RimWorld

RimWorld

EBSG Framework
306 Comments
Leutian Kane Sep 8 @ 4:13pm 
TYVM for adding to the changenotes tab :D
Alleyballey Sep 8 @ 1:07pm 
Ah, fair enough then!
Alite  [author] Sep 8 @ 12:24pm 
Not that I'm aware of. Due to how they set up the lovin interval, there isn't any vanilla stat to assign the affecter, and I'm hesitant to add one of my own because I don't know how well that would really work with anything else the references or changes that function
Alleyballey Sep 8 @ 6:13am 
I know its possible to change the libido of a pawn with a gene, but is it possible to make the libido tied to one of the conditional affecters?
Leutian Kane Sep 7 @ 6:24am 
just kind of a heads up, while i appreciate the fact there is a wiki maintained for this project a LOT of us would rather see short bullet points on the changenotes tab to keep up with updates instead of having to navigate away from steam just to see patch notes.
Slickback724 Sep 6 @ 3:34pm 
@Lored Your saying; "You're Rimworld Jesus!"... is like, one of the nicest things you can say to someone.
Lored Sep 3 @ 7:22pm 
@Alite Just checked out my mod dev build, everything works wonderfully.
You're Rimworld Jesus!
Alite  [author] Sep 3 @ 4:49pm 
Thank you for letting me know about the wiki thing, it should be up to date now.

Related to the random severity thing, a minor update has been uploaded:
- Give Multiple Hediffs and Hediffs on Removal have the option to use a severity range instead of a singular value for their severity. If the value picked is at or below 0, then that hediff is usually skipped
- Create Other Hediffs can now use ranges for the initial and per day severities. If the initial severity is zero or lower, the hediff is skipped. Severity per day checks a new severityCondition node which which has the options of None (the default which doesn't do any checks), Positive (severity must be above 0 to take effect, and Negative (must be below 0)
- Give Other Hediffs Periodically also gained severityCondition and its severity can be a range
- Fixed a bug where equip restrict checked the wrong list when checking requireOneOfGenesToEquip. Technically not related, but who's keeping track
Lored Sep 3 @ 7:17am 
Hey, it’s me again! I was digging around your wiki and noticed something missing - on the "DRG on Kill" page there’s no mention of allowMechanoids , even though it’s there in the code and works just fine. Also, I tried using EBSG Framework to hand out random Hediffs, but no luck. So I thought I’d toss you an idea: maybe in "Give Other Hediff Periodically" you could add support for not just a static severity, but something like a severityRange (e.g. 0.1~1). Would be super useful!
PapaPayana Aug 31 @ 8:33am 
thank you for looking! its been a fun one trying to figure out and sort whats been happening. ill keep on trying to figure it out!
Alite  [author] Aug 31 @ 6:39am 
I was unable to replicate the issue when I had this mod, androids, and psycasts loaded. I tried moving the load order around just to be safe, but I never got an error. I recommend verifying file integrity to see if that fixes the issue, and if not I'm not sure what could cause that issue outside of some mod not in the direct list changing how something works.

Unless the xenotype or any of its genes have the EquipRestrictExtension, my patch wouldn't do anything to it, and if any of those do have the extension it only messes with the spawned equipment so I'm not entirely sure why it would be yelling about the hediff adding check. I'm not aware of anything else in my framework that could cause those issues
PapaPayana Aug 31 @ 5:39am 
Hello! i found a bug interaction between VRE android and this mod i posted the log to the Git for it it seems to stem from the Androids synthetic body
Alite  [author] Aug 24 @ 2:08pm 
Melon and I figured out the issue on the Abilities page, but since there was also another person elsewhere would had a similar issue I figured I'd let everyone know here that Steam appears to be botching the downloads of mods more frequently. If you encounter weird issues, see if validating file integrity makes Steam fix the issue for you
Melon Aug 24 @ 12:04pm 
Actually its all them. The gizmos are just gone.
Melon Aug 24 @ 11:49am 
The gizmo for startling screech is gone in the latest update.
Alite  [author] Aug 9 @ 8:07am 
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
Alite  [author] Aug 2 @ 1:09pm 
It looks like FemaleBodyVariants had an update earlier today, which would be why the issue just started popping up. I have no clue why that error is popping up, but since it appears that loading this mod before theirs prevents the issue as best I can tell, I'll update the about page for this mod to tell users to load this one before theirs.
Alite  [author] Aug 2 @ 12:32pm 
Interesting. Something might've been updated and I never noticed. I'll try to have a fix out soon
Einkil Aug 2 @ 10:09am 
@Astra That is also very interesting. I also use Scrubdaddy's bodies.

I could test this too and see if it works for me. Make it two data points.

From

FemaleBodyVariants
Scrubdaddy's bodies
EBSG Framework

To

EBSG Framework
FemaleBodyVariants
Scrubdaddy's Bodies


And. Yes. It seems to work (At least at the moment). Nice find!
✪ AstraZeneca Aug 2 @ 9:37am 
I had a very similar problem to Jaded and Einkil. Narrowed it down just to 3 mods (4 with harmony)
The cause for me was Scrubdaddy's Bodies and FemaleBodyVariants. It only occured when the load order is

FemaleBodyVariants
EBSG Framework
Scrubdaddy's Bodies

OR

FemaleBodyVariants
Scrubdaddy's Bodies
EBSG Framework

As of writing this, I discovered it's just FemaleBodyVariants and EBGS Framework. Loading FemaleBodyVariants BeforeEBSG Framework causes the error for me.

Simply loading FemaleBodyVariants After EBSG Framework fixed it for me
Jaded Aug 2 @ 9:27am 
Something about this mode just broke hard. No pawns render anymore, massive stream of errors, can't load some UI elements. :(

Very similar to Einkil's problem, and just started happening after reloading the game about 30 minutes ago.

https://images.steamusercontent.com/ugc/14379536938309682397/13CAF524AF0DEE4133CDC2492E689D2336D41F1B/

Pulling out your xenotypes didn't clear it up, but removing highborn and your framework ultimately did. Didn't want to go that route as my main pawn has a few genes from it.
Einkil Aug 2 @ 8:21am 
@Alite I seem to have had an issue that got resolved by removing this (and the mods I had that use it).

I played for maybe 4h hours or so, closed shop, came back today and
When loading the save it would fail to generate the map entirely (but world worked, it just failed to load all assets for the map), and would spam the log with EBSG framework errors.

Removing
EBSG Framework
and
Beliar Xenotype https://steamcommunity.com/sharedfiles/filedetails/?id=3237072670
Det's Xenotypes - Brawnum https://steamcommunity.com/sharedfiles/filedetails/?id=3429572581
Highborn Xenotype https://steamcommunity.com/sharedfiles/filedetails/?id=3380776687
(By DetVisor)

Seems to have recovered the save (which I didn't expect to work)

I run quite a few mods, however, so it could be some conflict, and is perhaps not any fault of this framework.

I posted the player.log to pastebin. I have saved copies of the saves as well, so I may be able to test if you want
https://pastebin.com/gFgm7jKe
Church.exe Jul 30 @ 10:21pm 
This might be nothing but it looks(?) like this mod is at least considered somewhat compatible with CE... I think.

I was looking at the Beliar Xenotype mod (which requires this as a dependency) and it is specifically listed as being compatible on the SupportedThirdPartyMods.md list, even though EBSG itself isn't. I can't be certain since I haven't looked at the code, but if a mod that depends on EBSG was specifically listed as being compatible it'd imply that EBSG is considered compatible as well.
Alleyballey Jul 25 @ 9:26am 
I'm getting an error from the new update? "Exception loading def from file ReproductionGeneDefs.xml: System.ArgumentException: Could not find type named EBSGFramework.ConditionalStatAffecter_Season"

I'm sorry ignore this. I validated my files and turns out i shouldn't have trusted steam when it said it "updated and downloaded workshop content" orz
Alite  [author] Jul 24 @ 6:41pm 
Minor Update:
- The ability validator can now invert the results of its time, light, and body size checks, and can now also check the current season
- Dynamic Resource Drain/Regen conditionals can now invert the results of their time and light checks, and gained checks for the day of the year, day of the quadrum, and the current season
- Conditional Stat Affecters involving time, light, and temperature can now invert those results. Conditionals based on the current season, day of the year, and day of the quadrum have been added, along with a new time multi conditional for doing multiple time related checks at once
Alite  [author] Jul 24 @ 8:41am 
I'm not seeing the EBSG Framework in your list of loaded mods on the logs you shared. If your mod loader does list it as an active mod, try removing it from the list, reloading the game, then adding it back in.
GinaTonik Jul 24 @ 7:54am 
The issue still didn't resolve upon verifying the files :( I have no races installed so nothing loading after it. I wonder if it's a conflict with another mod or some issue with the latest hotfix because I've yet to apply it.
GinaTonik Jul 24 @ 7:38am 
Got it. Will try that. Thank you so much!
Alite  [author] Jul 24 @ 6:07am 
Not sure why there would be infinite loading, but your log is reporting that some of the EBSG stuff that does exist is missing. My recommendation is to force steam to reinstall this framework, verify file integrity, and double check that the EBSG Framework is being loaded before mods that depend on it
GinaTonik Jul 24 @ 5:11am 
Getting infinite loading on startup. dunno if steam will let me post the error log https://gist.github.com/HugsLibRecordKeeper/7133872612257392e042f47cbf691c01
Alleyballey Jul 23 @ 5:48pm 
You are such an awesome person, thank you for your dedication to gene expansions <3
Alite  [author] Jul 23 @ 4:33pm 
I should be able to do that. I'll let you know when the update is out
Alleyballey Jul 23 @ 3:40pm 
I was looking to try and implement a "fertility season" where fertility would be low most seasons, but high in one.
Alite  [author] Jul 23 @ 3:34pm 
I assume you're referring to the conditional stat affecters. I don't have anything for seasons or day of year at the moment, but I can take a look at implementing those
Alleyballey Jul 23 @ 3:11pm 
I may be reading incorrectly, but is there any way to have a gene activate by the season it is? I know there are by age and time, but i see nothing about the planet calendar. Could it be possible to make a mod extension like this?
Alite  [author] Jul 21 @ 2:34pm 
For reasons I'm not entirely sure of, it appears some of the settings in this framework got confused in the update to 1.6. When I toggled them off then on again that appears to have fixed the issue
Alite  [author] Jul 21 @ 1:06pm 
Looks like that's a new bug. I'll see if I can get that corrected
HannahBug Jul 21 @ 12:31pm 
Heyo, sorry to bother! I'm trying to update one of my mods (Subbox of the Rainbow), which uses the hide inactive feature for skin & hair both. It's working for hair, but skin outright refuses to go away... My brother has a similar mod for his own xenotype and I checked that one as well - same issue

I've tried several tweaks, but can't get it to hide excess skin genes. So, I figured I'd ask if this feature is working correctly in 1.6 or if it's a skill issue on my part...? |'D
Alite  [author] Jul 20 @ 12:02pm 
Minor Updates over the past few days:
- Flexible Entity Releaser : Allows for the creation of traps similar to the wasp trap using only xml
- Give Multiple Hediffs and Hediffs on Removal gained skipExisting, which allows you to tell the comp to just skip the hediff if it already exists instead of changing the severity
- Alter Xenotype on Use by Severity gained initialSeverity, a special list of XenotypeDefs and float ranges used to set severity on first use
- Some bug fixes
Guineatown20806 Jul 20 @ 5:39am 
Ok thank god, that VE-Framework updates no longer break this. :steamthumbsup:
Alite  [author] Jul 20 @ 5:34am 
Ohh, that was related to an old compatibility patch I had that was removed because it's no longer relevant, so outside of VE doing something really weird, their updates shouldn't be able to mess with this mod since I don't reference their mod anymore