RimWorld

RimWorld

5,695 ratings
Vanilla Furniture Expanded - Farming
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Mod, 1.3, 1.4, 1.5
File Size
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Updated
1.260 MB
Jan 2, 2020 @ 7:05am
Mar 29 @ 7:26am
17 Change Notes ( view )

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Vanilla Furniture Expanded - Farming

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





1.2.0 (21/02/2021):
- Sprinkler effect no longer stack
- Sprinkler no longer boost plant in hydroponic (they still boost planter box)
- Sprinkler no longer boost trees
1.1.1 (08/04/2020): Fixed Animal feeder not appearing in the correct tab. Sprinkler no longer blocks wind.
1.1.0 (21/02/2020): - Sprinkler fixed
- Gizmo allowing to choose if colony animals should be affected added to scarecrow
- Updated to 1.1
1.0.1 (06/01/2020): - Sprinkler no longer works when unpowered
- Glowers on tilable and non-tilable ecosystems now overlight their tiles but have a smaller normal light radius
- Tamed predators are no longer scared by scarecrows for convenience
- Added Fertile Fields compatibility:
- planter boxes require soil to construct
- buildings moved to the Farming tab when FF is installed
1.0.0 (02/01/2020): 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 - Farming module is a great way to boost the efficiency of your colonies when it comes to providing food on the table. With a plethora of new hydroponics - one for early game and one for late game, you can really witness the technological progression of your colony - and gain more enjoyment from the game itself.

A very popular request on all suggestion threads on RimWorld Ludeon forums is draggable hydroponics - at this point I believe it’s my duty to deliver, hence all three kinds of hydroponics now have a draggable version! Make it any shape you want!

New structures by the likes a sprinkler and a scarecrow have been added, each with unique code to make them feel more authentic. The scarecrow will actually make animals flee, hence stopping them from devouring all your precious potatoes!

Don’t wait any longer, give it a go and let us know if you’d see anything changed.



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

If an animal is downed within the vicinity of a scarecrow, it will constantly throw errors about "_animal_ tried to path while downed" because the game's trying to assign the "flee" job to it despite it being downed. I'm pretty sure it won't have any effects on gameplay, but it will spam your error log until the animal isn't downed anymore (dead/rescued). Will look into it when time allows.
[forms.gle]



Authors:

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

Dninemfive, a programmer responsible for the code work.

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: 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 farming 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: I can see a sprinkler there. Does it work with Dubs Hygiene mod?
A: Well, it does work ALONGSIDE Dubs, but they don’t currently share functionality. We are looking into making Sprinkler requiring water at some point in the future.

Q: What's the limit of a small animal for the scarecrow scare mechanic?
A: Muffalo size, however Predator type animals remain unaffected.

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 farming means 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: How does the sprinkler work? I can't see the growth rate increase!
A: Applying a percentage change to the visual side of the growth rate would require a large processing power and could potentially lead to FPS drops and slow downs. The way we have it instead, is that several times a day the sprinkler will add a flat +X percent boost to surrounding plants. They grow faster because of that, despite the Growth rate being the same.
Popular Discussions View All (5)
15
Nov 11, 2022 @ 1:19am
Bug Reports
TurtleShroom
7
Nov 7, 2022 @ 7:10am
Guys Help me pls
RúbenParanormal
5
Dec 19, 2023 @ 11:15am
Missing animal feeder
𝒳𝑒𝐿𝑜
952 Comments
Blaan Sarge Jun 2 @ 4:10pm 
So i was playing today and my planters as well as regular grow zones can only grow heal root.
SkeL May 31 @ 8:41pm 
[Suggestion] - Make all the Tilable farming plots adjacent to be connected into a single thing, to make it easier to select and change what to grow.
Wedge May 15 @ 1:20pm 
If this mod is still being updated, I think it would be nice if this mod added an irrigation system that works similar to the moisture pump except it turns sand tiles into arable land. I used to do something to this effect by using VFE - Medieval's dig and fill moat commands on barren sand, but since that's not going to be updated to 1.5 I thought about mentioning this here.

Aforementioned way of doing it was a labor intensive process but I thought it was a fair trade off for turning infertile sand into soil should my (desert) colony need the extra growing space. But I think an implementation of a proper irrigation system would be better.
Nexus May 13 @ 3:51pm 
Love the mod, always use it along with a bunch of the other vanilla expanded mods whenever I play Rimworld.

Small request if possible; It would be great if you could plant flowers in the Planter boxes. Growing flowers is always a great cheap way to increase the beauty of a settlement. Normally I would just grow them in the ground soil, but when you're playing on a desert map, there isn't much soil available. Which is why I think it would be cool if you could use planter boxes instead. It would also allow for bigger indoor flower displays too which would be nice. Something to think about if you haven't already :winter2019happyyul:
DesertOfAngmar May 11 @ 10:36am 
Potatoes in tillable hydrophonics basin from vanilla furniture expanded - farming have a visual bug some of them apear behind the basin and it looks bugged... the problem is only with potatoes and i dont know if it also happens in normal hydrophoinic basin...
blakebab May 7 @ 5:38am 
Are artificial ecosystems pollution proof?
elbmur May 6 @ 8:22pm 
artificial ecosystem have its light turn on at night, despite all plant rest at night
Aether May 1 @ 4:38pm 
The planter boxes cannot grow Cave Moss from Vanilla Plant Expanded - More Plants
MaxMinerva Apr 29 @ 12:02pm 
For anyone planning their next base, it seems like sprinklers aren't working on planter boxes despite the patch notes. (I've provided a bug report + save)
l83732116 Apr 27 @ 9:59pm 
this mod need overhaul