RimWorld

RimWorld

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Vanilla Furniture Expanded - Power
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Mod, 1.4, 1.5, 1.6
File Size
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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
110 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
1,907 Comments
Sarg Bjornson  [author] 11 hours ago 
Yep, I don't consider the other two relevant. any way, use mod options, I added them for such cases
ryan 16 hours ago 
Sarg, 1/2 of one of those three points was about Gravships.
Sarg Bjornson  [author] 18 hours ago 
These were never intended for Gravships
ryan 21 Aug @ 2:08pm 
1. Solar generation is quite literally energy/area, from the sun.
2. They just released what is essentially "The limited space DLC" for Rimworld. Additionally, space literally is limited in Rimworld and walling/defending more space literally does cost more resources
3. Resources are limited, and you never have just one solar generator, so why would the player ever spend 40 plasteel and **3 advanced components** on solar generators that take up more space to accomplish the same thing?

An important correction, however, is that although it's true that adv solar panels produce 104 W/tile (2600/5x5), vanilla solar panels produce 108 W/tile (1700/4x4, not 1700/3x3). It doesn't really change the question though
Sarg Bjornson  [author] 21 Aug @ 12:17pm 
No, again, why would you? Space is not a limited resource in RimWorld
ryan 21 Aug @ 11:26am 
..why wouldn't you calculate power per cell???????
Sarg Bjornson  [author] 21 Aug @ 8:05am 
Why are you calculating power per cell?
Master Nabo 21 Aug @ 7:05am 
the advanced solar panel makes no sense to build. It produces 104 W/cell, while the vanilla one produces 188/cell. Does it harness power better in low light or something like that?
ryan 15 Aug @ 7:56pm 
I was way overthinking it. 20kW for 1 day = 20kWd, ie *33 batteries*
ryan 15 Aug @ 7:51pm 
I realized this 5 minutes before falling asleep yesterday, lmao