RimWorld

RimWorld

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Elite Bionics Framework
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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356.586 KB
24 Feb, 2019 @ 1:40am
31 Mar @ 4:06am
67 Change Notes ( view )

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Elite Bionics Framework

In 4 collections by Vectorial1024
Vectorial1024's RimWorld Mods
10 items
Elite Bionics Framework: Known Dependent Mods
18 items
Elite Bionics Framework: Known Compatible Mods
15 items
Elite Bionics Framework: Community Unification
11 items
Description
A common framework to change body part max HP, along with a bit of something else. Please check the changelog tab for the latest version.

Package ID: V1024.EBFramework

Quick Info and Compatibility
  • Requires HugsLib (warning should be given if you don't have HugsLib); place this mod below HugsLib
  • Visible Error Logs is strongly recommended to help with detecting bugs ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3248417388 )
  • Place this mod above other mods that require this mod
  • Using auto-sort, place this mod above Humanoid Alien Races
  • Safe to add to existing saves
  • Depending on whether there are any dependencies loaded, safe to be removed
  • Should have no problems with most other mods, see below for more info
  • Multiplayer compatibility: YES
  • RimThreaded compatibility: YES
  • GitHub repo link is here: https://github.com/Vectorial1024/EliteBionicsFramework
  • A mod for modders: modders can read adjusted max HP values for their calculations
  • A mod for all: unifies HP-boosting effects from various community bionics mods for compatibility reasons
Background, Overview, and Motto
Elite Bionics Framework is the child of the abandoned, never-released mod Elite Bionics (ELTE). In Fall 2018, the ELTE mod was drafted to bring competition into the bionics mod duopoly at that time: EPOE and RBSE. The selling point was that, while the ELTE bionics offer less body part efficiency, they instead provide max HP bonuses to them, mitigating the loss of HP caused by the usage of bionics (see https://ludeon.com/forums/index.php?topic=15704.0 for more details).

Unfortunately, with the lack of both drawing skills and the confidence of finding cooperation, the ELTE mod was scrapped; but to not let the programming effort go to vain, I have decided to refactor ELTE and release this mod instead as a tribute to the ambitions that went unfulfilled: to shape the Big Three of the bionics mod "market", and to become one of them.

The motto of Elite Bionics: they might not be as effective as others, but at least they last much longer than others.

Framework Description
Other modders may manipulate body parts through this framework. Currently, these manipulations are supported:
  • Changing max HP of body part (v1.0.0)
  • Changing melee attack damage of bionics (v2.1.0)
Note that, normally, when body part max HP is increased, the pain and bleeding rate will both also increase. This mod scales down the bleeding rate in order to avoid nonsensical instant-death situations due to instant-bleed-out.

However, pain levels are not touched to maintain balance. End users should aim for drugs, implants, or armor to reduce the pain of your soldiers/workers before and during battle.

Modders (and perhaps end users too) may refer and subscribe to Elite Archotech ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1744648077 ), another mod under my name, for inspiration and immediate usage.

There are some documentation on GitHub for modders too.

Known Issues and Latest News
  • This framework will throw errors if it detects any mod that tries to get the max HP of body parts without using this framework.
  • Uninstalling this mod may have problems: if, after uninstallation, your colonists have body parts where the injury magnitude is larger than the max HP (e.g. injury at 26, EBF part gives max HP = 35, but vanilla only gives max HP = 20), those body parts will very likely become destroyed. This is vanilla behavior.
  • 24 Dec 2021: Compatibility with Humanoid Alien Races now fixed (only for RW >= 1.3); Special thanks to RocketDelivery!
  • 2 July 2022: Compatibility with a whole bunch of other mods (e.g. Qaulity Bionics, Pawnmorpher) now fixed via Community Unification; refer to the Community Unification collection for more details
The GitHub Repo
Many things, including changelogs, non-Steam downloads, and issues, are on the GitHub repo of this mod. Link: https://github.com/Vectorial1024/EliteBionicsFramework

Credits and Legal Stuff
  • RimWorld belongs to Ludeon Studio. Some textures used as illustration above are from RimWorld assets.
  • Harmony is provided by pardeike.
  • HugsLib is made by UnlimitedHugs.
  • Mods in the Community Unification list are all made by someone else (except EBF, of course, EBF is made by me).
  • Thanks to Neceros and Bar0th for finding a patching bug and suggesting a more resilient solution to how this mod patches vanilla code
  • Thanks to RocketDelivery for solving the seemingly magical incompatibility with Humanoid Alien Races

Support and Donation
You are welcome to buy me some coffee at Ko-Fi to support my work!
https://ko-fi.com/vectorial1024

Conclusion
Please report bugs and error messages below!
Popular Discussions View All (20)
4
8 Jan @ 7:15am
Body Size Not affecting Max HP for parts
GUARD RUTSU
8
25 Aug, 2023 @ 11:59am
Mod not wirking, getting error
manlorn
13
21 Nov, 2021 @ 7:20pm
Found A Bug
Krystenix
679 Comments
azrazalea 10 hours ago 
Put up a PR on the github repository that fixes the debug actions issue. https://github.com/Vectorial1024/EliteBionicsFramework/pull/100
Jenny🖤 10 hours ago 
Mod seems to work fine for now with unofficial 1.6 hugslib
@DeathDisciple It might actually be a weird edge error with hugslib (applies both to outdated and unofficial 1.6) because I had the same issue and it did not stop until I disabled hugslib entirely
DeathDisciple 16 hours ago 
Using Harmony, all DLCs, Hugs unofficial and this mod blocks me from opening any debug menu https://gist.github.com/HugsLibRecordKeeper/5b84e863e1fb33489b489c654c09ab09

It doesn't happen if I remove EBF, not sure which one needs patching.
Vectorial1024  [author] 12 Jul @ 7:43am 
Again, looking at the error log, if there are problems, it feels like those are caused by outdated HugsLib but not this mod. In this case, try using the unofficial 1.6 HugsLib for the time being.
oscarmdsh69 11 Jul @ 1:26pm 
1.6 update coming?
Vectorial1024  [author] 11 Jul @ 11:40am 
Yeah, HugsLib is one problem. A lingering problem that kinda can be ignored, until now.

I was saying "no red errors" in the sense I can reach the main menu, and the errors are not from EBF. Some comes from HugsLib though.

Hopes and prayers HugsLib is actually updated to 1.6 in the coming week while I plan out what to do with my other mods.
Akarthus 11 Jul @ 11:23am 
With HugsLib not updated not even dev quick test will work lol. I was gonna see if my mod is OK with 1.5 version. Cheers.
Vectorial1024  [author] 11 Jul @ 10:42am 
XML patch mods generally do not need any changes even when the game updates.

C# code mods that depend on this mod (I think currently only Pawn Quick Info) should not need code changes as long as they are using the proper EBF code APIs (that's some technical details).

But, as per usual procedure, this mod will need to go through the list of supported C# mods to see if any of them are updated/broken.
Cringe Shaymin 11 Jul @ 10:02am 
If this mod works fine with 1.6 as-is, would that also mean that mods/patches dependent on this one would not need changes to work with 1.6 as well?
Vectorial1024  [author] 11 Jul @ 9:42am 
1.6 is finally out. No red errors. Things seem to look good. It should be fine to use this mod until I properly declare compatibility with 1.6.