RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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2.468 MB
Dec 12, 2023 @ 12:34pm
Aug 9 @ 9:12am
120 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]


- CE has marked some of the mods that depend on this framework as compatible, so I assume most of this framework is compatible.
- 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)
2
Jun 29 @ 8:24am
PINNED: Share your mods here
Alite
291 Comments
Alite  [author] 3 hours ago 
Another mini update:
- Remove Hediffs on Removal : Hediff Comp that causes other hediffs to be removed when the parent is removed. Can be limited to specific body parts if needed
- Add or Append Hediff on Ingest gained finalRange, a range of severities which the final hediff severity must be between. If the ingestion would not alter the severity, then the range gets ignored
Alite  [author] Aug 7 @ 5:10pm 
Mini update:
- Add or Append Hediff on Ingest : Ingestion Outcome Doer that adds and/or alters the severity of the specified hediff. Unlike vanilla's IngestionOutcomeDoer_GiveHediff, this allows for negative severity change, and allows you to differentiate between initial and added severity
- Layer Conditional Stat Affecter : Conditional stat affecter that checks the world layer the pawn is on. This is also in the map and generic multi conditional
Alite  [author] Aug 7 @ 12:15pm 
Yeah, that's an old note from the original version of the class. The need should be automatically obtained now
Castle Aug 7 @ 12:09pm 
deleted the field and it started working correctly. A vestigial limb I suppose
Castle Aug 7 @ 11:54am 
yea <relatedNeed> does not correspond to any field in ComaExtension
Castle Aug 7 @ 11:49am 
I found that, not sure what EBSGFramework.ComaExtension uses in place of <relatedNeed>. Or I can wait for you too update the wiki page. Cool either way
Alite  [author] Aug 7 @ 11:47am 
I've gone through the wiki and updated all the cases of causesNeed still being around. Thank you for letting me know
Alite  [author] Aug 7 @ 11:40am 
Oh, I probably forgot to update that wiki page. Vanilla changed it to a list called enablesNeeds
Castle Aug 7 @ 11:34am 
<causesNeed> No longer seems to work for coma genes.
Alite  [author] Aug 6 @ 1:43pm 
Tis time for another minor update:
- Destroy Filth : A new ability comp that destroys filth
- Destroy Items : A new ability comp that destroys items. It can also technically destroy filth, but doesn't have any special options regarding that
- Severity per Interval by Terrain : An expanded version of vanilla's HediffCompProperties_Pollution
- Add Things to Inventory can now make items spawn equipped if the pawn is capable of equipping it and has nothing in the way, and gained tryEquip which can be set to False to revert it to the old behaviour
- Remove or Damage Parts gained removeCount and damageCount, which limit how many items from the respective list can be picked
- A few bug fixes