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
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9.036 MB
15 mar. 2020 às 10:43
12 de set. às 12:34
438 notas de alterações ( ver )

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Vanilla Expanded Framework

Em 2 coleções por Oskar Potocki
Vanilla Expanded
102 itens
Vanilla Expanded - Empire playthrough
148 itens
Descrição


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:







Discussões Populares Ver todos (1)
0
3
20 dez. 2021 às 23:28
AFIXADO: "Update broke something!" Previous versions here
Sarg Bjornson
4.000 comentários
Alu 13 de set. às 23:09 
@youarepoetry you may have to tick windows to show you hidden files
but the player.log is definitly there
rw legit wont start without making one
Sarg Bjornson  [autor] 13 de set. às 22:56 
Yes, no bug reports on comments
Bhaer 13 de set. às 19:27 
my comment was deleted?
YouArePoetry 13 de set. às 13:09 
I can't make a bug report because i can't get the hugslib log or the log in the file that is asked because that log in said file is not there i have looked. If i can get some help that would be great
Alu 10 de set. às 17:46 
To the guy below about hugs lib black screening
That's a 1.5 issue
Not a mod one sadly
slvt_crusher 8 de set. às 3:56 
How to make your ScenPart_PlayerPawnsArriveMethod so that you can use SettlementLayoutDef to create a starting scenario. For example, in Insectoids 2 it works, but with the usual ScenPart_PlayerPawnsArriveMethod it does not work at all
Searph 7 de set. às 13:30 
@Truperton I agree with you. The fact that their discord is only available to their paid patron really does filter out the worst of the degenerate trash without needing to devote a bunch of resources just to that end.

To anybody else that sees this comment if you like these mods you should really give their patron a check if thats your jam.
Truperton 7 de set. às 13:21 
@00generator There is an unofficial Rimworld Discord server that you can join where a large number of modders are present in, especially in the mod related channels. https://discord.gg/rimworld

As for Discord servers for individual developers/teams, that is entirely a decision for them to make. You may not realise but getting a team of moderators is way harder than you think and most people wouldn't want to bother with not only making free game content but additionally making sure their 'community' doesn't end up getting them in hot water. All while working a day job. :laughing_yeti:

Like the VE Discord being only available to paid tiers naturally filters out the majority of trolls and usually means that people who genuinely care and support their projects are present. :happy_yeti:
Sarg Bjornson  [autor] 6 de set. às 7:22 
We don't have a public Discord
Sarg Bjornson  [autor] 5 de set. às 11:59 
Oskar usually posts roadmaps on his Patreon without a need to pay: https://www.patreon.com/oskarpotocki