边缘世界 RimWorld

边缘世界 RimWorld

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Hauts' Framework
   
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Mod, 1.5, 1.6
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更新日期
6.486 MB
2 月 7 日 上午 8:15
10 月 1 日 下午 5:35
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Hauts' Framework

描述
For 1.5 or 1.6. Safe to add mid-playthrough; do not remove mid-playthrough.
You don't need the following mods, but if you have them, they must go...
* Above Hauts’ Framework: Cybernetic Organism and Neural Network, Infused, Vanilla Psycasts Expanded.
* Below Hauts’ Framework: Integrated Implants, as well as any Hauts' mods.

What this framework does
Makes other Hauts' mods work. Does not directly add content for the player to experience, but adds many many modding tools, such as:
- Ability comps that define AI usage of the ability, alter cooldowns dynamically, establish minimum stat prerequisites, or perform effects (alter Need levels, create a thought if the ability has/hasn't been used recently, create a 'linked hediff' between the caster and target, etc.)
- Aura hediffs that are more performant and customizable than the 'command auras' introduced in Ideology
- Hediffs that cause attacks and/or psycasts to have additional effects, such as extra damage, hediff infliction, thought infliction, mental state infliction, etc.
- Damage-response hediffs which occur in a customizable series; these can negate and/or retaliate to damage of various types
- A system for "delayed resurrection", as well as a fix that enables resurrected corpses that are on a caravan or in a grave to actually resurrect into that caravan/grave rather than just disappearing
- A wider variety of permit tools, such as permits that affect targeted pawns, drop items from specific categories, or the like
- And more!
Also comes with a lot of mod compatibilities.

See the full description here
https://docs.google.com/document/d/1JPPbfiRIpaFdsvDoyR8lXw8NIOJMn06b4gHt5069D2k/edit?usp=sharing

Known issues
(see Google Doc for more detail)
Issues with other mods:
- Character Editor does not play nice with traits that use the TraitGrantedStuff system. It can be used to safely add/remove these traits during a new-game setup, but if you use it to do so during the course of play, you need to follow it up by turning on dev mode, toggling on God Mode, clicking on the affected pawn, and pressing the pink “DEV: Fix TraitGrantedStuff” button.
- A pawn with a mechanitor command range-altering gene from Alpha Genes and another source of modified mechanitor command range will display two command radius circles. The white circle is the accurate one.
-While the 'spew range factor' stat can theoretically extend the targeting range of Alpha Genes' Greater Acidic Vomit and Greater Fire Spew beyond 40 cells, the actual vomit only travels up to 40 cells.
- The max hemogen stat of EBSG Framework overrides any GeneticResourceModifiers that modify a pawn's max hemogen.
Don't do these:
- Don’t make InflictHediffsOnHit inflict a directly damaging hediff (e.g. an injury like Crush or Burn). This will lock the victim in place indefinitely, cause the UI to disappear, and potentially pause the game indefinitely. Use ExtraDamageOnHit instead.
- Don't give a parent-hediff HediffComp_GiveAbility, as it won't work. Instead, assign it to the actual hediff(s) it's being used by.

FAQ
I’d like to report an error.
Please read the Google Doc before reporting - it may be an intended feature! If it isn’t, send me a description of what happened, your error log, and your mod list. If you don’t send these things, I will not be able to fix your problem.
Can I make a patch of your mod?
Go right ahead! If you need something in the C# to be opened up without resorting to reflection, ask and I’ll consider it.
Why does this require the Vanilla Expanded Framework?
Given that…
1) VEF has a lot of good tools; and
2) you probably already have VEF (>half of all mod-using RimWorld players have it); and
3) if I didn’t use VEF, I would have to recreate the functionality of its many tools that I do use in my mods …
… not using it would be a waste of my time, your computer’s memory, and your game’s performance.
Why did you make <thing>?
I need it for multiple mods, or I need it for one mod and may wish to reuse its functions for future mods.
Why did you tweak <thing from the Fixes/tweaks list>?
It saddens me that those things aren’t fully functional, and I do not long suffer sadness.
Why did you make your own aura code instead of just using Ideology aura code?
Mine is 15x as performant while surprisingly retaining the same level of effect in 99.99% of cases - Ideology command auras iterate every tick, whereas mine only do so every 15 ticks by default.
Mine is way more moddable in XML, and way more extensible in C#.
Basically every 'aura' effect in RimWorld is handled via bespoke code, when unifying them all under a single methodology is much more elegant. I make a lot of auras for my mods, so...
Why do you name all your mods after yourself?
Lots of modders do it. When I download a mod from Vanilla Expanded, Dubwise, Sarg Bjornson, LimeTreeSnake, Biomes!, FrozenSnowFox, or the like, I kind of know what I’m getting into because each of these creators has a distinct vibe and philosophy. It is liable to be the same with my mods.
Plus I have a really large ego. That keeps me happy.
Combat Extended compatible?
Never played with it, no idea how it works, not interested in spending the time to make it so.

Patch notes for all Hauts' mods
This includes pre-release patch notes as well, and should therefore largely be regarded as a curiosity.
https://docs.google.com/document/d/1Fylr2cnjV92d5j7U7qTki2S7RAUvpkMsxgsz9Ayoy1E/edit?usp=sharing

GitHub
https://github.com/LaserToothLiger/Hauts-Framework
31 条留言
Hauts  [作者] 9 月 16 日 下午 11:13 
@Kopp done. The nature of the patch requires that [SR] Realistic Ore Generation (Continued) be loaded above this framework.
Kopp 9 月 16 日 上午 11:22 
@Hauts
When loaded together with the mod "[SR]Realistic Ore Generation (Continued)" the LongRangeMineralScanner patch in Patches/SurveySpeed_Patches.xml fails.
The mentioned mod replaces the list entry "CompProperties_LongRangeMineralScanner" with "RabiSquare.RealisticOreGeneration.CompPropertiesOreScanner".
As you already did a conditional patch for another mod, maybe you are willing to do the same for the mentioned mod.
Kopp 9 月 16 日 上午 11:22 
<Operation Class="PatchOperationFindMod">
<mods>
<li>[SR]Realistic Ore Generation (Continued)</li>
</mods>
<nomatch Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="LongRangeMineralScanner"]/comps/li[@Class="CompProperties_LongRangeMineralScanner"]/scanSpeedStat</xpath>
<value>
<scanSpeedStat>Hauts_SurveySpeed</scanSpeedStat>
</value>
</nomatch>
<match Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="LongRangeMineralScanner"]/comps/li[@Class="RabiSquare.RealisticOreGeneration.CompPropertiesOreScanner"]/scanSpeedStat</xpath>
<value>
<scanSpeedStat>Hauts_SurveySpeed</scanSpeedStat>
</value>
</match>
</Operation>
JACK 8 月 28 日 下午 3:22 
thank you! my first time hearing about rimsort!
Hauts  [作者] 8 月 28 日 上午 10:39 
@JACK Rimpy has not updated since 2022 - in other words, it is two DLCs out of date. It sometimes makes mistaken calls, especially for mods as 'young' as this Framework or Integrated Implants. RimSort is more accurate about these things.
JACK 8 月 28 日 上午 8:01 
rimpy tells me this should be loaded before lts.i ... do you have any idea what that is?
Hauts  [作者] 8 月 16 日 下午 1:40 
@Halicade hi! Should be fixed now, so long as BGPS is above this Framework in your modlist.
Halicade 8 月 16 日 上午 8:54 
Hello! I get an error when this and the Better ground-penetrating scanner mod are loaded at the same time. Looks like they are replacing the class entirely. Log below
https://gist.github.com/HugsLibRecordKeeper/f9c36dda1de074f72e8289fda572c405
Hauts  [作者] 7 月 20 日 下午 9:37 
@mayonnaise happy to help. Unfortunately, I still wasn't able to replicate the issue with any of the listed relationship types (using various murder methods on a family of one gma, one gaunt, two single mothers, and a pair of children from each mother), using
1) just my mods
2) the error-implicated roster of mods applied to the same save file
3) a brand new save file using the error roster from the very start
4) or a brand new save file using the error roster from the very start, with Big and Small - Framework above Odyssey

Therefore, the actual culprit(s) are hidden elsewhere in your modlist, and whatever is causing the error occurs so far up the chain of logic that's supposed to occur on kill it can't be directly seen in the error log. Sorry.
mayonnaise 7 月 20 日 下午 8:16 
thank you! i appreciate you taking your time to help me out here :>