Vanilla Furniture Expanded – Spacer Module

MOD Desc
Use this version of Vanilla Furniture Expanded – Spacer instead of the one hosted by Atlas.

[www.patreon.com]

1.0.1 (01/04/2020): – Fixed Ultrascreen TV room/job issue, pawns now use it
– Fixed null error coming from interactive table
1.0.0 (20/03/2020): Release

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

Vanilla Furniture Expanded – Spacer module adds several new pieces of furniture to allow players to witness better technological progress in regards to comfort and utility furniture. Repair shelves, Biolab sunlamps and reinforced walls will spice your colony up, whilst illuminated dressers and end tables as well as advanced beds will provide your pawns with highest possible comfort silver can buy.

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

Post any bugs you encounter in the comment section below.

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.

Kikohi, a talented coder responsible for 1.1 support and bug fixes.

Rimworld is owned by Tynan Sylvester.

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

[discord.gg]


  • A little help pls? not sure is it because of the mod list or what… but it was ok yesterday…Tried loading mod with the same packageId multiple times: VanillaExpanded.VFESpacer. Ignoring the duplicates.G:Steamsteamappsworkshopcontent2941001836382920G:Steamsteamappsworkshopcontent2941002028381079Verse.Log:Error(String, Boolean)Verse.ModLister:TryAddMod(ModMetaData)Verse.ModLister:DMD?688621312::RebuildModList_Patch1>()RimWorld.Page_ModsConfig:PreOpen()Verse.WindowStack:Add(Window)RimWorld.c:b__16_4()Verse.ListableOption:DrawOption(Vector2, Single)Verse.OptionListingUtility:DMD?1256365312::DrawOptionListing_Patch1>(Rect, List`1)RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)RimWorld.MainMenuDrawer:MainMenuOnGUI()Verse.UIRoot_Entry:DoMainMenu()Verse.UIRoot_Entry:DMD?349031552::UIRootOnGUI_Patch1>(UIRoot_Entry)Verse.Root:OnGUI()
  • Potocki In my experience melee raiders will 100% begin attacking walls and break through if there is nowhere for them to directly walk in (such as a small opening into a killbox). Embrasures are definitely OP against melee as they make you invulnerable to melee until they break in, but they will do so eventually. Manhunters are a different story, and yeah they’ll just run around aimlessly until you shoot them all, which is kind of broken. But in my humble opinion, just putting walls around your base with embrasures here and there is less broken, and more realistic, than a killbox. You still have to fight the entire group of enemies at once rather than have them trickle in 1 by 1, and you can’t reliably amass ungodly amounts of turrets in one hyper concentrated space, and if you do there’s no way you can be sure that’s the spot the enemies will attack.
  • https://gist.github.com/9e08b8da9b9c66425db1fd0932898491 [Vanilla Furniture Expanded – Spacer Module] Patch operation Verse.PatchOperationAdd( Defs/RoyalTitleDef[ defName = ‘Esquire’ or defName = ‘Knight’ or defName = ‘Praetor’ or defName = ‘Baron’ or defName = ‘Count’ or defName = ‘Duke’ or defName = ‘Consul’ or defName = ‘Stellarch’ or defName = ‘Emperor’]/bedroomRequirements/li[ ) failedfile: F:Steamsteamappsworkshopcontent2941002028381079PatchesPatchRoyalty.xmlVerse.Log:Error(String, Boolean)Verse.PatchOperation:Complete(String)Verse.LoadedModManager:ClearCachedPatches()Verse.LoadedModManager:LoadAllActiveMods()Verse.PlayDataLoader:DoPlayLoad()Verse.PlayDataLoader:LoadAllPlayData(Boolean)Verse.c:b__6_1()Verse.LongEventHandler:RunEventFromAnotherThread(Action)Verse.c:b__27_0()
  • Hello Oskar, hello Vanilla Expanded team.I greatly enjoy most of your mods and they become a staple in my load order.This one, however, causes trouble. It throws an error log when active and appears to cause lag. Now, the later part might just be an interaction with other mods, but at least the first part I want to share with you.Please note that I do not own the DLC for Rimworld which I assume to be part of the issue here.The error I get is: Patch Operation Verse.PatchOperationAdd(Defs/RoyalTitleDefThe mod does not break the game in this state and works as intended, apart from that.As one can see it searches for Royalty Content. While it is low priority I would be greatful if an adjustment could be made.Kind regardsTschuangtse
  • I understand, so could you help me to know what generates that these lines come out in red?are the following:Parsed 0.1 as int.(Filename: C: buildslave unity build Runtime / Export / Debug / Debug.bindings.h Line: 35)Could not resolve cross-reference: No Verse.DesignatorDropdownGroupDef named DZ_Production_Smithy found to give to Verse.ThingDef VFE_TableSmithyLarge(Filename: C: buildslave unity build Runtime / Export / Debug / Debug.bindings.h Line: 35)Could not resolve cross-reference: No Verse.DesignatorDropdownGroupDef named DZ_Culinary_Stove found to give to Verse.ThingDef VFE_TableStoveLarge(Filename: C: buildslave unity build Runtime / Export / Debug / Debug.bindings.h Line: 35)Could not resolve cross-reference: No Verse.DesignatorDropdownGroupDef named DZ_Security_Turret found to give to Verse.ThingDef VFES_Turret_AutocannonDouble(Filename: C: buildslave unity build Runtime / Export / Debug / Debug.bindings.h Line: 35)

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