RimWorld

RimWorld

6,643 ratings
Vanilla Furniture Expanded - Power
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Mod, 1.4, 1.5, 1.6
File Size
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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)
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Apr 6, 2024 @ 12:49pm
Advanced Wind Turbine Autocut Fix
EnderNyktos
1,943 Comments
Sarg Bjornson  [author] Dec 21 @ 10:57pm 
Use mod options to adjust it as you want
Necropanther Dec 21 @ 9:56pm 
Just been getting into your VE mods but this is one of the best ones I've tried so far. 90% of this mod is totally reasonable and balanced and could be vanilla, and then there's nuclear reactor that is just busted (in the OP way, it works fine). We do love it, just saying it could literally produce half and I would still consider it good.

Also I don't know what kind of play though would make the violence generator a sane choice, but I'm glad the golden throne of mankind is now a battery.

:steamthumbsup: :steamthumbsup:
Gilgamesch Dec 21 @ 5:27am 
Love this Mod. Should be Vanilla (as most VE Mods). But the nuclear Reactor has some weird behaviour. I got my reactor room setup next to me gigantic indoor Farm with thousands of crops. When the Reactor breaks down and needs to be repaired - like all electric buildings do from time to time - the reactor will poison the crop room and kill a third of the Plants inside. I think the behaviour should be changed because you just cant be fast enough and there is nothing you can do as precaution. Maybe implement a Timer after breakdown before it starts spreading poison? (Just for the random breakdown of course) Or implement precaution measurements like you have to have this kind of wall or something to slow down the spread of the radiation, so a pawn can get there in time.

Otherwise great Mod. Keep up the good Work :)
AAA Dec 19 @ 10:28am 
Advanced batteries don't rotate properly on gravships. Also, nuclear reactors don't work with linkable power boosters from Even More Linkables, which is a shame
LexLuthor42 Dec 1 @ 8:06am 
Love this mod!!
manitscold123 Nov 22 @ 6:09pm 
Will there be an patch of Industrial Astrofuel Generators to interact with Vanilla Gravship Expanded?
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: