RimWorld

RimWorld

Vanilla Expanded Framework
4,361 Comments
Evono 22 hours ago 
@sarg thanks !
Sarg Bjornson  [author] May 26 @ 12:30pm 
The updates to this mod are constant, and usually not player-facing. If you NEED to see the updates, you can look at the commits on GitHub. But if you didn't already know that, you don't need to know what they are about ;)
RAAMPEAK May 26 @ 12:16pm 
where are the updates shown cause i downloaded it and wheres the changelog
Sarg Bjornson  [author] May 26 @ 3:49am 
@Evono: should be up now!

@Kerhus: You can check up on GitHub all the updates
kERHUS May 26 @ 3:44am 
where i can find changelog?
Sarg Bjornson  [author] May 26 @ 1:29am 
Will remind Oskar to push it
Evono May 25 @ 1:47pm 
@sarg any idea when the next update comes ? regarding the bug you found with a anomaly exclusive thing and VE insecoids 2 in discord ? steam kinda overwrote my VE framework 2x already ( aim using the one you gave me on discord which was fixed ) no pressure just asking maybe ill make a local copy for now
Sarg Bjornson  [author] May 24 @ 1:23am 
First step, do you get that problem with only this mod active? If not, it's a mod conflict
Stormtrooper133 May 24 @ 1:07am 
I haven't figured out the google form thing, but I've also run into the wildlife not spawning and running away issue. No errors either which is what makes it strange for me
Alu May 21 @ 8:12pm 
they dont read bug reports in the comments
they want them reported via the link in the description due to comments being bad at giving data
RAAMPEAK May 19 @ 2:33pm 
don't know if it was this but i cant open the wildlife tab
Saturn9 May 17 @ 2:19pm 
Issue: Entities don't render unless I zoom in really close with this mod installed. Is there a fix for this?
Aboba May 17 @ 12:50am 
I also have a broken faction in world generation after the last update...
☦ Грйсёлдо ☦ May 16 @ 1:55pm 
For some reason, activating this mod specifically makes my Rimworld game screen turn black, then crashes. Not sure why it is doing that, anyone know why?
Deankiller Turnupseed May 13 @ 5:55pm 
is there a list with incompatible mods? something breaks my world generation causing only a few factions to spawn, mentioning this mod
Gense May 11 @ 6:11pm 
is this safe for multiplayer
Hebrux May 9 @ 10:57am 
Does this make it any more difficult to attack with tamed animals?
guardian1368 May 8 @ 11:27pm 
Oskar Potocki what do you think of this mod idea and it should count as Vanilla Expanded
mod that lets the player call factions large reinforcements instead of the default amount of reinforcements
and i think it could be Vanilla Expanded because calling a small amount of reinforcements when
the base is under attack by mechanoids or a powerful enemy assault is just stupid so it would make sense if they send more bigger/powerful reinforcements such as double to triple the amount
Jozye May 6 @ 8:35pm 
Well I wanted to start modding this game and use the framework but having just this mod and harmony causes all my new saves to not have wildlife and in old saves the wild life instantly just run away. I did the google form so just waiting on a response.
jmilb123 May 6 @ 3:19pm 
using the multiplayer mod with a friend and it says requires files from biotech? he doesn't have the dlc and we haven't had this issue before.
Picholas Rage May 6 @ 10:42am 
To correct to my prior comment, this only seems to have affected [RH2] Rimmunation Weapons. Must have been a customization that I made, apologies.
Picholas Rage May 6 @ 10:04am 
Most recent update has changed something to be incompatible with my other mods. I'm getting errors in the log stating there are no textures for many of the base game ThingDefs. Gauranlen Trees, Walls, Machining Bench... among many other things. I tried checking what you've change in this most recent update, but the update logs only say "Auto generated message" is there a more comprehensive change log available?
Oskar Potocki  [author] May 6 @ 8:30am 
Why do you think that?
Jozye May 6 @ 8:29am 
This mod causes all the wildlife to stop spawning in my saves :(
Sarg Bjornson  [author] May 5 @ 11:03pm 
I think he is in ultra-busy mode....
Alu May 5 @ 10:58pm 
on that note
please oskar
you have the new on the collection
remove the old one for now
people are just winding up with both
Alu May 5 @ 10:57pm 
troubleshooters hate it too cause it is a tell tale sign someone cant keep their mods straight
nothing quite like seeing "MY GAME BROKE"
opening the log it took them 3 hours to give it
outdated ve skills from the collection instead of the new one
800 mods
redanddead12345 May 5 @ 10:24pm 
reminder: just because Oskar says its not a good idea to use all of the vanilla expanded mods together, doesn't mean we can't


the chaos gods of RNG are truly beautiful. love your team's works!
Kill Moon May 5 @ 11:53am 
None of my factional minions are going to die
R3tr0_g5m3r May 5 @ 10:04am 
all pawns become nude
i hope this is not the cause
riorodasi May 5 @ 5:42am 
Add a faction in the middle of the game, and when the game loads, it asks, “Do you want to add a faction?” the game loads and the answer is “could not be added”, and the add faction feature is not working.
knots6 Apr 29 @ 4:55pm 
im trying to the toggle that makes it to where all animals are tamable but its not working. there is still no tame button on a Blizzarisk clutch mother and a waste bear
Alu Apr 28 @ 10:14pm 
Ahhhhh
@pajora
in modding usually
USUALLY
if a mod is incompat
you will see it in the description
or in the mod menu
modders if they know about it
usually will tell you directly

obviously if a modder doesnt know thats a whole other story
big fella Apr 28 @ 8:42pm 
hope you enjoy yourself man
pajora24 Apr 28 @ 9:27am 
@Sarg Bjornson Thank you very much!!
@Alu Yeah, oops o.o 😂

All of these are meant to be used together then? No clashing, they kinda need each other too?

I've been a console gamer since I was tiny so I'm very new to mods haha. I started getting into Rimworld mods in the last couple weeks and I think I've only ever had low-impact ONI and AoM mods before that. I'm so excited lmao, this is wonderful stuff!
Alu Apr 28 @ 8:29am 
Huh
He asked if hugs lib was compat with harmony on hugs page too
Sarg Bjornson  [author] Apr 27 @ 11:33pm 
This mod doesn't even work without Harmony...
StockSounds Apr 27 @ 10:07am 
Thanks, I'll try that later!
Sarg Bjornson  [author] Apr 27 @ 9:49am 
You need the namespace

<overlayClasses>
<li>VFECore.WeatherOverlay_Custom</li>
</overlayClasses>
StockSounds Apr 27 @ 9:00am 
<overlayClasses>
<li>WeatherOverlay_Rain</li>
<li>WeatherOverlay_Fog</li>
<li>WeatherOverlay_Effects</li>
</overlayClasses>
Sarg Bjornson  [author] Apr 26 @ 10:58pm 
Are you adding WeatherOverlay_Effects as a tag?
StockSounds Apr 26 @ 4:52pm 
I've run into a problem while using WeatherEffectsExtension. The tutorial on the wiki says to add WeatherOverlay_Effects to overlayClasses in the effected WeatherDef, but when I do that, I get an error that says, "Could not find a type named WeatherOverlay_Effects," and it makes the weather break the game.
And the regular functions just won't work if I simply don't add the overlay.

I did verify my game files and check after, no luck.
SerperiorSavant Apr 21 @ 1:31pm 
I have a friend who has been having issues with this mod supposedly with the traitor event and it left me wondering if there's anyone else who has had an issue where the even "wanderer joins" always ends up being a traitor.
for more context the story teller is "Randy" on "Losing is fun" and he's trying to do a solo colonist desert survival run. I'm doing a similar run in a frozen wasteland and have had a few people join through this even but haven't had any issues.
I think it's either a mod conflict or he's just REALLY unlucky but any suggestions or help are appreciated thanks in advance
Alu Apr 19 @ 12:58pm 
@big fella
I take it you haven't tried to tell people how to install rimpy much?

Somehow in thr process of extracting rimpy
A few people managed to delete their windows
Corvette Rider Apr 19 @ 12:38pm 
This is causing my game to not allow any wildlife to spawn and if I manually spawn one in it immediately runs off map. not sure what the solution is
big fella Apr 17 @ 3:39pm 
The process is:
click github link in post
choose release snapshot
place mod in local mod folder

really man
big fella Apr 17 @ 1:08pm 
Bro the presumption is that if you want to install the mod manually you would either already know how to do that or verify it was even possible with rimworld to begin with, you dont have to do anything on the Steam workshop whatsoever to achieve that

the wiki is for modders using the framework not someone expecting a hand-holding session on basic local mod installation
erdelf  [author] Apr 16 @ 10:07pm 
when are we sending you to github for anything but the wiki, which is a separate section?

And well, it is somewhat expected that you know how to do the baseline of RW mods, like adding a dependency. For reference.. if you look at the top right of this page, you see Harmony under the required items. The RW wiki can help you with the base stuff.

And manual install of mods is not covered because it has little to do with the purposes of the wiki. We want you to have the version that automatically updates.. so the idea is if you don't know how to do it.. you probably shouldn't in the first place.
d0ct3rstrang3 Apr 13 @ 12:05pm 
Hey Sarg, do you ever play with your own mods just for fun and not looking for bugs? If so, what is your favorite list of mods? Just wondering, I'm looking for a new challenge.
big fella Apr 13 @ 4:24am 
Seems to resolve if [LTS]Furnishing is loaded after VEF, which RimPy/Rimsort don't seem to have rules for.