RimWorld

RimWorld

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Vanilla Expanded Framework
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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15.021 MB
15.3.2020 klo 10.43
17.11. klo 6.40
539 muutosilmoitusta ( näytä )

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Vanilla Expanded Framework

2 kokoelmassa, tekijä Oskar Potocki
Vanilla Expanded
110 luomusta
Vanilla Expanded - Empire playthrough
148 luomusta
Kuvaus

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. If you don't report using this system, just don't bother, we will remove all error reports from Steam comments.

[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.

Suositut keskustelut Näytä kaikki (1)
0
4
20.12.2021 klo 23.28
TÄRKEÄ: "Update broke something!" Previous versions here
Sarg Bjornson
4 924 kommenttia
Funtime 2 tuntia sitten 
After this update, all my save files, including newly created ones, have disappeared along with the animal character textures, and continuous errors keep occurring.
Sentinel 8 tuntia sitten 
Vro that change's causing me to have to update most of my mods </3
Loot Murlock 9 tuntia sitten 
Do you all happen to have a Discord? I may need some help troubleshooting the issues I'm having with the stat defs.
Tagaris 10 tuntia sitten 
I searched all *.xml files in my steam workshop folder via PowerShell and found only one that referenced it. This did not cause the error, though.

The mod that did cause the startup error for me was VPE - Originium. I will write a comment, there.
Sarg Bjornson  [tekijä] 10 tuntia sitten 
You can do a search for VEF_MeleeAttackSpeedFactor using RimSort, that should do the trick
Coral 10 tuntia sitten 
I'd like to ask if there is a way to search my current mods for which ones are trying to access the old stat defs? Currently getting that error and can't seem to figure out which mods are attempting to access it.
Sarg Bjornson  [tekijä] 10 tuntia sitten 
We detected very, VERY few mods using it, most of them ours, and we tried to update them all. You can search GitHub to find them: https://github.com/search?q=VEF_RangeAttackSpeedFactor&type=code (for example=. Just ignore anything 1.5 or below
Tagaris 10 tuntia sitten 
@Kanlay Same issue here. Did you figure out which mod is trying to access the old stat? Still debugging here (6 mods are mentioned in the stack trace for me which I'm now testing one by one). Starting RimWorld with changed mod list takes ages...

That's the first error I ever encountered that completely prevents play. :-/
Sarg Bjornson  [tekijä] 11 tuntia sitten 
Yeah, new stats are RangedCooldownFactor and MeleeCooldownFactor
Kanlay 11 tuntia sitten 
i have an problem its mod compatibility issue with the Vanilla Expanded Framework.
The game is trying to access a stat definition called VEF_MeleeAttackSpeedFactor from the Vanilla Expanded Framework, but this stat no longer exists or has been renamed in the current version of VEF.