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RimWorld

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Eccentric Tech - Spacer Furniture
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.647 MB
Dec 19, 2023 @ 4:58pm
Jul 21 @ 6:29am
15 Change Notes ( view )

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Eccentric Tech - Spacer Furniture

In 3 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
The Eccentric's Angels [1.6]
123 items
Description
Adds a variety of miscellaneous Eccentric-themed furniture and devices to your colony!

Mod Contents

Eccentric Tech - Spacer Furniture adds the following new buildables:

  • Smart Beds - Adjustable beds in the style of The Eccentric, these offer improved rest effectiveness.
  • End Tables - In both regular and illuminated variants, also in the style of The Eccentric
  • Smart Chairs - A stylish, futuristic chair that offers similar comfort to an armchair.
  • Smart Tables - Built with a flat-panel display and holographic projectors, smart tables can both be eaten at as well as used for entertainment. Colonists that use a smart table for entertainment can gain small amounts of random skill experience based on their skill passions.
  • Adjustable Shelf - A small shelf that can be configured to limit the number of item stacks kept on it.
  • Refrigerators - A small shelf for holding meals and food, items kept in a refrigerator will not rot. Comes in both a standalone and stuffable seamless wall variant.
  • Supply Conduits - Pipelines for transporting items between supply shelves and specialized devices. An underground variant that is invisible and inflammable but slower to build is also available.
  • Supply Shelf - A small shelf that can deliver materials to connected devices via supply conduits. Can be configured to limit the number of item stacks kept on it.
  • Repair Shelf - A small shelf that can repair weapons and apparel stored on it using materials from connected supply networks. See "Item Repair" below for more details!
  • Repair Cabinet - A large cabinet that will repair the weapons and apparel of colonists sleeping in adjacent beds. A single cabinet can repair the gear of all colonists in all adjacent beds, but only one at a time. See "Item Repair" below for more details!
  • Autofabricator - A compact automated fabricator that can produce components using materials from connected supply networks. Comes in both basic and advanced models that can craft basic or advanced components, respectively. Slower than a human crafter of even middling skill, but is completely automatic and can work around the clock.
  • Autorefinery - A compact automated refinery that can produce chemfuel using wood, corn, potatoes, or rice from connected supply networks.
  • Autoloader - A floor emplacement that can automatically refill refuelable or rearmable devices such as generators, fuel tanks, turrets, or mortars from connected supply networks.
  • Ceiling Lamp - A stylish, ceiling-mounted lamp. Its height can be adjusted for best presentation.
  • Chandelier - A fancy, ceiling-mounted light source that adds beauty to its room. Its height can be adjusted for best presentation.

1 new craftable item:

  • Nano Repair Fuel - Used to repair weapons and apparel that cannot normally be crafted, nano repair fuel can only be produced by reprogramming nanites from luciferium or mech serums.

4 new research projects:

  • Eccentric Furniture - (Requires Complex Furniture, Electricity) Build furniture in the style of The Eccentric.
  • Supply Networks - (Requires Eccentric Furniture, Hi-Tech Research Bench, Multi-Analyzer) Build transportation pipes that can connect specialized supply shelves to devices.
  • Automated Repair - (Requires Supply Networks, Hi-Tech Research Bench, Multi-Analyzer) Build shelves and cabinets that can automatically repair equipment and apparel.
  • Automated Fabrication - (Requires Supply Networks, Hi-Tech Research Bench, Multi-Analyzer, Fabrication) Build compact automated fabricators that can slowly but steadily produce simple parts and components.

Item Repair

Repair shelves and repair cabinets can repair weapons and apparel stored on them or equipped by nearby sleeping pawns, respectively. For craftable gear, this does not use a generic resource but the primary stuff material used to craft the item in the first place.

For non-craftable weapons and apparel, nano repair fuel can be used instead. Nano repair fuel consists of a small amount of specialized repair nanites that bond to and restore the molecular structure of the item, even if its original materials or methods of construction are unknown. However, nano repair fuel can only be produced by reprogramming nanites from luciferium or mech serum.

Mod Compatibility

Eccentric Tech - Spacer Furniture requires Harmony to function but otherwise has no other mod dependencies.

Mods that modify the vanilla component and advanced component recipes to use optional ingredients will cause their respective autofabricators to stop functioning.

Links

Eccentric Tech is a companion mod series to The Eccentric's Angels, a RimWorld-inspired webcomic on Reddit! Please check out the entire Eccentric Tech Collection on Steam Workshop!

Want to put personal tables and chairs in a bedroom but hate it when other colonists sneak in to have a snack while you're sleeping? Check out Get Out Of My Chair!
290 Comments
Schatten Dec 10 @ 5:41am 
Chiming in on the matter regarding Autoloaders and turrets, I can confirm that they work for me in a heavily modded environment using Combat Extended, both with vanilla turrets, modded ones, and mounted guns from CE.
That being said the way they work does make things confusing and I would suggest for the ingame description to be updated to explain this. Specifically:
1. They are a floor structure that goes underneath the turret.
2. They only reload when a firing turret has exhausted its internal ammunition. They do NOT top off a turret nor reload a newly built one that has 0 ammo (so the first reload has to be done manually). This is the most confusing part in my opinion.
brankfrank6 Nov 5 @ 8:03pm 
Just wondering, do autoloaders work with barrel replacements?
Duck Nov 2 @ 12:46am 
it does appear the autoloader no longer loads turrets, it only loads generators etc. Im not sure if its a recent CE update but I cant get the turrets to work
Omegaprime02 Oct 30 @ 3:26pm 
Yea, I asked because I wasn't seeing any pattern in how it was happening, glad to know that I wasn't just going insane. Being able to set priority would be nice but it's definitely not that important. Thanks for the quick response!
Aelanna  [author] Oct 30 @ 3:08pm 
@Omegaprime02 - I actually don't recall specifying any particular priority for which shelves the autofabricators pull from, so it may either be random or based on caching order (which is essentially unpredictable). I can see the value in being able to specify a priority though, so I may add an option to pull from high-priority vs low-priority storage in the future!
Omegaprime02 Oct 30 @ 1:24pm 
Weird question, and sorry if it's been asked before, how do the autofabs decide on which shelf to pull materials from and send their product to?
Aelanna  [author] Oct 21 @ 3:39pm 
@SupernoobTheN1 - Without a full log and a mod list, there isn't much I can do. Everything is working fine in my test lists, so it has to be some sort of mod incompatibility.
SupernoobTheN1 Oct 19 @ 11:18am 
So I have this weird error that happens when the repair cabinet starts repairing any items on some random pawn and the pawn can be completly random if i'm correct. After enabling visual exceptions mod it apparently tells me that it's either this mod that causes this, or camera+. After removing camera+ the error still remained.

I honestly don't know what else to tell since I can't think of anything that would cause the bug. I have everything sorted correctly with Rimpy and the only stuff that the pawn has are flak gloves, recon boots and a gas mask. First two are from cat's boots and gloves.
After i removed gloves and boots from the pawn's inventory, repair cabinet still threw an error and it stopped doing that only when I removed the gas mask.
The Pawn does have an uncontrollable tentacles trait from cinders of the embergarden, but I don't think it changes anything.
Aelanna  [author] Oct 10 @ 12:35pm 
@Padawhat - Are you able to screenshot your setup and provide a mod list? I've ensured that the autoloaders work in my own vanilla and CE mod testing setups, but if there's another mod that might be interfering then I need more information to go on.
Padawhat Oct 10 @ 9:10am 
I feel like I am being incredibly stupid cause I cant get the autoloader to work at all. Its supplied with ammo from the network and connected, I have multiple autoloaders that are directly under multiple turrets and none of them work. Still my colonists manually load them, even when the turrets run out. There is no error being put out into the log so as far as the game is concerned its
working as it should despite it clearly not.