RimWorld

RimWorld

EBSG Framework
221 Comments
Alite  [author] Jun 5 @ 5:48pm 
I wasn't able to replicate the issue, but I did find a bit in my code related to one of my harmony patches that may have been causing it. Once Steam updates your version of the framework let me know if the issue persists.
mo Jun 5 @ 5:30pm 
It does not generate any error logs
Alite  [author] Jun 5 @ 5:28pm 
I'll take a look, but I can't say I've ever encountered that issue before. Without an error log anything I try at this point is going to be wild guesses.
mo Jun 5 @ 5:24pm 
Pawn will keep switching targets, and even if he is killed, he cannot successfully release his cast
Alite  [author] Jun 5 @ 5:23pm 
That makes more sense. Does the pawn act the same as if they were stunned? If so, have you tried the redownload stuff I mentioned as that was a bug mentioned in the past that should in theory be fixed.
mo Jun 5 @ 5:20pm 
When there is no frame, any attack will not interrupt a pawn to release its cast aiming. But after installing the framework, Pawn's aiming will be interrupted by incoming attacks. Can this be understood?
mo Jun 5 @ 5:19pm 
This is a translation mistake, in fact, what I want to express is that after installing this framework, when a pawn releases its ability, any bullet that hits this person will reset their aiming
Alite  [author] Jun 3 @ 5:13pm 
This mod does not cause any automatic casting by itself, it just adds a framework for others to implement their own think tree stuff. If you are encountering weird issues like that, I recommend forcing steam to redownload this mod and verify file integrity in case your version of the mod has some weird stuff going on in it.

If that doesn't stop the issue, then I'll need more specifics. If it is only specific abilities check to make sure the mod they come from is actually using think tree stuff from this mod. If there are vanilla abilities that cause it, check your mod list for mods that make those abilities get autocast. If it is all abilities, then I haven't the slightest clue what would cause that because I didn't add anything in this mod that would make everything autocastable.
Akenno Jun 2 @ 8:31am 
thought so, didn't find 1.6 xD but yeah, didn't know that 1.5 had such a change though. Thanks anyways!
Alite  [author] Jun 2 @ 8:13am 
I meant 1.5. I probably should've reread what I was typing there.
Akenno Jun 2 @ 7:38am 
oh really? thanks, didn't know that!
guess I have to look more into 1.6 haha
Alite  [author] Jun 2 @ 7:17am 
That was added to base game in 1.6 with Verb_AbilityShoot. It specifically appears in Heatspikes, FleshmelterBolt, and the abilities based on the SpikeLaunchBase
Akenno Jun 2 @ 7:11am 
Any ideas to include hit/miss chance for abilities similar to normal weapons?
Like if you cast an ability with a projectile, it could scale with the pawns shooting skill to hit the enemy.
Alite  [author] May 16 @ 5:28pm 
That's alright. At least it ultimately ended up being an easy fix for you.
Blue Star May 16 @ 5:03pm 
Actually, forgive my past comment because I was completely wrong. I was trying to disable anomaly, but some mods weren't tagged properly as needing anomaly as a dependency, causing rimworld to essentially explode, so I'm sorry.
Blue Star May 16 @ 2:24pm 
This past update seems to be incompatible with just about every alpha animals/biomes/mechanoid/implants and probably more for whatever reason? Or at least I think, because with this mod disabled rimworld doesn't explode with mods. Though please forgive me if I'm wrong.
Silvyy May 9 @ 8:39pm 
Error trying to make float menu for Sindri: System.NullReferenceException: Object reference not set to an instance of an object
[Ref B271ACAE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu (Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Selector.HandleMapClicks_Patch1 (RimWorld.Selector)
RimWorld.Selector:SelectorOnGUI ()
RimWorld.MapInterface:HandleLowPriorityInput ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch3 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
Silvyy May 9 @ 8:39pm 
I am having the oddest issue I cannot tend injured animals with this framework installed? its so weird iv tested over and over and it is 100% this mod doing it. When I right click a animal that is injured with a non drafted colonist selected no menu comes up. and thus I cannot tend the animal, The colonist is still able to tend the animal on their own I just cannot prioritize it, additionaly if the colonist is drafted I can tend the animals just fine.
Citizen706 May 7 @ 6:13am 
Oh my. I tried coding my own mods from an abandoned one only using XML and it demanded some good effort (I don't have any experience with coding), I can't imagine how hard it is for coding a whole framework with C (or whatever language that is).
You're insane man, I really appreciate the mod.
Alite  [author] May 7 @ 5:48am 
For the whole framework? I haven't the slightest clue. I'm probably safely past the 100 hour mark since I started back in the middle of 2023, but beyond that I never kept track.
Citizen706 May 7 @ 5:31am 
Just wanted to say that you are insane for coding all that, how long did you take?
Alite  [author] May 6 @ 6:34pm 
Looks like I missed a check in my code. I'll upload an update that should hopefully correct that.
PHCGamer May 6 @ 6:26pm 
Can confirm, rimpy implicates this mod in the errors I'm getting
AdaChanDesu May 6 @ 12:53pm 
Keep getting a weird error with some of my pawns pointing to ESBG, seems harmless but still reporting just in case

https://pastebin.com/R6e5Ni8p

It didn't seem to be happening a few days ago, but I think I didn't have any pawns having any EBSG genes, so hard to say what's at fault.
guy762 Apr 23 @ 12:22pm 
@Alite seems to work now, thank you!
Alite  [author] Apr 22 @ 4:21pm 
Looks like I messed up one of the checks when I was updating the code for that. I'll upload an update shortly.
guy762 Apr 22 @ 3:33pm 
found a bug where all of my abilities that use the ability validator are greyed out and unusable because "it's raining too miuch" when it is not currently raining. no XML settings on the abilities that have any sort of weather requirement, no error logs either
mrckz8 Apr 22 @ 8:23am 
The bug seems to be fixed, so far hemogen remains100. Thanks.
Alite  [author] Apr 21 @ 5:51pm 
Those scrrenshots definitely helped. Turns out I had a typo in my code that was causing the max calculation to be off. I'll be uploading an update shortly that should hopefully fix the issue for everyone.

If the issue persists after a couple in-game days even after ensuring that steam updated your version of the mod, let me know and I'll try fishing around for more dumb typos like that one.
Alite  [author] Apr 21 @ 12:14pm 
Force steam to redownload this mod. That bug was mentioned previously and in theory it should be fixed as of an update a few weeks ago. If the issue persists even after the old files are deleted and new ones are downloaded, send me logs and I can take a look again to try to find the issue.
mrckz8 Apr 21 @ 7:36am 
I have a bug where my sanguophages hemogen max would increase to 200 and keep switching between 100 and 200 plus any hemogen over 100 is removed.
Alite  [author] Apr 20 @ 5:09am 
Based on the error, the issue appears to be that one of the mods you are using has a gene, backstory, quest, or creep joiner that is improperly trying to reference the vanilla trait related to mental breaks and certainty loss (iron-willed stuff).

That trait only has 4 degrees, and none of them are 0. The most likely culprit is genes or backstories, so I would recommend checking if any of them reference will and mental break stuff. Also, if you have any errors on start up, those can narrow down the issue.
望月 Apr 20 @ 2:24am 
Nerves found no data at degree 0, returning first defined.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
RimWorld.TraitDef:DataAtDegree (int)
RimWorld.Trait:get_CurrentData ()
RimWorld.Trait:OffsetOfStat (RimWorld.StatDef)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatWorker.GetValueUnfinalized_Patch1 (RimWorld.StatWorker,RimWorld.StatRequest,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatWorker.GetValue_Patch1 (RimWorld.StatWorker,RimWorld.StatRequest,bool)
RimWorld.StatWorker:GetValue (Verse.Thing,bool,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.StatExtension.GetStatValue_Patch5 (Verse.Thing,RimWorld.StatDef,bool,int)
EBSGFramework.EBSGUtilities:StatOrOne (Verse.Thing,RimWorld.StatDef,EBSGFramework.StatRequirement)
EBSGFramework.HarmonyPatches:BloodRecoveryPostfix (Verse.Pawn)
Alite  [author] Apr 12 @ 4:57am 
Thank you Warachia for finding the mod that was causing issues, I didn't think to move load order around when I was testing stuff. I'll update my about file to have it indicate that this mod should be loading after that one. Unfortunately, it's not something I'll be able to actually fix on my end because as Warachia mentioned, it's just caused by a difference in how we handle adding parts to the stats.
Warachia Apr 12 @ 4:33am 
@Mani @月羽狐
If you are talking about "RimWorld.StatDef defines the same field twice: parts.", I've got the same error. The thing is this mod does check whether <parts> is already defined or not, but the same can't be said to the conflicting mod (in my case, Integrated Implants). If this is also the case for you, your issue can be solved by placing EBSG Framework under the conflicting mod.
Mani Apr 11 @ 11:01pm 
Same XML error
月羽狐 Apr 11 @ 8:19pm 
There are errors related to your recent update. State definition error. Can you plz fix it? Thx
Alite  [author] Apr 11 @ 6:06pm 
Very small update due to all of my experiments failing:
- Added 10 new mechanitor stats related to combat, 5 factors and 5 offsets
lol Apr 4 @ 10:30pm 
the ce/har mention in compatibility section is hilariously accurate
Tu_cshkan Apr 2 @ 2:55pm 
Let me clarify that the error at 200 hemogen occurs when autosaving the game
Alite  [author] Mar 31 @ 12:21pm 
That would be an oversight on my part. I'll upload something that should fix it soon.
CloudFyre Mar 31 @ 8:04am 
I was having a bug where every morning at 6am my sanguophages hemogen max would increase to 200 and any hemogen over 100 would be removed. Tried removing all my mods, reinstalling the game and narrowed it down to this framework. For some reason none of the logs were showing an error but it happens consistently even with just EBSG enabled.
Max Mar 29 @ 9:21am 
Gotcha, I figure it's hopefully just lack of some extra cross-mod functionality then in the worst case.
Alite  [author] Mar 29 @ 9:20am 
Looks like it's been reported there a few times now. First popped up in mid-december apparently
Max Mar 29 @ 9:18am 
Ah, crap, my bad! Confused the EB with this one. Apologies! I'll report it there.
Alite  [author] Mar 28 @ 7:14pm 
I don't have any patches involving altered carbon. EB Framework is referring to Elite Bionics Framework, which has a specific prefix patch called PreFix_AC2_SleeveGestator_Repurposing_Lambda1.
Max Mar 28 @ 11:39am 
Heya, getting this harmony patch exception. Might not be targeting the new AC2 version?

[V1024-EBF][ERR] Failed to apply Harmony patches for V1024.EBFramework. Exception was: HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodBase EBF.Patches.AlteredCarbon.PreFix_AC2_SleeveGestator_Repurposing_Lambda1::TargetMethod() ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Specified argument was out of the range of valid values.
Parameter name: index
Alite  [author] Mar 28 @ 7:45am 
Minor Update:
- Added think tree stuff for allowing pawns to individually disable an ability's autocast as long as the ability is set up to allow that

- Instant Death can now create items
- Fixed an IDG bug that caused the description not be able to see lethalSeverity
Alite  [author] Mar 20 @ 4:55am 
Should be fixed now. If the issue persists, try forcing steam to redownload this mod.