RimWorld

RimWorld

Vanilla Expanded Framework
4,967 Comments
FriendlyRage 14 hours ago 
does anyone experience lag when selecting a pawn with psylink+mechlink+many abilities. game speed resumes when not selecting that pawn
Sarg Bjornson  [author] 14 Dec @ 11:03pm 
Many times it's zero, as in "does this bug happen with only this mod active?"
Alu 14 Dec @ 5:23pm 
Many troubleshooters dont help over 300 cause over 300 people tend to not want to remove broken mods
Ves own personal number might be lower
gunns22 14 Dec @ 12:08pm 
@Oskar Potocki Do you guys have an upper limit for how many mods a modpack can have before you won't read a bug report for said modpack? I've been stripping back my modpack to only the mods I want to check for incompatibilities because I recall an upper limit of about 200-ish mods, and my modpack's about 375 strong.
Sarg Bjornson  [author] 14 Dec @ 11:35am 
It good
gunns22 14 Dec @ 11:25am 
@Sarg Bjornson thoughts on Pawn Editor?
Oskar Potocki  [author] 13 Dec @ 2:26am 
Form submissions are for us only. The forms are not processed into some user-facing bug reports at any point, we just fix issues directly from google forms.
Reidlos 12 Dec @ 8:56pm 
There is a bug atm, not sure how long, that may already be submitted in regards to "melee Range" functions from VE. not allowing the auto attack feature where in a pawn cant auto atack, but can reach a enemy, say behind someone melee blocking, when selecting manual, but wont unless you specifically make it do it. It worked in 1.5 fine. If its not yet atleast in the "known bug"or atleast in the assessment level ill submit but assume it is. Is there any thoughts on what might be happening and its fixability with the team? Thanks. (is there a way to SEE the bug report summary or what not instead of just the form? do they get migrated to git at somepoint?)
Sarg Bjornson  [author] 11 Dec @ 11:57pm 
It is always recommended to use Character Editor instead of PC
Locay 11 Dec @ 11:42pm 
Thank you. After doing a quick binary search compatibility with edB Prepare Carefully broke everything. Disabled it and it seems everything is fine.
Sarg Bjornson  [author] 11 Dec @ 11:01pm 
System.InvalidOperationException: DoBill on non-Billgiver

This is a mod doing something it shouldn't. The only way to pinpoint the offending mod is a binary search. Generally you start with the ones mentioned in the error: CommonSense and RunAndGun.
Sarg Bjornson  [author] 11 Dec @ 10:59pm 
Ah, you didn't use the bug tracker
Sarg Bjornson  [author] 11 Dec @ 10:59pm 
When was that? I can't find it
Locay 11 Dec @ 10:51pm 
Created issue on github with full log.
Sarg Bjornson  [author] 11 Dec @ 10:40pm 
How are we supposed to know? No errors on my side
Locay 11 Dec @ 10:04pm 
Hello, i am having trouble after the latest updates. Whenever i restart my game something different breaks be it jobgiver, harvest or construct finish. Restarting the game fixes it but breaks something else.

I did not add or change any mods but it started happening after the latest updates mid-save.

I already re-installed base-game/mods and deleted all configs. Any solutions or is it just related to other mods patches of Harmony waiting to catch up?
Abbot 8 Dec @ 10:20am 
great mods bro, awesome balls
Sarg Bjornson  [author] 7 Dec @ 7:09am 
Thanks to you for listening to me, I'm not used to it :DDD
bcb 7 Dec @ 7:06am 
@Sarg You were correct! I removed and reinstalled this mod (and reran the game/DLC installers for good measure) and the cooldown issue is resolved. I should have tried that first... it only took a few minutes. Sorry for wasting your time, and thanks for the mods!
Sarg Bjornson  [author] 6 Dec @ 10:54pm 
You have corrupted mod files, verify integrity
bcb 6 Dec @ 1:48pm 
@RamboTurkey and VE team:

I too have the issue where most ranged weapons have no cooldown. If I start a new game, draft a pawn, pick up a rifle, and shoot at a wall, it sprays out shots and obliterates the wall instantly.

The issue goes away if I disable this mod. The issue consistently occurs with this simple mod list: Harmony, Core, Ideology, Biotech, Vanilla Expanded Framework.

It also occurs with no DLCs, so just: Harmony, Core, Vanilla Expanded Framework.

I'm using game version 1.6.4633 rev1245 with the latest VE framework as of today.

The VE mods are excellent and I really don't want to disable them! Any suggestions?
Sarg Bjornson  [author] 30 Nov @ 2:07pm 
Do you get that with only this mod?
ore316 30 Nov @ 1:51pm 
There is a bug that makes some furniture invisible for me. is there any way to fix this?
Sarg Bjornson  [author] 29 Nov @ 10:48pm 
Do you get that with only this mod?
奇怪的胖子 29 Nov @ 2:54pm 
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  [author] 29 Nov @ 9:42am 
Uh, so you are not using this mod?
NoOne_ReaVen 29 Nov @ 8:55am 
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  [author] 29 Nov @ 3:31am 
*looks at the bug tracker*

Well, funny thing, that!
QwertynoipmahC 28 Nov @ 8:47am 
letsgo
sev619 28 Nov @ 6:48am 
Crazy to think that many good mods would not be around if this mod and team was not here.
Sarg Bjornson  [author] 27 Nov @ 9:11am 
No such problems for me
Hountez 27 Nov @ 8:43am 
yes i have the same issue with the dev menu, wont open with the mod enabled
Anyone else having trouble opening up the dev menu?
RamboTurkey 25 Nov @ 2:21pm 
anyone else have issues with ranged weapons having no cooldown?
Zero 25 Nov @ 12:27pm 
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 @ 1:23am 
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 @ 3:38am 
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  [author] 19 Nov @ 1:01am 
We generally have our hands full but leaving a comment and that mod ensures we take note of that suggestion
doom587 18 Nov @ 10:26pm 
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 @ 3:37pm 
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  [author] 18 Nov @ 4:00am 
@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  [author] 17 Nov @ 11:13pm 
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 @ 9:46pm 
To delete without even notifying—that's impressive.
Funtime 17 Nov @ 5:38pm 
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 @ 11:23am 
Vro that change's causing me to have to update most of my mods </3
Loot Murlock 17 Nov @ 11:18am 
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 @ 10:22am 
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  [author] 17 Nov @ 10:09am 
You can do a search for VEF_MeleeAttackSpeedFactor using RimSort, that should do the trick
Coral 17 Nov @ 10:06am 
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  [author] 17 Nov @ 9:40am 
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