RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5
File Size
Posted
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3.077 MB
12 Dec, 2023 @ 12:34pm
6 Jul @ 11:32am
49 Change Notes ( view )

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EBSG Framework

In 2 collections by alite
Alite's Gene Mods
11 items
Expanded Biotech Style Genes
25 items
Description




This framework contains all the C# that I made that can be utilized for broad purposes. While it mostly contains 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 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. Important note, the code from SHG also still has an SHG equivalent, but there is no guarantee that they will act the same as those ones are intended solely for SHG and any mods that have it as a dependency.

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 tags.
- 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)
0
22 Dec, 2023 @ 6:50am
PINNED: Share your mods here
alite
83 Comments
Heroyne 8 Jul @ 4:02pm 
@alite I'm sorry for the late reply (me too), i never had the notification of your answer. I'll inform redmattis and see if he can do somethin' about it.
Thx again !
alite  [author] 26 Jun @ 7:12am 
New update with a bunch of stuff, but very little to actually say:
- Added a gatherer spot comp : Not to be confused with gather spot, this allows you to create buildings where people can start "gathering" things from the surrounding area, allowing for the creation of new resources from seemingly thin air by wandering around the building
- Think Tree Stuff : This time without that weird bug. This stuff is intended to make it a bit easier to set up auto-casting abilities for both colonists and non-colonists. The wiki has a guide for some basic think tree setup (regardless of whether you use the framework) [github.com].
alite  [author] 20 Jun @ 4:59am 
That's an interesting idea. I'll have to play around with it for a bit to see what I can do.
killer_bug 17 Jun @ 11:45pm 
how about hediffs that spawn items at certain severities or when they end
alite  [author] 17 Jun @ 11:51am 
All of it should be removed at the moment. If you still get the error please make sure to force steam to get you a new copy of the framework. Thank you to the three people who I accidentally turned into testers for a while. I'll see if I can replicate the bug on my end now that I have more specific things I can try.
alite  [author] 17 Jun @ 11:19am 
Weird. I'll make a quick update that'll remove the problematic xml. Not sure why it would be throwing those errors, but I'll try running through some doors and having a psylink to see if I can replicate it on my system.
ChemicalBacon 16 Jun @ 4:00am 
Same issue as below, not always replicable but it also happens on a specific pawn who has a natural psylink. My log is identical to the one below also.
6262soudai 14 Jun @ 9:59pm 
Oh I found something about this problem, seems like this happens every time when I clicked the draft button at the same time as pawn tries to open the door while doing some works or jobs.
Here's log. https://gist.github.com/HugsLibRecordKeeper/576ab112916a5a540ac3288557f3aeca

This is really weird, if you surely say this mod is not using the method, why this mod name appeared every time on the log?
6262soudai 14 Jun @ 9:37pm 
I got an same issue as @Tal'Raziid sometimes, but I don't have CAI 5000. So that guess might be incorrect I assume. And most annoying thing about this is "sometimes" occurring. I have totally no idea this is caused from other mods or not. So replicating the issue is probably pain in the neck, keep it up.
Tal'Raziid 13 Jun @ 11:15pm 
Forgot to reply, @alite, but thank you, ill try that