RimWorld

RimWorld

8,692 ratings
Vanilla Furniture Expanded - Security
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.403 MB
Aug 25, 2019 @ 9:04am
Apr 7 @ 4:27am
45 Change Notes ( view )

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Vanilla Furniture Expanded - Security

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



Before we begin, a massive thank you to my team. You all have been super inspiring, and your ideas and feedback are bringing these mods extra depth. Trunken, XeoNovaDan, thank you.



1.3.0 (14/07/2021): Now introducing:

Oh, and 1.3 update!



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 - Security module, a spiritual successor to More Vanilla Turrets, is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am now honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.

Introducing new defenses for every era of the game - starting with hastily built neolithic cavalry spikes, medieval catapults and ballistas, industrial turrets, submersible defenses and artillery, and ending on spacer shield generators and advanced spacecraft railguns.

Several new types of structures you never knew you needed - short walls, acting like a balanced embrasure, trenches allowing your pawns to quickly traverse the battlefield whilst under the high cover from enemy fire and many, many more are waiting for you to explore.

This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.



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

Due to base game bug, enemy raids can sometimes load their mortars and artillery with stone chunks. Please use [XND] Turret Extensions - Continuum to fix that.

[forms.gle]

Inability to build rocket turrets is a bug with mortar accuracy since they updated to 1.1. Until the matter is fixed, the only way to fix it is to disable Mortar Accuracy.



Authors:

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

Trunken, a programmer responsible for the XML base.

XeoNovaDan, a programmer responsible for the C# code of the mod.

Ogliss, for help with submersible defenses.

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: Can enemy siege use artillery?
A: Yes, Artillery has been added to the list of potential long range weapons for enemy sieges.

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 security 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: 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 means to protect your base 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", well, maybe except the shield generator, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod compatible with Turret Extensions?
A: Yes, basic support for Turret Extensions has been implemented: Manned turrets will make use of the manning pawn's accuracy and aiming time stats.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Does a shield generator stop drop pods?
A: Yes, each drop pod can be intercepted, lowering the shield HP each time.

Popular Discussions View All (105)
14
3
Sep 18 @ 2:44am
1.6
Miku
3
Jul 28 @ 1:34pm
Artillery tanking TPS when on map.
Drag0n
3
2
Jul 26 @ 10:23pm
when version 1.6
MechanoArch
2,396 Comments
Xale86 4 hours ago 
I really miss this mod so I have created a temporary Lite version of this mod for myself. It includes only the essentials (barbed wire, decoy, double/charge/sentry turrets and complexes). Would it be okay with the VE team if I share it on the workshop while you are working on a full update?
Vertigo! 20 hours ago 
SO, something big is cooking?
DerChozenVun Sep 17 @ 6:55pm 
The pandas in the endangered species mod have been a thing for a while, but the rad scorpions are hopefully not even "new" but they fit in a separate mod for Biotech.
Alu Sep 17 @ 6:38pm 
Simple
This mod is old
And they want to remake it
DerChozenVun Sep 17 @ 6:19pm 
Granite, why not update the existing to 1.6 and also have one for Odyssey regarding the team? I understand the personal time part fully, but I have some vanilla wildlife expansions and there's one specifically for Biotech that has Fallout type stuff to punish dirty raiders that live in polluted areas. I feel like the same concept would apply here.
๘Granite๖ Sep 17 @ 6:30am 
For those who are wondering why the long delay, the team is also working on revisions to the Gravship mechanics, including weapons and shields. The two are very likely connected, since the Gravship's turrets and shields will work as static defenses.

SO, this means it's not as simple as updating the turret's codes.

They have to integrate and balance the different defenses with a whole new game mechanic, with a whole new list of variables and coding modules. It's the kind of stuff that creates a billion bugs if you don't do it right.

If you're wondering for the status on it, they sometimes post updates on how the Gravship Expanded mod is coming along, and that might work as a good barometer for the Security mod.
cow of french Sep 17 @ 5:00am 
twin is at adrian's babrershop
keith Sep 16 @ 9:26pm 
o7
ArimaMItsuki123 Sep 15 @ 2:06pm 
Relax, take your time ;P
l0v3rm4n69420 Sep 15 @ 2:26am 
\/