RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.577 MB
Dec 12, 2023 @ 12:34pm
Jun 5 @ 5:45pm
97 Change Notes ( view )

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EBSG Framework

In 2 collections by Alite
Alite's Gene Mods
13 items
Expanded Biotech Style Genes
26 items
Description




This framework contains all the C# that I made that can be utilized for broad purposes. In addition to the 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 many 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.

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 options.
- 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.
- 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.

If you encounter a bug, please make sure you force Steam to redownload this framework and verify file integrity to ensure Steam has not been skipping updates again. If the issue persists, feel free to make the report below, but if there are errors or warnings in your log, send the entire log rather than just that specific bit as those individual bits can often be missing a lot of required context.


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.

The preview and mod icon were made by Elseud

SmartKar allowed me to take a bunch of stuff from the Athena Framework

Matsay helped create some of the comps in this framework

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]
Popular Discussions View All (3)
1
Nov 26, 2024 @ 3:38am
PINNED: Share your mods here
Alite
221 Comments
Alite  [author] Jun 5 @ 5:48pm 
I wasn't able to replicate the issue, but I did find a bit in my code related to one of my harmony patches that may have been causing it. Once Steam updates your version of the framework let me know if the issue persists.
mo Jun 5 @ 5:30pm 
It does not generate any error logs
Alite  [author] Jun 5 @ 5:28pm 
I'll take a look, but I can't say I've ever encountered that issue before. Without an error log anything I try at this point is going to be wild guesses.
mo Jun 5 @ 5:24pm 
Pawn will keep switching targets, and even if he is killed, he cannot successfully release his cast
Alite  [author] Jun 5 @ 5:23pm 
That makes more sense. Does the pawn act the same as if they were stunned? If so, have you tried the redownload stuff I mentioned as that was a bug mentioned in the past that should in theory be fixed.
mo Jun 5 @ 5:20pm 
When there is no frame, any attack will not interrupt a pawn to release its cast aiming. But after installing the framework, Pawn's aiming will be interrupted by incoming attacks. Can this be understood?
mo Jun 5 @ 5:19pm 
This is a translation mistake, in fact, what I want to express is that after installing this framework, when a pawn releases its ability, any bullet that hits this person will reset their aiming
Alite  [author] Jun 3 @ 5:13pm 
This mod does not cause any automatic casting by itself, it just adds a framework for others to implement their own think tree stuff. If you are encountering weird issues like that, I recommend forcing steam to redownload this mod and verify file integrity in case your version of the mod has some weird stuff going on in it.

If that doesn't stop the issue, then I'll need more specifics. If it is only specific abilities check to make sure the mod they come from is actually using think tree stuff from this mod. If there are vanilla abilities that cause it, check your mod list for mods that make those abilities get autocast. If it is all abilities, then I haven't the slightest clue what would cause that because I didn't add anything in this mod that would make everything autocastable.
Akenno Jun 2 @ 8:31am 
thought so, didn't find 1.6 xD but yeah, didn't know that 1.5 had such a change though. Thanks anyways!
Alite  [author] Jun 2 @ 8:13am 
I meant 1.5. I probably should've reread what I was typing there.