RimWorld
Vanilla Furniture Expanded - Security
2.504 Komentar
l0v3rm4n69420 3 jam yang lalu 
:shit:
EvilxDabzx 6 jam yang lalu 
1.6? i'll s yo d cuhhh
RoboJesus 14 jam yang lalu 
We still talk about you, bear trap/trench, my beloved
Unknown7 4 Des @ 5:34am 
My 1.6 birthday is coming soon :D
DerChozenVun 4 Des @ 3:35am 
I think you have to leave a full set of adult teeth under your pillow for The Tooth Fairy. It's ok if they're from different people I hear but don't hold me to that.
I heard theres a secret quest to unlock 1.6 version of this mod if you have Alpha Biomes and all the Vanilla Quests Expanded mods active. Anyone know how to unlock it?
DerChozenVun 3 Des @ 8:53pm 
They're remaking it and it's been 19 minutes since someone left a misleading post here so I'll add one as well.
StellarCrumb ✦ 3 Des @ 8:32pm 
but yes, this mod is a must have and we all can't wait for it to be remade <3 thanks for making it.
StellarCrumb ✦ 3 Des @ 8:31pm 
they're re-doing the whole mod, so it will take them a while to update it to 1.6 guys, no need to ask for 1.6
az009lp 3 Des @ 4:13pm 
1.6
Alu 2 Des @ 11:15pm 
wat
@⚡Mako⚡ this literally saved my game 😭🙏thank you
scemv 2 Des @ 11:26am 
ability to read mod not compatible with 1.5
⚡Mako⚡ 2 Des @ 6:24am 
Guys, you need this mod as a dependency

Ability to Read

* CE compatible
Alu 1 Des @ 1:48pm 
yes
its not updated
its known to be save breaking
its being remade as the reddit thread 6-7 messages down says
anton.kovaliov 1 Des @ 12:56pm 
This mod conflicts with the Odyssey add-on. Nothing happens when you try to leave the planet. I hope that soon we will see Vanilla Furniture Expanded - Security 2.
mr_lololol 1 Des @ 12:00pm 
pls update to 1.6
Ichiro 30 Nov @ 6:48pm 
I miss you Vanilla Furniture Expanded - Security
lsetters 30 Nov @ 3:56pm 
1.6?
vfgh 30 Nov @ 3:16am 
:steamfacepalm:.6用不了,会导致奥德赛飞船无法起飞
Alu 28 Nov @ 8:45pm 
no one reads that lol
GRÄV̆¥ GÄMÈR 28 Nov @ 8:32pm 
**** FROM THE VANILLA EXPANED TEAM ****

Vanilla Furniture Expanded - Security

won't be getting an update yet, as we're in the process of remaking the mod. It wouldn't make sense to update the old code to work on 1.6 and then a few weeks later toss it out to garbage anyway. This update however will be save-game compatible.

https://www.reddit.com/r/RimWorld/comments/1lq3tnd/psa_from_vanilla_expanded/
DerChozenVun 25 Nov @ 9:29pm 
many ways
Merry Christmas, have a Merry Christmas
Merry Christmas to you
Alu 25 Nov @ 9:18pm 
being remade as has been said many times
Turan 25 Nov @ 10:07am 
pls update
Hehe face 24 Nov @ 1:33pm 
the day 1.6 comes (which WILL COME) I will do a happy dance and celebrate by combining CE with the mod to get some good food and let my colonists dine on the FINEST of cannibal lavish meals
Purrpitator 24 Nov @ 7:41am 
weh
FartBalls69 23 Nov @ 11:54pm 
where is the 1.6 version💔💔
Floxii 23 Nov @ 4:05am 
update
Petrus Aurelius 16 Nov @ 11:13am 
Mod is must have for me. I was dreaming of putting wild turrets on my gravship, fortunately it is being made for 1.6 so we can live our space dreadnought dreams.
Cobra_Kaii 15 Nov @ 3:26pm 
@StubbornSpirit

So true. Turrets and defense is like the bun of a Rimworld burger lmao
StellarCrumb ✦ 14 Nov @ 11:13pm 
it says on reddit that they are remaking it for 1.6 so that's exiting:Stable:
StubbornSpirit 14 Nov @ 5:05pm 
I´ve bought the new dlc shortly after release, but I haven´t played a second, BECAUSE I CAN`T PLAY WITHOUT THIS MOD. I NEED IT AS THE AIR I BREATH.
Alu 8 Nov @ 6:16pm 
no
nerd 8 Nov @ 5:19pm 
does it work for 1.6?
DerChozenVun 5 Nov @ 10:20pm 
True, it's all about optimization. Companies try to cut corners by telling people to go for SSDs or requiring them, but those aren't actually good for consistent long term use when you understand limited write cycles and corruption issues due to lack of electrical current. They work for plug and play like flash drives however despite corruption issues due to lack of power so you make multiples. The point to that short rant being that while the stuff they tapped into once invention went the way of the dodo has constant issues down to DDR5 not liking neighbors, we did have a significant point of advancement last decade or so when we actually peaked aside from the current application of void bots and goetia related stuff with the Pokeball CPUs.

I'm a newbie who spent fifty hours on the "tutorial" and decided to go "Civilized Mad Max", so I'll be running some cartel or something. This mod just looks crucial. Sorry that everyone had to wait for three versions.
Alu 5 Nov @ 9:49pm 
you must however remember
as i noted threading is hard
fully threading a game is not always the efficient answer cause threading isnt openly always faster
sometimes its faster to just do good single core code
you can look at factorio to how far you can actually take this stance
factorio for a long time was single cored but still one of the most well optimized games in existence

theres a whole lot of variances and edge cases to account for
the recent amazon web services crash was basically caused by an edge case threading issue collapsing it all

the topic of optimization for rws future is a common one in the discords
wed been yelling at ludeon for legit years about it to no real answer
1.6 is our first update in like 3 versions where the game didnt run worse than before
DerChozenVun 5 Nov @ 9:32pm 
As multiple cores were essentially a standard when they made their sandbox which is inherently expansive, one would assume that they'd have the foresight to take the extra steps, that's all. It's like how I understand why some 2000s games cap at 2 gb of RAM because that was a lot of RAM for the time, but it's illogical for companies to be allowed to sell them on Steam without removing the cap. The vintage price would still compensate for their labor rather than simply milking an old file. I'm not bashing, I'm just saying "always wipe and wash".
Alu 5 Nov @ 9:27pm 
nah they are just busy on ve gravships
that things beta is taking some serious time in the discords

and no
"as is" is legit
the last 1.5 stable build kept up for people to finish their 1.5 saves or to go back for mods that were left behind they do this for every major build

its that way by full intention

thus the optimizations added to the next major version cant be backported or they risk breaking old mods
the smaller "post release fixes" after the major update are intended to not break mods
but as anyone in development can probably tell you
♥♥♥♥ happens

and "why would you make a game without threading" is actually an easy answer
threading is bloody hard
and if you do it badly
its less efficient than good single core optimizations
DerChozenVun 5 Nov @ 9:22pm 
Thanks for the link; I see birds can finally fly and ground penetrating scanners only work on actual ground now.
DerChozenVun 5 Nov @ 9:19pm 
If you're adding a feature to run it as beta when you drop 1.6, based on the timing one could reason that multi-threading was across the board since adjustments had technically been made to 1.5, even if it was for secondary support and not common sense "why would you make a game without" multi-threading as noted today. You wouldn't add to the previous version if you had no intention of keeping it running.
When you get updates past the single post decimal number, "as is" starts to go out the window.
Either way, once this is done, you'll see a massive up-tick in Rimworld being played; this mod is starting to feel like a social experiment to be honest.
Alu 5 Nov @ 9:13pm 
oh
the glowgrid rewrite also uses unity updates burst code
i forgot they did that

https://docs.google.com/document/d/e/2PACX-1vRCjqVtPQDFGu4POiKTUd_8o3U2Asdhx99SOvcgU66ABdYtk3Cgndd53yJ6BC4tZX530pp_m6lf4Z9P/pub

you can search unity in this change log to see the unity version jump

then also search burst to see the references to burst in the performance section
Alu 5 Nov @ 9:10pm 
the last 1.5 build is several months before 1.6
the pathfinder rewrite in 1.6 required a whole unity update to enable unity burst code
the threading is part of that

its also basically
common stance that when your making a new major update
you dont add stuff to previous versions
that would defeat the point of leaving them available in their "as is" states
DerChozenVun 5 Nov @ 8:02pm 
Seeing as how they apply updates beyond the single digit past the decimal point and added the option to run on 1.5 while introducing multi-threading at the same transition, and because the person that I actually addressed is still on 1.5, reason stands that it is in fact not "obviously not". I am however more than open to links with actual information. Thank you.
Alu 5 Nov @ 7:54pm 
no obviously not
DerChozenVun 5 Nov @ 7:49pm 
@scemv, I'd settle for 1.5 but that multi-threading in 1.6 is QoL as well. Did they add it to 1.5?
Alu 5 Nov @ 4:51pm 
No
Etas dont work well ij modding due to life and game updates coming at random
devlldriver05 5 Nov @ 2:18pm 
is there any type of rough time frame for this update by chance? I know it's being worked on, so just wondering.

Thanks for all the hard work with all the VE mods, these have always been incredible!
RandomEdits 5 Nov @ 8:15am 
Damn it! I need those trenches man!
scemv 4 Nov @ 4:49am 
you guys are killin it, i got no problem on 1.5 for now