RimWorld

RimWorld

EBSG - Expanded Dependency Genes
40 Comments
Alite  [author] 14 Jul @ 4:36am 
It would be probably be easily doable since it would just act as a stronger reliance gene, but I'm not planning on doing so as that rate is too severe to actually create a balance for (my metabolic cost was just an estimate, not actually tested). It should be possible to add the dependency hediff via scenario editor though if it's just the luciferium dependency you're looking for
stellarstrat 14 Jul @ 1:37am 
How hard would it be to do a seperate opt-in mod for a genetic luciferium dependency with those extreme values?

I plan to do a mechanitor + cryptosleep casket + luciferium dependency run/scenario. I would find it fair if the Luciferium addiction would allow me to spec into some mechanitor genetic traits (extreme repair speed, extreme mech productivity boost, ... ).

I am new to Rimword and it's mods and this is my first creative idea.
RynnEver 30 Jun @ 3:12pm 
Thanks for the update! :D
Alite  [author] 5 May @ 4:51pm 
I updated the framework to have a couple new jobs that will hopefully take care of the issue of prisoners and patients not getting fed the ingestibles.
Alite  [author] 13 Apr @ 4:13pm 
I'll have to see if I can set up some sort of doctor administer work giver like what hemogen does since I honestly didn't think about that situation. My testing involved enough human raiders that I didn't get too close to death.
NihilRetnar 13 Apr @ 11:24am 
In theory yes, unless human meat is a rare commodity in a session with the added bonus of a very low hunger rate. Meaning: Oops the last few meals they ate didn't have human meat, they passed out, went into the coma, were once again fed a non-human meat meal (at this point I flipped out and reassigned their food to ONLY use human meat), realized the time in which they'll be hungry again will kill them. I tried administering smoke leaf to no avail. I admit this is a VERY specific case, but in those moments I felt very desperate for something given this was two of my colonists who unfortunately were the doctor and cook and the colony was on the verge of collapse from infections etc. I think I need to stop creating sessions where things can go VERY wrong VERY fast.
Alite  [author] 13 Apr @ 5:05am 
@smith Yes

@Nihil I don't know of any mods that directly add the ability to administer food, but generally as long as there are meals with human meat in them doctors will usually give the patient one of those
NihilRetnar 12 Apr @ 8:31pm 
So how can I force someone to have human meat if they have the dependency? As in, they go into the coma, is there any mod that allows me to force feed them human meat or at least administer it like a drug?
smith1600 14 Mar @ 9:13pm 
Regarding Human Meat Dependency, is it possible to satisfy cravings not only with raw Human Meat, but also with food and drinks that contain Human Meat?
RynnEver 22 Jan @ 9:02pm 
Can confirm that negative thoughts are working for meat dependency at least! I imagine if they're working for that one they're working for the rest, thanks! :D I'll keep an eye out for world pawns, don't have an easy way to check that atm.
Alite  [author] 21 Jan @ 5:14pm 
In theory the thoughts should now activate and world pawns shouldn't die randomly anymore. If you still encounter the issues, force steam to re-download the EBSG Framework.
Alite  [author] 12 Jan @ 11:23am 
I'm guessing it's just part of the process the game goes through when mass processing non-spawned pawns. Much like the thoughts, I'll let you guys know once I have something uploaded to fix it.
RynnEver 12 Jan @ 11:00am 
Maybe it's not possible to fix, I'm not sure how coding any of this stuff works. Either way, thanks for all the work you do!
Alite  [author] 12 Jan @ 5:54am 
I'll have to look into it because I honestly never thought to test that. I couldn't find anything in the hediff or gene code related to that, so I'm guessing I'll have to use a different method to try and get that to stop.
RynnEver 11 Jan @ 9:56pm 
Awesome, thanks! :D I really appreciate that you're continuing to work on this mod.

Another thing I found, if a pawn with raw food or meat reliance spawns as, say, a faction leader, they apparently don't eat what they need to while a world pawn. They'll be replaced by a new faction leader once 30 days is up and they die. I didn't test it with the dependency genes so I can't say if it's the same for them or not. This does make me wonder if every world pawn with these genes is destined to die after 30-60 days, but I don't have an easy way to check that.

This is only an issue if you're using a mod like I am that lets you modify what xenos appear in what factions. Hussars etc. don't die from their drug dependency while world pawns as far as I know, so there must be a way to make it work - I just don't know how hard it would be to code. Again not a mod-breaking issue, just an idea if you have enough free time to look into it. :)
Alite  [author] 11 Jan @ 4:20pm 
Took me longer than I planned, but corpses should now be considered valid by meat and raw food dependent pawns. Also, I think I have something that'll make it so thoughts properly appear, but it may be a bit until I'm sure of that. I'll send a message here once I have something uploaded for that as well.
Alite  [author] 2 Jan @ 6:05pm 
I forgot that the game doesn't consider corpses raw meat. I'll take a look at fixing that as soon as I have the chance.
RynnEver 2 Jan @ 5:53pm 
I'm having a lot of fun with this mod, made a couple cool custom xenos with it. Raw food is indeed working now, thanks!

One edge case I came across with meat reliance/dependency which probably applies to raw food too but I didn't test it: if a wild person shows up with the gene, them eating corpses doesn't count as eating meat. Not a huge deal to me personally, but thought I'd pass it along in case you feel like fixing it sometime.
Alite  [author] 27 Dec, 2024 @ 7:39pm 
The raw foods should now actually recognize when raw food is consumed. It looks like the mood stuff in general isn't working at the moment, so I'll have to work on a fix. That one will unfortunately take a bit longer.
Alite  [author] 27 Dec, 2024 @ 3:27pm 
I'll take a look. Not sure why that would occur, but I'm guessing there's some weird thing I missed.
RynnEver 25 Dec, 2024 @ 8:45pm 
Hiya! Sorry to bother you again, but I found some more weirdness as I play around with different genes. Meat reliance and dependency both work, but when pawns go into deficiency they don't get the mood debuff.

Raw food reliance and dependency are broken. They both give the appropriate condition in the health tab, but eating raw food doesn't count to reset the timer no matter what raw food I feed them (I tried, berries, corn, rice, bear meat, and human meat). So any pawn with those genes will eventually go into a coma and die. They both also don't give a mood debuff while in deficiency.

Happy holidays! Thanks again for all the work you do.
RynnEver 23 Dec, 2024 @ 5:39pm 
Yep, all better now. Thanks! :D
Alite  [author] 23 Dec, 2024 @ 5:44am 
Looks like I had a typo involved in both cases. I'll have a fix uploaded soon.
RynnEver 22 Dec, 2024 @ 10:03pm 
Hello, the Ambrosia Reliance gene is missing for me, and I do have the EBSG Framework and More Drug Genes mods installed.

In my mod list, it's also saying Royalty DLC is required for this even though on this page it says only Biotech is required? Boots up fine without an error and appears to work fine except the missing ambrosia reliance gene.

Thank you for making these mods! :)
Rotrules 8 Dec, 2024 @ 6:34pm 
The mod is now working again! Thanks!
Alite  [author] 8 Dec, 2024 @ 12:38pm 
It appears the base game may have had an update to dependency genes that was messing with mine. I've updated the system in the framework to remove the issue and be more resistant to future changes, but if you continue to encounter the issue in a current save recommend removing and re-adding the gene using character editor or dev mode. These types of genes/hediffs tend to be finicky when we coders try to fix them mid-save.
Rotrules 8 Dec, 2024 @ 11:03am 
Through testing this mod, I've noticed that the food/chemical reliance genes are not working properly.

I had a test pawn wait 16 days to observe the effects of food/chemical deficiency, but the test pawn is not suffering from the effects of deficiency. Not even a mood debuff.

Do you have time to update the mod?
月羽狐 9 Jul, 2024 @ 12:39am 
Oh...my bad, I see...
Thank you for your mods!
Alite  [author] 8 Jul, 2024 @ 5:16am 
As taken directly from the description:

The Ambrosia Reliance Gene only appears if you have More Drug Genes or More Biotech Style Genes enabled.
月羽狐 8 Jul, 2024 @ 4:18am 
The ambrosia reliance gene is missing
Alite  [author] 23 Jun, 2024 @ 4:15am 
Glad to hear it's working now! Let me know if another issue pops up.
Rotrules 22 Jun, 2024 @ 4:23pm 
Thank you! The hediffs no longer disappear. I am grateful!
Alite  [author] 12 Jun, 2024 @ 5:49am 
It should be fixed now. Turns out one of the mini-updates for Rimworld added checks in areas I didn't expect, but I've corrected the issue. If you still have problems try unsubscribing / resubscribing to the framework followed by a verify file integrity if you want to be safe.
Alite  [author] 9 Jun, 2024 @ 10:41am 
I don't think I've encountered that issue before. I'll have to test it on my system to see if one of the RImworld updates broke something.
Rotrules 9 Jun, 2024 @ 9:57am 
The dependency hediffs keep disappearing near instantly from all pawns who have said hediffs. The error logs did not show why the dependency hediffs keep disappearing.
Shameless Instigator 13 Mar, 2024 @ 9:05am 
Thankyou!
Alite  [author] 11 Mar, 2024 @ 4:03pm 
The Ambrosia Reliance Gene only appears if you have More Drug Genes or More Biotech Style Genes enabled. I set it up this way because I figure if the user doesn't have one of those installed then they probably aren't too interest in ambrosia genes in general.
Shameless Instigator 11 Mar, 2024 @ 3:51pm 
All the genes are showing up except the ambrosia one is this a bug or did it have to be taken out? thankyou in advance
Alite  [author] 12 Jan, 2024 @ 5:49pm 
I think Big and Small Gene has a dedicated carnivore gene that would make your pawn only able to consume meat. This meat dependency only requires the pawn eats raw meat on occasion.
evil yaoi wizard 12 Jan, 2024 @ 3:02pm 
I was wanting a carnivore gene set. thanks so much!