RimWorld

RimWorld

6,597 ratings
Vanilla Furniture Expanded - Farming
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.300 MB
2 Jan, 2020 @ 7:05am
29 Jun @ 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
12 Aug @ 7:23am
Bug Reports
TurtleShroom
7
21 Jun, 2024 @ 8:01pm
Missing animal feeder
𝒳𝑒𝐿𝑜
7
7 Nov, 2022 @ 7:10am
Guys Help me pls
RúbenParanormal
1,002 Comments
Aquifel 25 Aug @ 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.
Schadenfreude 21 Aug @ 2:36am 
When you inspect the Artificial Ecosystem it mentions "Aprox. nutrient solution used per plant per day 1.1..." what does this exactly mean?
[Akolit] 14 Aug @ 3:33am 
Всем привет, перевел мод на русский. Создатель мода респект
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3548647575
Anker 13 Aug @ 7:39am 
You know how there's a button on sun lamps to automatically place a growing zone around the zone it covers? It'd be nice if you had the same for sprinklers. I *can* carefully trace out the edges, but I've already seen the game can do it for me.
just checked, sprinklers seam to add 3 or 4 grow once a day when they turn on
yololejoueur 12 Aug @ 12:08pm 
yeah i believe sprinklers dont really work, they change nothing or maybe we just dont use it the way it supposed to ... what ever i have a lot of fertile land anyway :steamhappy:
Enterprise12 11 Aug @ 3:24pm 
same, sprinkler i havent seen do anything to my plants on soil
Geisthander 11 Aug @ 2:44pm 
I seem to be having an issue where hydroponics basins and artifical ecosystems placed over polluted tiles only allow growing tox environment friendly crops. Is this intended? Seems like at least the artificial ecosystem should be exempt from this restriction
Anker 5 Aug @ 1:58am 
Also:

"In extreme biomes (extreme desert or ice sheet) it’s simply too easy to slap down 5-6 planters when you have 0 fertility available."

I think the balance there is *you have to play in extreme biomes*. Don't you have enough problems already?
Anker 5 Aug @ 1:57am 
Not completely sure what sprinklers do. I did a debug test with sprinklers over fertile and regular soil, and while it turned on once per day while powered, the listed plant growth speed was unaffected.