RimWorld

RimWorld

Vanilla Furniture Expanded - Security
2,226 Comments
Gebba 28 minutes ago 
Whoah, remake? Sweet! Guess i'll wait the time it takes but man now i'm even more excited haha
Commander Amaro 2 hours ago 
@Colonel Jurten That bug is fun till it's used against you sadly. I'll have to turn this off till it's fixed unfortunately even as much as I like everything in the mod the full auto is deadly when it affects an enemy Sapper npc that shows up with grenades :steamsad:
Colonel Jurten 4 hours ago 
Im using this on 1.5 and getting the bug that makes everything fully automatic,so I guess I just wont use this now.
The Khazar Commisar Jul 30 @ 4:42pm 
No need to thank me, just want to spread the word
Helios Jul 30 @ 4:40pm 
Thanks you, The Khazar Commisar !
The Khazar Commisar Jul 30 @ 4:14pm 
To repeat what others have said, It'll be 2-3 months before the mod is fixed, just be patient
Alu Jul 30 @ 3:48pm 
The people begging
Won't read your comment lol
HydroFrog64 Jul 30 @ 3:21pm 
they are remaking this mod, so for those looking for an update, you will have to be patient and wait for the remake.
Nettle Jul 30 @ 2:45pm 
@Latex Santa

Not going to happen, I'm afraid.
Felnel Jul 30 @ 12:36pm 
Any chance this mod go to 1.6? i miss military turret and floor turrent
jaeger Jul 29 @ 2:11pm 
@sinz same
Sinz Jul 29 @ 11:20am 
Just some extra info if you are still using this mod for 1.6 built, you will get a funny bug whereby all the single shot or slow weapons such as sniper and bow becomes a machine gun. At least for my game. My pawns become god with a poor bow. lol
Alu Jul 28 @ 10:01am 
That should be expected
Do not use outdated mods
The ve reddit thread even says this openly
モルフォ Jul 28 @ 8:47am 
This mod will cause the game to fail to load a new map after launching with the gravship. Please stop using it until it's updated for version 1.6.
Latex Santa Jul 28 @ 1:07am 
@Nettle
Find another turret mod that you like and just play the game.
Don't make the same mistake as I do, to get hung up on having the "perfect mod list" and then pining and sighing until the mod is finally updated... only to see that it has an incompatibility with some other "must-have" mod on your "perfect mod list" and then sigh and pine again until it's fixed... only for 1.7 to drop in like a year and then you repeat the cycle again.

It's not worth it, man. Let it go. Play with other mods, and then play with this one when it's updated. Don't wait your life away.
Partisanship Jul 27 @ 6:19pm 
VE has become an essential part of the game.
Please take your time and look after yourselves.
Hope the redo of this mod will come along in time.
Nettle Jul 27 @ 7:47am 
Won't be able to play the game till this releases. Thank you for your work.
Alu Jul 27 @ 5:27am 
its been said repeatedly sadly
no one reads the previous comments saying it
Gildedphoenix Jul 27 @ 5:27am 
To those out o the loop: The reason this is not updated yet, is due to developer of this mod left VE and his coding was in layman terms was not compatible with VE's current developers so they're remaking the mod from 0.
Belial_Bellgrave Jul 26 @ 3:32pm 
I love this mod. I really got used to the turrets and feel so wrong using anything else. Nothing really fits properly. Thank you for all your efforts. I have seen that this mod will take some time to update. I hope that you dont overwork yourselves and stay safe.
Nay Jul 26 @ 8:36am 
i feel naked without those turrets
DocSMG Jul 26 @ 5:33am 
I understand that the devs have so much work to do with the release of the Odyssey but can I say that I got so used to having this mod in my play-throughs that I feel defenseless as it is being updated!
The Khazar Commisar Jul 25 @ 5:25pm 
If you guys are looking for a temporary replacement might I suggest the Fortifications mods?
baronjutter Jul 25 @ 5:18pm 
Out of all the vanilla mods, this is the one I was most excited to see updated. 2-3 months, oh well :(
Johnny Dollar Jul 25 @ 3:19pm 
They gave an aprox time frame on the Rimworld subreddit.
The time frame is "Don't wait, play Odyssey now" as they were planning to entirely redo some of their mods.
Give it 2 - 3 months.
So like they said, don't wait.
tg konekoshee Jul 25 @ 1:33pm 
It's good that they're working on the mod, but it would be great if you could give us an approximate time frame, whether we'll have to wait weeks or months?
Kurzy Jul 25 @ 11:01am 
When 1.6?
克雷蒂亚 Jul 25 @ 3:46am 
1.6pls
The Khazar Commisar Jul 24 @ 10:12pm 
Or rewritten, or remade, or whatever it is
The Khazar Commisar Jul 24 @ 10:12pm 
I really look forward to this being updated
Well it says vanilla in the mod's title so it must be vanilla, duh
baronjutter Jul 24 @ 5:26pm 
"I'm a vanilla player!" *installs 50+ mods to enhance the """vanilla""" experience*
Frogdad Jul 24 @ 4:58pm 
this is like a necessary mod for me, can't wait for the update :prayer_hands:
Inked. Jul 24 @ 4:33pm 
I know you guys are re-working this, so I just wanted to stop by and state that I hope you don't remove the weapon complexes. Stationary weapon platforms that require pawns to operate is really nice as opposed to automated turrets.
UwU Jul 24 @ 9:59am 
Oh.... yea, i'm an idiot... it's not 1.6.... Yea, sorry
UwU Jul 24 @ 9:24am 
Flame turrets are not working. Shield gens are totaly broken... and i try to figure out why
Huei the Vietnamese Jul 24 @ 6:35am 
the bear trap is too OP
DuckGoosebear PrairieDogLover Jul 23 @ 10:35pm 
@gubby :3c no gubbybear, they making a whole new one for 1.6
gubby :3c Jul 23 @ 7:12pm 
Is it planned to update this to 1.6
Xadeel66 Jul 23 @ 2:46pm 
How do you turn on the shields?
Delta29 Jul 22 @ 2:30pm 
HMG complex has its LMG sprite upside down (as in the barrel is pointing towards the operator)
(playing on v1.5.4409 rollback with steam beta, Harmony v2.3.3.0)
Smol Alice Jul 22 @ 10:09am 
hello, quick question, does creating a cover (for example embrasure or sandbags) in front of a trench/ platform affect the pawn? trench says that it has an intrinsic cover bonus which is obvious, and platform a penalty due to increased height when standing on it, but does an extra cover in front of it help?? thanks!
LouIdZarcs Jul 22 @ 4:43am 
PATIENCE BOIS !
Alu Jul 22 @ 1:34am 
patience is way way too much to ask for
The Hannibal Jul 21 @ 1:08pm 
Bocchi the Gtaris Jul 21 @ 12:15pm 
ello
pls lmk if this one will still work on old-built bases in 1.5?
thanks :)
authors: Take Your time, You're doing awesome work! :steamhappy:
coochieparade Jul 21 @ 7:24am 
excited for the overhaul I assume you guys are going to do some badass stuff with weapons on the ship, ignore all these inpatient people love your work can't wait!
jcordeiro Jul 21 @ 5:13am 
Lol not "anomaly" the ship dlc is "odyssey"
jcordeiro Jul 21 @ 5:11am 
The main issue is that "anomaly" 1.6 update added new map logic, as ships can now take off. So everything that uses map locations needs to be decoded with new logic.

Here is an example: Shield generators prevent artillery on the circle they generate.
What if you place a shield generator on a ship? will it still protect the terrain around the ship inside the circle?
Obviously "yes". But how do you reference that terrain in 1.6?
Is it just generator.location - X? or is it something like planet1.X, where you have to do some math to get that X?

While cosmetic mod use game code unchanged from 1.5 in 1.6, map related stuff do not.