RimWorld

RimWorld

6,435 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
109 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)
18
15 Mar @ 8:35pm
Bug Reports
TurtleShroom
7
21 Jun, 2024 @ 8:01pm
Missing animal feeder
𝒳𝑒𝐿𝑜
7
7 Nov, 2022 @ 7:10am
Guys Help me pls
RúbenParanormal
980 Comments
]TPG[*Dagger 12 Jul @ 7:18pm 
What bonus does the sprinkler actually give? The plants all show 100% grow rate outside. I added the sprinklers outdoors, does that not work?
t0m4s1t0 30 Jun @ 6:34am 
Cafe is in brewing expanded.
Ed.SS 3 Jun @ 2:59am 
esperava mais opções de plantas, café por exemplo :steamfacepalm:
Vlka-Fenryka-7th 29 Apr @ 5:15pm 
I'm not sure if anyone else has has requested this, but can you add the ability to "link" the tilable hydroponics because it'll make them a lot easier to manage.
™Antaries Cz ツ 25 Apr @ 9:34am 
not sure if intended or not but scarecrows dont protect crops properly. Animals repatedly try to eat it and sometimes they manage before scarecrow trigers fear. It seems that it scares animal off every one second or so, and if animal starts eating right after it trigers scare, they manage to eat your crop. i think it needs to refire more often.
vincent_renevot 14 Apr @ 7:09pm 
@LapisAzure no. i know it's short for 400 but it save little wood.
LapisAzure 26 Mar @ 3:59pm 
Does the farming techniques research do anything other than unlocking the scarecrow?
Aizuki 4 Mar @ 2:22pm 
somehow Healroot get cutted first when i want to plow the soil
Ciallo~ 3 Mar @ 6:09am 
super sprinkler,as the mushroom growing speed plus 100%, earn silver by cloth faster than the drug
Slaine 10 Feb @ 1:22am 
is This Compatable with Growing Zones +? Or is there an alternative that limits Grows until X?