RimWorld

RimWorld

6,210 ratings
Vanilla Furniture Expanded - Power
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.927 MB
16 Apr, 2020 @ 4:00am
3 Jul @ 2:08am
44 Change Notes ( view )

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Vanilla Furniture Expanded - Power

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]



This module is a part of Vanilla Furniture Expanded which can be downloaded below.



Vanilla power generation is somewhat lackluster late game - Not only the game strongly encourages the use of solar panels and wind turbines as they provide significantly more energy at the cost of no fuel, but it also stops there - there is no technological progression in regards to power. Whether you’re an early industrial colony, or a spacer super-empire (and we all like to roleplay different ways), you’re bound to use the same power sources.

Vanilla Furniture Expanded - Power module adds a plethora of new power sources, ranging all the way from small portable generators and large scale industrial ones, all the way to advanced spacer-tech green energy sources and a unique, and yet easy to understand nuclear generator. A selection of new batteries will help you with storing the power.

Don’t wait any longer, enjoy a brand new mod from your favourite modding team and let us know what you think about it! From the internal tests the mod is reasonably balanced in-line with vanilla power generation, but any feedback is greatly appreciated!



If any pieces of furniture disappear upon being built, move the mod further up the mod queue.

You can put conduit over pipe but not pipe over conduit. Simply deconstructing and reconstructing fixes it up.

[forms.gle]



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Sarg Bjornson, an excellent programmer responsible for all of the C# code and majority of xml.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[discord.gg]






















































Q: Is this mod CE compatible?
A: Yes

Q: What do I do if a structure disappears upon being built?
A: Move the mod further down the mod load order.

Q: Is this mod compatible with Rimatomics and Rimfeller?
A: Yes it is. We have designed our own systems for it to not conflict with Dubs’s mods.

Q: How do I unlock the new structures?
A: They are placed in the vanilla research tab.

Q: Can I add it to an ongoing save?
A: Yes

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: 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 except the VE Framework

Q: How do I protect myself from nuclear reactor radiation?
A: We use vanilla toxic buildup system for the radiation, meaning any item that reduces toxic sensitivity will help if you suffer nuclear meltdown. Vanilla Armor Expanded adds HAZMAT suits and gas masks if you’re looking to shop locally.
Popular Discussions View All (1)
0
6 Apr, 2024 @ 12:49pm
Advanced Wind Turbine Autocut Fix
EnderNyktos
1,852 Comments
Scelous 3 hours ago 
I'm currently unable to research "Advanced Power Sources." I get no error messages. I was able to successfully research "Industrial Generators." But if I pick "Advanced Power Sources," it shows as a research project, but no one can research it.
madly 5 hours ago 
Hello, does the nuclear reactor work with gravships? I'm facing an issue of nuclear reactor just disappearing on my gravship once I move to different tile
valentijn78 12 Jul @ 2:43am 
When landing with a gravship, advanced wind turbines mounted on it don't register that the trees have been squished, and they fail to work due to being blocked by trees which are no longer there. Auto-cut and "cut now" don't help. It's possible that this is a problem in the base game, though I didn't observe it happening with normal wind turbines.

Work around: save and reload game.

Thanks for the quick updates you've made to 1.6 Vanilla Expanded content, btw :D
delta.strife 3 Jul @ 8:05am 
@Poul Mavinger Try RT fuse mod works fine in 1.6 even though not updated yet.
Sarg Bjornson  [author] 2 Jul @ 10:37pm 
Good catch
Colossus of Chodes 2 Jul @ 2:39pm 
The advanced watermill generator is defined with PassThroughOnly and fillPercent 0.5 as opposed to the base watermill's Impassable and fillPercent 1, which means wild animals and raiders can enter your base by walking through them, which I assume is not intended. Changing the former but not the latter stops pawns from walking through it, but not from shooting through it.
Potato Gaming 2 Jul @ 1:37pm 
idk if this mod is buggy or not, i don't like getting mods that are buggy, so does this mod have any known issues?
Papito 29 Jun @ 11:56am 
Thanks for the update!
Poul Mavinger 27 Jun @ 11:36am 
Any chance of adding breakers switches like from homes into this mod? Having so much power and batteries can lead to large zzts lol.
Sarg Bjornson  [author] 20 Jun @ 10:26pm 
Why? They became a whole new mod