11,772 ratings
Vanilla Expanded Framework
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
9.034 MB
Mar 15, 2020 @ 10:43am
Jul 18 @ 8:24am
428 Change Notes ( view )

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Vanilla Expanded Framework

In 2 collections by Oskar Potocki
Vanilla Expanded
99 items
Vanilla Expanded - Empire playthrough
148 items

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.


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.

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Popular Discussions View All (1)
Dec 20, 2021 @ 11:28pm
PINNED: "Update broke something!" Previous versions here
Sarg Bjornson
Erde 10 hours ago 
@King Doom
Xenobionic Patcher is one potential solution for that, tho it doesn't allow fine tuning on per-race basis, but tuning between animools, humanlikes(including HAR races) and mechs iirc.
benadrylbroccoliburger Jul 17 @ 6:10pm 
safe to add to existing save?
King Doom Jul 14 @ 8:37am 
Alright, thanks!
Sarg Bjornson  [author] Jul 14 @ 8:32am 
No changes related to that, no
King Doom Jul 14 @ 8:20am 
Is there any way this could have made it so races added by one specific mod can't get bionics? this and big and small -framework both got updated and now none of the pawns from the star wars race mod I have can be fitted with bionics, trying to track down what happened and where.
SP4RTAN Jul 11 @ 2:23am 
Nevermind. For some reason after 7 categories you have to add a dummy category and patch to get the previous one to show up
SP4RTAN Jul 11 @ 12:42am 
Is there some kind of hard-coded limit to the number of individual mod option categories you can make in a single mod when using Mod Settings Framework? It seems whenever I go past 7 (starting from 0) additional categories just stop appearing.
Love Cube Jul 5 @ 5:47pm 
Just wanted to say thank you for all the work you guys do.
Leutian Kane Jul 5 @ 2:02pm 
at least you guys have a team ive been doing this for Ark Survival Evolved for the last 8 years mostly solo .... i just dont do support outside of discord.
StupidBaby Jul 5 @ 8:11am 
Yeah, that makes sense. My thought was that if you were setting up the system automated reports might be more useful than the default reports... guess it depends, though.