边缘世界 RimWorld

边缘世界 RimWorld

Expanded Biotech Style Abilities
43 条留言
Alite  [作者] 10 月 7 日 上午 6:34 
Just realized I forgot to specify in my note about the 1.5 spam that it only applies to non-player pawns. Player pawns will still require a manual cast happening once to be able to auto-cast smoke cloud, but still have the safeguard against spamming it afterwards
Alite  [作者] 10 月 7 日 上午 6:29 
Fixed a bug where pawns with smoke cloud couldn't autocast it if it had never been manually cast before. For those still using 1.5, this will mean that they will spam it as this fix required some C# work that only exists in the 1.6 version of the framework.

As usual, if you encounter errors or unexpected situations, verify file integrity and force steam to reinstall this mod and the framework as Steam may have failed to properly update or install your version.
Melon 9 月 27 日 下午 2:29 
Wow thanks
Alite  [作者] 9 月 27 日 上午 6:15 
After a bit of work, I managed to convince the AI to stop randomly casting the following AoE abilities without any enemies around them so often:
- Chemburst
- Blinding Luminescence
- Disorienting Screech
- Startling Screech

If you get errors or NPCs are still consistently casting those abilities without a nearby enemy target, verify file integrity and/or force Steam to redownload this mod and the EBSG Framework
Alite  [作者] 9 月 25 日 下午 2:14 
Weird. I'll have to see if I can pull some C# shennanigans to stop that from happening
Melon 9 月 23 日 下午 7:06 
Yeah I just had a pawn autocast it from a friendly caravan. There were no enemies around. I'll just disable npc use for now.
Alite  [作者] 9 月 20 日 下午 7:24 
The ability is marked as hostile, so outside of completely disabling their ability to cast it, I wouldn't know of a way to prevent that. In theory, they shouldn't be able to view non-enemies as their primary target though unless something really weird is going on in the vanilla code that I'm not aware of. They might fail to notice that their allies are also in the radius, but it shouldn't be picking them as the primary target
Melon 9 月 20 日 下午 6:59 
Is there a way to make enemy pawns with the screech abilities not count their fellow raiders as viable targets for <ai_SearchAOEForTargets>True?
Melon 8 月 24 日 下午 1:48 
Yeah I've had issues with steam updates before but it's never actually missed an update between two mods that got a new version at the same time before. Really wish steam just had an "update mods" button somewhere to solve this. Or ya know, just update the mods when I have nothing running instead of doing nothing.

Anyway thanks for the help. Keep up the great work.
Alite  [作者] 8 月 24 日 下午 1:39 
Ahh, I didn't think that'd be the case since Steam had just updated, but considering I've had games fail to validate immediately after a fresh download I probably should have. Glad to hear it works though
Melon 8 月 24 日 下午 1:31 
So I restarted Rimworld and it validated my files. It installed the latest EBSA with it and now it works. So basically steam sucks. ESBG and ESBA weren't updated at the same time for me.
Alite  [作者] 8 月 24 日 下午 1:00 
I just double-checked my edits over the past 3 weeks, and none of them should be capable of removing ability gizmos. I don't think any of those mods would cause it either though, including AG in this case since Sarg didn't edit anything that could cause that. Do any of them pop up in the pawn's bio tab? If not, could you download this version of the framework [github.com] to see if the issue persists
Melon 8 月 24 日 下午 12:39 
Unfortunately I haven't been able to get any errors in my log other than one from BetterInfoCard when trying to pull up the description of the genes effects. Seems unrelated.

The only other mods that updated in that time frame are:

Det's Xenotypes - Half-foot
Rimworld: Soundscape Enhanced (Sound mod)
New Anomaly Threats (Anomaly mod)
XML Extensions (Used for a research mod)
No Version Warning (Removes version warning tags)
Alpha Genes (Since this and EBS are both gene mods maybe this is related)
Regrowth 2 (Terrain mod)
House Sanguin 1.6 (Faction)
Vehicle Framework

So other than perhaps Alpha Genes interfering somehow, I don't know what else it would be. This isn't my whole mod list by any means, but it was working fine yesterday. I'm going to run a test with just EBSA and see if its working.
Alite  [作者] 8 月 24 日 下午 12:27 
Weird. Only one of the genes in this have a special class, and none of the abilities have anything that would change how their gizmos work. Did anything pop up in the log, and if not did you have any other mods that updated in the past week or two?
Melon 8 月 24 日 下午 12:17 
Yeah the genes are still there but I can't use them. I've tried removing and adding the genes and nothings working. It was working yesterday before my EBSG Framework was updated.
Alite  [作者] 8 月 24 日 下午 12:08 
I've read both, and nothing in my update should've been capable of removing gizmos. Are the genes still there?
Melon 8 月 24 日 下午 12:07 
Gonna repost this here because I'm not sure which one will get read first but the latest EBSG Framework update made all of the ability gizmos disappear
InertialMage 6 月 5 日 上午 10:23 
Thanks a ton, ill test it out, but all of this is very nice, nice mod. i had balancing issues with my mods as well lol
Head 6 月 5 日 上午 7:11 
Cool mod!
Alite  [作者] 6 月 5 日 上午 5:47 
I discussed it with some people, and have been informed that my lack of prisoners in all my colonies gave me a very skewed view on that one. I've dropped the steel output from 50 to 25. The infographic won't be updated for a bit until the artist who made them is available, but it should already be changed in-game.
InertialMage 6 月 4 日 下午 11:36 
is it possible for hemo-metallize to have a higher cost or something? 50 steel feels like a lot for 50 hemogen, but if you disagree, if you're fine with it i can make a patch of my own for my own sanity
Alite  [作者] 5 月 6 日 下午 5:06 
That definitely is a bug. I'll get that fixed as soon as I can.
Vartarhoz 5 月 6 日 下午 5:04 
Hemometallize can't be used if pawn is "incapable of violence" should be a bug.
Joselito 3 月 29 日 上午 4:57 
Alite, the best <3
The Lord Pootis 1 月 18 日 下午 8:28 
Something interesting I thought of but idk how hard it would be to implement but what about the blood spew ability being able to kind of "synergize" with special blood genes, namely ones from alpha genes which would make the blood spew ability gain the properties of the user's special blood type if they have any? Since the ability is basically them spewing out the blood from their body, I thought it would be kinda cool but granted i'm no modder myself so I'm not sure just how hard something like that would be to actually implement properly.
M 2024 年 11 月 17 日 下午 2:14 
lobes it :D and funny with this site full of animated avatars and profile backgrounds now hahaha cheers
Alite  [作者] 2024 年 11 月 17 日 上午 8:34 
I have no clue. I don't know what that is, or how it gets their abilities, but my guess is that if it adds genes directly, then it will add them, otherwise it won't.
Average Genestealer 2024 年 11 月 17 日 上午 8:16 
Can these abilities be gained through the VRE Sanguophage invocation matrix?
Опарыш мощный 2024 年 11 月 17 日 上午 6:04 
Amazing one!
waczko 2024 年 11 月 17 日 上午 3:46 
Very fun modpack i lobe it
MagicRobo 2024 年 11 月 16 日 下午 6:22 
i lobe this mod
Endoskeleton_Jim 2024 年 11 月 16 日 下午 4:14 
I lobe the fix
Alite  [作者] 2024 年 11 月 16 日 下午 3:39 
Fix has been uploaded. Due to the way that Rimworld handles hediffs, any pawn in a save that has one of the messed up hediffs will need to have the ability cast on them once more for the timer to properly start. Alternatively, the messed up version of the hediff can be removed via Dev Mode (activated in the options menu), or through the character editor mod.
Alite  [作者] 2024 年 11 月 16 日 下午 3:28 
Looks like I just forgot a bit of code that makes the hediff know it needs to go away. I'll have a fix uploaded soon.
Melon 2024 年 11 月 16 日 下午 3:13 
Deadened Nerves is last way longer than 2 hours for me. Might be a mod conflict though, as always.
wheatlite 2024 年 11 月 16 日 上午 10:14 
Lobe this!
Endoskeleton_Jim 2024 年 11 月 15 日 下午 12:20 
Lobe it
Dr Jimothy 2024 年 11 月 14 日 下午 12:43 
This is awesome!
Noobersin_ 2024 年 11 月 14 日 上午 9:01 
no way! he lobes it!!!1
SoakieCat 2024 年 11 月 14 日 上午 3:32 
he lobes it
kenjibruh28 2024 年 11 月 11 日 下午 6:59 
Nice lobe it!
chill 2024 年 11 月 10 日 下午 4:10 
hella cool
ShadowEater25 2024 年 11 月 10 日 下午 3:49 
good mod, I am surprised no one else commented yet