RimWorld

RimWorld

Vanilla Expanded Framework
4,330 Comments
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.
big fella Apr 13 @ 2:00am 
Hey I don't really know shit about writing mods for this game, but i've got some reason to believe that the patching method used in Ideology_PrePatches.xml is conflicting with another mod i'm using, [LTS]Furnishing. Hoping for some insight.
Ambit Apr 6 @ 11:15pm 
Sounds good, thank you!
Sarg Bjornson  [author] Apr 6 @ 10:57pm 
No way to shift it, no... I might add some config options for it in the future, but for now it needs to be there so that Alpha Animals' descriptions fit
Ambit Apr 6 @ 4:54pm 
Is there a way to move the animal def extension image up? I'm making a mod and there's a lot of space between the description and the art at the minute, and I'm wondering if there's a way to shift around the position.
SutSutMan Apr 6 @ 2:23pm 
Reported. Please check it.
Oskar Potocki  [author] Apr 6 @ 3:36am 
Please make sure you report it using the correct bug reporting channels, aka the google form.
SutSutMan Apr 6 @ 2:31am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3451638416

This is a gif from someone else, but it shows that this issue isn’t just happening to me—it’s affecting other players as well.
SutSutMan Apr 6 @ 2:27am 
It has strange bug...

When using the VEF_MeleeWeaponRange feature, for example, if the weapon's range is set to 2.84, the pawn won’t move toward a position to attack a target that's roughly 3 to 6 cells away. It only starts moving if the target is farther than that.

This behavior seems to follow a specific pattern. For instance, if the range is 3.84, the issue occurs when the target is between 4 to 8 cells away. It's as if there's a bug that causes the pawn to not move if the target is within the range of Mathf.Ceil(range) to range × 2.
AvocadoGuy Apr 6 @ 1:48am 
Thank you!
Sarg Bjornson  [author] Apr 5 @ 11:42am 
Yes, in Oskar's Patreon: https://www.patreon.com/oskarpotocki
AvocadoGuy Apr 5 @ 9:49am 
Is there anywhere I can find a roadmap of the Vanilla Expanded project somewhere, if there is one?
Alu Apr 4 @ 2:41pm 
Steam breaking updates is semi common for mods that update alot
Agusfer Apr 4 @ 11:45am 
About my earlier problem, seems like it was fixed by deleting the steam downloads cache, did a quick test yesterday without mods and none had their files deleted, now I loaded my normal modlist and worked fine too.

Guess that's one thing to remember to do if steam fucks up again with the workshop lol, it was strange that only did it to vanilla expanded mods but whatever, it's finally fixed.
Sarg Bjornson  [author] Apr 4 @ 4:09am 
There is surely a reason, but without a log, all I can tell you is it is probably a leprechaun! Never trusted 'em buggers
Shira Apr 4 @ 4:08am 
well,there is a reason why it breaks with the latest version.
Sarg Bjornson  [author] Apr 4 @ 3:47am 
Again, no problems in our end. You have to report such issues properly. Link to the bug report system is above. Otherwise we ignore them.
Shira Apr 4 @ 3:44am 
i have the same issue @sir cumcise has.
Sarg Bjornson  [author] Apr 3 @ 10:55pm 
No problems here
Sir Cumcise Apr 3 @ 8:05pm 
for some reason the recent versions have problem with lag spike during raid (25th jan) and pawns just "standing" when theyre near the bed so they couldnt sleep at all (after 25th jan)
im using oct 2024 version and its very stable
Agusfer Apr 3 @ 7:07pm 
Maybe it's a steam problem, I'll see if I can update it in some way or something, I also just deleted downloads cache that some posts online said would fix something like this.
Agusfer Apr 3 @ 7:01pm 
So I disabled steam cloud for rimworld, I also just tested opening the game with 0 mods, only vanilla and dlcs.

When I closed the game, it "updated" with nothing and checking the vanilla expanded mods on rimsort some of them had their files deleted, again.

Don't know what the hell I can do to fix this at this point, It's crazy that this shit started happening out of nowhere and even not using any mod at all still causes it.
Vulkandrache Apr 3 @ 4:18pm 
I have seen examples of this aswell with people using outdated mods,
especialy graphic one's from 1.4 in 1.5 and then wondering
why they are getting dozens of errors.

In 1.3 i ended up installing Notepad+ for better handling
and for 1.4 i had to learn some very basic C# to get mods to work the way i wanted.

But thats why im saying to isolate the modlist from the workshop.
Nothing worse than spending another hour because of an update.
Alu Apr 3 @ 4:04pm 
Very few people use 500+ modlist and have stable runs
We see them in the discords periodically with exceptionally broken games as they refuse to remove the broken mods so they aren't really a great example for
"You can do this and not break the game"
Vulkandrache Apr 3 @ 3:52pm 
The last thing i want after having a stable modlist is getting random updates.
Last week i spend 4 afternoons getting a 320 modlist to work properly.
And ive heard of people that are using close to 1000.

Even if its unlikely the chance of having everything shot and then first needing
to check which mod just got an update is horrifying.

And thats before we get into my personal changes to mods,
which would constantly be overwritten.

If a mod does end up getting deleted i would still have it on my PC
and can continue using it until Rimworld itself gets a large update.
Agusfer Apr 3 @ 3:34pm 
Wouldn't that be worse because I would have to update the manual installations each time the mods update?

Only problem I can see with using the steam workshop folders is if they delete a mod or something and the game updating removes it, but I saw that happen like twice in years so i don't care much about it.

I just got this strange problem happening today and idk why, that's the reason I asked if anyone knew why it happens.
Vulkandrache Apr 3 @ 3:01pm 
I cant help you directly but please stop playing Rimworld with mods in the standard folders.
Get a separate installation with its own copy of mods and
regularly make backups of the configs.

If i wanted to i could go all the way to 1.3 and the SoS2 modlist i played back then,
complete with the original configs used.

If you have never done this before it will take a while to learn how and where everything is stored
and sorted but its worth it.
Agusfer Apr 3 @ 2:42pm 
Can anyone help me? I don't know what the hell happened but seems like steam is "updating" nothing and deletes everything except for the textures of random mods, all of them from the vanilla expanded series, like 6 or 7 different mods each time.

I go reinstall them, check with Rimsort to see that it detects them fine and everything, but after a while or when I restart steam or close the game, it happens again.

I was playing just fine like a couple hours ago and suddenly after a restart the game didn't even have a loading window in the middle, so I closed it and this started happening.

Apart from reinstalling the mods each time it happens, I also verified integrity of the game already, restarted pc, but it keeps happening and idk what the hell is wrong with it.

Don't know where else to ask so I posted this here.
NTNT Apr 3 @ 8:27am 
If anyone is experiencing the infinite attack speed with 0% accuracy issue for the gunpowder weps while using Gunplay, make sure you go into Gunplay's options and disable projectile trails. That seems to fix it.
Souvlaki Mar 26 @ 8:56pm 
@Doc

I haven't seen any overt issues, but there are occasional desyncs. Not sure if this could be the cause.
Doc Mar 25 @ 10:21pm 
@Souvlaki

I also get that error, but are there any actual issues caused by it? Haven't had any myself.
大大的猫rua Mar 25 @ 5:59am 
[Vanilla Expanded Framework] Patch operation Verse.PatchOperationFindMod(Ideology) failed
[Vanilla Expanded Framework] Patch operation Verse.PatchOperationFindMod(Royalty) failed
bro,will u fix it?