RimWorld

RimWorld

7,306 ratings
Vanilla Furniture Expanded - Production
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.117 MB
Oct 4, 2019 @ 8:36am
Jun 30 @ 4:07am
18 Change Notes ( view )

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Vanilla Furniture Expanded - Production

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

[www.patreon.com]





1.1.0 (24/02/2020): We are now 1.1 compatible.
1.0.2 (05/10/2019): Now compatible with Dubs: Hygiene. Also, fixed the linkables not connecting to vanilla stoves.
1.0.1 (04/10/2019): Fixed the bills not being worked.
1.0.0 (04/10/2019): Release



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 - Production module, is an ideal mod to fill that late game hole in production. Once you set up your vanilla workstations with tool cabinets scattered everywhere, you essentially got as far as you possibly can. This carefully designed, vanilla-fitting mod adds a new layer to workstation layout, hopefully allowing players to create manufacturing-designated rooms instead of one massive room with all the workbenches.

This mod introduces 6 new linkables, adding powerful work speed boosts but only linking to the particular type of a table. They stack with tool cabinets!

New, electric version of workbenches that were previously only available as manual stations - stone cutting, butchering and drug production now upgraded with the power of electricity.

Component assembly, which is a small version of a fabrication bench that allows only for components to be crafted. A fueled smelter, for early game colonies that have stockpiles of metal slags and no research to smelt them - now accessible with smithing research.

Most importantly, a new Manufacturing research unlocking several new, massive workbenches. Whilst they take up enough space to deserve their own dedicated crafting room, they provide 1.5x work speed bonus! In addition to that, Large Stove allows you to cook meals in bulk!

Thanks to clever coding, these workbenches will work with modded recipes, all of them in fact, as long as you load this mod as low in the mod order as possible!



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

[forms.gle]



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 code behind recipe inheritance.

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: Does it work with modded recipes?
A: Yes. Any mod loaded prior to Vanilla Furniture Expanded - Production will have it’s recipes copied over to the large worktables. Keep this mod as low as possible in your mod load order.

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 production 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: Yes?

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 workstations 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", because the whole purpose of this mod is to blend into the existing game.

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

Q: Is the kitchen sink compatible with Dubs Hygiene?
A: Yes!
Popular Discussions View All (9)
44
Mar 18 @ 5:54am
Bugs
Fargutin
17
Jun 6 @ 12:28pm
Suggestions
Evil Weevil
1
Dec 6, 2024 @ 7:44am
Cant butcher Creatures at all, either bench
kainin007s
661 Comments
ray Jul 29 @ 6:58pm 
For me, the working benches are fine if they are outdoor in the open. But once placed inside a room, the entire UI disappear. The workers/robots(from robot++) occasionally work, but more of the time only putting a stone on the cutting table then take it off repeatedly…
ray Jul 29 @ 6:28pm 
I have the same issue as Badcat but I don’t have LTS series. I put VFe production to end of list but there is no use…
SC_Reaper Jul 26 @ 10:37am 
Yeah I also agree with Dubby, it is nice to have people warn others in the comments.
Realm Imp Jul 22 @ 9:59pm 
I agree with dubby, its basically a warning for others so we wont have to start another playthrough with busted mods
Dubby Jul 17 @ 7:20pm 
I don't mean to sound rude, or be contrarian, but I find most bug reports in the steam comments to be useful for my own personal use. My modlist is quite hefty, over 300, so when an incompatibility arises it's helpful when others in the community share whatever bug they've come across, so that others are aware. I can't see what others have reported in Vanilla Expanded team's bug forum (nor should I!), so the workshop comments are the only place an average player like myself can turn to for help. I can understand the annoyance, though, and appreciate your work regardless.
Oskar Potocki  [author] Jul 17 @ 3:18am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Binary Vertolet Apachee Jul 16 @ 7:51am 
Hello!

There was a problem when butchering a human corpse on an electric butcher's table. The settler takes the corpse, drags it to the table, and begins butchering it, but one thing is removed from the corpse, then the settler begins butchering the same corpse again, another thing is removed, and this continues until the corpse remains naked and only then does the settler chop it for meat.

At the same time, the following error appears in the debug log:
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Moxo driver=JobDriver_DoBill (toilIndex=16) driver.job=(DoBill (Job_4268251) A = Thing_VFE_TableButcherElectric338297 B = Thing_Corpse_Human2085472 C = (94, 0, 201) Giver = JobGiver_Work [workGiverDef: DoBillsButcherFlesh])


I will be grateful for your help in solving the problem!
Ribes Jul 15 @ 2:24pm 
Had the exact same problem a BadCat and his fix resolved it for me. Thanks for sharing.
Darkminds Jul 15 @ 8:52am 
I have the same problem as 48_Koolaid in 1.6 i just removed the mod...
Sync Jul 14 @ 8:15pm 
I have a large model list, 150, so I'm still narrowing things down, however, when I add this mod it causes my computer to completely crash. I get a blue screen. Without it the game boots normally without errors.