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After a long wait, the mod is finally out!

Vanilla Furniture Expanded - Security is a complete overhaul and rebalance of the original security module, addressing outdated balance and vastly expanding defensive options from early to late game. For the new players, this mod should be the ultimate thing you need to flesh out the defenses around your base!

The mod introduces new defenses across all tech levels:

- Medieval: Adds the catapults, cavalry spikes, ballistas and re-armable bear traps.

- Industrial: Expands automated turrets with the military turrets, flamer turrets, concealed barriers, shotgun turrets and more.

- Trench Warfare: Dugouts, trenches, platforms, razor wire and HMG and minigun complexes!

- Spacer: Charge turrets, charge complexes, railguns, tesla blasters and shockmines.

All original structures are rebalanced or reimplemented. Outstanding issues have been fixed. Existing content got new mechanics added, and new content has been implemented.

Your beloved security mod is back, and better than ever!

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Steam Workshop::Vanilla Furniture Expanded - Security

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Comments

Dyschology

Yay thank you!! I've been looking forward to this. Thank you for paying so much attention to the balance of Vanilla Expanded. As someone who is very cautious about trivializing a gaming experience with mods, Vanilla Expanded mods almost always fit into the normal game experience as if they were official mods, and make the game a lot more interesting without just adding a bunch of overpowered features that removes the challenge.

Mea K

And so the last remaining piece of the puzzle that is my next playthrough's modlist has appeared! Thanks!

jimeh

A thousand blessings upon thee

Brutus Albion

While I love the idea of the dug outs / trenches; I hate how it forces me to exit pawns outside of them in seemingly illogical situations where enemies are sitting slightly outside of the reduced range and continuously snipe at pawns inside of the trenches while we can't shoot back at them. I guess you can get around this with a set of platforms that add the range bonus. This mechanic does lend itself to bigger and more elaborate defensive setups in any case. Hilariously if you use the static defenses like the HMG and Minigun Complex, you don't get a range penalty for using them while in the trenches and these things have really good range with the HMGs at 33.

magister

Thats the point mate

Brutus Albion

I get that this is mechanically the point they intend, I just don't find it satisfying narratively because in real life you don't leave the trench to attack the guy attacking you.

Oskar Potocki

I personally found trenches to be a unique niche for when you have long range weapons and can reliably take the weapon range reduction. If the enemies come at you with short range weapons, your long range weapons will be more than capable of reaching them even from the trenches. If weapon range is an issue, simply using a wall of sandbags may serve you better. But trenches with sandbags to boot make your pawns incredibly hard to hit.

Brutus Albion

the actual solution I've found is to either; A) Install a "complex" such as HMG or Minigun because they keep their firing range despite being manned from within a trench (HMG with 33 range is crazy good range btw) and / or; B) build a platform with barricades behind the trench line and extend the trench network to behind the platform, now your pawns can retreat safely through the trench network and climb the platform and while they (should) have less cover from the platform they will still have the benefit of the barricade plus the increased range. This brings me to something else. I might be mistaken and its working under the hood but the platforms don't suffer from increased hit probability. It's not shown in the to-hit UI for platforms (it is for trenches) and a quick glance at the C# code suggests that the decreased dodge chance doesn't work inversely for platforms so platforms are just straight range buffs right now. Lastly in the original pre 1.6 version it was harder to leave a trench than it was to enter one. In this version there is no penalty for leaving but there is for entering. This seems kinda backwards. Anyway thanks for listening to my TEDTalk 😄

Oskar Potocki

We can no longer affect pathfinding since 1.6. It's all hardcoded by devs for performance reasons :(

Brutus Albion

Been tinkering a bit. While it's nearly impossible to change pathfinding now. It's still possible to affect tile entering / exit costs. I created a mod extension that allows you to set up enter / exit costs on thingdefs such as trenches which can now be easily entered and hard to exit again. I still have to do extensive performance tests but so far it seems the impact is negligible . Would you be interested in this if it turns out to be performative enough? It seems more logical to be put into a common framework for other modders to use and I thought it might be something you'd be interested in as well.