边缘世界 RimWorld

边缘世界 RimWorld

Elite Bionics Framework
782 条留言
pgames-food 11 月 16 日 下午 3:40 
cool thanks vectorial
BEAN 11 月 16 日 上午 9:10 
Yup, thats the one I've got installed.

I've been slowly losing my mind in debug trying to replicate the error, but so far everything from Callout is being resolved without any errors (thankfully).

I believe it is time for me to apply the very "responsible" fix of turning auto-open off until weird things start happening again. Sorry for any confusion!
Vectorial1024  [作者] 11 月 16 日 上午 7:12 
@BEAN

I thought this bug was already fixed on Callout's side? Since 1.6 Callouts should be using a dynamic method to detect whether EBF is loaded and work accordingly.

For sanity check, I am referring to this https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3552812111
BEAN 11 月 16 日 上午 6:23 
Heya, quick question; is the 1.6 version of Callouts compatible?

I'm occasionally recieving error messages that read "Elite Bionics Framework has detected a mod using the unmodified GetMaxHealth() method", and the mod detected is 'CM-Callouts'. A pretty minor bug
Kane526 11 月 16 日 上午 6:10 
Ahh, so I should make the suggestion to the developer of Integrated Implants. Thanks for clearing that up, apologies.
Vectorial1024  [作者] 11 月 16 日 上午 6:08 
@Kane526

EBF has enabled other mods to provide HP buffs for many years, but it's on those other mods to provide the buff numbers. EBF is here to add up the numbers and apply the final "total" buff.

Right now there should be numerous code examples here and there for how to do HP buffs. eg look at the numerous mods in the Known Dependent Mods section.
Vectorial1024  [作者] 11 月 16 日 上午 6:05 
Kane526 11 月 16 日 上午 5:39 
Integrated Implants also has some Archotech stuff like an Archotech Spine and Heart that Elite Archotech would need to add, if you are considering doing anything with Integrated Implants.
Kane526 11 月 16 日 上午 5:27 
Would it be possible to allow mods from Integrated Implants to also give HP buffs?
pgames-food 11 月 9 日 下午 10:08 
hi can i check if theres any known issue with using the Immortals mod?
i keep getting these in a loop:

"System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE]
at Immortals.Immortal_Component.TickLivingImmortal (Verse.Pawn pawn, System.Int32 tickMult) [0x00407] in <0e2efd90d0a44649ae0b05b6b29f5ca7>:0
- TRANSPILER rimworld.v1024.ebframework: IEnumerable`1 EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal:Transpiler(IEnumerable`1 instructions)
at Immortals.Immortal_Component.GameComponentUpdate () [0x00192] in F:\Steam\steamapps\common\RimWorld\Mods\Immortals\Source\Immortal_Component.cs:162
at Verse.GameComponentUtility.GameComponentUpdate () [0x00017] in <46372f5dadbf4af8939e608076251180>:0
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 6D0322DE] Duplicate stacktrace, see ref for original"
smecheriepetraseu 10 月 14 日 上午 7:46 
my bad brother thx for the quick reply
AbsoluteGato 10 月 13 日 下午 11:04 
@Vectorial1024 thank you for the swift answer! no more lethal damage treshold mod owner said it wasnt from their mod as far as they know and it looks like void mod only add a new faction, not changing uranium slug turret damage whatsoever
guess that leave me with aotc and aotc:pinnacle of creation
i will wait for the mod owner's answer while testing stuff
thank you again
Vectorial1024  [作者] 10 月 13 日 下午 9:55 
@smecheriepetraseu

Sounds like *not* a EBF problem; see No More Lethal Damage Threshold:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2657551690

------

@AbsoluteGato

From what I read, uranium slug turrets can be really powerful oneshotting pawns; also see above.
AbsoluteGato 10 月 13 日 下午 6:16 
@Vectorial1024 hey, thank you for answering! the slug turret i was talking about is the uranium slug turret from vanilla game, sorry for not being very clear! i was attacking a void faction base when one of my best pawns was shot on his torso that took 1/4 of his total health
smecheriepetraseu 10 月 13 日 下午 12:08 
I have the same problem as AbsoluteGato specifically with the Zenith bionics the total damaged dispersed over the pawn bionics is around 91 to 100 points and results in near death, and that should not happen the bionics have around 1500 to 2500 points of available damage that can take
Vectorial1024  [作者] 10 月 13 日 上午 8:08 
@AbsoluteGato

I am unfamiliar with the V.O.I.D. mod, but is it possible the slug turret (which mod?) have been dealing 25% max HP amount as its damage for this whole time?
AbsoluteGato 10 月 13 日 上午 12:19 
ope sorry, i mean aotc, void, no more lethal damage treshold, and this mod
AbsoluteGato 10 月 13 日 上午 12:04 
hello, i need help with something. i have installed aotc, void, elite bionic framework, and this mod. one of my pawns have full zenith bionics that adds ton of multiplication to their health but when he got shot by slug turret, the damage took 1/4 of his max health...
so what is going on? he should have tons of max health due to zenith bionics but 1 hit attack from a slug turret that happen to hit him manage to damage him significantly?
Vectorial1024  [作者] 10 月 7 日 上午 5:20 
@汪大仙欸

Mod options -> Display HP diff in hediff name
汪大仙欸 10 月 7 日 上午 1:16 
Is there any way to set the HP increase (125%, 150%) behind the bionic body component to not display?
Vectorial1024  [作者] 9 月 28 日 上午 3:39 
Elite Bionics Framework does not deal with pawn fertility, and so far is not expected to cause fertility problems.
danzloblaha13 9 月 28 日 上午 2:28 
i quess the recursive fertility error is true ... just downlanded updated loads of my mods from 1.4 to 1.6 and this mod was one of new requirements between updates for quality bionic, after loading my fresh game i suddenly have neureted boi :steamsad::steamfacepalm:
艾许 9 月 22 日 上午 7:00 
red code:EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase EBF.Transpilations.Immortals.Transpiler_ImmortalComp_TickLivingImmortal::TargetMethod() returned an unexpected result: null
Simple put, this error means: A mod named "Elite Bionics Framework (EBF)" failed to load because it attempted to modify (or "Patch") a method in another mod called "Immortals", but failed to find the target method, causing the entire mod initialization process to crash.
Thetaprime 9 月 21 日 下午 5:31 
Fertility set to 0% on all pawns. Recursive fertility error. I'm sure this is a bad mod interaction somewhere, but haven't found it yet.
o0Zeke0o 9 月 7 日 上午 6:13 
@vectorial1024 SOS2 has archotech organs but they don't have extra hp with or without this mod installed at least not as of right now
Vectorial1024  [作者] 9 月 7 日 上午 5:07 
@o0Zeke0o

The Dead Man's Switch is now added to the list. Thanks for the report!

re SOS2, I actually don't quite understand for many years: does SOS2 add archotech organs that has extra HP? or is there something about SOS2 modifying body part HP that I don't know about? I kept getting "needs SOS2 compatibility" messages from many people for many years yet I just don't understand the situation.
o0Zeke0o 9 月 6 日 下午 1:16 
also SOS2 archotech organs don't seem to work rn with this mod, as in, it does nothing
o0Zeke0o 9 月 6 日 下午 1:14 
hey there author can you add this mod to the collections?

Dead man's switch (has these bionics)
-Mechaneural limbs
-Biosyntethic limbs

both are compatible with EBF, found myself while trying to patch it cuz i didn't know it was compatible

<comps MayRequire="V1024.EBFramework"> <!-- 部件血量加多少% -->
<li Class="EBF.Hediffs.HediffCompProperties_MaxHPAdjust" MayRequire="V1024.EBFramework">
<scaleAdjustment>0.75</scaleAdjustment>
</li>
</comps>
Thanatomorphose 9 月 5 日 下午 10:00 
For some reason, none bionic body parts have increased HP
Vectorial1024  [作者] 9 月 2 日 上午 8:38 
@睡不醒

Known issue. That's their problem. Also see https://github.com/Vectorial1024/EliteBionicsFramework/issues/81

This mod has already declared it does not work with Mechalit Core v2 (and also Cyber Fauna).

Either use this mod or Mechalit Core v2. Not both.
睡不醒 9 月 1 日 上午 11:54 
Elite Bionics Framework (EBF) conflicts with Mechalit Core 1.6. When both are active, only Mechalit Core 1.6 and its add-on/expansion mods take effect.
Vectorial1024  [作者] 8 月 26 日 下午 12:29 
The recent update should fix the error spam / lag fest when Quality Bionics Remastered is loaded. The underlying issue is as simple as "I forgor the patches". Hopefully, this should be the last update on Quality Bionics Remastered compatibility in the short term,
elĐeve 8 月 25 日 下午 8:27 
so if i ditch cyberfauna since it says incompatible and use a dog said with https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3554676828&searchtext=
if i need good parts on my animals
Vectorial1024  [作者] 8 月 23 日 上午 6:17 
Thank you all for the reports.

The error from EBFLegacy is now fixed.
Tensair 8 月 23 日 上午 5:56 
Same here. Didn't have these errors before.
Leeroyfreeman 8 月 23 日 上午 5:39 
Im getting similar errors thrown. Tested with just EBF loaded
Solpel 8 月 23 日 上午 4:21 
newest update on game startup throwing a couple errors, and no I don't have quality bionics, just epoe forked and medical system expansion 2.

Error while instantiating a mod of type EliteBionicsFrameworkLegacy.EBFLegacy: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Boolean EliteBionicsFrameworkLegacy.Patches.QualityBionicsRemastered.EBF_QualityBionics_CollectTypes::Prepare()
Vectorial1024  [作者] 8 月 21 日 上午 7:48 
@Helixx247

This question does not belong here.
Helixx247 8 月 20 日 上午 10:23 
it keeps throwing an error : [Quality Bionics Remastered] Failed to apply quality ... to wood, anyway to fix this?
Vectorial1024  [作者] 8 月 20 日 上午 3:53 
Maybe DaLLaN knows about this side, maybe not, but I no longer care.

If they patch EBF just to cancel the dialog box but never bothered to fix their code (ahem Quality Bionics Remastered ahem), then once again, it really is on DaLLaN, and I shall stand vindicated.
Vectorial1024  [作者] 8 月 20 日 上午 3:49 
At first glance EBF does not deal with consciousness.

Also, from what I can read at their GitHub repo, the Consciousness Patch code is written in a way which is arcane (AI generated?). Compatibility cannot be confirmed.
L. Velociraptor 8 月 19 日 下午 5:01 
@Vectorial1024 -- I don't have a horse in this race, so-to-speak, but I did notice that DaLLaN seems to be back. Mechalit Core and Cyber Fauna were both updated to 1.6 and the boilerplate message was removed. It does look like there were some changes on DaLLaN's side though, so maybe a patch isn't needed any more?

That's it. Just wanted to inform you if you were not already aware. I hope folk respect your decision, regardless of what it is. :p2cube:
Astraos 8 月 19 日 上午 10:14 
@望月 is that why they go so high for me? I ended up removing conciousness patch cause of it lol
choi4624 8 月 19 日 上午 8:02 
This is last reason that I use hugslib. now removed :D
望月 8 月 19 日 上午 8:02 
EBF will change the status of the "Breathing, Bloodpumping and Blood filtration" of the mod "Consciousness Patch" by more than 100%, which will cause the values to become very exaggerated.
EBF会将“Consciousness Patch”这个mod的“Breathing, Bloodpumping and Blood filtration”的状态改变超过100%,这会导致数值会变的非常夸张。
Vectorial1024  [作者] 8 月 18 日 上午 9:41 
Also, I think removing DaLLaN's DLLs have the potential risk of losing all prior DaLLaN's bionics because the bionics from the save files will fail to find their correct definitions, but I could be wrong here.
Vectorial1024  [作者] 8 月 18 日 上午 9:33 
I haven't been able to reply until now.

I will only add to the discussion on DaLLaN that I have been too busy for too long to actually implement the changes at the correct timing. I stand by my decision. The correct timing to remove support is when RimWorld 1.6 came out, but I was too busy.

Re Quality Bionics Remastered, there is actually a planned 2nd look at the compatibility. I will try to get to it asap.

I will not apologize for removing support for DaLLaN's mods because that is a right move, but I will instead apologize for failing to think of a good way quick enough for other mods to programmatically provide max HP buff data to EBF. This has missed my mind for many years wondering why adoption of EBF is not high enough when seemingly the pathway should be there (it was never there).
red 8 月 18 日 上午 8:12 
@Vectorial1024 : Am I understanding you correctly that you made this decision because it was implied that those mods would never be updated, but then did not implement this action until after they actually had been updated?

So there's no technical reason here, you're just upset that the creator of that mod had a grievance with Ludeon?
ColKev1 8 月 17 日 下午 10:09 
Hypothetically speaking if you wanted to use this mod with Mechalit Core, you could make a local copy of the mod and delete every instance where the comp <li Class="ProthesisHealth.HediffCompProperties_PartHitPoints"> is used in HediffDefsMechaProt.xml then delete the assembly folder with contents and then change the packageID and name in about.xml. Of course this is completely hypothetical and I would not advise doing it.