RimWorld

RimWorld

Elite Bionics Framework
701 Comments
Vectorial1024  [author] Aug 1 @ 12:13am 
Yes!
Empty Body Jul 31 @ 11:05am 
can you put it mid a run?
PremierVader Jul 29 @ 8:44am 
Thats great to hear thanks!
Vectorial1024  [author] Jul 28 @ 11:58am 
@PremierVader

Performance should have been improved a lot; if you are talking about huge lag spikes, GUI lag etc, that would be a long time ago (GitHub says 2 years ago)
PremierVader Jul 27 @ 9:40am 
Hello has the performance issue on this mod been improved yet? Apparently there is a significant tps hit.
Vectorial1024  [author] Jul 26 @ 11:34am 
Oh nice, Yet another Quality Bionics clone. High time to find my beef.
nope Jul 25 @ 7:54pm 
This mod seems to be incompatible with "Quality Bionics Remastered", causing pawn generation to fail during world generation and resulting in no factions generated on the entire map.
Vectorial1024  [author] Jul 25 @ 9:42am 
Praise Ludeon to improve the RimWorld infrastructure so we modders can directly dance with the game.
Hawkefire Jul 25 @ 8:28am 
same boat as Astraos, I'm actually kinda surprised how few mods use it nowadays
Astraos Jul 23 @ 6:07pm 
This mod is pretty much the only reason I keep hugslib as of rn, its just too good to let go
Noxus Jul 20 @ 6:26pm 
Will you make it compatible with mechalit v2.0 from dallan?
https://steamcommunity.com/sharedfiles/filedetails/?id=2659987145&searchtext=mechalit
Deankiller Turnupseed Jul 18 @ 3:28am 
i am also interested in a non hugslib version
Vectorial1024  [author] Jul 17 @ 10:16am 
I'm considering it (also see Real Time Clock Plus), but no promises!
NuanKi Jul 16 @ 8:56pm 
Will there be a no hugslib version?
Vectorial1024  [author] Jul 15 @ 1:31am 
PSA HugsLib has been updated to 1.6 while we are here looking at build/runtime errors
Vectorial1024  [author] Jul 14 @ 7:02pm 
Vectorial1024  [author] Jul 14 @ 6:46pm 
I finally got around to this mod.

Re debug action problem, see https://github.com/Vectorial1024/EliteBionicsFramework/issues/101

But yeah, it's really not that bad, just a rebuild will work. The bug was overhyped.
DeathDisciple Jul 13 @ 10:01am 
It seems it's unnecessary to edit the code, just updating Krafs.Rimworld package to 1.6.4518 and rebuilding fixed the crash for me.
azrazalea Jul 12 @ 11:14pm 
Put up a PR on the github repository that fixes the debug actions issue. https://github.com/Vectorial1024/EliteBionicsFramework/pull/100
Jenny🖤 Jul 12 @ 10:41pm 
Mod seems to work fine for now with unofficial 1.6 hugslib
@DeathDisciple It might actually be a weird edge error with hugslib (applies both to outdated and unofficial 1.6) because I had the same issue and it did not stop until I disabled hugslib entirely
DeathDisciple Jul 12 @ 4:41pm 
Using Harmony, all DLCs, Hugs unofficial and this mod blocks me from opening any debug menu https://gist.github.com/HugsLibRecordKeeper/5b84e863e1fb33489b489c654c09ab09

It doesn't happen if I remove EBF, not sure which one needs patching.
Vectorial1024  [author] Jul 12 @ 7:43am 
Again, looking at the error log, if there are problems, it feels like those are caused by outdated HugsLib but not this mod. In this case, try using the unofficial 1.6 HugsLib for the time being.
oscarmdsh69 Jul 11 @ 1:26pm 
1.6 update coming?
Vectorial1024  [author] Jul 11 @ 11:40am 
Yeah, HugsLib is one problem. A lingering problem that kinda can be ignored, until now.

I was saying "no red errors" in the sense I can reach the main menu, and the errors are not from EBF. Some comes from HugsLib though.

Hopes and prayers HugsLib is actually updated to 1.6 in the coming week while I plan out what to do with my other mods.
Akarthus Jul 11 @ 11:23am 
With HugsLib not updated not even dev quick test will work lol. I was gonna see if my mod is OK with 1.5 version. Cheers.
Vectorial1024  [author] Jul 11 @ 10:42am 
XML patch mods generally do not need any changes even when the game updates.

C# code mods that depend on this mod (I think currently only Pawn Quick Info) should not need code changes as long as they are using the proper EBF code APIs (that's some technical details).

But, as per usual procedure, this mod will need to go through the list of supported C# mods to see if any of them are updated/broken.
Cringe Shaymin Jul 11 @ 10:02am 
If this mod works fine with 1.6 as-is, would that also mean that mods/patches dependent on this one would not need changes to work with 1.6 as well?
Vectorial1024  [author] Jul 11 @ 9:42am 
1.6 is finally out. No red errors. Things seem to look good. It should be fine to use this mod until I properly declare compatibility with 1.6.
Vectorial1024  [author] Jun 23 @ 11:36am 
This mod works with the RBSE with the meaning of "it doesn't crash the game". You need separate patch mods to enable RBSE bionics to boost body part max HP.

Whether such patch mod exists is none of my concerns. But with the right patch mods, this mod can be a lot of fun.
Insomniac Jun 23 @ 8:47am 
This mod looked like it would be a lot of fun, but after hours trying to get it to work and going down the forums making sure it's in the right order and even checking the how to use thread you got no such luck. All the commands aren't even there it pb doesn't work with Rah's bionics and surgery expansion
Inrek_Fox Jun 18 @ 3:00am 
Ok, understood.
Thank you for your mod anyways.
Vectorial1024  [author] Jun 18 @ 2:52am 
Yes, this has been Ludeon's way of dealing with game updates.
However, the way this mod works, it is very sensitive to code changes, so I rather wait for Ludeon to finish their coding first.

Also, depending on the situation, perhaps no major work would be needed other than a rebuild + "this works in 1.6" declaration.
Inrek_Fox Jun 18 @ 2:00am 
There's beta for 1.6 available.
Tynan released it specifically for modders being able to update all their mods before ful 1.6 release.
Vectorial1024  [author] Jun 14 @ 8:00am 
1.6 is not released yet, so no.
SerichVan Jun 14 @ 6:59am 
1.6?
Vectorial1024  [author] Jun 9 @ 8:53am 
New DLC teased; hopefully it won't be a difficult update
Vectorial1024  [author] May 10 @ 6:48am 
@AvA顶晚人

I checked and Level This can be used directly with EBF; Level This modifies the body part HP scale in a very compatible way.
Vectorial1024  [author] Apr 26 @ 6:04am 
@AvA顶晚人

Thanks for the report! Created a new todo for later:

https://github.com/Vectorial1024/EliteBionicsFramework/issues/99
Vectorial1024  [author] Apr 22 @ 12:41am 
@emilstumme

Good that you have found the 2 mods.

Then, There is nothing to do on EBF's side. No more info is needed.

You should tell both Vanilla Bionics Expansion and Medical System Expansion 2 about this "duplicated compClass" error. See if they have some good ideas on what to do.
emilstumme Apr 21 @ 9:57am 
thank you so much! ur right! this only happens when "[FSF] Vanilla Bionics Expansion" AND "Medical System Expansion 2" are both turned on TOGETHER with your framework.... ill get back with more info if I can find any :)) is there something specific youd like me to look for or do right now?
Vectorial1024  [author] Apr 21 @ 3:27am 
@emilstumme

Not directly related to this framework mod, but a simple explanation would be: there is a patching conflict between different EBF-bionics mods, where quite literally the compClass thing is wrongly repeated.

You should check your mod list, and look for mods that require EBF. Then, remove them one by one until you find out which two mods together are causing problems.
emilstumme Apr 20 @ 5:32am 
hi! this otherwise amazing thing has started throwing me 4 config errors on startup constantly :/
it claims "Config error in ArchotechArm: EBF.Hediffs.HediffCompProperties_MaxHPAdjust: two comps with same compClass: EBF.Hediffs.HediffComp_MaxHPAdjust" all 4 errors are the same except for the parts they affect: ArchotechArm, ArchotechLeg, BionicArm, BionicLeg.

ive uninstalled the mod and reinstalled it just in case and ive tried to figure it out on my own... but I can only come up with the possible solution of downloading this from gitshub instead! D:

im not very smart on this matter, and havent really dealt with anything like this before, so im really sorry if this isnt the right way to request help :( (id love to be educated if im messing up)
thanks in advance!! :aphidmeat:
Cringe Shaymin Apr 6 @ 9:08am 
Ah that makes a lot more sense, thank you very much!
Vectorial1024  [author] Apr 6 @ 9:02am 
@Cringe Shaymin

Added to the list (Known Dependent Mods); thanks for your work!

(PS: Known Compatible Mods is more about other "technical" C# code mods working smoothly alongside EBF)
Cringe Shaymin Apr 6 @ 5:24am 
Hello, I've been working on a collection of patches to add EBF compatibility with various other mods, found here: https://steamcommunity.com/sharedfiles/filedetails/?id=3354489757
Is there any chance it could be added to the "Known Compatible Mods" collection?