RimWorld

RimWorld

Vanilla Expanded Framework
4.932 kommentarer
白金trigger For 21 timer siden 
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. kl. 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  [ophavsmand] 19. nov. kl. 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. kl. 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. kl. 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  [ophavsmand] 18. nov. kl. 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  [ophavsmand] 17. nov. kl. 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. kl. 21:46 
To delete without even notifying—that's impressive.
Funtime 17. nov. kl. 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. kl. 11:23 
Vro that change's causing me to have to update most of my mods </3
Loot Murlock 17. nov. kl. 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. kl. 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  [ophavsmand] 17. nov. kl. 10:09 
You can do a search for VEF_MeleeAttackSpeedFactor using RimSort, that should do the trick
Coral 17. nov. kl. 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  [ophavsmand] 17. nov. kl. 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. kl. 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  [ophavsmand] 17. nov. kl. 9:04 
Yeah, new stats are RangedCooldownFactor and MeleeCooldownFactor
Kanlay 17. nov. kl. 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. kl. 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. kl. 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. kl. 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  [ophavsmand] 10. nov. kl. 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  [ophavsmand] 10. nov. kl. 11:21 
I haven't seen that PRC man in my whole life
Alu 10. nov. kl. 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  [ophavsmand] 10. nov. kl. 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  [ophavsmand] 10. nov. kl. 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. kl. 20:30 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
Lord_Viho 1. nov. kl. 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. kl. 4:46 
@puppies
ancients is being remade
not updated
GNO-SYS 1. nov. kl. 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. kl. 2:59 
Could you get ancients up to date pls, I would love to experiment with it's super powers
Sarg Bjornson  [ophavsmand] 1. nov. kl. 0:16 
Because we make tens of changes a week, and 99% of them are not player facing
ZzZombo 31. okt. kl. 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. okt. kl. 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. okt. kl. 23:51 
it keeps referencing a api that apparently ve has when used with mp
i wonder where its getting added
Sarg Bjornson  [ophavsmand] 30. okt. kl. 23:46 
We don't do multiplayer
_SERINITY_ 30. okt. kl. 16:12 
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 30. okt. kl. 1:46 
dont think so yet

yell at your government to stop being pain
Little Dave 30. okt. kl. 0:55 
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  [ophavsmand] 27. okt. kl. 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 27. okt. kl. 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 25. okt. kl. 14:04 
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
EnhancedTwilight 25. okt. kl. 1:08 
Is it possible to add aditional bases for a faction using this?
BlueMoon 19. okt. kl. 2:24 
for some reason i cant build pipes using this framework through corners (pipes and somilar from dubs and vanilla cables work). my colonists (and mechs) deliver items to these pipes but when it is time to build it says no path.
Большой Стэн 17. okt. kl. 11:00 
Still, the mention of gloves and boots was unnecessary, because they protect the fingers, which are not present if bionics are installed, so don't pay attention to the second part.
Большой Стэн 17. okt. kl. 10:56 
Hello, esteemed VE team. I discovered that your shield system, added by VE framework (or something similar), doesn't work with modified arms. Shields can be equipped on the "left arm," but only on Archo or Bionic arms (for implants); it doesn't work with the Biomass Tentacle. It also doesn't work with any other arm implant from any mod, I tested it with [FSF] Advanced Bionics Expansion, Cyberware 2077, WVC - Ultra Expansion II. maybe the problem is in my mods that I tested, but it doesn’t seem like that’s the case. Is there a solution or a patch that would automatically detect this?
P.S. At first, I wanted to use the VAE gloves as an example, as I thought they'd work with modded hands, but it turns out they have the same issue. So, the question about a patch or changes also applies to the glove and boot system.
Fighter452004 16. okt. kl. 23:41 
How does one make a bug report?
Sarg Bjornson  [ophavsmand] 12. okt. kl. 11:55 
No proper bug reports, so no
sssheldo 12. okt. kl. 11:07 
I seem to have a similar problem as @Schizoidlist2. Has a solution been found?
Izea 12. okt. kl. 10:39 
Getting the same error

NullReferenceException → ReadingPolicyDatabase.GenerateStartingPolicies()