RimWorld

RimWorld

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Vanilla Furniture Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
11.939 MB
Apr 20, 2019 @ 7:25am
Jul 24 @ 2:51pm
38 Change Notes ( view )

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Vanilla Furniture Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
111 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]


Check change notes.



Vanilla Furniture Expanded 2 is a big update and rework of the original mod, aimed at bringing your RimWorld furniture to the next level. It adds over 30 new furniture pieces across every tech level, from neolithic to late-industrial (with spacer coming in a separate update to VFE-Spacer later), giving you way more options for how you build and decorate your colony.

This mod adds real progression to the furniture system. Basic research unlocks the essentials, while more specialized items are unlocked through extra, modular research projects. Everything is designed to fit naturally into the vanilla game, with no new resources or overly complex mechanics. Each item has its own small perks, like differences in comfort or rest effectiveness, so early-game furniture doesn’t become totally useless later on.

Some of the cool stuff you’ll find:

- Furniture that works across all eras, so you don’t have to constantly rebuild everything

- New recreation options like dartboards, punching bags, and sunbathing loungers

- Skill-boosting items like old and modern computers, pianos, and arcade machines

- Customizable modular couches and linking coffee tables

- Full compatibility with existing saves and support for Royalty and Biotech DLCs

Whether you're setting up a tribal camp or a high-tech research base, Vanilla Furniture Expanded 2 gives you a ton of new ways to make your colony feel like home. It was about time that this mod should receive a major update, and I hope we didn’t disappoint.





[forms.gle]

If any pieces of furniture disappear upon being built, move the mod further up the mod queue.
Please report any issues using the Google forms link linked above.

Credits:
Oskar Potocki, an artist and a designer, responsible for all the artwork, design and visual imagery.
Sokyran, a programmer responsible for all the programming.
Atlas, a legacy programmer responsible for the code in 1.1, 1.2, 1.3 and 1.4 versions of this mod.
Vitalii, an artist responsible for the hero image.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]














































Q: Do I need the original Vanilla Furniture Expanded mod to use this?
A: This mod IS the original Furniture Expanded mod! The update should download automatically.

Q: Will this mod work with existing saves?
A: Yes! It’s fully save-compatible. Your current colonies won’t break, and any furniture from the previous version will update seamlessly. There may be some harmless red errors, but that’s about it.

Q: Is this mod compatible with other Vanilla Expanded mods?
A: Absolutely. It’s designed by the same team and plays nicely with all other Vanilla Expanded content.

Q: Does it require any DLCs?
A: No DLCs are required, but the mod does have added functionality if you’re using Royalty or Biotech (e.g., school chairs and royal beds).

Q: Is the furniture just reskinned versions of vanilla items?
A: Not at all. Each piece has unique stats or functionality, whether it’s better rest effectiveness, new recreation types, or small bonuses to linked beds.

Q: Can I customize or disable specific furniture pieces?
A: No toggles are present in this mod, sorry.
Popular Discussions View All (47)
3
Sep 27 @ 1:47pm
[BUG] Could not resolve cross-reference to Verse.ThingDef named Table_LightEndTable
RSummer
40
Sep 7 @ 11:14pm
Requests
Nexxes
2
Jul 24 @ 7:57pm
Am I the only one who had this problem after the update?
Котёнок Гав
1,790 Comments
pgames-food Nov 25 @ 11:28am 
hi have you tried dubs mint menus? that can be used (by default or by trigger) and it adds a fully searchable architect menu (even with all or categories filtered) - maybe that can help you
gyppygirl2021 Nov 25 @ 11:24am 
I have a serious problem with too many things in the furniture tab cluttering things up, to the point where, when I have all my furniture unlocked (plus a few other mods that add 1 or 2 things each), it takes up nearly the entire screen.

Is it safe to remove this extension from an existing file if there are no furniture items from it?
red Nov 18 @ 3:44pm 
I love the concept of the lounger, but making it a bed causes problems.

I don't know if it's partly a conflict with another mod (Hospitality, maybe), but when they are beds, they are treated like they are simply unassigned beds. Nobody uses them at all, and they turn the room they are in into a barracks. So I've built a lovely rec room with a pool and a bunch of loungers, but... no credit for having a nice rec room, and nobody touches the loungers.
Oskar Potocki  [author] Nov 18 @ 4:01am 
But they are beds.
Triel Nov 17 @ 12:54pm 
Could there be an option to make loungers not beds? My pawns seem awfully prone to doing lovin on them
luperciop Nov 15 @ 2:33pm 
Royal couch!
Greven Nov 11 @ 12:34am 
hey! dope mod, thanks everyone who worked on this ! I love it.
Question tho does the wardrobe stack with the table end and the dresser?
thank you again.
Phooenix Oct 19 @ 12:20pm 
And i don't care that it is hard to deal with, i like problemsolving and stuff that makes the game more complicated :D
Phooenix Oct 19 @ 12:18pm 
@The Bard of Hearts
If you can turn it on/off you can have it off if you want to.
This is just to expand it. And i know this is vanilla expanded so i understand that they want to keep it close to vanilla and opt-in this funcionality that i am talking about. But i'm balancing the game myself with the mods i have, i have mech enemies that can attack and siege artillery that can fire from across the map at my base, among other things, so i think it balances up pretty nicely that i can have a small trickle of resources from my trash as one of the counterbalances.

Like one big bin of trash resulting in (after recycling) 2 plasteel, 5 steel 2 chemfuel. Or something like that.
The Bard of Hearts Oct 19 @ 6:59am 
@ Phooenix
But the "Toxic Waste Packs" are toxic and cause all manner of problems. They are a pain in the but to deal with. Unlike general garbage that can usually be thrown out. Personally, I think they work fine within the confines of the game's meta. If anything, I'd suggest maybe requiring that they be emptied like once every 5 days or something or they quit working; simulating the idea that they get filled up. But that's just my two cents.