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, 1.6
File Size
Posted
Updated
11.440 MB
Mar 15, 2020 @ 10:43am
Aug 19 @ 2:51pm
524 Change Notes ( view )

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Vanilla Expanded Framework

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

The Vanilla Expanded Framework (VEF) is a core modding library required by many of the Vanilla Expanded mods. It contains all the shared code that powers features across the entire Vanilla Expanded series. Without this framework, several mods simply won’t function, as they rely on the systems and functionality defined here.

This mod is not a content mod on its own, you won’t see new items, factions, or gameplay changes by installing it alone. Instead, it acts as the backbone that allows other mods to add complex mechanics, custom behaviors, and quality-of-life improvements without duplicating code across each project.

All core functionality developed by the Vanilla Expanded team, including custom gizmos, UI, hediff mechanics, and more, lives inside this framework. It’s constantly being updated with new tools and systems as we create new mods or improve existing ones.

If you're using any Vanilla Expanded mods and see this listed as a requirement, make sure it's enabled. It ensures compatibility, performance, and the proper functioning of all features designed by the Vanilla Expanded team.

Oh, and this framework also removes the faction cap set by the base game at 12, because nobody ever asked for a faction cap.


The Vanilla Expanded Framework (VEF) is not just for our own mods: it's a powerful, modular toolkit designed to be used by the wider RimWorld modding community.

If you've ever seen a feature in a Vanilla Expanded mod and thought, "How did they do that?", chances are, the code behind it is already included in this framework. By making VEF a dependency for your mod, you gain access to a wide range of advanced systems without having to reinvent the wheel.
Some examples of what's available:

- Custom gizmos (like toggles, mode switches, or tool-based interactions)

- Dynamic hediff behavior and health effects

- Custom UI elements and inspector tabs

- Animal behavior extensions

- Gene-related tools for Biotech content

- Custom comp classes and thing behaviors

- Event and quest utilities for storytellers and world generation

And much more...


Our GitHub wiki[github.com] contains comprehensive documentation on how to use these systems, with examples and explanations. We’re actively updating both the framework and its documentation, so we strongly encourage you to check back regularly for new additions and improvements.

If you want your mod to include advanced features or just work more efficiently with Vanilla Expanded content, making VE Framework a requirement is the easiest way to get started.

You can use the following banner in your description, if you like!




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]



Many people have contributed to Vanilla Expanded and this framework, most of them either present or past Vanilla Expanded members. Please check them out below!:





























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.

Popular Discussions View All (1)
0
4
Dec 20, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
4,783 Comments
ShadowDW 15 hours ago 
First, I work very long hours and do not have time for the "go here, do this, go there, do that" stuff; I just want to be able to play the game. All I know is something broke, I went to see if the community could help and I got crickets. So doing what I really didn't want to do, I looked through things to see if I could just spot something, hoping I could get some help, response, or at least pointed in a proper direction. I enjoy Rimworld and I really enjoy all the mod work you guys do; it makes the game 1,000% better so I sincerely do appreciate everything. Also, I am not placing blame on anyone, I am merely just trying to figure out what happened and bring it to attention.
ShadowDW 15 hours ago 
Here is the issue: ( Original Post Here, With Images and Mod List : There is some kind of weird RGB thing happening around the border of the game but does not seem to be affecting the general terrain of the playable map. Also, ALL pawns are invisible and not showing anything on them (i.e. weapons, hair, clothes/armor, etc.) The entire graphic is missing, to include from their profile windows at the top of the screen.

I only post this here because in looking at the error screen (this is the aforementioned thing I really didn't want to have to do ..), I ran across this one that said "Error in static constructor of VEF.HarmonyPatches..." and that it threw an exception.
Error Screen [imgur.com]
freackyfreac Aug 20 @ 4:34pm 
so i added kraltech to my game with the framework.but the faction joined the game hostile -100. with natural standing of 0. they offered peace talks with an outcome of +68 wich didnt change in the faction tab. sending gifts does nothing and even seting the relation via dev mode doesnt work. any idea what the issue could be?
Carlton BEaEnkEs, no E Aug 18 @ 6:28pm 
@Alu I know, just was concerned it would get taken down via shenanigans
Alu Aug 17 @ 10:24am 
@carlton the dmca was fake to start with
No info was filed out and it was sent to several thousand mods
On closer inspection, it just does this even when its vanilla factions, if i have a fresh save with it and have nothing more added then it works, but then if i add even a SINGLE faction with the mod options then it completely breaks everything
I'm getting a bug where adding new factions to my save causes the faction tab to show absolutely nothing and the factions added not showing up anywhere on the map

After some digging around, i discovered that this is the mod that lets you add factions to existing saves
Sarg Bjornson  [author] Aug 14 @ 7:40am 
Seems so
Carlton BEaEnkEs, no E Aug 14 @ 1:05am 
Is the dmca lifted? Is VEF safe?
Tremeschinion Aug 12 @ 9:23am 
an issue probably related to Vanilla Vehicles Expanded, when you sell/gift prisoners to settlements, they dont leave your caravan and you can keep trading for goodwill and silver.
https://medal.tv/games/rimworld/clips/kSBEUhUJbi1CAUvFp?invite=cr-MSxYZGgsMzA2NTg5MDkx
considerably modded run. it could be Imprisonment on the Go or Prisoner Hitching causing trouble (you can see the "1" and "Joins as Slave/Colonist" text overlapping), those are the only 2 mods that could be interfering with something, though i havent done any testing myself just yet