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Vanilla Furniture Expanded - Factory

[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fwww.patreon.com%2Foskarpotocki][img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaExpandedFramework/refs/heads/main/About/Patreon.png[/img][/url][www.patreon.com] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/Changelog.png[/img] Check change notes. [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/Details.png[/img] Vanilla Furniture Expanded - Factories brings a full industrial revolution to the rim, replacing slow and expensive legacy systems with some tech-level appropriate automation! These new factories utilize a familiar bill-based UI, allowing you to set production targets like “Do until you have X” or “Do forever” while managing a new overclocking system that can boost speeds up to 500%. To maintain balance, players must manage significant trade-offs, including large machine footprints, high power consumption, and exponential heat generation that requires proper ventilation or specialized heatsinks. A new high-performance conveyor belt system eliminates the need for manual hauling, featuring automated mergers, splitters, and configurable filters for advanced routing. These belts can deposit items directly into hoppers, shelves, or even travel short distances underground to maintain a clean base layout. While highly optimized through "code magic" to ensure minimal impact on TPS, items on the belts still respect natural laws like deterioration and spoilage, ensuring the logistics remain important. Mass-producing ammunition, medicine, neutroamine and plasteel are all possible thanks to this mod. Hopefully, if we've done our work well, it lets your industrial colony feel like you’re in industrial era. [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/KnownIssues.png[/img] [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fforms.gle%2FDBajNu5eBHebLAGR9][img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaExpandedFramework/refs/heads/main/About/BugReportingBanner.png[/img][/url][forms.gle] If any pieces of furniture disappear upon being built, move the mod further up the mod queue. Please report any issues using the Google forms link linked above. Bugs reported in the comments section, or without required reproduction steps/Hugslib logs will be ignored. [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/LegalStuff.png[/img] Credits: Oskar Potocki, an artist and a designer, responsible for all the artwork, design and visual imagery. Sarg and Taranchuk, programmers responsible for all the programming. Erdelf, programmer who helped us with performance. Vitalii, an artist responsible for the hero image. Reel, responsible for the awesome screenshots. Rimworld is owned by Tynan Sylvester. [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fcreativecommons.org%2Flicenses%2Fby-nc-nd%2F4.0%2F](CC BY-NC-ND 4.0)[/url][creativecommons.org] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/Contents.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Factory/refs/heads/main/About/Factory.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Factory/refs/heads/main/About/Factory2.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Factory/refs/heads/main/About/Factory3.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Factory/refs/heads/main/About/Factory4.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Factory/refs/heads/main/About/Factory5.png[/img] [img]https://raw.githubusercontent.com/Vanilla-Expanded/VanillaFurnitureExpanded-Security/refs/heads/master/About/FAQ.png[/img] Q: Can I add this mod to an ongoing save? A: Absolutely! The new research projects will appear and upon researching them, you will be able to build the factories! Q: Are conveyor belts going to lag my game? A: We ensured that the impact on your TPS from conveyor belts is as minimal as it can reasonably be. RimWorld isn’t a game made to support complex conveyors and logistics systems, and yet I believe we’ve done some real magic. That being said, if you encounter any significant slowdown from the conveyor system, consider reducing the amount of belts you have, as the impact scales with the amount of conveyors on the map. The mod has been checked by some notable people from the Performance Analyzer Discord who have praised it for a performant implementation of the conveyor belts. Q: How do I build conveyor belts? A: Our conveyor belt building system is semi-smart. It will automatically create turns, mergers and splitters based on which direction the belts are facing when intersecting. Q: How can I make conveyor filters? A: If you select a conveyor splitter and click the Filter button, you will be able to select which items are undesired. The splitter will turn into a filter, and undesired items will be ejected down the sides. Q: How can I make a refueling port? A: If your conveyor ends on any refuelable building, the ending block of the conveyor will become a refueling port. If correct items go down this conveyor, they will refuel the attached refuelable building - for example the nuclear ARC generator! Q: Do I need to build conveyor belts? A: No! Pawns can haul to and from factory hoppers just fine! No need for conveyors! Q: Is this mod compatible with other conveyor mods? A: Probably, since we invented our own system for conveyors! Q: Is this mod compatible with other Vanilla Expanded mods? A: Absolutely. It’s designed by the same team and plays nicely with all other Vanilla Expanded content. Q: Does this mod have any support for other mods such as Rimfeller? A: Nothing that we have designed, no. It's possible the mods naturally benefit each other, but we haven't taken any steps to ensure they do. Other than allowing your conveyors to deposit resources into different storage buildings from different mods. Q: Does it require any DLCs? A: No DLCs are required, but the mod does have added functionality if you’re using Biotech or Odyssey (e.g., new factories and recipes). Q: Can I customize or disable specific furniture pieces? A: No