RimWorld

RimWorld

11,821 ratings
Vanilla Expanded Framework
113
28
20
80
23
11
9
34
13
6
10
9
16
14
14
7
8
7
5
5
4
3
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
9.039 MB
Mar 15, 2020 @ 10:43am
Jul 22 @ 3:21am
430 Change Notes ( view )

Subscribe to download
Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
99 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.



Check out our collection at:







Popular Discussions View All (1)
0
2
Dec 20, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
3,906 Comments
OhSnappity 18 hours ago 
Hello, I'm playing on the steam deck and I have two DLC's, Royalty and Ideology. I've had no problem with it up to Royalty but that was v1.3.

Does VFE have no issues with just Royalty and Ideology installed?

Thanks for any advice!
Bebop Cola Jul 24 @ 8:04am 
I couldn't figure out what happened with mine. I tried disabling mods but I was still getting spammed with error messages.

I went back to my original mod list and tried starting some new colonies, getting a couple failures to generate maps, but otherwise those games started fine without any errors logged.

Tried some of my older saves, and found them to work fine as well with the exception of the last couple most recent. Something seems to have gone sideways in my game session within a few hours prior to the last Vanilla Expanded Framework update, but I've no clue what it was. I didn't see any errors or crashes, or load any new mods or anything similar, during that session, but the last several hours of that session are basically trashed.

I definitely think I have a mod issue somewhere in my list, but I agree with @Oskar that it's got nothing to do with the Vanilla Expanded mods. Those are, as usual, excellent.
Arkitekt Jul 23 @ 10:19am 
@Oskar The work y'all do is amazing and these mods are a mainstay in every modlist. I was only asking to make cover my bases with mods that had updated. I tracked my issue (which I didn't explain) to another ui mod. Genuinely, thank you and your team for the awesome work y'all have done for this community.

@Bebop Cola I tracked my issue (half the lower ui bar missing, and esc not working) to another ui mod that had updated yesterday as well. The research and custom work tab mods updated yesterday, and disabling those two fixed my issues.
Oskar Potocki  [author] Jul 23 @ 8:40am 
I'm literally not having any issues myself with any of our mods, so I really don't think it's caused by us. Try without any other mods.
Bebop Cola Jul 23 @ 6:44am 
Similar to others, I'm also getting errors after the 7/22 update. Mine are showing for Vanilla Expanded Temperature, VE - Recycling, VE Buildings - Power, etc. Errors suggest there's a problem "drawing" some of those buildings, so I think Arkitekt might be on to something related to a UI issue/conflict

I saw how to officially report a bug, so I'm not trying to report it here instead. Rather, just adding an observation while I poke at my modlist to see if there's a conflict in case it helps any one else's troubleshooting.
Arkitekt Jul 22 @ 3:35pm 
Nothing in this framework touches UI correct?
Sarg Bjornson  [author] Jul 22 @ 7:37am 
The update included 3 comps, which is code that doesn't run unless a mod specifically calls it. So, no, your princess is in another castle
Lord_Havoc Jul 22 @ 7:09am 
Something on the 22nd July update has caused robots in robots++ mod to suffer decompression and hypoxia in the SOS2 mod
Sarg Bjornson  [author] Jul 21 @ 12:50pm 
Basically, no
Voxel | Julia Jul 21 @ 12:34pm 
Since startup impact was finally updated/forked, i noticed this framework was eating a lot of startup time. Is there any option to optimize stuff, or make it more lightweight?