RimWorld
Vanilla Expanded Framework
4.946 commenti
Sarg Bjornson  [autore] 10 ore fa 
Do you get that with only this mod?
ore316 10 ore fa 
There is a bug that makes some furniture invisible for me. is there any way to fix this?
Sarg Bjornson  [autore] 29 nov, ore 22:48 
Do you get that with only this mod?
奇怪的胖子 29 nov, ore 14:54 
Hello, I'm encountering an issue in the game where colonists cannot right-click to equip weapons or clothing. This problem primarily affects weapons—when right-clicking a weapon on the ground, the only option available is to pick it up, and there's no option to equip it. Additionally, I'm unable to equip clothing for certain body parts, such as bulletproof pants.
Error in FloatMenuWorker FloatMenuOptionProvider_Equip: System.NullReferenceException
PREFIX/POSFIX OskarPotocki.VEF: VEF.Weapons/VEF.Apparels
Sarg Bjornson  [autore] 29 nov, ore 9:42 
Uh, so you are not using this mod?
NoOne_ReaVen 29 nov, ore 8:55 
I have a general Problem with Rimworld, Im experiencing massive Memory leaks when Im launching the game, except I dont have mods, I cleaned out the config and everything, restarted my PC (Win11) and Defraged my Harddrive and ran a Virus Scan... nothing. Any advice?
Sarg Bjornson  [autore] 29 nov, ore 3:31 
*looks at the bug tracker*

Well, funny thing, that!
QwertynoipmahC 28 nov, ore 8:47 
letsgo
sev619 28 nov, ore 6:48 
Crazy to think that many good mods would not be around if this mod and team was not here.
Sarg Bjornson  [autore] 27 nov, ore 9:11 
No such problems for me
Hountez 27 nov, ore 8:43 
yes i have the same issue with the dev menu, wont open with the mod enabled
Official| TheWhiteHattedGamer 26 nov, ore 8:00 
Anyone else having trouble opening up the dev menu?
RamboTurkey 25 nov, ore 14:21 
anyone else have issues with ranged weapons having no cooldown?
Zero 25 nov, ore 12:27 
I'm having an issue where I'm getting 54.500ms per frame at VEF.VanillaExpandedFramekwork_Tool_AdjustedCooldown_Patch.Postfix while inspecting in dub's analyzer, at two situation, one when a pawn is drafted (and has a ranged weapon), which the hud disappears and I can't manually undraft, causing massive lag, and when pawns engage in meele combat. I don't really know why it's pointing at VEF, I'm assuming other mods are messing with it, could you give me a hint of what that line is related to?
白金trigger 20 nov, ore 1:23 
can you make mod setting "Faction Discovery" can be toggle enable and disable ? every time I need pass ten dialog window ,then I can enter my test map, this is not friend to mod developer.
doom587 19 nov, ore 3:38 
Well, with Vanilla Chemfuel Expanded. would it be possible to add a system to the refineries to do 'do until you have X' and 'Pause when satisfied'?

I realized that the refineries burn deep chem all the time and I figured it might be an interesting thought to put a check in the pipe system to make it pause once it's full and restart crafting when enough is gone?

I'm not entirely sure how the pipes check in the backend so it's just a thought.
Oskar Potocki  [autore] 19 nov, ore 1:01 
We generally have our hands full but leaving a comment and that mod ensures we take note of that suggestion
doom587 18 nov, ore 22:26 
If someone has a suggestion for one of the vanilla expanded mods (Not for a mod but a feature for an existing mod). Do you all take suggestions and or where would be appropriate to suggest it at?
Jfluffy 18 nov, ore 15:37 
Appreciate you guys wading into the comment section and helping. I didn't know about RimSort's search feature, made it super easy to find the line in VQE:A β1 that was trying to use the removed "VEF_" stat.
Oskar Potocki  [autore] 18 nov, ore 4:00 
@Sentinel
At least now it will be working. This particular bit of code wasn't working at all, so if you were using it, it had no effect. The new one will work fine.

@Funtime
Yeah, no, the mod cannot delete save files.
Sarg Bjornson  [autore] 17 nov, ore 23:13 
Everything is so easy and so clean when you are not the one who has to do it, huh?
ゆきんこ 17 nov, ore 21:46 
To delete without even notifying—that's impressive.
Funtime 17 nov, ore 17:38 
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 17 nov, ore 11:23 
Vro that change's causing me to have to update most of my mods </3
Loot Murlock 17 nov, ore 11:18 
Do you all happen to have a Discord? I may need some help troubleshooting the issues I'm having with the stat defs.
Tagaris 17 nov, ore 10:22 
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  [autore] 17 nov, ore 10:09 
You can do a search for VEF_MeleeAttackSpeedFactor using RimSort, that should do the trick
Coral 17 nov, ore 10:06 
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  [autore] 17 nov, ore 9:40 
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 17 nov, ore 9:29 
@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  [autore] 17 nov, ore 9:04 
Yeah, new stats are RangedCooldownFactor and MeleeCooldownFactor
Kanlay 17 nov, ore 8:40 
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.
Alu 15 nov, ore 16:42 
Thats not a ve issue
Thats a harmony thing
Bottom up aslr needs to be default on

Been a thing since 1.5
We have an explanation for why on one of the discords but I cant remember the details
Tak 15 nov, ore 14:47 
also i figured out the issues, if users dont do this they will have a black screen if they are on windows 11 latest
Go to your App & Browser Control settings.

Scroll down to "Exploit protection settings".

Scroll until you see "Randomize Memory Allocation (Bottom-up ASLR), if disabled then you need to enable it.

Restart your PC

this has to be on , or else any mods with vanilla expanded gets infinite blackscreens
Tak 15 nov, ore 13:36 
im confused about the mod loader for vanilla framework and all vanilla mods, i only had vanilla mods enable but black screen? is there a guide on what load order should be for vanilla mods?

should there only be 1 faction mod at a time? its very confusing for new players
Oskar Potocki  [autore] 10 nov, ore 13:45 
00generator
To reiterate: we do not look at other mods when developing ours. This includes not copying, not being inspired by, and not working with other modders. Safer for us if we just don’t see the work of others when we develop ours. Otherwise people may assume we intentionally copy something or whatever. We don’t.
Sarg Bjornson  [autore] 10 nov, ore 11:21 
I haven't seen that PRC man in my whole life
Alu 10 nov, ore 8:51 
generator
ve mech and rimfactory were compat in the old form anyway
they had overlap due to both being factories
not incompat
Oskar Potocki  [autore] 10 nov, ore 6:43 
I don't see why any mod would be incompatible. It's just new structures with their own functionality. We're not relying on anything that other mods provide.
Oskar Potocki  [autore] 10 nov, ore 3:29 
We don't check other mods when we develop ours so that we're not subconsciously influenced by them. The short answer is no idea.
iko 1 nov, ore 20:30 
Questo commento non è stato ancora analizzato dal nostro sistema di controllo automatico dei contenuti. Verrà nascosto temporaneamente finché non verificheremo che non abbia contenuti dannosi (ad esempio, link a siti web che tentano di rubare informazioni).
Lord_Viho 1 nov, ore 13:33 
Is it possible to have a designated landing spot for helicopters and planes? As it is, mine just land at the end of the map.
Alu 1 nov, ore 4:46 
@puppies
ancients is being remade
not updated
GNO-SYS 1 nov, ore 4:11 
The framework update broke certain refuelables, like VRE-Sanguophage draincaskets, which now have a zero-nutrition bug when connected to a nutrient paste network.
Puppies_Eat_Beans 1 nov, ore 2:59 
Could you get ancients up to date pls, I would love to experiment with it's super powers
Sarg Bjornson  [autore] 1 nov, ore 0:16 
Because we make tens of changes a week, and 99% of them are not player facing
ZzZombo 31 ott, ore 21:53 
Why do you not put a changelog on an framework mod? So that the users of it could know what changed?
Soky 31 ott, ore 8:59 
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 30 ott, ore 23:51 
it keeps referencing a api that apparently ve has when used with mp
i wonder where its getting added
Sarg Bjornson  [autore] 30 ott, ore 23:46 
We don't do multiplayer