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
9.024 MB
Mar 15, 2020 @ 10:43am
May 22 @ 3:54am
417 Change Notes ( view )

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Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
96 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.



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
2
Dec 20, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
3,812 Comments
Chaonic May 20 @ 12:19am 
Hey Salatrüpel, I've been using those together ever since the DLC came out.
It is compatible. But the mod has some issues and on one occasion, savegames were broken. If you were to use the current version of Save Our Ship 2 and not update until you start from scratch again, you should be good.
Sorry for hijacking the comments to talk about another mod.
Sarg Bjornson  [author] May 19 @ 10:50pm 
@Salatrüpel: As far as we are aware, it is
Salatrüpel May 19 @ 2:29am 
is this compatible with "Save Our Ship 2" Mod?
Content *******ed May 18 @ 3:33pm 
You should make a bionics expanded mod!
Sir Val von Ra May 16 @ 9:52am 
Thanks for the suggestion Oskar Potocki but I'm looking for any jury rigg ways to fix this especially to save you guys time of reading through my mess of a bug report. Other map generation mods that I used caused issues as well and duplicating this with only your mods would be impossible and frankly pointless as I don't think this mod is the problem but more likely my fault or steams. I ended up deleting the pawn and the Object that created the issue with the dev menu as a work around if anyone else is curious for a make shaft patch.
Oskar Potocki  [author] May 16 @ 2:46am 
I hate to be that guy also but you have to report bugs properly. We don't troubleshoot bugs reported in the comment section.
Sir Val von Ra May 15 @ 6:50pm 
I really hate to be this guy like this but Anomoly issue happened with an event and I'm getting the infinite loading. I've read the Reddits on how to fix but the thing is it's still happening and I've gotten it to load with this unsub'd but it breaks a lot of the game I'm in. Is there any like secret tricks anyone else has discovered as the re-install isn't working for me. Is it maybe one of the faction mods in particular?
Logiwonk May 15 @ 6:32pm 
Thanks for the feedback. I've cleared out the mods that were causing errors, edited a few to fix errors, and am going to start a new playthrough. Thanks again for all your work on the game, I especially enjoy Alpha Animals.
Sarg Bjornson  [author] May 15 @ 10:04am 
There is nothing in your modlist that is not failing
Logiwonk May 15 @ 9:50am 
Bug report uploaded to the google forms bug report - concerned the recent update may be causing the trade dialog screen to not initiate when trading with trade caravans that come to my colony.