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
13.558 MB
Mar 15, 2020 @ 10:43am
Jul 8 @ 8:01am
496 Change Notes ( view )

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Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
109 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 (2)
0
4
Dec 20, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
0
11 hours ago
statoffset <CarryingCapacity> question
nex
4,563 Comments
Sarg Bjornson  [author] Jul 7 @ 4:31am 
The log is in Users\UserName\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
Nighthawk Jul 7 @ 4:27am 
Does the game/harmony generate a log outside the game itself? because when the error message appears, there's nothing about it in the debug log and the game had just reset with no mods loaded.
Someone suggested that I try -legacy-xml-deserializer and it worked. I can try disabling it and checking for logs if it's of interest, but from what I've seen, it's another mod that was causing the error.
I'm on 1.6 unstable, btw... I should probably have specified that sooner.
Sarg Bjornson  [author] Jul 6 @ 1:00pm 
You don't even need to do that. The 1.6 version of the mod includes the 1.5 version of the mod that was there when 1.6 wasn't a thing. Files haven't changed
Grenaders3 Jul 6 @ 12:30pm 
Imagine not using the resources and links given by the mod devs to revert to a functioning 1.5 version of this mod rather than complaining in the comments saying,"Broken mod." Thanks for the github page VEF team, you're the best.
Sarg Bjornson  [author] Jul 5 @ 10:56pm 
@Andreas: No, not "broken". They just needed to change the code. No different from what Ludeon does when a major version change comes

@Nighthawk: wow, that's a lot of words for "I'm not sharing a lof with you!" :P

@欧阳修: You are not reporting anything...
欧阳修 Jul 5 @ 8:56pm 
I need to report a bug with this mod. Under certain circumstances I haven't identified yet, cyclic red error messages appear, roughly indicating an issue with the part that "checks for existing threats when forming a caravan." I'll attach the log below.

Curiously, older saves don't have this error, nor do new test saves. However, I've repeatedly checked the old and new saves (which are actually only one in-game day apart) and found no anomalies.

I respect and support your work sincerely.
Nighthawk Jul 5 @ 7:05pm 
Ok, sorry for not detailing anything earlier, I was supposed to come back and get a better description and testing, but IRL stuff came up and I was unable to do so.
Tested again with only VE stuff loaded and the problem did not happen.
When I launched the game earlier today, it disabled all my mods and said that there was something incompatible. Trying to troubleshoot, I did a binary search removing the mods from my list, and found out that when I removed this one, the error did not happen. Even with no other VE mod, just this one, the error happened.
But now that I removed everything else and kept only Harmony and VE mods, nothing happened. It's likely that some sort of soft dependency in another mod caused the error. I removed the Framework and all mods that had a hard dependency on it from my list, and the game worked, but when added the Framwork it broke.
Will try to find the actual problem now.
Andreas Jul 5 @ 3:43pm 
The change in namespace seems to have broken a ton of mods. Hopefully you won't have to do that again any time soon! Stellic Arsenal was recently updated to include the new namespace, and I really hope Integrated Implants won't be far behind.
Sarg Bjornson  [author] Jul 5 @ 11:42am 
Seems like no
Nighthawk Jul 5 @ 10:11am 
Seems like this is broken