RimWorld

RimWorld

309 ratings
Community Framework
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4
File Size
Posted
Updated
15.170 MB
Aug 25, 2021 @ 10:25pm
Oct 5, 2022 @ 3:47pm
5 Change Notes ( view )

Subscribe to download
Community Framework

Description
The Community Framework is a framework that gives more power to modders that use XML. It has multiple features made by the community, for all of which the documentation can be found on GitHub, right here:
https://github.com/ISOR3X/communityframework/wiki

Have you ever wrote a small bit of C# code that could be useful to others, but wasn't really enough to justify making a mod for? This is exactly the reason the Community Framework was created.

Submit your code, have it checked by other coders and have it added to this mod!

If you're interested in having your own code added, check out the introduction on the framework's GitHub repository:
https://github.com/ISOR3X/communityframework/wiki/Adding-your-code

Community Framework was started by ISOREX#8779, and is currently maintained by Turnovus#7761.
< >
59 Comments
Vardath Jan 20 @ 5:42pm 
Not sure what's going on here, an error comes up in Visual Exceptions but I don't really know what it's doing.

https://pastebin.com/8yNU08Pv

https://gist.github.com/3723d32d50ea243b931009b3d37a94b5
Jarin Nov 10, 2022 @ 6:30pm 
Ignore previous report. Apparently the problem going away with removal of CF was coincidental and temporary.
Turnovus  [author] Nov 10, 2022 @ 7:01am 
@Jarin
This is definitely some sort of conflict. Double-clicking works fine for me with only CF installed, and CF doesn't change the camera's behaviors.

Consider sending a log for me to look at. This guide will explain how:
https://steamcommunity.com/sharedfiles/filedetails/?id=725234314
Jarin Nov 9, 2022 @ 10:38pm 
Don't even know where to start looking for conflict with this one. Adding CF to a save removes the ability to double-click on a pawn's portrait to jump to them.
Zaljerem Oct 23, 2022 @ 12:39pm 
Thanks again!
Turnovus  [author] Oct 23, 2022 @ 12:36pm 
@Zaljerem
RegenSideEffect was moved to a different namespace. Though you can remove "Class="CF.RegenSideEffect"" from that li completely, and the game will just infer it.
Zaljerem Oct 23, 2022 @ 12:29pm 
Here's the HeDiffDef comp I'm using:
<comps>
<li Class="CF.HediffCompProperties_HealPermanentWoundsConfigurable">
<regenHediffs>
<li Class="CF.RegenSideEffect">
<!--Any Hediff can be used, even custom ones-->
<hediffDef>Anesthetic</hediffDef>
<severity>1</severity>
<isGlobalHediff>true</isGlobalHediff>
</li>
</regenHediffs>
<regenInterval>1~5</regenInterval>
<!--A day-->
<regenIntervalTicks>60000</regenIntervalTicks>
<injuryRegenListMode>None</injuryRegenListMode>
<usesBeforeExhaustion>-1</usesBeforeExhaustion>
<canHealDestroyed>true</canHealDestroyed>
</li>
</comps>
Zaljerem Oct 23, 2022 @ 12:29pm 
@Turnovus
Thanks for the quick response! "Ugh, transpiler" as I've heard a few people say. I figured there'd be nothing easy about it. Thanks for looking into it all the same. I have and will continue to mess with the lifeStageAges and other HAR stuff (minAgeForAdulthood, etc.)

CF.HediffCompProperties_HealPermanentWoundsConfigurable ... it can't find CF.RegenSideEffect.
Turnovus  [author] Oct 23, 2022 @ 12:15pm 
@Zaljerem
The vanilla hatch function doesn't return or store the hatched pawn, so modifying it directly would require a complicated Harmony transpiler patch. I will try to look into it, but no promises. You could try messing around with the race's lifeStageAges, but I don't know what effect those will have.

When you say "regen code", are you refering to CF.HediffCompProperties_HealPermanentWoundsConfigurable, or to CF.CompProperties_SelfRepair?
Zaljerem Oct 23, 2022 @ 9:41am 
Hi guys, love the framework. As I update mods to 1.4, I've run into a few things:

Pawn hatcher - in 1.3 they pawns spawned as adults, in 1.4 as babies. It would be great to have an option to specify what age the pawn is "born" at ... babies are good for many races but for several races (Automatons, Folia / Potatoid / Deathkap) it would be really useful. I'm not sure how complex or feasible this is, though, or if there's another way I can specify it. I've tried all the settings in Humanoid Alien Races to no avail (granted it is still being actively worked on, so maybe those features haven't been fixed yet) ... just thought I'd report the difference in behavior either way.

Regen code: I'm updating a race mod that uses the regen code, it appears to be correct comparing it to the wiki but it can't seem to find the class. Did the name change, or something else I need to know?

Thanks!