RimWorld
239 értékelés
EBSG Framework
2
2
   
Díjazás
Kedvenc
Kedvenc
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Mod, 1.4, 1.5
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3.566 MB
2023. dec. 12., 12:34
okt. 13., 13:27
64 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
EBSG Framework

2 Alite készítette gyűjteményben
Alite's Gene Mods
12 elem
Expanded Biotech Style Genes
26 elem
Leírás




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.
Népszerű témák Összes megnézése (1)
0
2023. dec. 22., 6:50
KIEMELVE: Share your mods here
Alite
100 megjegyzés
Alite  [készítő] okt. 13., 13:35 
Bigger update today:
- Coma Rest Genes : A system for making genes that act similar to Deathrest without requiring unique C# every time
- Limited Charges : Thing Comp that can be attached to any equipment to grant abilities with a limited number of charges. These charges can't be replenished, and you have some options on what occurs when they run out
- Spawn Humanlike : Hediff comp that allows for spawning humanlikes at varying stages of development with some options for how the xenotype is handled
- Type Specific Damage Stats now have weapon versions that can be added to statBases to multiply the damage dealt to certain enemy types
- Flexible Conditional Stat Affecters : A bunch of new Conditional Stat Affecters that allow you to enter the values to check for in the condition. For example, you can make a gene that only provides bonuses while the pawn is in light levels from 30% to 70%, or only while certain weather conditions are active
Alite  [készítő] szept. 20., 10:28 
Got another small(ish) update for everyone
- Genetic Romance Chance can now check for multiple stats at once
- Ability validator can check for roofs when checking the rain/snow rate
- Burst and Blast attacks can now use effecters
- Push Target : New ability comp to move targets around without teleportation
- Think Tree Stuff now includes a conditional checking for nearby pawns in the same faction, and a job giver that causes any ability that uses CompAbilityEffect_WithDest (like teleportation or push target)
- Create Items (Hediff) : Spawns items below or near the pawn on certain intervals, on removal, and/or on death. Includes options for setting the hediff severity required for specific spawns, and various options that allow for some randomness
- Spawn Baby Thing Comp : Causes the thing to create a new baby at the end of the interval. Wiki page for this is still a work in progress at the moment, so please check back in 3-24 hours
Alite  [készítő] szept. 11., 5:24 
I fixed a bug with the recreation rise rate stat, and fixed a typo in the name of the terrain conditional stat affecter. If anyone happens to be using that conditional, they will need to update the class in their xml to ConditionalStatAffecter_Terrain
Alite  [készítő] szept. 5., 13:14 
Do you mean Expanded Archite Genes, or are you referring to a different mod? Expanded Archite Genes doesn't contain any C# since it relies on this mod for it, so I'm assuming it's a different mod.
Aduro szept. 5., 7:11 
It was the Archite Expanded mod.
AoKuang szept. 5., 5:27 
Not that I could see, all the errors I had were minor ones from other mods. I believe it has to be a compatibility issue but even eliminating the obvious mods that edit context menu didn't fix it. I will keep testing and if I figure out whats causing it I will reply. Thanks!
Alite  [készítő] szept. 5., 5:00 
I haven't messed with anything that would mess with someone else's right click menus. Does it create errors when it fails?
AoKuang szept. 5., 4:08 
Not sure why but for some reason your mod breaks my context right click menu. I have tried loading it in many different spots from first to last. I never would have thought it was this mod as it clearly doesn't do anything to the context window correct?
Aduro aug. 26., 8:11 
Haven't been having issues with it until recently.

I've been slammed with a ton of red errors. Here's the error Log. https://gist.github.com/HugsLibRecordKeeper/f153049a32d7ed64d7abddc55e333aed

Because I'm pretty sure it's coming from EBSG.
Alite  [készítő] aug. 16., 11:07 
Added a Terrain Conditional Stat Effecter, which allows for changing stats based on what type of terrain the pawn is standing on, from a generic in/not in water to something far more specific, like a move speed penalty in any water that isn't swamp, or a move speed boost in any type of water plus wet lands like marshy soil. Multiple can be added to the same gene for more in-depth effects