RimWorld

RimWorld

1,001 ratings
Vanilla Furniture Expanded - Security
 
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Mod, 1.0
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5.403 MB
Aug 25 @ 9:04am
Sep 17 @ 7:53am
9 Change Notes ( view )

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Vanilla Furniture Expanded - Security

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Description

[www.patreon.com]

Before we begin, a massive thank you to my team. You all have been super inspiring, and your ideas and feedback are bringing these mods extra depth. Trunken, XeoNovaDan, thank you.



1.0.5 (12/09/2019): Fixed a bug with barbed wire. Barbed wire now has a chance to be trampled upon walking on it. Cavalry Spikes now last twice as long and leave a blueprint upon deteriorating, allowing pawns to rebuild it automatically.
1.0.4 (03/09/2019): Fixed bug with shield generators where outgoing shots would be blocked. Ammo crates no longer have quality levels since they had no effect.
1.0.3 (31/08/2019): Balancing pass on Sentry turret and Flame turret.
1.0.2 (30/08/2019): Minor optimisations.



This module is a part of Vanilla Furniture Expanded which can be downloaded below. Vanilla Furniture Expanded is not required to play with this module.



Vanilla Furniture Expanded - Security module, a spiritual successor to More Vanilla Turrets, is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am now honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.

Introducing new defenses for every era of the game - starting with hastily built neolithic cavalry spikes, medieval catapults and ballistas, industrial turrets, submersible defenses and artillery, and ending on spacer shield generators and advanced spacecraft railguns.

Several new types of structures you never knew you needed - short walls, acting like a balanced embrasure, trenches allowing your pawns to quickly traverse the battlefield whilst under the high cover from enemy fire and many, many more are waiting for you to explore.

This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.



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

We are afraid this mod can cause desync in multiplayer, due to the sheer amount of code behind it, but be sure to try it out and let us know.

This mod is not currently CE compatible, but the patch will be worked on as soon as possible.

Post any bugs you encounter in the comment section below.



Authors:

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

Trunken, a programmer responsible for the XML base.

XeoNovaDan, a programmer responsible for the C# code of the mod.

Ogliss, for help with submersible defenses.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]

















































































Q: Can enemy siege use artillery?
A: Yes, Artillery has been added to the list of potential long range weapons for enemy sieges.

Q: What can I expect to see on the development blog on your patreon?
A: Patrons have been able to see the progress on this and many other mods for quite some time now, advising me every step of the way. I try to post several times a week, which is a perfect opportunity to get to know the development process.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new security means?
A: If I find a commonly requested feature to be viable and fitting, I will not hesitate to make it a part of this mod.

Q: Do I need the base module for it to work?
A: No, our goal has always been zero dependencies. You don’t need anything for this mod to work.

Q: Is this mod compatibile with Combat Extended?
A: Not just yet, but the patch is being worked on and you can expect it soon.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these means to protect your base to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", well, maybe except the shield generator, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod compatible with Turret Extensions?
A: Yes, basic support for Turret Extensions has been implemented: Manned turrets will make use of the manning pawn's accuracy and aiming time stats.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Popular Discussions View All (2)
31
Sep 12 @ 7:46am
Suggestions
ckennedy2
9
Sep 15 @ 1:10pm
Balancing considerations
5ink4r
< >
448 Comments
Cyril11795 1 hour ago 
Make it compatible with Extended Combat please
Sei Higaisha 3 hours ago 
Craving for the CE patch x__x
XeoNovaDan  [author] 6 hours ago 
@MidgarZolom - Not as far as I know. Searchlight works as a mote since making it an actual dynamic light source would tank performance
MidgarZolom 8 hours ago 
Not sure if it's been mentioned, but the Searchlight is pathetic with Realistic Darkness--can that be adjusted?
XeoNovaDan  [author] 8 hours ago 
@Rupert - Alright, just sent an attempted fix to Oskar so hopefully that'll be uploaded soon. The fix simply involves nullchecking the list when deregistering, which is what FilUnderscore mentioned
Rupert 9 hours ago 
There is a really interesting mod that has been in the works for a while which will add Persistent Rimworld colonies.

"[WIP] Persistent RimWorlds"

@Oskar Potocki / @Trunken / @XeoNovaDan

All of the other Vanilla mods are compatible with the current state of the "Persistent RimWorlds" mod, except this one. It has something to do with the "WorldArtilleryTracker"

Link to the thread is below

https://github.com/FilUnderscore/PersistentRimWorlds/issues/72#issuecomment-532172944
XeoNovaDan  [author] 12 hours ago 
@Dr Zhivago - That appears to be because Faux Rock's faux rock wall steals Name="Wall" from the vanilla wall ThingDef, which is what our short wall inherits from
Dr Zhivago 13 hours ago 
Minor mod conflict with Faux Rock

*VFES_ShortWall and FauxRockWall both smooth to SmoothedFauxRockWall*
NanoCE 21 hours ago 
Checking back every day for a CE patch. You guys are making awesome mods so take your time, still waiting though.
XeoNovaDan  [author] Sep 16 @ 9:43am 
@BadLuck - You can edit the XML files and remove what you don't want. If you make a local copy with Fluffy's Mod Manager, you'll even be safe from Steam's auto-updating