RimWorld

RimWorld

EBSG Framework
Showing 1-10 of 144 entries
< 1  2  3 ... 15 >
Update: Dec 3 @ 4:07pm

- Convinced Launch Projectile Burst to shoot multiple projectiles properly

Update: Dec 2 @ 4:59am

- Added missing null check to one of those performance improvements previously made

Update: Dec 1 @ 5:13am

- Severity by Gender : Hediff Severity Setter that sets the severity based on the gender of the pawn. This usually applies post add, but will check itself at least once a day to make sure that no surprises happened
- Performance issue in one of my harmony patches was caught and corrected by phinner
. - I went through some of my other code to apply similar updates elsewhere, though my changes probably won't do as much because it isn't for code that was quite as over-complicated as what phinner found

Update: Nov 21 @ 7:12pm

- Dynamic Resource Genes is phasing out resourcePacksAllowed and checkIngestion because they are not needed anymore post code rework. No xml changes need to be done until 1.7. Added addTargetBar for overriding the resource packs check on the bar for any abilities that use the target for think trees but don't have resource packs, and added iconPath to override the texture used for the small icon. Also added humanlikeCorpseIngestionEffect so corpses can be differentiated slightly
. - Fixed bug where the target bar would never hide when resourcePacks was hidden. It was supposed to be hiding
. - Also fixed a bug where auto consume being toggled wasn't being saved properly

Update: Nov 16 @ 5:46pm

- Toggle Hediff : Ability comp that makes a hediff adds or removes the hediff from the target depending on if whether they have the hediff or not
- Spawn Humanlike (Ability) : Ability variation of the hediff comp Spawn Humanlike
- Complete rework of Fly to Map Tile so it functions with destinations in orbit and similarly weird situations that may now pop up post-Odyssey
. - Also fixed the typo in noMapTravelWhileImmobilized, so on the off chance someone uses that please make sure you add that extra m in immobilized
. - The most recent update contained some Odyssey fixes to my Fly to Map Tile ability comp code that can cause save compatibility issues in rare instances. If you have a pawn with one of those abilities currently traveling and an issue pops up, download this version of the framework[github.com], let the pawn(s) land, and save. From that point forward, the save should be fine with continuing on the most recent version of the framework again
- noGear added to Spawn Humanlike to give an easier method for spawning pawns that have no gear, and relation override stuff was added for those who like gamblin'
- Stopped Instant Death from sending two funeral letters when deleteCorpse is True

Update: Nov 9 @ 4:23pm

- Give Hediff to Killer : Hediff Comp that can give a hediff to another pawn upon being killed
- Added deleteOnFinalRevive to Multiple Lives
- Fixed Ingestible Dependency Genes not being able to find nutrient paste dispensers consistently
- Stopping Hemogen Max Stats from refreshing the max daily to account for some mods applying their hemogen maximum through set max instead of initial max. This will unfortunately cause the stat to not always update properly due to how the hemogen gene works, but will stop other mods from having their max reset
. - Things that reset the hemogen maximum, like deathresting, will cause the current hemogen maximum update to reflect the stats, and situations where the pawn has the modifier before the max is calculated (i.e. a xenotype with a gene the gives max) will still work without issue

Update: Nov 8 @ 2:21pm

- Added layers to the Ability Validator for both the caster and the target
- Deal Damage gained options for restricting parts injured by height and depth when bodyParts isn't used
- Fixed Long Distance Teleport not being able to handle destinations in orbit
- Improved the default label for Layer Conditional Stat Affecter
- Removing the stuffing side of Regenerating Things to minimize performance impact and because I didn't like the jankiness of the application. It will still be available as a way to make buildings and similar things repair themselves, it just won't be applied through stuffing anymore
- The Spawn Baby Thing Comp now checks for CompProperties_TemperatureRuinable, and handles stacks slightly better

Update: Oct 23 @ 2:03pm

- Stopping EBSG_OutgoingDamageFactor from multiplying itself more than once in certain situations

Update: Oct 11 @ 6:36am

- Resurrect No Side Effects : A variation of the vanilla CompProperties_Resurrect which allows you to resurrect pawns without applying sickness or the chancy side effects. As of time of writing, due to a bug in the vanilla resurrect code, pawns which are not rottable (i.e. mechanoids) can only be revived with a comp similar to the one this framework adds, as using the vanilla one will generate null reference errors

Update: Oct 7 @ 6:20am

- ThinkNode_ConditionalAbilityCastLastTickOrNever : A new node to add to ThinkTreeDefs that acts similar to ThinkNode_ConditionalAbilityCastLastTick, but if the ability has never been cast it returns True instead of False. The vanilla one is intended for chaining abilities together in the think tree, while this one is for abilities with charges or low cooldowns that shouldn't be spammed
- Fixed a bug in Spawn Humanlike where I wasn't passing the new pawn to the world when adding to a caravan, and I've added allowInCaravans and tickInCaravans (both defaulting to True) to make it possible to stop stuff from happening in caravans