RimWorld

RimWorld

[1.6] Tables+
114 Comments
Miia 25 Jun @ 12:45am 
Thanks, great mod for small, convenient table setups.
Karvinen  [author] 24 Jun @ 7:38am 
The mod has now been updated to support RimWorld 1.6.
Th232r 23 Jun @ 3:55pm 
Appears to work in current 1.6 just fine.
Cakey 17 Jun @ 10:13am 
One of my favorite mods! Hopefully will be updated to 1.6 soon. :winter2019happydog: :cupcake:
Dead_William 11 Sep, 2024 @ 3:41am 
Nice, thank you.
Crimson 5 Sep, 2024 @ 3:27am 
Alright making the switch, thank you ^^
Karvinen  [author] 5 Sep, 2024 @ 3:09am 
@Crimson Yes, Tables+ works the same way as Modular Tables.
Crimson 5 Sep, 2024 @ 2:52am 
Does this work like Modular Tables mod? Cause if yes I would go for it since that mod is not updated
Karvinen  [author] 21 Mar, 2024 @ 11:06am 
I have now updated the mod to support 1.5. I'm glad you enjoy it.
Gold_Fish_pong 19 Mar, 2024 @ 2:07pm 
I really like this mod. You can decorate it as you want. Will you make version 1.5?
Three 25 Jun, 2023 @ 12:29am 
And now you can have simillar thing with shelves by Connected Shelves :featherduster:
roko711 29 Apr, 2023 @ 11:44am 
Nice!
Karvinen  [author] 29 Apr, 2023 @ 11:25am 
@roko711 Since these tables inherit from the vanilla tables, mods that alter the behaviour of vanilla tables should be compatible with Tables+ as well. Just to make sure, I just tested it out and I can confirm that Stuff on Tables does work with Tables+.
roko711 27 Apr, 2023 @ 9:21pm 
does it work with stuff on tables?
Balthazad 5 Mar, 2023 @ 3:05pm 
congratz.
another bullshit table mod.
it's using the same fucked up failbob textures as the other shit.
if its not enough to see the meals floating 60% in the air in southside (along with the super ugly legs of the table and the lovelacking table itself), go try with gastronomy and see guest-table-eco (e.g. serviettes, forks, knifes) floating in the air.
how diffeefeecult can it be to redraw the shit?
seriously, i'm disrespecting everyone that keeps reusing these failed textures since goddamn 4+ years and yea EVERY modder is too lazy to change it ffs
Kitherit 19 Nov, 2022 @ 2:07pm 
I just wanted to build a 2 x 3 table, but this is even better!! Fantastic work, thank you!
toradrow777 18 Jun, 2022 @ 11:03pm 
This is exactly what I needed. Not too long ago I made a base when I realized, too late, that the vanilla tables wouldn't fit quite right in the dining room I had built.
Caz 12 Jun, 2022 @ 5:27am 
I imagine that would be rather complex to get working. Still, I can find plenty of use for this. Cool mod!
Karvinen  [author] 12 Jun, 2022 @ 1:04am 
Currently it does not.
Caz 11 Jun, 2022 @ 8:10pm 
Does this incorporate styles? Like Techist, Morbid, etc?
Karvinen  [author] 3 Jun, 2022 @ 7:52am 
Admittedly, the graphics were last updated a few years ago (which mind you, worked perfectly during testing back then) and with the new versions of the game the vanilla table graphics may have changed. I have not seen the issue you described with floating items myself, but then again I have not played RimWorld in a good while. Seeing as nobody else has had anything to say about such issues it may also be possible that you are experiencing some sort of compatibility issues with your specific list of mods.

In any case, I have not been actively updating this mod as I hardly play RimWorld anymore and have been busy with other matters.
Balthazad 23 May, 2022 @ 1:37pm 
the optics still need a rework.
try using this with hospitality+gastronomy+cashregister, you will see how BAD the graphics are made. items used on tables suddenly defy gravity lol just as if it was never tested ingame!
Stolas 27 Jul, 2021 @ 10:43pm 
Because you shouldn't have to give your prisoners a full length dining table :P
Panacea 19 Jul, 2021 @ 10:12pm 
@Karvinen
No problem, happy to help. And thank you for a lovely "must-have" mod and for your time spent getting to the bottom of the issue. :)
Karvinen  [author] 19 Jul, 2021 @ 10:33am 
I see what's happening. Since I altered the author name in my About.xml, RimPy throws a fit and sets Tables+ to inactive. Not to worry though, You should be able to just set Tables+ to active again and if RimPy doesn't notify you about it or disable the mod the next time you boot the game, the mod should work fine from there on out.

If however RimPy continues to disable the mod again, please let me know. I can try to change the author name back to potentially remedy the issue. Thank you for the report Panacea.
Karvinen  [author] 19 Jul, 2021 @ 10:20am 
I think I might have an idea on why this is happening. I'm looking into it now.
Panacea 19 Jul, 2021 @ 10:10am 
When I looked at my mod list your mod was in inactive, just like Dragon said.
Panacea 19 Jul, 2021 @ 10:01am 
I have RimPy and when I loaded it up here is an error it reported regarding your mod since the new update. I think this is the same issue Dragon Fire may have had.

RimPy have read information from your active mod list (ModsConfig.xml file) and found that some mods are missing. That mods were not found in specified folders (local/steam/expansions folders) and will be ignore [1]:

hanhinen.tablesplus

That issues may be caused:
- wrong folder were setup for local/steam mods or game folder
- mods were deleted by you or Steam but they were active in your mod list
- you have loaded a mod list and do not have one or several mods from it

Should RimPy try to download missing mods? Steam download is async, you may need to wait some time till mods appear or restart RimPy several times. If you still get issues, restart Steam client.
Dragon Fire 813 18 Jul, 2021 @ 6:36pm 
No other problems so far. Just had to replace them and "acquire" the lost steel to build them.
Karvinen  [author] 18 Jul, 2021 @ 10:46am 
That's odd, I updated the mod the same way I've always done and the only thing I had to change for the mod itself was add "1.3" as a supported version in About.xml. If there's any further issues, let me know.
Dragon Fire 813 18 Jul, 2021 @ 12:48am 
For some reason when your mod updated it removed itself from my mod list. Didn't even notice until I saw that my prisoners had the "ate without table" mood debuff that all my linkable tables and stools disappeared from my prison. Easy fix, but annoying no the less.
Karvinen  [author] 15 May, 2021 @ 10:01pm 
While it should be easy enough to implement, I don't want to force all 23k users to research Complex Furniture for some tables and stools. This COULD be solved by implementing mod settings so that you could switch the prerequisite on and off, but it looks to be quite complicated and I would have to devote some time to learn how to do so. I'm about to start some long shifts at work so I'm afraid I won't have time to get that in order any time soon.
Panacea 15 May, 2021 @ 3:35pm 
Is there any possibility of linking this furniture to Complex Furniture research so that they are not present in my neolithic start?
Wardov 12 Aug, 2020 @ 7:32am 
OK sorry then Hanhinen, I will try to check out the other mods (that did not automatically get deactivated like yours).
Again sorry for the bother and thanks for the mod =D
Karvinen  [author] 12 Aug, 2020 @ 1:38am 
I can't seem to reproduce your issue at least right away, but take into consideration that since this mod is very simple code-wise, I only had to change the version information for this update. What this means is the 1.1 and 1.2 versions of this mod are functionally identical. If the issue persists, you can try disabling Tables+ and try loading the world without it, though I would find it quite odd if it was the cause. Also, do remember to back up your world if you decide to try something more radical.
Karvinen  [author] 12 Aug, 2020 @ 1:18am 
@Wardov I'll investigate. In the meanwhile, the 1.1 version is available for download under the direct downloads section.
Wardov 12 Aug, 2020 @ 12:15am 
My game is not loading properly anymore (only world map available). The only difference with my old save is this mod that changed from 1.1 to 1.2. Can this mod really be the problem?
Is the 1.1 version not in the workshop anymore?
BrotherHovis 29 Feb, 2020 @ 12:54am 
Thanks for the mod Saint Aku :)
Karvinen  [author] 20 Feb, 2019 @ 4:23pm 
It's done. To be perfectly honest, i can't remember why those overrides were there in the first place. Thanks for reminding me.
Sonk 20 Feb, 2019 @ 1:58pm 
Would you consider removing overrides of vanilla defs?
Epic Store Exclusive 23 Jan, 2019 @ 10:07pm 
Would it be possible to add a mod option to disable/remove the "standard" tables and stools from the architect menu, as they are no longer necessary with this mod?
Karvinen  [author] 1 Dec, 2018 @ 7:38am 
I've ran some tests, but haven't been able to reproduce your issue myself. It's possible that one of your mods is causing quality tags to appear on this mod's tables.
Ahmet 1 Dec, 2018 @ 5:26am 
there is an issue: linkable's qualities written on the map like items, but it should not, like other quality buildings for example chairs stools...
Phantom 16 Nov, 2018 @ 1:07pm 
yeah maybe one time :D I can not help you with that sorry. Just pointing it out, that would be awesome.
Karvinen  [author] 16 Nov, 2018 @ 10:53am 
I've looked it over and i'm not sure if it's possible in XML alone. It might be possible via dll:s, but that would require learning how C# mods work in Rimworld's context not to mention the extensive development and testing that would result from creating an entirely new feature (provided it doesn't already exist and i just missed it.). As it stands i really can't be bothered to start a project like that. I wish i could be of more assistance.
Phantom 15 Nov, 2018 @ 3:38pm 
Would it be possible to mark the tables after buildt as 1 standalone table? Because right now it counts as many little tables and we have to adjust meeting place for each one. Also each one has a different quality and the attractivity stacks. Thanks
sdp0et 3 Nov, 2018 @ 11:29am 
I'm trying to track down some mod conflicts that seem to be caused by mods that override abstract defs (specifically FurnitureBase and FurnitureWithQualityBase) with versions that have comps.

The issue seems to be that overwriting the abstract defs with comps causes other defs that use it to end up with a null thingclass because they have comps but aren't a ThingWithDefs.

I've posted some details in a discussion on on of the mods that's affects Additional Joy Objects

Therapy was another doing this, and he mentions that aabstract defs become global at some point and can cause issues.
Far-Seeker 20 Oct, 2018 @ 8:33am 
Thanks for the update! :)
Karvinen  [author] 18 Oct, 2018 @ 10:30am 
The mod is now updated to 1.0. Enjoy!
kezza596 18 Oct, 2018 @ 10:13am 
Thank you! Looking forward to it!