RimWorld

RimWorld

8,540 ratings
Vanilla Furniture Expanded - Security
10
5
20
9
7
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.403 MB
25 Aug, 2019 @ 9:04am
7 Apr @ 4:27am
45 Change Notes ( view )

Subscribe to download
Vanilla Furniture Expanded - Security

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



Before we begin, a massive thank you to my team. You all have been super inspiring, and your ideas and feedback are bringing these mods extra depth. Trunken, XeoNovaDan, thank you.



1.3.0 (14/07/2021): Now introducing:

Oh, and 1.3 update!



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 - Security module, a spiritual successor to More Vanilla Turrets, is a result of hours upon hours of hard work. It has been a long time since we began working on this mod, and with a team of brilliant programmers, I am now honored to present to you a Vanilla Expanded approach to base defenses. Every word and every stat in this mod have been carefully prepared to be as balanced and as “vanilla” as possible.

Introducing new defenses for every era of the game - starting with hastily built neolithic cavalry spikes, medieval catapults and ballistas, industrial turrets, submersible defenses and artillery, and ending on spacer shield generators and advanced spacecraft railguns.

Several new types of structures you never knew you needed - short walls, acting like a balanced embrasure, trenches allowing your pawns to quickly traverse the battlefield whilst under the high cover from enemy fire and many, many more are waiting for you to explore.

This module introduces 27 new defense structures, all neatly filling up the Security tab in the Architect menu. With research technologies spread out across all stages of the game, this mod itself is enough to provide you with hours of entertainment.



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

Due to base game bug, enemy raids can sometimes load their mortars and artillery with stone chunks. Please use [XND] Turret Extensions - Continuum to fix that.

[forms.gle]

Inability to build rocket turrets is a bug with mortar accuracy since they updated to 1.1. Until the matter is fixed, the only way to fix it is to disable Mortar Accuracy.



Authors:

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

Trunken, a programmer responsible for the XML base.

XeoNovaDan, a programmer responsible for the C# code of the mod.

Ogliss, for help with submersible defenses.

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: Can enemy siege use artillery?
A: Yes, Artillery has been added to the list of potential long range weapons for enemy sieges.

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 security 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: 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 means to protect your base 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", well, maybe except the shield generator, because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod compatible with Turret Extensions?
A: Yes, basic support for Turret Extensions has been implemented: Manned turrets will make use of the manning pawn's accuracy and aiming time stats.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: Does a shield generator stop drop pods?
A: Yes, each drop pod can be intercepted, lowering the shield HP each time.

Popular Discussions View All (105)
1
1
18 Jul @ 5:10pm
1.6
Miku
1
1
18 Jul @ 2:16am
when version 1.6
Netrunner
24
16 May @ 12:29pm
[BUG] mod breaks all siege events
Aerensiniac
2,185 Comments
Delta29 18 hours ago 
HMG complex has its LMG sprite upside down (as in the barrel is pointing towards the operator)
(playing on v1.5.4409 rollback with steam beta, Harmony v2.3.3.0)
Smol Alice 22 hours ago 
hello, quick question, does creating a cover (for example embrasure or sandbags) in front of a trench/ platform affect the pawn? trench says that it has an intrinsic cover bonus which is obvious, and platform a penalty due to increased height when standing on it, but does an extra cover in front of it help?? thanks!
LouIdZarcs 22 Jul @ 4:43am 
PATIENCE BOIS !
Alu 22 Jul @ 1:34am 
patience is way way too much to ask for
Bocchi the Gtaris 21 Jul @ 12:15pm 
ello
pls lmk if this one will still work on old-built bases in 1.5?
thanks :)
authors: Take Your time, You're doing awesome work! :steamhappy:
coochieparade 21 Jul @ 7:24am 
excited for the overhaul I assume you guys are going to do some badass stuff with weapons on the ship, ignore all these inpatient people love your work can't wait!
jcordeiro 21 Jul @ 5:13am 
Lol not "anomaly" the ship dlc is "odyssey"
jcordeiro 21 Jul @ 5:11am 
The main issue is that "anomaly" 1.6 update added new map logic, as ships can now take off. So everything that uses map locations needs to be decoded with new logic.

Here is an example: Shield generators prevent artillery on the circle they generate.
What if you place a shield generator on a ship? will it still protect the terrain around the ship inside the circle?
Obviously "yes". But how do you reference that terrain in 1.6?
Is it just generator.location - X? or is it something like planet1.X, where you have to do some math to get that X?

While cosmetic mod use game code unchanged from 1.5 in 1.6, map related stuff do not.
Mira 21 Jul @ 4:43am 
Updating a mod is not just changing number from 1.5 to 1.6 how many of you think. They'd have to rewrite most of the codes since 1.6 change many coding. That's why they're completely overhauling this mod as it felt "Outdated" If you're so eager to get some security, create your own mod or shut up and wait.