RimWorld

RimWorld

[RH2] Uncle Boris' - Used Furniture
227 Comments
Futstub 3 Nov @ 2:12am 
Any chance there is a list somewhere where we can see what the items actually do?
Heinzbakedbeans445 7 Oct @ 8:41pm 
I can no longer spawn them what is the resuarch requirement?
GLONASS 5 Sep @ 6:57pm 
I want to know that the tactial refrigerator return?
Valachnon 14 Aug @ 12:48pm 
@(=^-w-^=) Don't know if it's still relevant for you, as your comment is a few months old by now, but maybe someone else will have the same question in the future. Yes, you can add custom music to the mod.
In C/Programs/Steam/Steamapps/Workshop/Content/294100/2563508405, go to Sounds -> Radio Music. Put an MP3 file of your custom soundtrack in there.
Then, go back to 2563508405. Go to 1.5 -> Defs -> Defs_Radio -> MusicRadio_Tunes.xml. Open it with a text editing software (notepad, editor, whatever.) You see the coding for all the songs done here. Simply copy on of the settings and replace the relevant sections. E.g.: A song I wanted to add was called "searching". I copied the first section (the one for bandit radio) and replaced RedHorse_GS_BanditRadio with "searching", replaced the label "Bandit Radio" with "searching" and the clip path "Bandit Radio" with "searching".
And that's it. That's all there's to it.
Mur Derer 9 Aug @ 10:24pm 
Somehow no music plays from the radio whichever song I choose
Mur Derer 21 Jul @ 2:39am 
why not playstation?! patriotic much?
SniperPilot 13 Jul @ 8:04pm 
whats the difference between RH2's version and CP's Version?
WarStoke.net 11 Jul @ 11:23am 
Im getting the same issues as @jtseyman, im guessing something changed in 1.5 as they worked perfectly fine in 1.4
jtseyman 9 Jul @ 6:30am 
Many of the objects in this mod have no thing class error so I can't build them.
jtseyman 8 Jul @ 6:25am 
"System.InvalidCastException: Specified cast is not valid." I'm getting this and the "no thing class" error when I try to build some of the furniture.
Gerewoatle 25 Jun @ 11:48am 
If it's not too much trouble, could you perhaps remove the Git folder and the several source folders that are bloating the mod's size to a ridiculous level?
Diamondman0607 30 May @ 6:26am 
in my 600 hours of rimworld this is the best furniture mod i will ever find.
(=^-w-^=) 25 May @ 3:42am 
is there anyway to add more music to the radio? (custom) for example editing the files?
物理系魔法师 8 May @ 9:38am 
The amount of work required to build a bed is a little too much
skrungo bungo 24 Apr @ 9:35pm 
this remains the best misc furniture mod
oloolo1661 2 Apr @ 2:21pm 
sleeping bags would be epic
WJSabey 23 Feb @ 3:45am 
It's also actually super easy to convert a graphic to the format needed to be paintable, even for the ones that don't already have those:
https://steamproxy.net/sharedfiles/filedetails/?id=3166526759
Chicken Plucker  [author] 22 Feb @ 2:23pm 
@WJSabey - Thanks a lot for the CornerFiller tip! Pushed the update today, nobody could ever tell me what the heck was the cause of it, and I gave up after all these years so its funny to find the fix now.

Cheers mate
WJSabey 20 Feb @ 1:43am 
The paintable is not ideology, it was introduced in 1.4 but doesn't need any of the DLC. Sure, some of the things would need new artwork to make them paintable, but anything that you can pick the material of would not; walls, beds, chairs etc. already have the right artwork, they only need the XML tag adding. I've added it to my own copy and it works perfectly.
Also, you ought to change the linkType of the walls from "Basic" to "CornerFiller", then they will link properly in corners instead of looking weird when you have them double-thick etc.
Chicken Plucker  [author] 18 Feb @ 4:35pm 
@WJSabey - Hey mate just going back on the generator discussion. I'm leaving them as-is for now cause I have my hands full and I'm gonna need some time for serious re-consideration on rebalancing power generator stats. I'm not done with this mod so I will revisit the gennies if and when I get to new content for this (Like hospital stuff)

As for the paintable tag, seems like an ideology DLC specific thing and I'd have to re-commission the artist (who is now retired) to make some non-colorable stuff greyscale and colorable, that's not viable for me cause I'll have to pay twice for this extra thing. I'll touch more on it too when I revisit it, and keep things simple by potentially just having colorable stuff paintable.

Unfortunately there's no set time for this, but rest assured you aren't being chinned off and ignored, thank you for your suggestions.
WJSabey 8 Feb @ 10:35pm 
One other thing, it would be great to add the paintable tag to all the buildings that have the right graphics to support it. Would be even better to make more things paintable too, but doing that to e.g. the military generator would require reworking the artwork and the code to make the default colour stay the same. With things like the walls and beds, it would just be adding the single XML tag to enable the system.
WJSabey 21 Jan @ 6:31pm 
It would probably be best to balance by scaling the power they produce down, since 5kW is a lot in RimWorld. I know that for a generator that size 5kW is already really low, but the power values in the game just are unrealistically low (except for solar, because solar always produces unrealistically large amounts of power in games).
Wherever you're getting your fuel from, getting more watt-days out of the same amount of fuel is a big deal. An extra ten percent efficiency is really nice to have. The time between refuelling is down to the size of the fuel tank as much as the fuel burn rate, though I'll admit that it's a non-issue to me since I usually use pipes to feed the main generators.
As for the heat produced, that should more or less scale with the power but isn't really a good balancing factor since you can just build them outside, and extra heat is even a good thing in icy biomes.
Chicken Plucker  [author] 21 Jan @ 12:07pm 
Hello guys. Please stop the bickering here, it is my fault the generators are a bit broken and I'll confess to that.

The real military generators outside the screen is loud as hell and runs out of fuel in under 24 hours. Why I didn't include those trade offs in the mod is because it's frankly too complicated to code a moodlet debuff for noise. Maybe making it a bit uglier would have helped but that's supposed to be a beauty thing, not loudness.

As for why I didn't make a generator that needs to be refuelled every 11 hours, have such a short time before refuelling, is because it's gonna be annoying to micromanage.

I've deleted the last 2 comments of the arguments, there's no need for insults. I'll work on sorting through replies and balancing after I push this week's update on the other mods.
WJSabey 19 Jan @ 8:05pm 
Oh wow, they have slightly lower beauty than the vanilla one, which is already very ugly. That is *totally* a trade-off for making five times the power in the same space for the same fuel. And no, they don't produce more heat either, they produce exactly the same as a vanilla generator. Or 20% of the heat that the *five* generators you'd have to build to match the power output. I have no idea why you're simping for these things, they aren't "a trade-off", they're massively overpowered. Literally.
the generators exist as a trade-off

the downside is they run hotter (so less safe to keep indoors in i.e. a cave system) and are hideous/unpleasant to have around (pawns hate them)

also, could be a coincidence, but I notice when I have pawns go berserk to break stuff they usually cross the base to target one of these generators but that wasn't the case with my 'normal' generators
WJSabey 19 Jan @ 5:22am 
Isn't that kind of a silly thing to say? It's not like the "military grade" generators aren't *also* being built by some people with their bare hands. We aren't talking like 20% more powerful either, it's *five times as efficient*. It's not just that it's so much more powerful in the same space either, it doesn't use up any more fuel than the vanilla one. It's very noticeable that once you get one of those bad boys built, your problems with keeping your generators fuelled just *disappear* since it gives the power output of five regular chemfuel generators while only using as much fuel as one of them. When most of the stuff in the mod is basically for visual flavour, it really stands out.
steel. 18 Jan @ 1:34pm 
The generators are military grade instead of built by some people with their bare hands.
WJSabey 16 Jan @ 9:26am 
I love the military themed buildings, though the generators are just a bit OP; they produce *way* more energy for the same amount of fuel than the vanilla one does.
Also I really like the laptop comm console because needing a massive room-filling machine just for communications kind of sucks. Does it not have the "chatting on comms" recreation type though? Haven't seen anyone doing that since building it.
JAYAMESHI 17 Nov, 2023 @ 10:19pm 
Sorry if this has been answered before but i took a 2 year hiatus from Rimworld Has the Medical Furniture that came in the OG Red Horse Furniture been removed? mine isnt showing up :(
Highlander3787 14 Sep, 2023 @ 4:24pm 
Got a bug, probably from my mod list but not sure. The mission board will pull up a window with the message on the top of it saying I can select the gigs below but there's nothing there, no jobs for me to select. I also placed it next to an orbital trade beacon so I know it isn't that.
F3iT 24 Jul, 2023 @ 12:18pm 
Can wilflife go through your chain link fence ? concertina wire says impassable but chain link fence doesn't say.
[kor]sundayline (^=^) 9 Jun, 2023 @ 4:48pm 
This mod's canvas bed can't be connected with VE nutrient past dripper. all other mod's beds are able to be.
It's Not Slander If It's Written 27 May, 2023 @ 4:23pm 
thanks for the info! You're the best, looking forward to all your future work :D
Ren 27 May, 2023 @ 12:35pm 
@Yuka Sativa Also to add to the whole music bit, if you're worried about the large file size because you think it may affect load time/performance etc, it won't. Music just takes a lot of memory space in general and all that mods that add music do (generally) is adding more songs to the vanilla music list. In this case it's music to be played through an added radio.

TL;DR Unless it's a music mod that changes how music works (and usually still won't), load time and performance won't be effected
Yuka 27 May, 2023 @ 8:59am 
Thank you Chicken Plucker!
Chicken Plucker  [author] 27 May, 2023 @ 7:02am 
@It's not slander if it's written - Heya! Yeah something about the 1.2 or 1.3 version of RW broke the coding to make colonists play music on their own. You have to manually command them to right click and play something for now. I'd address the issue but unfortunately its too minor and there's a load on the list as it is for me to prioritise

@Yuka Sativa - Hello mate, been away. I will add previews of what furniture this mod adds eventually, just been busy sadly. As the other person said, there are a few songs that loop in the radio which increases the memory size of the mod. I have made two separate mods adding more music and they also reach MB file size.

@Renegade - Cheers mate
It's Not Slander If It's Written 27 May, 2023 @ 3:49am 
possibly dumb question but I've built the radio and can't seem to get it to actually play music? I think I remember the red horse 1 version just autoplayed from creation but that doesn't seem to be the case here. Is there a menu or option somewhere I'm missing?

I have the sneaking suspicion I looked over the bar upon selecting the radio and missed a "play" button six or seven times in a row despite looking for it, because it's been that kind of week tbh
Yuka 27 May, 2023 @ 12:41am 
@Renegade
Ah, I see...thanks for the explanation!
Ren 26 May, 2023 @ 7:25pm 
@Yuka Sativa late but I'm almost positive the file size is because the music. There's a few songs to be played through using the little radio. The music listed just above comments under "Radio Music:"
Yuka 17 May, 2023 @ 3:43am 
I'm a little confused. Could you make a list of what this mod actually includes? Not sure it's just the furniture in the first and second image plus the ones in the white image+the image at the bottom of the description. 55mb seems a bit big for that.
Chicken Plucker  [author] 16 May, 2023 @ 12:06am 
@Halcyon - Hey mate. Yes its just RimWorld coding being weird. I don't know why but vanilla walls don't have this problem, while additional modded walls do despite using the same coding.

@thatcox - Cheers bro. The furniture are already locked behind complex furniture
Halcyon 15 May, 2023 @ 8:56pm 
This is a pretty damn useful mod, though out of personal curiousity, is the behavior with walls not filling in when double layers intentional or just something weird that came out on its own?
thatcox 4 May, 2023 @ 12:23am 
love the mods! wish some it was locked behind research though :)
Chicken Plucker  [author] 1 May, 2023 @ 12:25pm 
@Max ༼ つ ◕_◕ ༽つ - I don't make the CE patches mate. If there's an issue with their mod, you'll have to contact their patch team

@CANNED-HAM - Cheers mate

@FurrySlurry - No mate. They're likely gonna be reserved for a spacer furniture mod later. If you want training for pawns, RH2 factions allows you to enlist and get training from the factions.

@Do Not Buy Stranger of Paradise - Hack 100 minecraft accounts for silver in rimworld
Max ༼ つ ◕_◕ ༽つ 30 Apr, 2023 @ 9:49am 
Heya love the RH2 mods but i just found out you cant use the bunker embrasures whit CE they just stand behind it and do nothing
CANNED-HAM 23 Mar, 2023 @ 1:46pm 
@Chicken Plucker ayo appreciate all the hard work you put in for the modding community. your mods rock and you deserve major kudos. thanks for doing what you do
FurrySlurry (the sergal king) 23 Mar, 2023 @ 3:57am 
is vending machines, the arcade machines have returned yet?
It's Not Slander If It's Written 9 Mar, 2023 @ 2:06am 
fair!

next rimworld expansion needs to include the internet so they can make the Black Hat station vanilla and everyone can yell at Ludeon instead ;)
Chicken Plucker  [author] 8 Mar, 2023 @ 10:07am 
@CloudColumnCat - Ya drivin me crazy bro. No, with the current settings allowing them to be rotatable it's gonna be a problem since the old versions couldn't rotate. I just spent to commission an artist cause someone asked for these to be rotatable, I can't just tick everyone's boxes mate.

@yanwoo - Cheers brova

@It's not slander if it's written - I hear the suggestion, though robots are cold and calculated so if I call the mech boss "big chungus" online they may just report me to the mods
CloudColumnCat 8 Mar, 2023 @ 5:06am 
Sorry to say this, but is there any way to get the floodlight and trash can textures back from the previous version? I don't like them too vanilla...