RimWorld

RimWorld

8,763 ratings
Vanilla Furniture Expanded - Security
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.403 MB
Aug 25, 2019 @ 9:04am
Apr 7 @ 4:27am
45 Change Notes ( view )

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Vanilla Furniture Expanded - Security

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
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.



1.3.0 (14/07/2021): Now introducing:

Oh, and 1.3 update!



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.

Due to base game bug, enemy raids can sometimes load their mortars and artillery with stone chunks. Please use [XND] Turret Extensions - Continuum to fix that.

[forms.gle]

Inability to build rocket turrets is a bug with mortar accuracy since they updated to 1.1. Until the matter is fixed, the only way to fix it is to disable Mortar Accuracy.



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: 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.

Q: Does a shield generator stop drop pods?
A: Yes, each drop pod can be intercepted, lowering the shield HP each time.

Popular Discussions View All (105)
22
3
Oct 11 @ 12:28pm
1.6
Miku
3
Jul 28 @ 1:34pm
Artillery tanking TPS when on map.
CyllyCynwalker
25
Oct 30 @ 2:53am
[BUG] mod breaks all siege events
Aerensiniac
2,469 Comments
DerChozenVun Nov 5 @ 10:20pm 
True, it's all about optimization. Companies try to cut corners by telling people to go for SSDs or requiring them, but those aren't actually good for consistent long term use when you understand limited write cycles and corruption issues due to lack of electrical current. They work for plug and play like flash drives however despite corruption issues due to lack of power so you make multiples. The point to that short rant being that while the stuff they tapped into once invention went the way of the dodo has constant issues down to DDR5 not liking neighbors, we did have a significant point of advancement last decade or so when we actually peaked aside from the current application of void bots and goetia related stuff with the Pokeball CPUs.

I'm a newbie who spent fifty hours on the "tutorial" and decided to go "Civilized Mad Max", so I'll be running some cartel or something. This mod just looks crucial. Sorry that everyone had to wait for three versions.
Alu Nov 5 @ 9:49pm 
you must however remember
as i noted threading is hard
fully threading a game is not always the efficient answer cause threading isnt openly always faster
sometimes its faster to just do good single core code
you can look at factorio to how far you can actually take this stance
factorio for a long time was single cored but still one of the most well optimized games in existence

theres a whole lot of variances and edge cases to account for
the recent amazon web services crash was basically caused by an edge case threading issue collapsing it all

the topic of optimization for rws future is a common one in the discords
wed been yelling at ludeon for legit years about it to no real answer
1.6 is our first update in like 3 versions where the game didnt run worse than before
DerChozenVun Nov 5 @ 9:32pm 
As multiple cores were essentially a standard when they made their sandbox which is inherently expansive, one would assume that they'd have the foresight to take the extra steps, that's all. It's like how I understand why some 2000s games cap at 2 gb of RAM because that was a lot of RAM for the time, but it's illogical for companies to be allowed to sell them on Steam without removing the cap. The vintage price would still compensate for their labor rather than simply milking an old file. I'm not bashing, I'm just saying "always wipe and wash".
Alu Nov 5 @ 9:27pm 
nah they are just busy on ve gravships
that things beta is taking some serious time in the discords

and no
"as is" is legit
the last 1.5 stable build kept up for people to finish their 1.5 saves or to go back for mods that were left behind they do this for every major build

its that way by full intention

thus the optimizations added to the next major version cant be backported or they risk breaking old mods
the smaller "post release fixes" after the major update are intended to not break mods
but as anyone in development can probably tell you
♥♥♥♥ happens

and "why would you make a game without threading" is actually an easy answer
threading is bloody hard
and if you do it badly
its less efficient than good single core optimizations
DerChozenVun Nov 5 @ 9:22pm 
Thanks for the link; I see birds can finally fly and ground penetrating scanners only work on actual ground now.
DerChozenVun Nov 5 @ 9:19pm 
If you're adding a feature to run it as beta when you drop 1.6, based on the timing one could reason that multi-threading was across the board since adjustments had technically been made to 1.5, even if it was for secondary support and not common sense "why would you make a game without" multi-threading as noted today. You wouldn't add to the previous version if you had no intention of keeping it running.
When you get updates past the single post decimal number, "as is" starts to go out the window.
Either way, once this is done, you'll see a massive up-tick in Rimworld being played; this mod is starting to feel like a social experiment to be honest.
Alu Nov 5 @ 9:13pm 
oh
the glowgrid rewrite also uses unity updates burst code
i forgot they did that

https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub

you can search unity in this change log to see the unity version jump

then also search burst to see the references to burst in the performance section
Alu Nov 5 @ 9:10pm 
the last 1.5 build is several months before 1.6
the pathfinder rewrite in 1.6 required a whole unity update to enable unity burst code
the threading is part of that

its also basically
common stance that when your making a new major update
you dont add stuff to previous versions
that would defeat the point of leaving them available in their "as is" states
DerChozenVun Nov 5 @ 8:02pm 
Seeing as how they apply updates beyond the single digit past the decimal point and added the option to run on 1.5 while introducing multi-threading at the same transition, and because the person that I actually addressed is still on 1.5, reason stands that it is in fact not "obviously not". I am however more than open to links with actual information. Thank you.
Alu Nov 5 @ 7:54pm 
no obviously not