File Details
VanguardFramework-1.1.1-CF.zip
- R
- Jun 18, 2026
- 101.06 KB
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- 1.0.0
File Name
VanguardFramework-1.1.1-CF.zip
Supported Versions
- 1.0.0
Changelog
All notable changes to this project will be documented in this file.
[1.1.1] - 2026-06-18
Fixed
- [curseforge]Fixed the framework failing to start entirely (
Failed to execute main script: main.lua) when a drill Blueprint was not yet linked at startup.devices.luaregistered aRegisterPostHookonBP_OreDrill_Placeable_C:StartLootGenerateTimerat load time; when the UFunction'sFuncpointer was still0x0(BP not fully loaded),RegisterHookthrew, and because the call was outsidepcallthe error propagated and aborted the whole script. The framework appeared dead whileConsoleEnablerMod(a separate mod, F10 console) kept working, which made it look launcher-specific (CurseForge) when it was really BP load timing. UE4SS itself was injecting fine via thedwmapi.dllproxy. - Fixed the drill mining-rate knob (
vf device drill rate <x1-x10>) having no effect on drills already placed in the world. The acceleration post-hook was only ever registered from the drill'sReceiveBeginPlay, which never fires again for drills that began play before the mod loaded, so re-triggering their timers had nothing to intercept (command printedReiniciados N timersbut neverBroca acelerada!). The hook now also registers on-demand (lazily and idempotently) insideupdateActiveDrillTimers()before theFindAllOfre-trigger, so pre-existing drills are covered.setupHooksnow only waits on_BP_Placeable_MASTER_C(not the drill BP) so the master begin-play hook isn't delayed. - Fixed an FPS regression on large/established bases.
UEHelpers.GetPlayerController()/GetPlayer()run an uncachedFindAllOf("PlayerController")(a fullGUObjectArrayscan) on every call — unlikeGetEngine/GetGameInstancein the same file, which are cached. TheBP_MainPlayerController_C:ReceiveTickhook calls them every frame (viaVF.Player.Tick, unconditionally), so the scan cost scaled with the number of world objects and tanked the framerate for players with big bases (matching the "only some players" reports). The player controller is now cached and only re-scanned when the reference becomes invalid (respawn / level change).- Framework-side override of
UEHelpers.GetPlayerControllerinmain.lua(immediately afterrequire("UEHelpers")), soGetPlayer/GetWorldinherit the cache automatically. Applied within the Framework's own Lua state: theshared/UEHelpersfile is left untouched (nothing extra to ship, no conflict with other mods, survives UE4SS updates). - Complementary pawn/controller cache in
VF.Player.GetCharacter/GetController(player.lua), each guarded by:IsValid().
- Framework-side override of
[1.1.0] - 2026-06-16
Fixed
- Fixed cross-mod autodiscovery not working on Game Pass / Microsoft Store builds. The platform folder under
Binaries/isWinGDKon Game Pass andWin64on Steam; the discovery code previously hardcodedWin64, causingmodsDirto benilon Game Pass and silently falling back to the static integration list (VanguardGameplay only). Now iterates the children ofBinariesand picks the first folder that containsue4ss/Mods, covering both builds transparently.
Added
Shortcuts
- Added keyboard shortcut system (
shortcuts.lua) with 25 keybinds across 4 independent groups: Cheats, Airship, Teleport, World. - Groups are toggled via
vf shortcuts all|cheats|airship|teleport|world enable|disableand persisted inconfig.ini. - All keybinds are registered at startup; groups are checked at runtime in each callback to work around the UE4SS limitation of not supporting keybind unregistration.
Cross-mod integration
- Added autodiscovery: Framework scans all folders under
ue4ss/Mods/and automatically loadsScripts/vanguard_api.luafrom any mod that exposes it, passingVFas a vararg. Results are stored inVF.Integrations[modName]. - VanguardGameplay is the first mod integrated via this pattern (
vf gameplay vanilla|default|enhanced|cheats|status). - Removed the defunct
shared/VanguardFramework.luabridge and_G.VanguardFramework— both are ineffective in UE4SS due to per-mod Lua state isolation.
Devices
- Added
vf device buildanywheretoggle command to remove proximity restrictions on world placeables (beehives, animal shelters, pig pens, chicken coops, sheep shelters, food/water troughs, windmills, sky turbines, and decorative mills). State is persisted inconfig.ini(BuildAnywhere) and auto-applied onWorldReadyso the setting survives hot-reloads and game restarts. - Added sprinkler watering radius modifications (
vf device sprinkler radius <n|default>andvf device sprinkler status) supporting both wired and wireless sprinklers, with automatic detection and restoration of default radius from the CDO. - Added battery capacity and transfer rate customization (
vf device battery [capacity <n|default> | output <n|default> | fill | status]) to dynamically scale energy storage/output, and a console cheat to instantly charge all active batteries. - Added generator burn time cap and energy output customization (
vf device generator [maxtime <n|default> | output <n|default> | fill | status]) with a post-hook on fuel addition to clamp active timers, and live UI text formatting overrides (for bothM:SSandH:MM:SSdisplay). - Added solar panel efficiency scaling (
vf device solar [efficiency <factor|default> | status]) which scales environmental power output while preserving climate/time curves, with a command to force active panels to recalculate. - Added windmill efficiency multipliers for all three wind-driven producers: windmills (
vf device windmill efficiency <factor|default>), wooden turbines (vf device mill efficiency <factor|default>), and sky turbines (vf device skyturbine efficiency <factor|default>), scaling wind power output while preserving wind intensity curves. - Added Electric Furnace (
BP_EnergyFurnace_Placeable_C) controls for smelting speed (vf device electricfurnace speed <factor|default>) and energy efficiency (vf device electricfurnace efficiency <factor|default>), including live UI bar synchronization and energy network hook reassertion overrides. - Added Fuel Furnace (
BP_Furnace_Placeable_C) controls for smelting speed (vf device fuelfurnace speed <factor|default>) and fuel efficiency (vf device fuelfurnace efficiency <factor|default>), keeping fuel consumption per item constant relative to speed. - Added Transport Drone (
BP_TransportDrone_Buildable_C) energy efficiency multiplier (vf device drone efficiency <factor|default>) to scale active flight and idle docking power draw. - Added global reset command
vf device resetto clear all custom device configuration keys and instantly restore game default properties on all active structures in the world.
[1.0.3] - 2026-06-13
Fixed
- Fixed freecraft command to work with craft, research and trader.
Added
Inventory
- Added chest dynamic inventory expansion (supporting up to +4 rows or +24 slots added to the default base of 12 for a maximum of 36 slots / 6 rows total) via console commands (
vf inv chest addRow/addSlots/reset), dynamically injecting custom slot widgets at runtime inside the UMGUniformGridPanel.
Machines:
- Added new
deviceconsole command group (vf device drill [consumption <n|default>|rate <x1-x10|default>|status|dump]) to modify world placeable structures. For now, only Ore Drills are controllable. - Added debug utility command
vf device drill dumpto output property and function information of classes in game memory.
Tools
- Added tool durability multiplier command (
vf tool durability <x1-x10|infinite>) and a persistent general configToolDurabilityMultiplierto scale the durability of all tools (lasting 1x to 10x longer, or infinite). - Implemented a post-hook on
BPL_AttributeFunctions_C:DecreaseDurabilityto dynamically intercept tool wear. Durability data is parsed and modified directly from/to the JSON struct field (AdditionalSavedata) in Lua, ensuring a robust, reflection-safe implementation. - Implemented a probabilistic wear distribution for fractional multipliers (e.g.
x10or0.1wear rate will correctly scale wear over multiple swings instead of rounding down to 0 or up to 1).
Player
- Implemented character walk and run speed modifications via a persistent
SpeedMultiplierin the tick function. The speed modifier is dynamically scaled and kept in sync during native sprint transitions (starting or stopping run) to prevent losing the custom speed settings. - Added a safety limit of minimum
1.0speed to prevent character movement lockups, along with quick reset commands (vf player speed resetandvf player speed default).
[1.0.2] - 2026-06-12
Fixed
- Fixed the airship repair command and cheat visuals (smoke particle emissions and cockpit hazard warnings are now properly cleared when repaired).
- Fixed stack size limits for items with case-sensitive database keys (e.g.
logvsLog) or formatting mismatches (e.g.Seed_CarrotvsSeedCarrot). All items (including wood planks) now correctly scale up to the configured limit. - Made inventory console commands (
vf inv countandvf inv set) case-insensitive for raw blueprint class names (e.g.,bp_log_item_c). - Blocked the game pause hooks from triggering during co-op/multiplayer sessions to prevent freezing other players.
Added
- Added automatic singleplayer game pausing when pressing the ESC key (opening the escape menu), which automatically resumes the game when the menu is closed.
- Added persistent player home teleport coordinates (slots 1-9 and default), automatically saved/loaded via
config.iniso teleports survive game restarts and hot-reloads. - Added a new
multiplayermodule and command group (vf multiplayer list | tp <name> | pull <name>) to support player listing, location tracking, and co-op teleports. - Exposed the multiplayer module via the Vanguard API bridge (
_bridge.Multiplayer) for future external companion features. - Added an
EnableStackOverrideparameter inconfig.ini(defaulttrue) to allow players to disable Vanguard's automatic stack adjustments in case of conflicts with.pakmods.
[1.0.1] - 2026-06-11
Fixed
- Fixed an issue where increasing stack sizes would break the game's planting (seeds/saplings) and wiring (cables) mechanics.
Added
- Added a configurable blacklist feature to exclude specific items from stack size modifications.
- Added default blacklist patterns in
config.ini(BlacklistPatterns=seed,sapling,cable) to protect seeds, saplings, and cables by default. - Added automatic fallback to the default blacklist patterns in the configuration loader if the key is missing.