RimWorld

RimWorld

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Vanilla Furniture Expanded - Power
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.927 MB
Apr 16, 2020 @ 4:00am
Sep 19 @ 2:05am
45 Change Notes ( view )

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Vanilla Furniture Expanded - Power

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



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.

[forms.gle]



Authors:

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]



[discord.gg]






















































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.
Popular Discussions View All (1)
0
Apr 6, 2024 @ 12:49pm
Advanced Wind Turbine Autocut Fix
EnderNyktos
1,939 Comments
manitscold123 Nov 22 @ 6:09pm 
Will there be an patch of Industrial Astrofuel Generators to interact with Vanilla Gravship Expanded?
thesoupiest Nov 19 @ 4:15pm 
Advanced batteries don't rotate properly on gravships
WHATCHAMACALLIT Nov 15 @ 8:23am 
The description of the Archotech violence generator is kinda vague so I got curious and tested it out. Turns out what it meant by "souls" is human meat fresh off the skeleton (will instantly dessicate fresh human corpses), and each corpse actually powers the generator for 4 hours, despite the mod page saying it burns one soul every hour and the default mod options saying each corpse lasts for 2 hours.

Currently, the generator doesn't show the radius in which it eats corpses. The generator also doesn't eat rotting corpses so try not to kill anyone with tox gas.
Zodiak246 Nov 9 @ 12:42pm 
does the advanced battery lose power when theres an explosion?
ForceTrooper Nov 7 @ 1:03pm 
I deconstructed the wall lamp on the wall which interestingly resolved the issue.
ForceTrooper Nov 7 @ 12:56pm 
When I try to place the industrial chemfuel power generator on the gravship I get told "Space already occupied". I tried removing power lines and piping from Dub's but the message persists. Since the mobile versions of the power generators do work on the gravship, is it correct to assume that this is intentional? I didn't not see any mention of the gravship in the description and I am well aware that this mod was created and released way before Odysse came out, but I am asking just to be sure. :demoticon:
Hugalafutro Nov 7 @ 12:50am 
Tidal generator continues to generate power even when the water is frozen.
jogado21 Oct 22 @ 1:45pm 
Testing here it seems that some mod removes the nuclear reactor even from the search menu now and I just have to find which mod is doing this (there are 500 mods :) )
Sarg Bjornson  [author] Oct 21 @ 10:47pm 
No
jogado21 Oct 21 @ 6:45pm 
Was the nuclear reactor removed? I can't find it in dev mode either