RimWorld

RimWorld

7,406 ratings
Vanilla Furniture Expanded
23
19
2
3
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
4.081 MB
Apr 20, 2019 @ 7:25am
Feb 24 @ 11:11am
21 Change Notes ( view )

Subscribe to download
Vanilla Furniture Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
107 items
Vanilla Expanded - Empire playthrough
149 items
Description




1.1.1 (29/03/2020): Added two new furniture pieces: Lamp End table and AC unit.




1.1.0 (20/02/2020): This mod is now 1.1 compatible. Fixed the issue with stone campfire not processing bills.
1.0.0b (11/06/2019): Minor bugfixes.




I have always found vanilla furniture to be lacking in depth and quantity. After researching Complex Furniture, the research tree for furniture pretty much ends, with a couple of odd technologies adding things like Vitals Monitors and Hospital Beds along the way. As part of the Vanilla Furniture Expanded mod, the team consisting of the Author of Android Tiers, Atlas, and me would like to add some sort of progression to the furniture of the rim, whilst also keeping it Vanilla friendly. Listed below are the main focus points:

Furniture added in this mod is by no means meant to be era specific (example: a neolithic technology will not add pieces of furniture only useful in that era). I want the items to be useful in spacer age, and not force players to deconstruct them in order to replace them with new ones.


Main technologies (later explained in a technology tree) will add basic furniture. Any furniture with specialised use will follow the vanilla routine of having a separate technology designated to it.


I want to add variety to furniture, but not simple reskins. Different beds will have little variations in either crafting recipe, comfort or rest effectiveness provided etc.
Graphics will be vanilla friendly.


Mechanics will be vanilla friendly. I have no intention to introduce overly complicated schemes by the likes of Rimatomic, which adds extensive structure trees for energy.


Mod will be modular - A main mod will feature ONLY main technologies. Any technologies on top of that will be released in form of additional mods, unless we introduce game options menu allowing to disable several segments of the mod. We can’t please everyone, but we can allow people to please themselves, so to say.


Will not introduce any new resources. There is already plenty of mods adding new resources, and I believe that to stay within the realms of vanilla rimworld, we can easily work around with vanilla furniture.


Most of the furniture should be able to use stuff to make. There is nothing worse than being stuck with an item color that you don’t really want.

As the content list is quite extensive (over 30 new pieces of furniture), I decided to move content description under every other tab. Scroll all the way down to see what furniture gets added as part of this mod.















NON-Steam Download: https://drive.google.com/open?id=13sjUuO0zOBZDJD8SoXTutbUoW9IOyk0m



[forms.gle]

There are currently issues with the items disappearing after being built. It is a mod conflict, which means only some of the users experience it and we are figuring it out.

There is an issue of things disappearing from the architect menu. It is because the mod has been added to an existing game, and you need to research Complex Furniture again.

Practise Target (1.0) is incompatible.

If any pieces of furniture disappear upon being built, move the mod further up the mod queue.



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Atlas, a programmer and author of Android Tiers, responsible for all the programming.

Rimworld is owned by Tynan Sylvester. Obviously.



[ko-fi.com]

[ko-fi.com]

Join us on our Discord! https://discord.gg/TgrUVET


























































































[discord.gg]


Popular Discussions View All (34)
11
Mar 22, 2023 @ 10:13pm
[FIX FOUND] [BUG] Trying to build beds added from this mod causes the ui to disappear
davidguy207
9
Jan 25, 2023 @ 10:08pm
Beds Disappeared
LookToWindward
5
Jan 2, 2023 @ 10:42am
Cannot find Air Conditioning Unit
Ian Corvid
< >
1,372 Comments
Aotrs Commander Feb 24 @ 1:24pm 
Just to report, whatever today's update from a couple of hours ago did seems to have fixed the room stats and bins issue; I came in to dev-delete the bins (I ran out of time yesterday) and then realised the "ideolegion disrespected" notification was gone, and on checking the room were displaying stats normally.

So felt I should make a point of saying: Thank you,Oskar and team.

*tips helmet*
Chris046 Feb 24 @ 2:57am 
Bingo, I just uninstalled and reinstalled the mod and it seems to be working!
Sarg Bjornson Feb 24 @ 2:50am 
Very likely Steam is just not updating the mod for you
Chris046 Feb 24 @ 2:33am 
Yeah my colonists are still not emptying the bin, will need to see if any mods are getting in the way of them, but all my mods are mostly the vanilla expanded.
Aotrs Commander Feb 23 @ 4:04pm 
Had issue with bins disabling room stats (and causing some lag while doing so). Have made bug report with attached hubslib log (so that it cannot be said I didn't try to help by providing a log).

(Did not attempt to work out if the issue was caused by one of my 400-odd mods, sorry, because I used all today's playtime up trying to work out what was broken.)

Would have upload a save game, but as I'm using a (very simple) xenotype mod not on the steam workshop ; plus the aforementioed other 400 mod, felt that was probably unhelpful.
Oskar Potocki  [author] Feb 23 @ 1:15pm 
Pushed a fix for the issues.
Oskar Potocki  [author] Feb 23 @ 9:32am 
@NeonProdigy
I'd rather fix the bug, thanks.

@Next Door
Consider reporting the bug using the google form link above.
Next Door Feb 23 @ 8:40am 
When I click on the bed, the interactive bar on the bed will disappear, leaving only black blank space. And it will also reduce TPS by approximately 300. After investigation, I found that removing this mod and some mods that use this mod as a prefix will solve this problem. I don't know if it's a conflict or a bug.This series is very interesting. It's really regrettable that it can't be used.
Dr4cos Feb 23 @ 6:50am 
done Thanks again for all the work xD
Sarg Bjornson Feb 23 @ 6:48am 
Yes please