RimWorld

RimWorld

Vanilla Furniture Expanded - Props and Decor
586 Comments
mayonez 10 Jul @ 4:39am 
no joke it doesn't crash anymore. i don't know what i did but it's fixed now. thanks for the port to 1.6 mr. mod man.
Sarg Bjornson  [author] 9 Jul @ 12:58am 
No logs, no fix
mayonez 9 Jul @ 12:34am 
yees, this also makes my game explode. waiting for a fix. :ppg_human::winter2019sadyul:
Sarg Bjornson  [author] 6 Jul @ 1:49am 
It seems to be a base game problem
Bakelit 6 Jul @ 1:25am 
@Avarus @Sarg Jornson, I am somehow alss Curiosily running out of VRAM when I activate this mod. It used to work 2 days ago maybe it has somehting to do with the small a RImworld update?
Sarg Bjornson  [author] 5 Jul @ 10:52pm 
Cause by Designator Shapes
I Spam Rabbit Hex 5 Jul @ 2:56pm 
Im unable to rotate borders, is there a fix?
2_Modray 5 Jul @ 12:31pm 
Thanks.
Sarg Bjornson  [author] 4 Jul @ 10:50pm 
Every VE mod should require it
2_Modray 4 Jul @ 6:03pm 
Does this require Vanilla Expanded Framework? The mod page lists no requirements, but the mod itself marks oskarpotocki.vanillafactionsexpanded.core as a dependency.
Avarus 4 Jul @ 9:10am 
Sure, here you go and thank you: https://pastebin.com/J9kmjk0k
Sarg Bjornson  [author] 4 Jul @ 8:26am 
If you can, share with me the player.log when exiting the game, as Taranchuk tells me it will have some RAM info at the end, and I'll try to report it to Ludeon
Sarg Bjornson  [author] 4 Jul @ 7:37am 
Only one previously. Not sure what I can do about it, though
Avarus 4 Jul @ 7:35am 
Hi, this mod is using around 2GB of VRAM when loading, making me go out of memory when loading up my 100 mods modlist (v1.6). This didn't happen in v1.5, which I had almost 300 mods.
I already filled a bug report form with the log, but didn't include this info as I only discovered it after.
Is it just me or have you had similar reports to mine?
FireSloth 2 Jul @ 10:48pm 
Thanks, Sarg!!
Sarg Bjornson  [author] 2 Jul @ 10:44pm 
Might have been an error when pushing, will tell Oskar to repush it
FireSloth 2 Jul @ 5:28pm 
I see your message, @Proxyer, but I'd rather not fix it myself. LOL (yep, lazy)
FireSloth 2 Jul @ 5:27pm 
error: Failed to find any textures at Things/Building/KitchenProps/MeatSmokerEmpty/MeatSmokerEmpty while constructing Multi(initPath=Things/Building/KitchenProps/MeatSmokerEmpty/MeatSmokerEmpty

I browsed and found there is no folder called "MeatSmokerEmpty". Same issue with MeatSmokerFull.

I tried unsubscribing, making sure folder deleted, resubscribing, and it still happens.
Proxyer 2 Jul @ 3:00pm 
Thank you for fixing the problem. The problem was solved by putting Buildings_Ideology.xml, MeatSmokerEmpty and MeatSmokerFull from the latest version on GitHub into the workshop folder. Thanks again.
Sarg Bjornson  [author] 2 Jul @ 12:44pm 
Oven and stove are rotatable now, so that's an easy fix. The smokers, though, I can't replicate the issue, they load fine for me!
Sarg Bjornson  [author] 2 Jul @ 12:37pm 
On it
moo 2 Jul @ 11:51am 
Hi. 4 missing textures for this one (see discussion)
Reel 2 Jul @ 11:28am 
Lock in
WJSabey 24 Jun @ 10:35pm 
I would love it if the warning border could have a clean and weathered version like the full-square one does.
qux 21 Jun @ 3:40am 
Oh ok thanks
gh0stashes 20 Jun @ 7:46pm 
@qux if you are using Sense Of Depth for Tall Buildings you need to disable the effect for those workbenches
qux 26 May @ 12:51pm 
Hi ! objects placed on empty tables are not drawn on top
https://i.imgur.com/EkF9YJO.png
Sarg Bjornson  [author] 26 May @ 1:28am 
Irrelevant
Lance Axiom 25 May @ 9:32am 
[com.VFEProps] Patches on methods annotated as Obsolete were detected by HugsLib: Verse.ThingUtility.CheckAutoRebuildOnDestroyed
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
HugsLib.Utils.HarmonyUtility:LogObsoleteMethodPatchErrors ()
HugsLib.Utils.HarmonyUtility:LogHarmonyPatchIssueErrors ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
cwhit20 17 May @ 8:34am 
I kinda wish i could place the bridges behind furniture, Im currently doing a cave town filled with creep with "elevated" bridges and sadly I need to make sure there isnt any insect buildings just under the walk ways
Sarg Bjornson  [author] 15 May @ 10:48pm 
I didn't touch the transparency through the game, just modified the graphic in Photoshop
Vanyor 15 May @ 7:51pm 
Oh and before I forget, how can I decrease the transparency from the floor decals? My black decals are almost totally transparent.
Vanyor 15 May @ 6:55pm 
@Sarg Bjornson Thank you so much for the wiki link! I managed to create my own category and add my own decals with your help! Truly an amazing work the whole team has made!
GREED 14 May @ 4:14am 
Oh that was it, I was using the wrong pain tool. Thank you!
Sarg Bjornson  [author] 14 May @ 3:49am 
Props can be painted using the base game painting command
GREED 14 May @ 3:47am 
It seems I can't recolour any of the props with the paint tool or in this mods own respective UI. I certainly remember being able to but now I'm stuck with all the standard colours?
Vanyor 13 May @ 9:21pm 
Hello, thank you as always for such wonderful mods! If I may ask, is there any sort of guide of how to add an image ourselves as decal? Trying to add an image myself but I'm stuck.

In any case, thank you for the mod!
AF gaming 9 May @ 9:12pm 
can you add a toilet? and possibly other bathroom related items?
Kobold Kween 16 Apr @ 8:09pm 
A fantastic way to make D&D maps.
Sarg Bjornson  [author] 7 Apr @ 10:43pm 
Designator Shapes breaks the rotation
Baha 7 Apr @ 9:05pm 
do i need another mod to rotate border pieces? ive tried using this mod multiple times and ive never been able to rotate them, making them useless.
Sarg Bjornson  [author] 6 Apr @ 10:55pm 
No, I don't really see the need for it... you just install the mod and look at the menu... A list would be a huge amount of work, for no reason!
FarrunDragon 6 Apr @ 4:22pm 
Is there a list anywhere that can be accessed outside the game of what the mod contains item by item?
Sarg Bjornson  [author] 6 Apr @ 3:49am 
Well, the prop menu IS a list :)
FarrunDragon 6 Apr @ 3:24am 
Is there a list anywhere or what the mod contains item by item?
Sarg Bjornson  [author] 12 Mar @ 12:13am 
Use the bug report form, it's that easy
StockSounds 11 Mar @ 6:49pm 
The thing about this mod is that it has so many random little tiny bugs because of how it has like 400 new objects, so you couldn't even report all of the bugs.
Especially in the spaceship section, certain elements will have a launch report button even though they're not real ship parts, the ship reactor, Tanaka drives, small ship bridge, and animal caskets are the wrong size, the archo and mechanoid solar panels have their names swapped, and honestly, I get it, it would be genuinely impossible to get it all right with just how many things there are.
하나 27 Feb @ 1:34am 
it's clearly working without VE framework, but rimsort says it's not. I think because of about.xml?
Felios 14 Feb @ 12:26pm 
I finally got around to using these decorations and holy crap, yall knocked it out of the park! Perfect rimworld style, and rotatable too? And it's updated with Anomaly stuff!