RimWorld

RimWorld

6,638 ratings
Vanilla Furniture Expanded - Farming
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
1.300 MB
Jan 2, 2020 @ 7:05am
Jun 29 @ 9:42am
19 Change Notes ( view )

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Vanilla Furniture Expanded - Farming

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





1.2.0 (21/02/2021):
- Sprinkler effect no longer stack
- Sprinkler no longer boost plant in hydroponic (they still boost planter box)
- Sprinkler no longer boost trees
1.1.1 (08/04/2020): Fixed Animal feeder not appearing in the correct tab. Sprinkler no longer blocks wind.
1.1.0 (21/02/2020): - Sprinkler fixed
- Gizmo allowing to choose if colony animals should be affected added to scarecrow
- Updated to 1.1
1.0.1 (06/01/2020): - Sprinkler no longer works when unpowered
- Glowers on tilable and non-tilable ecosystems now overlight their tiles but have a smaller normal light radius
- Tamed predators are no longer scared by scarecrows for convenience
- Added Fertile Fields compatibility:
- planter boxes require soil to construct
- buildings moved to the Farming tab when FF is installed
1.0.0 (02/01/2020): Release



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 - Farming module is a great way to boost the efficiency of your colonies when it comes to providing food on the table. With a plethora of new hydroponics - one for early game and one for late game, you can really witness the technological progression of your colony - and gain more enjoyment from the game itself.

A very popular request on all suggestion threads on RimWorld Ludeon forums is draggable hydroponics - at this point I believe it’s my duty to deliver, hence all three kinds of hydroponics now have a draggable version! Make it any shape you want!

New structures by the likes a sprinkler and a scarecrow have been added, each with unique code to make them feel more authentic. The scarecrow will actually make animals flee, hence stopping them from devouring all your precious potatoes!

Don’t wait any longer, give it a go and let us know if you’d see anything changed.



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

If an animal is downed within the vicinity of a scarecrow, it will constantly throw errors about "_animal_ tried to path while downed" because the game's trying to assign the "flee" job to it despite it being downed. I'm pretty sure it won't have any effects on gameplay, but it will spam your error log until the animal isn't downed anymore (dead/rescued). Will look into it when time allows.
[forms.gle]



Authors:

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

Dninemfive, a programmer responsible for the code work.

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: 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 farming 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: Is this mod compatibile with Combat Extended?
A: Yes?

Q: I can see a sprinkler there. Does it work with Dubs Hygiene mod?
A: Well, it does work ALONGSIDE Dubs, but they don’t currently share functionality. We are looking into making Sprinkler requiring water at some point in the future.

Q: What's the limit of a small animal for the scarecrow scare mechanic?
A: Muffalo size, however Predator type animals remain unaffected.

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 farming means 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", because the whole purpose of this mod is to blend into the existing game.

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

Q: How does the sprinkler work? I can't see the growth rate increase!
A: Applying a percentage change to the visual side of the growth rate would require a large processing power and could potentially lead to FPS drops and slow downs. The way we have it instead, is that several times a day the sprinkler will add a flat +X percent boost to surrounding plants. They grow faster because of that, despite the Growth rate being the same.
Popular Discussions View All (5)
19
Aug 12 @ 7:23am
Bug Reports
TurtleShroom
7
Jun 21, 2024 @ 8:01pm
Missing animal feeder
𝒳𝑒𝐿𝑜
7
Nov 7, 2022 @ 7:10am
Guys Help me pls
RúbenParanormal
1,011 Comments
Slimez Sep 13 @ 8:03pm 
TLDR: Artificial ecosystems are a more compact, modular source of food. While they can almost match the efficiency of a full hydroponics setup when powered with batteries, the same is not true with load following. However, given the battery based hydroponics setup, the same harvests/day using artificial ecosystems has a better power efficiency if less than 22.87 hydroponics basins are placed. In the peaker powered hydroponics setup, anything less than 17.72 hydroponics basins is less efficient compared to equivalent harvests/day of artificial ecosystems.

Artificial ecosystems can offer nearly the same efficiency, and with a much smaller footprint. And they are much more efficient compared to a partial hydroponics setup.
Slimez Sep 13 @ 8:03pm 
Given the artificial ecosystem's 350% fertility and constant power draw of 50W without the need of an external sunlamp, only 76.8 artificial ecosystem tiles/boxes are needed for this same 48.52 riceplant harvests/day. At 50W each, this results in a power draw of 3840W.

As such, Artificial ecosystems are only 97.34% of the power/harvest efficiency when compared to a sunlamp and 24 hydroponics bays, when the sunlamp is provided power by a constant source with overnight storage in a 50% eff battery. If using a 100% battery mod, or using load following power generators, the hydroponics setup requires only 3738Wd, while the artificial ecosystem only has 85.29% efficiency compared to this.
Slimez Sep 13 @ 8:03pm 
So for anyone like me who got this mod thinking that it would be great on gravships to help grow rice for the infinite food and power strategy, I have a few findings.

A sun lamp costs 2900W for 55% of the day. If you have some sort of load following mod or surplus solar power, this costs only 1595Wd. If you rely a lot on batteries, this means that each sunlamp costs an average of 2058Wd (due to the 50% charge efficiency)

Lets assume the worst case, a constant power supply of 2058W needed for the sunlamp alone + at least one battery. Add in 24 hydroponics basins, each with a constant 70W requirement, and now a sunlamp+24hydroponics requires 3738W of power. With 96 growing tiles and a 280% growth rate over 55% of the day, you can expect 48.52 riceplant harvests per day.
Deez Games Sep 10 @ 12:02am 
@Aquifel toggle off the sow option for the grow zone before you start cutting the blight, it fixes that problem as long as the tileable planter boxes still have that option like normal grow zones do.
Deez Games Sep 9 @ 11:58pm 
Would love to see this also add fertilizer, a resource gained when cleaning Animal Filth, which can then be used to create rich soil at a cost of 100 fertilizer / tile.
It would give a low tech way to get some benefit out of all that poop shoveling time we have to do in our barns, and could have a low cost research tied to it.
Mike3223cz Sep 9 @ 8:30am 
am playing 1.3 and, could this mod be compatible with this mod?:

https://steamcommunity.com/sharedfiles/filedetails/?id=1499848654&searchtext=toggle+harvest

... when am playing i have the mod Project Rimfactory, but when i have the Toggle harvest mod, they wont harvest it and i cannot set it to harvest automatically (unless the pawns do it ig?)... could it be made compatible? (used the tilable hydrophonics bay... and if the ecosystem is similiar, could it be added too? pls...
EfeTheCaptain Sep 9 @ 12:53am 
Can you make a patch for Dubs Bad Hygiene, to make planter boxes require manual watering ?
Anker Sep 6 @ 4:44pm 
Took a quick look in devmode. I don't believe sprinklers affect the growth rate of crops in hydroponics; only soil.
FlareFluffsune Aug 30 @ 1:43pm 
Is it possible to get a toggle to make scarecrows scare all animals? Also, there seems to be an issue with them, for some reason instead of running away from them animals seem to run to them to go in the opposite direction and if there is a row or grid of scarecrows they get stuck permanently frightened in the middle of them all and you end up having a bunch of animals stuck in your fields.
Aquifel Aug 25 @ 11:06am 
Not sure if this is a bug or just unfortunate.

If you get blight on a crop in a tileable planter box, colonists will cut the blighted plant and immediately replant the same plant before moving on to cutting the next blighted plant instead of cutting all blighted plants first. If you have a few tileable planter boxes next to each other this can real easily put you into a permanent loop on cutting blight.