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
Jul 3 @ 2:08am
44 Change Notes ( view )

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Vanilla Furniture Expanded - Power

In 2 collections by Oskar Potocki
Vanilla Expanded
109 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
1,883 Comments
Sarg Bjornson  [author] Jul 31 @ 2:31am 
Why are you calculating power per tile? Space is not limited in RW maps, not really

"But my gravship...."

These are not intended for gravships. We'll have specific gravship ones
The Bard of Hearts Jul 30 @ 8:13pm 
The Advanced Solar Generator is actually worse than the vanilla one pound for pound. the vanilla produces 106.25w per space while that Advanced one provided here costs more to make and only provides 104w ... so why make it?
vojtek Jul 30 @ 1:11am 
can there be building that allows you to sell excess power to allied factions?
DARK170 Jul 27 @ 7:09pm 
Wind turbines are clipping on solar panels when placed above them
The Booze Alchemist Jul 27 @ 4:23pm 
Are you not meant to be able to just keep nuclear reactors running nonstop? Out of curiosity I surrounded it with industrial ac units and it still climbs in temp to break down. Wasn't sure if this was intentional for balance or I have a conflicting mod.
Kelven Jul 27 @ 2:47pm 
@Renzor thanks for the save/reload tip. I'm having the same issue with the Advanced Wind Turbine not working after landing, saying it's blocked by a roof when there is definitely NOT a roof anywhere. I even Mini-fied it and re-installed it in the middle of an open field away from my ship and it still said it was blocked by a roof
Nate700 Jul 26 @ 12:02am 
can you add a toggle to turn the nuclear reactor on or off i only use it as emergency power when i have a solar flare and need to use a solar flare shield.
Sarg Bjornson  [author] Jul 25 @ 5:30am 
You have a bug
OneBlackLight Jul 25 @ 3:11am 
After having a nuclear reactor meltdown and repairing it the green fog doesn't go away and now follows me to every tile I go too. I've also waited through several weather changes and it's still there. I've even manually spawned in weather changes and changed tiles but it still follows me wherever I jump too.
Renzor Jul 24 @ 10:38am 
Heya Sarg/Oskar:

2 things I've come across with Advanced Wind Turbine in Odyssey:
#1 - Advanced Wind Turbines work in space. Is this intended? regular wind turbines do not. I don't believe the advanced ones should work either.
#2 - When landing, Advanced Wind Turbines will be stuck saying they are blocked by a tree or whatever was there prior to landing even if it's cleared by the landing process. Saving/reloading fixes the issue and they work correctly.