RimWorld

RimWorld

7,813 ratings
Vanilla Furniture Expanded
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Mod, 1.3, 1.4, 1.5
File Size
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7.156 MB
20 Apr, 2019 @ 7:25am
23 Apr @ 1:29pm
27 Change Notes ( view )

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Vanilla Furniture Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
97 items
Vanilla Expanded - Empire playthrough
148 items
Description




Check change notes.




I have always found vanilla furniture to be lacking in depth and quantity. After researching Complex Furniture, the research tree for furniture pretty much ends, with a couple of odd technologies adding things like Vitals Monitors and Hospital Beds along the way. As part of the Vanilla Furniture Expanded mod, the team consisting of the Author of Android Tiers, Atlas, and me would like to add some sort of progression to the furniture of the rim, whilst also keeping it Vanilla friendly. Listed below are the main focus points:

Furniture added in this mod is by no means meant to be era specific (example: a neolithic technology will not add pieces of furniture only useful in that era). I want the items to be useful in spacer age, and not force players to deconstruct them in order to replace them with new ones.


Main technologies (later explained in a technology tree) will add basic furniture. Any furniture with specialised use will follow the vanilla routine of having a separate technology designated to it.


I want to add variety to furniture, but not simple reskins. Different beds will have little variations in either crafting recipe, comfort or rest effectiveness provided etc.
Graphics will be vanilla friendly.


Mechanics will be vanilla friendly. I have no intention to introduce overly complicated schemes by the likes of Rimatomic, which adds extensive structure trees for energy.


Mod will be modular - A main mod will feature ONLY main technologies. Any technologies on top of that will be released in form of additional mods, unless we introduce game options menu allowing to disable several segments of the mod. We can’t please everyone, but we can allow people to please themselves, so to say.


Will not introduce any new resources. There is already plenty of mods adding new resources, and I believe that to stay within the realms of vanilla rimworld, we can easily work around with vanilla furniture.


Most of the furniture should be able to use stuff to make. There is nothing worse than being stuck with an item color that you don’t really want.

As the content list is quite extensive (over 30 new pieces of furniture), I decided to move content description under every other tab. Scroll all the way down to see what furniture gets added as part of this mod.















NON-Steam Download: https://drive.google.com/open?id=13sjUuO0zOBZDJD8SoXTutbUoW9IOyk0m



[forms.gle]

There are currently issues with the items disappearing after being built. It is a mod conflict, which means only some of the users experience it and we are figuring it out.

There is an issue of things disappearing from the architect menu. It is because the mod has been added to an existing game, and you need to research Complex Furniture again.

Practise Target (1.0) is incompatible.

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



Authors:

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

Atlas, a programmer and author of Android Tiers, responsible for all the programming.

Rimworld is owned by Tynan Sylvester. Obviously.



[ko-fi.com]

[ko-fi.com]

Join us on our Discord! https://discord.gg/TgrUVET


























































































[discord.gg]


Popular Discussions View All (38)
11
22 Mar, 2023 @ 10:13pm
[FIX FOUND] [BUG] Trying to build beds added from this mod causes the ui to disappear
davidguy207
9
25 Jan, 2023 @ 10:08pm
Beds Disappeared
LookToWindward
5
2 Jan, 2023 @ 10:42am
Cannot find Air Conditioning Unit
Ian Corvid
1,481 Comments
Ralathar44 19 Jun @ 2:22am 
This particular mod just went from useful to well, not so useful. Wardrobe and ergonomic beds and etc were a nice sleep boost but then sleep accelerators happened (and are prolly better balanced for the returns). The additional lights were nice and then those light solutions became baseline. Bins were nice, and prolly indeed need a bit of a nerf, but the current solution proved "fiddly" after testing with 1.5. I was hoping bins would have a higher priority than other cleaning but in practice that didn't seem to be the case and anyone with high priority cleaning will be inefficient at most other things due to travel times so a partial solution is not ideal. So going back to janitors, clean sweeps, floor mats, etc.

Some folks like having 352 flavors of handgun. And for folks that want that kinda thing im sure this mod still has plenty of worth. But for me im looking to kinda fill in the crevices and QOL.
Ralathar44 19 Jun @ 2:15am 
@Oskar Potocki Ironically im a patreon supporter. And I do see your mods as more content, often filling in niches not covered by the base game that are appreciated. Also often each mod has so much in it that I end up not getting some of them because I really like some of the stuff but its tethered to alot of other stuff in the mod and the more stuff that I have in my game I don't want the more I have to sift through. Or worse, some of it is distinctly unwanted and detracts and cannot be avoided. (I can give examples) But I just don't use those mods, its fine. It's a tough balance to make, I get it, and yall already have a ton of mods so subdividing them up further adds bloat to YALLs workload.
Oskar Potocki  [author] 19 Jun @ 2:07am 
Our mods were always meant to just 'add more content'. If you see 'more content' as bloat and not 'storytelling tool', then clearly these are not the mods for you. Hopefully some other mods of ours will get your attention!
Sarg Bjornson 19 Jun @ 12:15am 
Thanks for your feedback
Ralathar44 18 Jun @ 11:24pm 
That is the point of the comment. Just giving my feedback on the way out. Sorry, tone and etc doesn't come through well in text. Whether you adjust the mod over time is largely based on your own desires + the feedback you get. Sometimes a mod just stops being for you and that's ok. Sometimes your own tastes change and a mod no longer fits. (as you get mods for example research and item bloat definitely start adding up and changing your priorities)

I'm very happy for all the time I've used the mod before 1.5 and I'm not trying to dump or hate on your mod. Just explaining why its no longer useful for me. Much love and thank you for all your hard work <3.
Sarg Bjornson 18 Jun @ 11:20pm 
Good, don't use it then
Ralathar44 18 Jun @ 10:25pm 
With the nerf to bins and now Anamoly adding in more furniture and lighting I've got no need for this mod anymore. All it does it add more research and bloat now.

The bins is particularly disappointing because ideally the bins would fill and your colonists would empty them before cleaning other stuff but they'll just leave the bins full and clean stuff wasting tons of effort and making me have to change clean priority to 1. And if I need to have someone or something be full time janitor anyways or switch someone back and forth then the resource + research cost of the bins really isnt worth it compared to the other ways of dealing with dirt/filth. I'll just get 1 mechinator and add a few cleansweeps and never worry about cleaning again.
Oskar Potocki  [author] 16 Jun @ 3:06am 
This mod doesn't delete anything.
Tooth 16 Jun @ 3:05am 
I kind of wish this mod didn't delete LMW's deepstorage items from the build menu. Especially since I'm really only interested in the spacer module, but need this for that. :(
MoonTrooper258 15 Jun @ 9:09am 
Little typo on the File Cabinet description. {It will help you perform research *taks* faster.}.