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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更新時間
11.412 MB
2020 年 3 月 15 日 上午 10:43
10 月 31 日 下午 2:03
535 項更新註記 (檢視)

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Vanilla Expanded Framework

在 Oskar Potocki 的 2 個收藏中
Vanilla Expanded
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Vanilla Expanded - Empire playthrough
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描述

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.

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2021 年 12 月 20 日 下午 11:28
置頂: "Update broke something!" Previous versions here
Sarg Bjornson
4,900 則留言
ZzZombo 1 小時以前 
Why do you not put a changelog on an framework mod? So that the users of it could know what changed?
Soky 14 小時以前 
This mod had minor Multiplayer compatibility in 1.3, which was removed sometime in 1.4. The Multiplayer API was kept around until 1.5 (and removed in 1.6), but was not used at all.

The warning about outdated API is just a way to notify a mod developer to update it so they get new features. Using an older version shouldn't do anything at all, since updates were designed in a way to work with older API versions. And if a mod (like this one) doesn't use the API, despite including it - it literally won't have any effect on the game at all.
Alu 23 小時以前 
it keeps referencing a api that apparently ve has when used with mp
i wonder where its getting added
Sarg Bjornson  [作者] 23 小時以前 
We don't do multiplayer
_SERINITY_ 10 月 30 日 下午 4:12 
Hello developers, please advise how to fix this, as there are desynchronizations due to the old API.

Mod Vanilla Expanded Framework has MultiplayerAPI client (0.3)
Mod Vanilla Expanded Framework uses an older API version (mod: 0.3, current: 0.5)
Alu 10 月 30 日 上午 1:46 
dont think so yet

yell at your government to stop being pain
Little Dave 10 月 30 日 上午 12:55 
Are there alternative listing info for the contents of each mod that doesn't use Imgur? Them trying to avoid a fine in the UK means I can't see most of the details.
Sarg Bjornson  [作者] 10 月 27 日 上午 3:55 
We mostly don't use it anymore, it's there for compatibility reasons for those modders who DO want to use it
Azzy 10 月 27 日 上午 3:54 
Can you reform MVCF or just stop using it? It always conflicts with other mod due to it doesn't using whitelist.
VyrV 10 月 25 日 下午 2:04 
So I've been having a bug with gravships in odyssey. After launching once, that pawn can no longer launch a grav ship ever again. They just go stand in the pilot station and do nothing.

Zero idea what is causing this, but removing mods one by one seems to tie it to this framework specifically, even when none of its other dependant mods are active, only removing this baseline mod allows them to work.

I did not uninstall the dependant mods, merely deactivate, but I was quite sad that the whole reason I got odyssey doesn't work with my favorite suite of mods (basically blueprints, prep care, misc robots, pipelines, and archotech expanded. Have some other quality of life mods installed but deactivated