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Installing mods on RimWorld: …\RimWorld\Mods

Vanilla Expanded Framework  

Upload: 20 Jun 2023, 16:16
Created by: Oskar Potocki [X]
Uploaded by: Aqxaro
Vanilla Expanded Framework

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.

Requires Harmony

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!

FAQ

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.

Expanded Prosthetics and Organ Engineering

Expanded Prosthetics and Organ Engineering

26 Jun 2023
0
1 056
0

This mod gives you the ability to craft your own prostheses and artificial organs. Starting with basic prostheses like a peg leg or a hook hand, you can research everything you can think аbout: Simple prostheses like the vanilla ones, countless new, bionic body parts and even advanced bionics. But

RunAndGun

RunAndGun

23 Jun 2023
0
1 036
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Your colonists can never be a true Rambo if they cannot gun while they are running. Therefore, this mod adds a mode that, when enabled, allows drafted colonists and NPC pawns to shoot while moving at the cost of an accuracy and movement penalty .

Recipe icons

Recipe icons

26 Jun 2023
0
612
0

- tooltips with recipe information - icons in thing filters - icons for some surgery icons

Choice Of First Psycaster Path

Choice Of First Psycaster Path

21 Jun 2023
0
503
0

When pawn first get psylink, instead of randomly unlock a psycaster path (mostly the one you don't want), it grants you additional one point to choose which path you prefer.

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