RimWorld

RimWorld

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Vanilla Expanded Framework
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
9.072 MB
15 Mar, 2020 @ 10:43am
1 Jan @ 7:00am
452 Change Notes ( view )

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Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
105 items
Vanilla Expanded - Empire playthrough
148 items
Description


Vanilla Expanded Framework incorporates a multitude of functionalities for different mods in order for us to boost performance by not duplicating code across several mods. Examples of shared functionality include custom base generation code with an amazing building export tool, customisable sieges, faction-based pack animal textures, faction based apparel colouring system, Orion’s Faction Discovery revamped and improved, Item processor code, shields, and many, many others.

If you see a mod with a following banner in the description:

That means it requires this framework.

Orion's Faction Discovery?

Yes! We have negotiated a deal with Orion and included his Faction Discovery mod within Vanilla Expanded Framework. Now, if you decide to add a faction to an existing playthrough, upon loading up the save you will have an option to spawn it's settlements and define how many of them you would like to spawn, as well as how far away from the player.

Faction cap removal?

Yes! This mod removes the 12 faction cap introduced in 1.3. You can now have infinite amount of factions in your game!



Disabling Atlas Caching?

Yes! By default, this mod disabled Atlas caching from 1.3 onwards. This means that texture quality will significantly improve. If you notice any significant performance impact, this feature can be disabled in mod options!

Wiki: https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki



Q: Is this mod necessary to run other Vanilla Expanded mods?
A: Yes. This mod contains all the code used with the other mods that are marked as requiring this framework. Running those mods without this framework will not allow you to play them.

Q: Which position in the mod loader should this mod take?
A: This mod should be loaded BEFORE other mods, as close to Core as possible.

Q: Is this mod compatible with other mods?
A: Yes, it’s a framework, and it is compatible with every other mod. For known issues please see the known issues section of this mod description before commenting.

Q: Can this mod's functionality be used in other mods?
A: Yes, and we are working hard on making a solid documentation. You are allowed to make your own mods based on this framework as long as you mark this framework as a required item.

Q: Can I take your code and put it in my mod?
A: No. The reason we made this framework is to avoid just that: if we were to use the same code in two different mods, it would cause performance issues that would cascade into errors.

Q: Is this mod compatible with Faction Control or Empire mod?
A: We made sure it is!

Q: Compatible with Combat Extended?
A: Yes.

Q: What does this mod actually do?
A: If you’re not running any other Vanilla Expanded mods, this mod serves as Faction Discovery mod as explained above.

Q: I pressed to ignore a specific faction but I want it to spawn after all. How?
A: You need to edit your save file, remove the "ignoredFactions" part.

Q: Where are the changelogs for this mod?
A: They are all in the commit descriptions on GitHub. We won't put them on Steam as this is a framework that updates A LOT, and many of the updates are technical and completely irrelevant to the average player.



Please make sure your RimWorld is updated. We will not be troubleshooting not-up-to-date RimWorld logs.

[forms.gle]



This mod was created by a variety of modders:












Brrainz created the Harmony Patch Library which has made this series of mods possible.

NotFood has kindly provided the community with PatchOperationLoadDefsOnDemand.

RimWorld is owned by Ludeon Studios.

This mod is licensed under an Attribution-NonCommercial-NoDerivatives 4.0 International Creative Commons Licence (CC BY-NC-ND 4.0) (the "Licence").

Vanilla Expanded loves streamers. For the purposes of Section 8(c) of the Licence, streamers on Twitch and YouTube are expressly permitted to publicly perform using this mod for commercial advantage or monetary compensation, provided all other terms of the Licence are met (the "Residual Commercial Right"). Should the Licence be terminated at any point accordance with Section 6(a), the Residual Commercial Right shall also cease.

We encourage all the modders to utilise our framework in their mods! For the purposes of Section 8(c) of the Licence, Modders that create mods that depend on this framework (through marking this mod as a dependency) are expressly permitted to create commissioned mods with commercial advantages or monetary compensation, as well as accept donations on their mods, provided all other terms of the Licence are met (the "Residual Commercial Right"). Should the Licence be terminated at any point accordance with Section 6(a), the Residual Commercial Right shall also cease.



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Popular Discussions View All (1)
0
3
20 Dec, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
4,102 Comments
Sarg Bjornson  [author] 22 hours ago 
"Grammar unresolvable. Root 'r_deityType'" is a base game bug. You can get that without mods. It is however a warning, and warnings you can 100% ignore
Dimitrion 22 hours ago 
So after getting rid of medieval overhaul it launched fine without errors, did a worldgen, etc.
However It still throws a error about Deity
https://gist.github.com/HugsLibRecordKeeper/4961c0768ab1cc037e1fc6c226c85405
named: Grammar unresolvable. Root 'r_deityType'
Dimitrion 23 hours ago 
Alright after throwing all my mods out of the window, and eventually even to try without TTK i ended up with couple hugslib logs.
error with VFE only mods and ttk no float menu https://gist.github.com/HugsLibRecordKeeper/2de42e17ffdd8127984998baf3e724ef
error with VFE only mods and ttk on creating scenario https://gist.github.com/HugsLibRecordKeeper/47a08a9aaf2874a7df77574e4be45621
error with VFE only mods along with medieval overhaul https://gist.github.com/HugsLibRecordKeeper/33ea56aca19b38838e12cc631ac399a4
error with VFE only mods along with medieval overhaul on worldgen https://gist.github.com/HugsLibRecordKeeper/f52029c144e9eb42141a515383c9f0f5

Hope this can help me.
Alu 4 Jan @ 7:35pm 
CE handles ce compat
no one in ve would even begin to know probably
pyrobladeich 4 Jan @ 7:13pm 
Is there a new conflict between VE and CE? Ever since the last VE up date I have been getting an yellow error "CombatExtended.Verb_MeleeAttackCE was already deepsaved at" right after manual and auto saves.
Sarg Bjornson  [author] 3 Jan @ 12:32pm 
Same answer
Dimitrion 3 Jan @ 12:30pm 
I am using Rimpy and use the sort form there
Sarg Bjornson  [author] 3 Jan @ 12:21pm 
You have something conflicting with this mod, you'll have to find which mod it is. Also, use a mod sorter like RimPY or RimSort, that alphabetical list is a royal mess
Dimitrion 3 Jan @ 12:14pm 
Hopefully i can get some help here. Ive been having some issues already for a while with VFE.
I keep getting a error once i have VFE enabled. from not able to generate world to not able to have my pawns move to not able drag a box over them to select them and even black screens on loading / after loading.
hugslib log: https://gist.github.com/HugsLibRecordKeeper/a57c0b026e46605704f34d6a4bf1d97d
Without VFE it works fine, however there is many mods depending on VFE.