RimWorld

RimWorld

Ben Lubar's Vanilla Expanded Patches
110 Comments
Sarg Bjornson 16 Sep, 2024 @ 10:24am 
It's all part of VE now :D
Three 16 Sep, 2024 @ 10:12am 
Thanks a lot for creating this mod. I have used it in many games. This is the end of my adventure with it since it is no longer updated. Thanks again and good luck in whatever you are doing now. :guard:
ᛚᚢᚲᛟᚨᚾ 17 Aug, 2023 @ 3:40am 
dose it work for 1.4 or it needs an update?
Solzucht 15 Jul, 2023 @ 3:48am 
Read the document provided by Sarg, it lists what is included and what not.
My own opinion, it is fine as they covered it :)
jimmyal 5 Jun, 2023 @ 1:16pm 
so its safe to say this mod is no longer needed as youve helped the VE team implement the fixes directly instead of needing this patch?
Wolfy 3 May, 2023 @ 8:42pm 
Fantastic QoL update work Sarg ty <3
Sarg Bjornson 1 May, 2023 @ 5:35am 
Done! The majority of the patches should now be part of the corresponding VE mods, when applicable. There is a doc detailing it all here: https://docs.google.com/document/d/1Tb7nLiHGAgOq6lKeerRjbSLv1YURuuphEeAgn2fsZl8/edit?usp=sharing
Sarg Bjornson 27 Apr, 2023 @ 1:52am 
Starting with this now
Sunlight88 13 Apr, 2023 @ 11:53pm 
Thank you very much Sarg, I appreciate everything you do for the community!
😊👍
Sarg Bjornson 12 Apr, 2023 @ 11:04pm 
It's on my todo list, I just have to finish three mods that are in the works. Two are in beta at the VE discord server atm, and the last one is almost done
Overfox 12 Apr, 2023 @ 6:28pm 
How's the integration coming along?
Sarg Bjornson 24 Feb, 2023 @ 11:01pm 
I have less time than usual in these months of the year
NSeu.Creative 24 Feb, 2023 @ 5:49pm 
Still nothing?
Sarg Bjornson 23 Feb, 2023 @ 6:20am 
PSA: This is on my to-do list to implement of VE directly
TurtleShroom 15 Jan, 2023 @ 10:14am 
Has Mlie revived this Mod yet?
Catts 24 Nov, 2022 @ 10:59pm 
Thanks Kayedon! The effort and incredible diligence of everyone in the RW modding community really makes this game what it is.
Kayedon 24 Nov, 2022 @ 1:57pm 
To everyone asking for 1.4: Ben Lubar has stepped away from modding at this time and has passed this project over to Mlie, who has it on his to-do list.
J0HNNY_TSUNAM1 13 Nov, 2022 @ 4:42pm 
1.4 when?
Timou 2 Nov, 2022 @ 6:28am 
Please update to 1.4
Jagger Ottski 1 Nov, 2022 @ 4:05pm 
Hey Ben, just wanted to say I found this patch so useful to me in my 1.3 games. If you're able to update it some time, that would be awesome, but regardless, thanks for making it in the first place.
Kocel 27 Oct, 2022 @ 8:52pm 
Hope you come back to modding to update your stuff. You have a skill for addressing small, otherwise looked-over things, between your two VE fixes and the pyromania torch fix
fery vuta 23 Oct, 2022 @ 5:22pm 
please
VelxraTV 21 Oct, 2022 @ 12:37pm 
Please update to 1.4
Winterbloom [✚] 17 Sep, 2022 @ 3:08pm 
Yo ben, been a while, Wanted to ask since your much better at this than me, how would one go about making Vanilla Acheivements Expanded register all alien races. been pretty disheartening to get the requirement for an acheivement only for it not to register.
NegativeCreep 23 Aug, 2022 @ 12:30pm 
looks like you can just delete 294100\2655869813\Mods\FactionsMedieval\Patches\Patches_Medieval.xml
I don't know what he was doing with the low cobblestone walls, it's not in the notes, but works fine without it and gets rid of the VFE-Medieval error message
Random Tank 26 Jun, 2022 @ 8:20am 
The tool addition is really really useful, so one thing'd love (which I know isn't vanilla expanded) would be if you could add it to the vanilla Eltex staff and the Anima staff from Anima gear? I'd happily do it myself but it seems to be in assemblies which I have no idea how to edit or add stuff to.
Seos 7 Jun, 2022 @ 12:23am 
@Ben Lubar, thank you for a wonderful and useful mod. I hope you update it soon.
Ser Prinny 2 Jun, 2022 @ 9:51pm 
@MrXarous Thanks for the help man, i got it to fix now. Kinda silly how a simple patch would disable the whole mod.
MrXarous 2 Jun, 2022 @ 4:54pm 
If any of you want to fix it yourself I went to 294100\2655869813\Mods\FactionsMedieval\Patches\Patches_Medieval.xml and the second patch operation listed can be modified like this:
<!--<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName="VFEM_ArcheryTarget"]/maxTechLevelToBuild</xpath>
</Operation>-->

It's just a dumb way to stop the patch from being active/applied and will stop those errors until it's removed from the mod. Cheers!
BAPBHΛΩ 2 Jun, 2022 @ 2:50pm 
Seems to be that Oskar added "above medieval tech level" for archery targets to VFEM, I know you haven't touched this patch in a few months but the errors should be an easy fix, please!
Scotty Fox 2 Jun, 2022 @ 2:46pm 
https://gist.github.com/55dab59cc7c9c5c673372242577a2531

Red Error on Startup after the newest update for VFE
Chiplord 2 Jun, 2022 @ 2:20pm 
Also here to report the red error after VFE-Medieval update.
Reen 2 Jun, 2022 @ 12:14pm 
Just to back up MrXarous, came here to comment the same.
MrXarous 2 Jun, 2022 @ 12:00pm 
With the update to VFE-Medieval today (and the change to the archery targets) your mod now throws red errors on load.
LuneFox 4 May, 2022 @ 3:33pm 
[HugsLib][warn] Missing enum setting labels for enum BenLubarsVanillaExpandedPatches.HomeAreaOrAlways
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

got this error from log. some time cause game freeze
Alleykat 3 May, 2022 @ 6:17pm 
Thanks for the mod ben! I'm getting a red error with the auto-unforbidding lemons after game load, can you help me figure out if this is a bug or being caused by a mod conflict? I had it set to home area only and now it spams a red error when lemons drop. So I've turned it off for now:

https://gist.github.com/d3ac45069e1151ff89fdee7ba6c75e57
J 1 May, 2022 @ 2:27pm 
@Maty the Fluff :3
Somebody made a patch not so long ago: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2799575767
Neowulf 21 Apr, 2022 @ 9:34am 
Any chance you could add the Geothermal Heater effect to the Ancient Geothermal Plant when Ancients and Dubs Bad Hygiene are together?
Maty the Fluff :3 30 Mar, 2022 @ 6:29am 
Do you think there is a way to make the vanilla expanded accessoires/utility stuff spawn on allied and enemy npcs?
Gidwelion 15 Mar, 2022 @ 6:15am 
hey i wanted to ask if your mods are generally safe to enable midgame or if they need to have a new game to fully function
Archon 28 Feb, 2022 @ 3:54pm 
Thanks so much for the contribution to VE
HK9 28 Feb, 2022 @ 3:32pm 
Great mod, a must have. Just a small question, even with hydroponics, impossible to plant wasabi, it is not even available (it is fine with the artificial ecosystem but without being able to grow because no water I imagine). Am I the only one?
MatrixVirus 26 Feb, 2022 @ 4:31pm 
Instant subscribe. Awesome work.
Shavius 22 Feb, 2022 @ 4:42am 
Please add a tiny fix about smoked meat from Vanilla Factions Expanded - Medieval, changing its ingestEffect from EatVegetarian to EatMeat?
sammy2020 13 Feb, 2022 @ 1:31pm 
can you make soy milk a non animal product
SkyLarkBlue 10 Feb, 2022 @ 1:13pm 
Can you wrangle the Archotech Shield Belt (VF Insectoids?) into the Accessories tab in apparel? I think VE Accessories adds the category and everything is moved there except this one thing. I hope I'm right about the mod that adds the category and that is a VE thing.
VelxraTV 9 Feb, 2022 @ 3:18pm 
Ben will this have any conflicts with Bill Doors useful junks? Like will the VFE ancient water filter conflict since both mods are using the same object.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2691738148
Gelato 30 Jan, 2022 @ 11:03am 
Can you disable pianos in V-Furniture-E if royalty installed?
Schproemftell [WE] 28 Jan, 2022 @ 9:15am 
is there a possibility to make it work with the Re growth mods as well ?
Lasagna 20 Jan, 2022 @ 11:00pm 
moving those short walls to security is such a good change.