![]() Q: I pressed to ignore a specific faction but I want it to spawn after all. Q: Is this mod compatible with Faction Control or Empire mod?Ī: If you’re not running any other Vanilla Expanded mods, this mod serves as Faction Discovery mod as explained above. 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: Can I take your code and put it in my mod?Ī: No. ![]() 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 this mod's functionality be used in other mods?Ī: Yes, and we are working hard on making a solid documentation. For known issues please see the known issues section of this mod description before commenting. Q: Is this mod compatible with other mods?Ī: Yes, it’s a framework, and it is compatible with every other mod. Q: Which position in the mod loader should this mod take?Ī: This mod should be loaded BEFORE other mods, as close to Core as possible. Running those mods without this framework will not allow you to play them. This mod contains all the code used with the other mods that are marked as requiring this framework. Q: Is this mod necessary to run other Vanilla Expanded mods?Ī: Yes. If you notice any significant performance impact, this feature can be disabled in mod options! This means that texture quality will significantly improve. Yes! By default, this mod disabled Atlas caching from 1.3 onwards. You can now have infinite amount of factions in your game! Yes! This mod removes the 12 faction cap introduced in 1.3. 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. Yes! We have negotiated a deal with Orion and included his Faction Discovery mod within Vanilla Expanded Framework. If you see a mod with a following banner in the description: 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. The mod setting Power Factor has no effect.īig thanks to Vendan, the original author, and Kiame Vivacity, for keeping it alive for many years.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. Let Steam redownload them when you launch RimWorld, verify the game on Steam, and it should be good to go. To guarantee you get the newest version of each mod, delete the mod files directly:įor me, the mod files are at R:\SteamLibrary\steamapps\workshop\content\294100.ĭelete the files 1617282896 (Deep Storage) and 2878183338 (RimFridge Updated). SWM patched Deep Storage, so with the newest version of that mod and mine, you should be able to see Deep Fridges again. If you have a neat solution in mind, let me know The GitHub listed below is for 1.3, I have not yet made a repo for this 1.4 update.įridges currently mirror the pre-1.4 behavior and only take one stack.Ĭhanging that to the 1.4 shelf behavior with triple stacks causes items to stick out and break the aesthetic. The old Readme is enclosed below, for reference. No guarantees are made about its reliability or functionality. Updated this mod based on my limited understanding of C#, Rimworld, and Harmony. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks. *** For the meantime, this mod is required for prisoners and likely animals to eat from the fridges ***Īdds refrigerated racks to keep food and other perishables cold. PLEASE UNINSTALL THE OLD VERSION OF RIMFRIDGE.Įven if you have it disabled, it confuses the Mod Manager and will break both mods.
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