RimWorld

RimWorld

13,048 ratings
Vanilla Expanded Framework
137
33
21
86
25
11
9
35
16
6
10
19
18
9
8
15
8
7
7
5
5
4
4
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
12.809 MB
Mar 15, 2020 @ 4:43pm
Apr 13 @ 12:48pm
477 Change Notes ( view )

Subscribe to download
Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
108 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
3
Dec 21, 2021 @ 6:28am
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
4,331 Comments
qux 3 hours ago 
Hello, I get an error when generating settlements built with your framework. Do you know what could be causing this?
When this error occurs, no buildings in the centerBuildings are generated.

"Error while resolving symbol "kcsg_generateroad" with params=rect=(58,56,199,197), faction=TEST, custom=null, combatPoints=null, pawnGroupMakerParams=null, pawnGroupKindDef=null"
knots6 14 hours ago 
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 29 @ 5:14am 
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 29 @ 3:42am 
hope you enjoy yourself man
pajora24 Apr 28 @ 4:27pm 
@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 @ 3:29pm 
Huh
He asked if hugs lib was compat with harmony on hugs page too
Sarg Bjornson  [author] Apr 28 @ 6:33am 
This mod doesn't even work without Harmony...
StockSounds Apr 27 @ 5:07pm 
Thanks, I'll try that later!
Sarg Bjornson  [author] Apr 27 @ 4:49pm 
You need the namespace

<overlayClasses>
<li>VFECore.WeatherOverlay_Custom</li>
</overlayClasses>
StockSounds Apr 27 @ 4:00pm 
<overlayClasses>
<li>WeatherOverlay_Rain</li>
<li>WeatherOverlay_Fog</li>
<li>WeatherOverlay_Effects</li>
</overlayClasses>