RimWorld

RimWorld

EBSG Framework
345 Comments
Some Canadian guy 7 hours ago 
do not use this mod if you use vfe: insectoids it makes your game work perfectly fine and nothing changes
Nameless Dec 11 @ 6:09pm 
Thank you so much @Alite! You are very kind!
Alite  [author] Dec 11 @ 4:21pm 
I'm honestly not sure what would cause that since I don't know of any mods that would change what stage a thought is at, and none are listed in the log under CurStage either. In theory, an index error like that should only be able to pop up if something messes with the stage index, or the thought's xml lacks stages for some reason.

I recommend verifying file integrity and if the issue persists, try seeing if you can find the specific thing causing the thought in question (i.e. consuming something, interacting with a specific thing, etc). If it's something messing with the index without being recorded in the log, then you'll only be able to figure out the cause through a lot of mod removing and retesting, but if you find it's caused by a specific type of action or event, then a thought related to that may be the cause.
Nameless Dec 11 @ 1:31pm 
Hello @Alite, that you so much for your amazing work for the community! I appreciate it a lot. There is a recurring error that ruins already the third run of mine. I tried to resolve it many times already with no succcess. It makes the needs of a pawn disappear. I do not think it is caused by your mod, I just noticed it was mentioned. Would you be so kind to have a look at the log please? Maybe you could help me to resolve it and save my current run? HUGE thanks! https://gist.github.com/HugsLibRecordKeeper/c956e227e8a3d946c80c12d9659613a6
Alite  [author] Dec 4 @ 4:50am 
Because I've reduced their impact as much as I can by limiting when they actually do stuff, and adding settings would just over complicate the code and potentially make things worse. As for the examples you gave:

If the hemogen handling you're referring to is the offset and factor, that only takes effect when the game is calculating the max, which usually only happens during the initial adding of the gene and after deathresting.

Equipment restricting only does its heftier checks (looking through the pawn's genes) if there's genes in the database that restrict equipment which have been cached.

The hive mind stuff is handling by the genes ticking, so are physically incapable of being a performance issue without pawns that have genes that use that class.
ASMR gaming Dec 3 @ 7:39pm 
Why Not Introduce per-feature toggles (via Mod Settings) for the heaviest systems:

As a toggle individual options for Enable advanced hemogen handling and Enable equipment locking and Enable hvie-mind stuff
Zaous Dec 2 @ 6:22am 
Redownloaded the mod after the fix, now it's working as it should. Thanks.
Alite  [author] Dec 2 @ 5:02am 
I think I managed to replicate and correct the issue, and I've uploaded the fix. If the issue persists, forcing a redownload should hopefully fix it for you, but if not I'll take another look at it. As best I can tell I missed that a null check missing
I have the same issue, force redownload did not help at all
cmy8867 Dec 2 @ 2:36am 
I have the same issue: the ammo list doesn't show up. After uninstalling this mod, the ammo list reappears.
https://gist.github.com/HugsLibRecordKeeper/37cc2afabcc3142eeefcc9f872f98e56
唯一 Dec 1 @ 11:57pm 
I have the same issue: the ammo list doesn't show up. After uninstalling this mod, the ammo list reappears.
A Hallucination Dec 1 @ 10:01pm 
<1f993cbf88314b1baa1e10ca917bdc64>:0
at CombatExtended.AmmoInjector.InjectAmmos () [0x00203] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at CombatExtended.AmmoInjector.Inject () [0x00001] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <46372f5dadbf4af8939e608076251180>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
A Hallucination Dec 1 @ 10:00pm 
Exception from long event: System.InvalidCastException: Specified cast is not valid.
[Ref FAD0AE7E]
at CombatExtended.Compatibility.VehiclesCompat.VehiclesCompat+<_GetUsedAmmo>d__6.MoveNext () [0x00170] in <485932aaaa914c63a107b16cc7e88ea0>:0
at CombatExtended.Compatibility.Patches+<GetUsedAmmo>d__5.MoveNext () [0x000b2] in <fb4c7875773b4d4e8d309407c7a64d23>:0
at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00026] in
A Hallucination Dec 1 @ 9:56pm 
A redownload of either doesn't fix the issue, when enabling EBSG Framework an error happens at what I assume is the ammo injection step. I'll have to paste it in two chunks to fit it all.
Zaous Dec 1 @ 8:51pm 
I have the same issue, force redownload did not help at all
Alite  [author] Dec 1 @ 7:01pm 
I just loaded a game with CE and the loading bench has ammo recipes in addition to there being the starting ammo on the ground, so reinstalling this mod may fix the issue. If it doesn't, then you'll have to send me a log so I can see if it gives anything useful
Alite  [author] Dec 1 @ 6:56pm 
I don't recall changing anything that could cause that, but I'll take a look when I have a chance. I'd recommend forcing steam to reinstall both this mod and CE just in case steam gave you a bad download of something
A Hallucination Dec 1 @ 5:04pm 
So this most recent update apparently nuked CE, if I have this enabled with it then ammunition stops being a spawnable item. There are no recipes for creating ammo and it can't even be spawned in dev mode, but it doesn't delete existing ammo or stop weapons from requiring ammo to fire.
Alite  [author] Nov 26 @ 12:40pm 
Yeah, sounds like a corrupted download. Steam has been exceptionally bad about that the past year
Touch-nir Nov 26 @ 9:28am 
Well, it's really unusual, but reinstalling the mod to the latest version helped, and the error no longer appears.
Alite  [author] Nov 26 @ 5:35am 
I haven't made any changes to that since the minor bug fix for it on November 8th, so I have no clue why the latest update would cause you issues. If you send the full log I can take a look, but I recommend forcing Steam to redownload the mod just to see if that fixes the issue, or if you are using the github version download the latest one to see if that stops the problem
Kimo' Nov 17 @ 11:54am 
Ah, understandable. Thanks for letting me know
Alite  [author] Nov 17 @ 11:34am 
Unfortunately, I ended up opting not to implement quality stuff into genes since I wasn't confident I could find a way that would avoid potential performance or mod compatibility risks. I had managed to make something like that at one point, but wasn't sure how well it'd behave with larger colonies that use a lot of complex xenotypes, or mods that tweak parts of how quality is calculated, so it never ended up in the github or steam version
Kimo' Nov 17 @ 5:55am 
Hello, I checked on the wiki but couldn't find anything. Could this framework allow to make genes that could make pawn produce better quality items, like a production specialist would?
Alite  [author] Nov 16 @ 5:48pm 
The most recent update contained some Odyssey related 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.
Alite  [author] Nov 9 @ 9:09am 
Thank you for letting me know. I'll see if I can get that to stop occurring.
Aarmik Nov 9 @ 8:20am 
When used with other mods that change hemogen capacity, such as Integrated Implants or Slothborne: Nocture, this framework causes the hemogen capacity to reset to 100 whenever the game autosaves.
Alite  [author] Nov 5 @ 1:06pm 
It is mostly focused on genes and other Biotech related stuff, but not solely limited to genes mostly due to a lot of xenotypes adding stuff beyond just standard genes.

As for the error, I'm not sure what is causing that, but I recommend verifying file integrity because I'm seeing multiple errors before that final one that don't appear to be related to CE or this mod, one of the more notable ones being this [gist.github.com]. I'll tweak my code in here to reduce the risk of this mod making CE upset, but those other errors may also be causing issues
sharkcrisp049 Nov 5 @ 8:52am 
https://gist.github.com/HugsLibRecordKeeper/ed1e68014b2d08af97c36595aa52fb54
I was testing my homemade ce turret and i found this
it weirdly seems that EBSG framework has some problem in MakeThingPostfix and..isn't the framework just about genes?sorry for interruption but im really confused :steamsad:
0ddbase Nov 2 @ 10:19am 
ah got it thanks for the reply
Alite  [author] Nov 2 @ 4:42am 
Due to how that check works I wanted to avoid adding it to stuff like hediffs since I wasn't sure if I'd be able to avoid performance issues when I go through every pawns' hediffs multiple times, but you can accomplish a somewhat similar effect by using Severity By Age with some hediff stage stuff (i.e. a series of stages that pop up at specific minimum severities and/or setting a stage with a fertility change to have multiplyStatChangesBySeverity set to true)
0ddbase Nov 1 @ 2:52pm 
Could you add the fertility by age stuff to hediffs as well as genes? Love the mod by the way it probably the most extensive XML framework I've seen so far for this game
Jgreijer Oct 24 @ 3:38am 
Gave the update a try on my end and everything seems to work as intended now. Thank you for fixing it :)
Alite  [author] Oct 23 @ 1:07pm 
I managed to figure it out, and it looks like I was just applying it in a really wrong place. I should have a fix out soon.
Alite  [author] Oct 23 @ 12:41pm 
That's pretty weird. I'd expect some variance since the damage amount can mess with the impact armor has, but that amount is definitely beyond expectations. I'll have to play around with it to see if I can find why it's scaling up that much
Jgreijer Oct 23 @ 10:10am 
Yo, not sure if this is how it's supposed to be logged but I have what seems like a bug with the slayer genes. The damage from unbelivebly good slayer multiplies by around 4 or 5 instead of the 30% it should be. I've tried it without and with the gene to check that it's the one giving the damage.
Tried it without any mods except Slayer, Framework, Harmony and problem still exists. The log also has Hugslib to get it uploaded

Log:
https://gist.github.com/HugsLibRecordKeeper/c9c605b185b49d62af5af1337ab5c1d5

Really love the mod series and thank you for your work with it
Alite  [author] Oct 18 @ 5:14am 
Outgoing damage factor is on pawns (i.e. attached to genes, hediffs, traits, etc.) while damage factor is on items (i.e. swords, guns, etc). They both have the same end effect, it's just the display categories that change.
Bobkiri Oct 18 @ 2:34am 
what's different between outgoing damage factor (humanlike) and damage factor (humanlike)?
Alite  [author] Sep 27 @ 6:12am 
This latest update contained a change that will require xml changes for anyone using the Murderous need stuff. I updated its fallPerDay code so it's more in line with normal NeedDef stuff, and to update your mod, you will need to move the fallPerDay from the extension to the main NeedDef, or add <fallPerDay>0.0333</fallPerDay> to your NeedDef if you were using the default fall rate
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