 MB
Dec 12, 2023 @ 12:34pm
May 19 @ 3:20pm
43 Change Notes ( view )

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EBSG Framework

In 2 collections by alite
Alite's Gene Mods
11 items
Expanded Biotech Style Genes
24 items
Description




This framework contains all the C# that I made that can be utilized for broad purposes. While it mostly contains stuff for the Expanded Biotech Style Genes series, it also has generic copies of some of the code made for the Superhero Genes series, like the code used to remove multiple hediffs with one ability, along with other ideas I've had and various requests from others. By putting it all in one framework, I'm hoping it will make it easier for others to do some of this stuff. Important note, the code from SHG also still has an SHG equivalent, but there is no guarantee that they will act the same as those ones are intended solely for SHG and any mods that have it as a dependency.

This framework does not have any hard requirement on any DLC, however please keep in mind none of the gene stuff will work without Biotech, and the precept thought workers will usually require both Biotech and Ideology.


- Stats that alter deathrest, pregnancy, and blood recovery speeds.
- Create basic resource genes like Hemogen using just xml
- Locking equipment based on genes, xenotypes, and hediffs, using required or forbidden tags.
- Locking genes and xenotypes to only use certain equipment, or have certain equipment forbidden.
- Create thoughts that check for trees similar to the Trees Desired precept.
- Create mood curves based on how many people are in the colony.
- Create hediffs that damage and even completely remove specific parts.
- Create hive mind genes.
- Other stuff I'm sure. I may or may not have been drunk for parts of this, so I don't remember everything in it right now. The wiki's list is a lot more extensive[github.com].

To read about past updates and the next major update (if I'm presently working on it), take a look at the updates page on the wiki.[github.com]

EBSG mods using this framework
- Bleeding Genes : Only the blood recovery genes
- Environmental Preference Genes : Adds a bunch of genes that change how the pawn feels about the place they live
- Expanded Dependency Genes : Gives stricter drug dependency options along with various food options
- Expanded Reproduction Genes : Alter the pregnancy speed and fertility curve of pawns
- Expanded Deathrest Genes : Alter how long a pawn needs to spend to complete a deathrest session
- Health Genes : Alter biosculpting speed and give an extra challenge for pawns when you start with the body parts section
- Passion Genes : Change how much passion pawns have for certain skills


- CE might take issue with the outgoing damage stuff. Awaiting large scale input from community.
- HAR may not be compatible with the fertility curve. Awaiting large scale input from community.
- No other issues are known at the moment.


Easy link to all of my Rimworld mods

If you're interested in downloading manually, casually looking at the code, or taking a look at its functions to use in your own mods, click the Github link. While I do encourage looking at the C# if you want an example on how to do something, you do NOT have permission to just copy my code into your own mod. If you want to use something directly from this, make this mod a dependency.

[github.com]

[ko-fi.com]

[discord.gg]


Sovereign has helped come up with several of the ideas in the mod, and, more importantly, has helped me with art stuff to compensate for my inability to do art stuff.
Popular Discussions View All (1)
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Dec 22, 2023 @ 6:50am
PINNED: Share your mods here
alite
66 Comments
Sync 3 hours ago 
@alite awesome, thank you!
alite  [author] Jun 6 @ 7:32am 
@Heroyne After some experimentation, I found I was also able to get the bug even without my this framework enabled. While the Angelic Messenger Wings had no issues, I could not get any of the others to have the glide hediff when I only had the B&S mods and VEF enabled. I recommend mentioning it on the mod page for B&S - Genes and More, or whatever other spot RedMattis has designated for bug reports.

This was my entire load order for my test:
- Harmony
- Core
- Royalty
- Ideology
- Biotech
- Anomaly
- B&S Framework
- Vanilla Expanded Framework
- B&S - Genes and More
alite  [author] Jun 6 @ 7:03am 
@Heroyne Sorry for the late reply. Nothing in this framework should mess with any of B&S's genes, especially not make them outright stop appearing. I'll have to take a look at it to see if I can figure anything out.

@Sync This framework adds a EBSG_GrowthPointRate stat, which affects how quickly the pawn gains growth points without messing with the learning rate itself. Any def that accepts statFactors or statOffsets can use this to alter growth point speed.
Sync Jun 6 @ 6:58am 
Thank you for adding a framework! I'm personally trying to figure out how to add a gene that increase the growth point speed for children learning. Do you know how that would be done?
Heroyne May 28 @ 3:15am 
Hello,

There is little incompatibility between your framework and Big and small wings genes.
While having both mods, the hediff "glide" (no penality movespeed on terrain) from the b&s's wings doesn't appear (i didn't see any error in the logs about it).
Do you think you could fix that ?

I take this opportunity to thank your work, love your mods !
alite  [author] May 14 @ 5:58am 
Really small update that adds xenotypes and body size to the ability validator, and fixes a bug with give heidiffs to non-allies in range.
alite  [author] May 7 @ 7:30am 
Yet another minor update for everyone
- Conflicting genes added to the extension, which works as a more precise way of causing genes to be excluded without making individual exclusion tags for everything
- The EBSG recorder can now record genes and gene templates to hide
- Heomgen on kill now has an option for body size
- Added an orbital strike ability comp
- Added a severity change when hit hediff comp
- Added setting that allows recipes that produce something to still use the uiIconPath tag. Doesn't require the modder do anything extra, just set it on the RecipeDef and let people know it'll only show up right with that setting active unless the icon code is changed
- A lot of bug fixes. Used a few bug bombs on that nonsense
alite  [author] May 4 @ 4:29am 
Not sure how I missed that, but that would appear to be the case. I'll have to get that corrected.
lol May 4 @ 12:28am 
Hey, the 'EBSG' in the steam pic seems to be misspelled
alite  [author] Apr 27 @ 4:29am 
It is probably safe to add to an ongoing save, but probably not safe to remove from an ongoing save.