RimWorld

RimWorld

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Vanilla Furniture Expanded - Farming
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Mod, 1.4, 1.5, 1.6
File Size
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1.300 MB
Jan 2, 2020 @ 7:05am
Jun 29 @ 9:42am
19 Change Notes ( view )

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Vanilla Furniture Expanded - Farming

In 2 collections by Oskar Potocki
Vanilla Expanded
109 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)
18
Mar 15 @ 8:35pm
Bug Reports
TurtleShroom
7
Jun 21, 2024 @ 8:01pm
Missing animal feeder
𝒳𝑒𝐿𝑜
7
Nov 7, 2022 @ 7:10am
Guys Help me pls
RúbenParanormal
992 Comments
aNamelessBunny 20 hours ago 
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 Jul 30 @ 7:05pm 
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 Jul 30 @ 1:12pm 
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.
andrewblass Jul 29 @ 4:12pm 
I used the scarecrow for the first time today. Ironically, the first small animals I see are a bunch of crows walking around one of the scarecrows. Intentionally coded not to scare crows as a joke, or are crows and other new animals not yet flagged by this mod as "small animals"?
gravy Jul 24 @ 8:01pm 
When a plant is growing above where a Hidden Conduit is constructed, sprinklers don't seem to apply a growing bonus to them. Is there a simple way for this to be fixed?
TortaAhogada Jul 24 @ 12:30am 
does sprinklers give bonus to plants in hydroponics or just in soil?
gh0stashes Jul 23 @ 10:16pm 
Is anyone else having an issue with Artificial Ecosystems not providing their sun lamp? This is really weird.

I got them to provide their sun, but I had to place a normal sun lamp somewhere else in the room and suddenly all of the ecosystems, even the ones out of range, started working normally. I'll submit a bug report, I know, I know, I just want to know if anyone else has run into it yet.
Redwoodcoast Jul 21 @ 9:37am 
From a balance perspective, I find the early game planter to be far too cheap/OP. 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.
ŹamorakGodsword Jul 19 @ 3:08pm 
Do Artificial Ecosystem crops get boosted by sprinklers?
ChrisB Jul 17 @ 3:41pm 
just had confirmation from ludeon this is a known bug with the latest unstable patch, never mind!