RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5, 1.6
File Size
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2.468 MB
12 Dec, 2023 @ 12:34pm
7 Sep @ 6:17am
129 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.
- 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 of this framework is compatible.
- HAR may not be compatible with the fertility curve. Awaiting large scale input from community.
- 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.


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.

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
306 Comments
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
Alleyballey 8 Sep @ 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 7 Sep @ 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 6 Sep @ 3:34pm 
@Lored Your saying; "You're Rimworld Jesus!"... is like, one of the nicest things you can say to someone.
Lored 3 Sep @ 7:22pm 
@Alite Just checked out my mod dev build, everything works wonderfully.
You're Rimworld Jesus!
Alite  [author] 3 Sep @ 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 3 Sep @ 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 31 Aug @ 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!