RimWorld

RimWorld

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EBSG Framework
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.452 MB
12 Dec, 2023 @ 12:34pm
10 Jul @ 11:36am
106 Change Notes ( view )

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EBSG Framework

In 2 collections by Alite
Alite's Gene Mods
13 items
Expanded Biotech Style Genes
26 items
Description




This framework contains all the C# that I made that can be utilized for broad purposes. In addition to the 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 many 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.

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 options.
- 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.
- 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.

If you encounter a bug, please make sure you force Steam to redownload this framework and verify file integrity to ensure Steam has not been skipping updates again. If the issue persists, feel free to make the report below, but if there are errors or warnings in your log, send the entire log rather than just that specific bit as those individual bits can often be missing a lot of required context.


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.

The preview and mod icon were made by Elseud

SmartKar allowed me to take a bunch of stuff from the Athena Framework

Matsay helped create some of the comps in this framework

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]
Popular Discussions View All (3)
2
29 Jun @ 8:24am
PINNED: Share your mods here
Alite
246 Comments
Alite  [author] 10 Jul @ 11:52am 
Glad I could help. Turned out I had most of that code already set up, I just needed to add a couple wires to link it
Lored 10 Jul @ 11:46am 
@Alite That was insanely fast, huge thanks for the work!
And sorry for bugging you :GhostFlowerHappy:
Alite  [author] 10 Jul @ 11:37am 
Evolving genes have gained the complexSkillRequirements tag, and comps that use the prerequisites tag have gained the skillRequirements and complexSkillRequirements tags
Alite  [author] 10 Jul @ 11:23am 
That's a good point. I also just realized I forgot to add skills to my normal prerequisites tag, so I'll work on updating those as well.
Lored 10 Jul @ 10:27am 
@Alite Huge thanks for adding those new options it really makes modding so much smoother!
Also, just a thought, maybe it’s worth expanding the <skillRequirements> setup a bit? Skills don’t have as much flexibility as Hediffs or Genes right now. Something like <hasAnyOfSkillRequirements> could be super useful!
Alite  [author] 10 Jul @ 9:48am 
Made some minor updates over the past few days:
- Severity Setters should hopefully be using the interval stuff better now
- Evolving genes gained options for handling multiple evolutions
- Alter Xenotype on Use by Severity gained initialSeverity to allow certain xenotypes to start later in the process
Lored 8 Jul @ 7:40am 
@Alite That's awesome, thanks a lot! Really looking forward to it, this will help a ton with a couple of ideas I’ve been working on for my mod :slimetabby:
Alite  [author] 8 Jul @ 5:35am 
It wasn't designed that way, but I like the idea so I'll tweak it some really quick to make it possible.
Lored 7 Jul @ 2:05pm 
Quick question. is it possible to make Evolving Genes work without replacing/removing the original gene when the condition is met? Like, can we keep the original Evolving Gene and get the new one after the trigger?
Alite  [author] 4 Jul @ 12:01pm 
Probably