5,044 ratings
Vanilla Furniture Expanded - Power
Mod, 1.2, 1.3, 1.4
File Size
5.733 MB
Apr 16, 2020 @ 4:00am
Nov 6, 2023 @ 12:39pm
36 Change Notes ( view )

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Vanilla Furniture Expanded - Power

In 2 collections by Oskar Potocki
Vanilla Expanded
107 items
Vanilla Expanded - Empire playthrough
149 items

This module is a part of Vanilla Furniture Expanded which can be downloaded below.

Vanilla power generation is somewhat lackluster late game - Not only the game strongly encourages the use of solar panels and wind turbines as they provide significantly more energy at the cost of no fuel, but it also stops there - there is no technological progression in regards to power. Whether you’re an early industrial colony, or a spacer super-empire (and we all like to roleplay different ways), you’re bound to use the same power sources.

Vanilla Furniture Expanded - Power module adds a plethora of new power sources, ranging all the way from small portable generators and large scale industrial ones, all the way to advanced spacer-tech green energy sources and a unique, and yet easy to understand nuclear generator. A selection of new batteries will help you with storing the power.

Don’t wait any longer, enjoy a brand new mod from your favourite modding team and let us know what you think about it! From the internal tests the mod is reasonably balanced in-line with vanilla power generation, but any feedback is greatly appreciated!

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

You can put conduit over pipe but not pipe over conduit. Simply deconstructing and reconstructing fixes it up.



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

Sarg Bjornson, an excellent programmer responsible for all of the C# code and majority of xml.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


Q: Is this mod CE compatible?
A: Yes

Q: What do I do if a structure disappears upon being built?
A: Move the mod further down the mod load order.

Q: Is this mod compatible with Rimatomics and Rimfeller?
A: Yes it is. We have designed our own systems for it to not conflict with Dubs’s mods.

Q: How do I unlock the new structures?
A: They are placed in the vanilla research tab.

Q: Can I add it to an ongoing save?
A: Yes

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: 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 except the VE Framework

Q: How do I protect myself from nuclear reactor radiation?
A: We use vanilla toxic buildup system for the radiation, meaning any item that reduces toxic sensitivity will help if you suffer nuclear meltdown. Vanilla Armor Expanded adds HAZMAT suits and gas masks if you’re looking to shop locally.
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EnderNyktos 17 hours ago 
Dracon Feb 20 @ 12:03pm 
A bit of (very late) Feedback:
Of all the stuff this mod adds I could never bring myself to use the nuclear power plant. Especially if you have Ancient's Chemfuel generators, or the Helixien stuff the Nuclear reactor becomes more of a burden than a risk worth taking. 20K power is pretty much nothing when you can build almost risk-free 14'400W on the same space instead. (16k if you use Ancient tech)

My suggestion would be raising the power threshold to at least 40k before it starts emitting radiation, otherwise the majority of the produced energy will go into cooling. Maybe let it produce toxpacks(Or tons as a new non-recyclable version) in exchange.
Crimson Shadow Feb 3 @ 1:55pm 
can you add autocut to the advanced windmill
lizardorb Jan 23 @ 5:41am 
I have about 20 Vanilla Expanded mods. In my case, I think it was the Nvidia update and it caused Rimworld to use up all my memory trying to load up. I restarted my computer and it now launches fine. @Dallas the crash logs on windows will be at C:\Users\(yourname)\AppData\Local\Temp\Ludeon Studios\RimWorld by Ludeon Studios but they get removed next launch so copy the crash folder somewhere to look at it.
Sarg Bjornson  [author] Jan 22 @ 11:09pm 
It will, you just have to find it manually
Dallas Jan 22 @ 3:29pm 
@Sarg Bjornson when the game crashes this way it will not produce a log
Oskar Potocki  [author] Jan 22 @ 2:18pm 
You're essentially saying that RimWorld works fine when you remove 100 mods (4+ GB of content) from your save. Vanilla Expanded is a huge mod series, so it's not enough to narrow it down to one series.

It could be a huge variety of issues, from VRAM issues, to corrupt installs. Without logs, we are unable to tell. You can use the form above to report the issue with logs attached (doesn't have to be hugslib), but we will need you to narrow it down to less than 'entire VE'.
lizardorb Jan 22 @ 10:47am 
I've been having an issue with crashing on startup as well. It isn't necessarily this mod, but it's definitely the Vanilla Expanded somewhere. I have a crash log but it's doesn't load enough to get a hugslib so I don't know how to share it with you. Lots of
"Fallback handler could not load library D:/Program Files (x86)/Steam/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-0000020CA2F4B060.dll"
With like 20 different .dll files. It's also not just affecting Rimworld, but my nightmode on my PC flickers off when the game crashes from this. It makes me think it might be tied to an Nvidia update, but Rimworld loads fine if I remove most of the Vanilla Expanded series from my modlist.
Sarg Bjornson  [author] Jan 17 @ 11:06pm 
No. And without a log I can't help at all
Dallas Jan 17 @ 6:26pm 
My game crashes on startup only when this mod is enabled. Is there a sort of incompatibillity?