RimWorld

RimWorld

14,045 ratings
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
13.667 MB
Mar 15, 2020 @ 4:43pm
Aug 7 @ 8:17pm
521 Change Notes ( view )

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Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
110 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 (1)
0
4
Dec 21, 2021 @ 6:28am
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
4,774 Comments
Tremeschinion 21 hours ago 
an issue probably related to Vanilla Vehicles Expanded, when you sell/gift prisoners to settlements, they dont leave your caravan and you can keep trading for goodwill and silver.
https://medal.tv/games/rimworld/clips/kSBEUhUJbi1CAUvFp?invite=cr-MSxYZGgsMzA2NTg5MDkx
considerably modded run. it could be Imprisonment on the Go or Prisoner Hitching causing trouble (you can see the "1" and "Joins as Slave/Colonist" text overlapping), those are the only 2 mods that could be interfering with something, though i havent done any testing myself just yet
PanicOregon281 23 hours ago 
i know it's not yours,the mod that it comes from hasn't changed in months even before the v1.6 release.
Only this mod changed, and it's resulting in that error. this is only a single error out of an entire list of errors like that across several mods of mine on v1.5 since v1.6 released.
Something with VEF is causing errors across several of my mods on v1.5 now that use VEF as a dependency.
Sarg Bjornson  [author] Aug 12 @ 7:28am 
Cov_Carbine isn't ours
PanicOregon281 Aug 12 @ 1:14am 
idk what someone did but i'm now getting these errors through out my mods for Rimworld v1.5 ...
"Config error in Cov_Carbine: has components but it's thingClass is not a ThingWithComps"
I also checked, the mod that is being broken hasn't changed, this mod has. I would like for not all my mods to be throwing these errors.
Sarg Bjornson  [author] Aug 11 @ 7:41am 
@Everyone: yeah, we know about the DMCA debacle, please don't spam here. Also, those posting comments in other languages, just stop.
Alu Aug 11 @ 5:34am 
@mrbob
its a requirement for dmcas to be easy to access
Companies get angry if tehy cant dmca you on a dime
Highwayman Aug 11 @ 5:32am 
They say it’s a targeted attack against many modding communities by some idiots with nothing else to do. Heard that Hearts of Iron is also getting hit with the same thing. hope you guys will be able to get this shit resolved.
雨宮 はるか Aug 11 @ 2:38am 
Some troublemakers are DMCA-ing across the whole workshop. Hope Valve fix it asap.
LarsSvengard Aug 11 @ 1:10am 
Some fool has DMCA'd a lotta mods across the workshop! Punishment for them is imminent!
Mechonyo Aug 10 @ 11:01pm 
Can we still use the mod while this (Falsely) DMCA subjects is being dealt with?

Hope that it will be solved without much headache for you guys.