RimWorld

RimWorld

522 ratings
Community Framework
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
147.696 MB
25 Aug, 2021 @ 10:25pm
2 Nov, 2024 @ 3:51am
8 Change Notes ( view )

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Community Framework

Description
The Community Framework is a framework that gives more power to modders that use XML. It has multiple features made by the community, for all of which the documentation can be found on GitHub, right here:
https://github.com/ISOR3X/communityframework/wiki

Have you ever wrote a small bit of C# code that could be useful to others, but wasn't really enough to justify making a mod for? This is exactly the reason the Community Framework was created.

Submit your code, have it checked by other coders and have it added to this mod!

If you're interested in having your own code added, check out the introduction on the framework's GitHub repository:
https://github.com/ISOR3X/communityframework/wiki/Adding-your-code

Community Framework was started by ISOREX#8779, and is currently maintained by Turnovus#7761.
81 Comments
Turnovus  [author] 11 Jul @ 7:50am 
@Ygdrad
A functional 1.6 build has been made, but I want to migrate to the new TickInterval system introduced in 1.6 before releasing it.

You can download the development branch from GitHub if you want to want to update your own mod before the official release is ready.
Ygdrad 11 Jul @ 7:45am 
Obligatory "1.6 when?" :P
Thanks for the great work, my own mod wouldn't be possible without it.
Scorpio 4 May @ 2:55am 
CF.HatcherExtension is gone?
Turnovus  [author] 7 Mar @ 6:59pm 
@Punful Guy
The CF's sole goal is to provide broad functionality for modders, and does not claim to improve performance or stability.

With that said, invoking any Harmony patch does come with a marginal overhead. Reducing the number of individual Harmony patches on high-volume methods could lead to a minute increase in performance, though I'd expect the effects to be negligible at best.

Reducing the number of Harmony patches can also provide better stability, as there are fewer third-party methods fighting each other over how the program should behave.
Punful Guy 5 Mar @ 8:27pm 
Are these patched methods actually more efficient with this mod? As in with enough mods this would actually increase performance by cutting unnecessary calls?
Tleno 29 Aug, 2024 @ 6:12am 
Hey could it be possible to make a request?

Like Output or Recipe Worker that randomizes output so spending consistent resources crafting you randomly get one of multiple defined objects instead of one specific?

Or what about randomization to glower class so object starts off with one of random glow colours instead of predefined?
Fighting Pirate 30 Mar, 2024 @ 2:51pm 
Thank you for updating this! This framework has been a really helpful tool. Glade to see it still being supported for 1.5.
Oddbase 22 Feb, 2024 @ 2:46pm 
hey you think you would be able to make it so the slavesuppressionoffset stat actually works with hediffs?
Turnovus  [author] 13 Feb, 2024 @ 9:20am 
@dinhkhiem199833
I was worried that this might be the case, I will start working on a fix for it.
Kaden Ha 12 Feb, 2024 @ 9:30pm 
Is it intended that comps that's added through CompsToAddWhenStuff is NOT saved? I tested with the self repair comp on doors, as they have Normal tickertype, then save and reload, the comp disappeared. They stopped healing and the extra inspection also gone.