RimWorld

RimWorld

707 ratings
EBSG Framework
3
4
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.486 MB
12 Dec, 2023 @ 12:34pm
23 Oct @ 2:03pm
137 Change Notes ( view )

Subscribe to download
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.
- 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]


- CE has marked some of the mods that depend on this framework as compatible, so I assume most, if not all, of this framework is compatible.
- No other issues are known at the moment.

If you encounter a bug, please make sure you force Steam to redownload this framework and verify file integrity to ensure Steam has not been skipping updates again. If the issue persists, feel free to make the report below, but if there are errors or warnings in your log, send the entire log rather than just that specific bit as those individual bits can often be missing a lot of required context.


The preview and mod icon were made by Elseud

SmartKar allowed me to take a bunch of stuff from the Athena Framework

Matsay helped create some of the comps in this framework

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 without attribution. If you want to use something directly from this, it's generally better to just make this mod a dependency.

In the event that I unexpectedly completely vanish for some reason, this and all my other mods use the CC BY-NC-SA 4.0 license[creativecommons.org] as normal. Technically also counts while I'm not vanished, but that discussion pops up a lot less during those times

[github.com]
[ko-fi.com]
[discord.gg]
Popular Discussions View All (5)
2
26 Aug @ 4:45pm
Seasonal trait error
Alleyballey
3
8 Sep @ 12:49pm
PINNED: Share your mods here
Alite
313 Comments
Jgreijer 24 Oct @ 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] 23 Oct @ 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] 23 Oct @ 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 23 Oct @ 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] 18 Oct @ 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 18 Oct @ 2:34am 
what's different between outgoing damage factor (humanlike) and damage factor (humanlike)?
Alite  [author] 27 Sep @ 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 8 Sep @ 4:13pm 
TYVM for adding to the changenotes tab :D
Alleyballey 8 Sep @ 1:07pm 
Ah, fair enough then!
Alite  [author] 8 Sep @ 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