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Vanilla Furniture Expanded - Farming
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Mod, 1.4, 1.5, 1.6
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2 янв. 2020 г. в 7:05
29 июн в 9:42
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Vanilla Furniture Expanded - Farming

В 2 коллекциях, созданных Oskar Potocki
Vanilla Expanded
Предметов: 110
Vanilla Expanded - Empire playthrough
Предметов: 148
Описание
[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.
Популярные обсуждения Просмотреть все (5)
19
12 авг в 7:23
Bug Reports
TurtleShroom
7
21 июн. 2024 г. в 20:01
Missing animal feeder
𝒳𝑒𝐿𝑜
7
7 ноя. 2022 г. в 7:10
Guys Help me pls
RúbenParanormal
Комментариев: 999
Anker час назад 
You know how there's a button on sun lamps to automatically place a growing zone around the zone it covers? It'd be nice if you had the same for sprinklers. I *can* carefully trace out the edges, but I've already seen the game can do it for me.
just checked, sprinklers seam to add 3 or 4 grow once a day when they turn on
yololejoueur 21 ч. назад 
yeah i believe sprinklers dont really work, they change nothing or maybe we just dont use it the way it supposed to ... what ever i have a lot of fertile land anyway :steamhappy:
Enterprise12 11 авг в 15:24 
same, sprinkler i havent seen do anything to my plants on soil
Geisthander 11 авг в 14:44 
I seem to be having an issue where hydroponics basins and artifical ecosystems placed over polluted tiles only allow growing tox environment friendly crops. Is this intended? Seems like at least the artificial ecosystem should be exempt from this restriction
Anker 5 авг в 1:58 
Also:

"In extreme biomes (extreme desert or ice sheet) it’s simply too easy to slap down 5-6 planters when you have 0 fertility available."

I think the balance there is *you have to play in extreme biomes*. Don't you have enough problems already?
Anker 5 авг в 1:57 
Not completely sure what sprinklers do. I did a debug test with sprinklers over fertile and regular soil, and while it turned on once per day while powered, the listed plant growth speed was unaffected.
aNamelessBunny 1 авг в 12:12 
Didn't just spend almost an hour writing a discussion post about how Ecosystems are unbalanced because they use less power per tile than a basin before realizing my brain did Big Dumb and thought 4*20=100. In the hypothetical situation that were true, however, I would write a discussion post about how Ecosystems use less power per grow tile than Basins and therefor Ecosystems should be slightly nerfed to use 20-50 W more than they currently do.
... (=_=;)
andrewblass 30 июл в 19:05 
I now believe my scarecrow problem was too many scarecrows. If a small animal found its way into the field, it would then struggled to get out of the web of influence circles.
Wrecker013 30 июл в 13:12 
The scarecrow works I think, it just appears to be active warding instead of passive warding. When a small animal goes for a piece of food under the scarecrow, it'll eat for a second then run away before actually finishing in my observation.