RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5
File Size
Posted
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5.305 MB
12 Dec, 2023 @ 12:34pm
11 Feb @ 5:23am
80 Change Notes ( view )

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EBSG Framework

In 2 collections by Alite
Alite's Gene Mods
13 items
Expanded Biotech Style Genes
26 items
Description




This framework contains all the C# that I made that can be utilized for broad purposes. In addition to the stuff for the Expanded Biotech Style Genes series, it also has generic copies of some of the code made for the Superhero Genes series, like the code used to remove multiple hediffs with one ability, along with many other ideas I've had and various requests from others. By putting it all in one framework, I'm hoping it will make it easier for others to do some of this stuff.

This framework does not have any hard requirement on any DLC. However please keep in mind none of the gene stuff will work without Biotech, and the precept thought workers will usually require both Biotech and Ideology.


- Stats that alter deathrest, pregnancy, and blood recovery speeds.
- Create basic resource genes like Hemogen using just xml
- Locking equipment based on genes, xenotypes, and hediffs, using required or forbidden options.
- Locking genes and xenotypes to only use certain equipment, or have certain equipment forbidden.
- Create thoughts that check for trees similar to the Trees Desired precept.
- Create mood curves based on how many people are in the colony.
- Create hediffs that damage and even completely remove specific parts.
- Create hive mind genes.
- Other stuff I'm sure. I may or may not have been drunk for parts of this, so I don't remember everything in it right now. The wiki's list is a lot more extensive[github.com].

To read about past updates and the next major update (if I'm presently working on it), take a look at the updates page on the wiki.[github.com]

EBSG mods using this framework
- Bleeding Genes : Only the blood recovery genes
- Environmental Preference Genes : Adds a bunch of genes that change how the pawn feels about the place they live
- Expanded Dependency Genes : Gives stricter drug dependency options along with various food options
- Expanded Reproduction Genes : Alter the pregnancy speed and fertility curve of pawns
- Expanded Deathrest Genes : Alter how long a pawn needs to spend to complete a deathrest session
- Health Genes : Alter biosculpting speed and give an extra challenge for pawns when you start with the body parts section
- Passion Genes : Change how much passion pawns have for certain skills


- CE might take issue with the outgoing damage stuff. Awaiting large scale input from community.
- HAR may not be compatible with the fertility curve. Awaiting large scale input from community.
- No other issues are known at the moment.


Easy link to all of my Rimworld mods

If you're interested in downloading manually, casually looking at the code, or taking a look at its functions to use in your own mods, click the Github link. While I do encourage looking at the C# if you want an example on how to do something, you do NOT have permission to just copy my code into your own mod. If you want to use something directly from this, make this mod a dependency.

[github.com]

[ko-fi.com]

[discord.gg]


Sovereign has helped come up with several of the ideas in the mod, and, more importantly, has helped me with art stuff to compensate for my inability to do art stuff.
Popular Discussions View All (1)
1
26 Nov, 2024 @ 3:38am
PINNED: Share your mods here
Alite
148 Comments
Alite  [author] 15 hours ago 
Minor update:
- EBSG render nodes now allows for hiding when apparel is equipped on certain layers
- Healthiness stat is disabled for now while I work on finding a way to make it less greedy
Alite  [author] 15 hours ago 
I'll try making it keep the cache a bit longer to see if that mitigates the issue some. I'll try to have a fix up soon.
kai 17 hours ago 
hey there! been playing with your mods on a new save, namely this one + EBSG All in One. I noticed in dubs performance analyzer's statistics tab that this mod seems to add a check called EBSG_Healthiness that adds a pretty hefty constant overhead. going by what folks said at the dubs discord, this isn't related to any particular gene, but rather a constant statpart check that can't be avoided as long as the mod is installed. is there anything that can be done from your part to make it a little less performance intensive? thanks!
Alite  [author] 8 Feb @ 4:21am 
I must've missed that one when I was looking through Athena's code before. I'll add that one to the list of stuff for the next minor update.
Akenno 8 Feb @ 1:54am 
Any chance for AbilityLaunchProjectileBurst to get absorbed from Athena?
Alite  [author] 7 Feb @ 10:26am 
Got a minor update:
- Mechanitor Stats : Various stats that mechanitors can use to alter their mechanoids, like EBSG_MoveSpeedOffsetMech to offset the speed of their mechs. Contains both offsets and factors
- JobGiver_AICastHostileAbilityBetween : New job giver that tries to cast the ability at a location between the caster and target

- Both the ability and hediff versions of spawn pawn kinds should now use the correct default faction, and have a tag for overriding the faction
- Terrain Cost Override should no longer panic every time it encounters something that doesn't have genes
Alite  [author] 21 Jan @ 4:54pm 
Updated mod with everything I wanted from Athena. A majority of the things in Athena will not exist in any form in EBSG due to either my lack of interest or apprehension of the code. If interested in what is implemented, check this page. [github.com] For Athena stuff not covered on that list or elsewhere in the wiki, you'll still need to rely on Lee's fork. Lee and I have not discussed this update, so I do not know anything about what is planned for the fork.

Some of the unrelated updates:
- Damage on Removal : Hediff comp that damages the pawn
- Spawn Pawn Kinds : An ability comp that spawns pawns
- Spawn Pawn Kinds on Removal : A hediff comp that spawns pawns
- The Ability Validator can now check roofs and factions
- The Various Explosive Hediff Comps can now scale radius and damage with severity
Alite  [author] 26 Dec, 2024 @ 5:22am 
I did encounter one issue with it, but it was just a brief error caused by me accidentally leaving an old experiment in the Steam release version of this framework. It didn't do anything beyond creating a one time error though, so I don't think that's related to the issues you appear to be encountering.

I recommend purging VEF from your workshop folder and redownloading it to see if it's just a bad Steam download. If that doesn't work, then the best option is probably to continue finding mods that are having issues with VEF so you can find a common error point to send to their team.
Guineatown20806 26 Dec, 2024 @ 4:36am 
@Alite Did you find any issues, regarding VE-Framework? The issue has to be VE-Framework at this point since it has also caused issues with other Frameworks I use, for example Tabula Rasa. I believe it the cause of me being unable to open the dev menu. (At least thats what Visual Expections says)
Alite  [author] 25 Dec, 2024 @ 5:41pm 
Sounds like Steam probably messed up when it was downloading the EBSG Framework specifically. In particularly bad cases you may need to go into the workshop folder in your computer to manually delete them, though that doesn't apply as much when you've got the github version.