RimWorld

RimWorld

619 ratings
Some Things Float
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
978.871 KB
Feb 27, 2023 @ 3:07pm
Dec 9 @ 2:01am
75 Change Notes ( view )

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Some Things Float

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
111 items
Description


Let the river wash your trash away!

This mod lets things float in water and move with the stream. In non-streaming water things will move about at random. Things can leave the map this way so can be used to dispose of things you dont want, corpses for example.

There is a possibility that things spawn in the river that you can get use of, or even downed pawns you can choose to rescue. If Allow Tool is active you can set all spawning items to be hauled urgently automatically. With Odyssey chunks can also spawn in space and land on your platforms.

There is also bars and nets that can be built in water. The bars can catch large objects like corpses, living pawns, weapons and apparel while the metal net can catch all items.

Pawns may also loose their footing in moving water. They can also drown if being downed in water. Certain apparel will prevent this, such as the power-armor helmet. Any headgear with the EVA-tag from SOS2 will be considered a breathable helmet. To avoid guests and pawns accidentally being swept away I suggest using Clean Pathfinding 2 to make pawns prefer roads and bridges. Combine it with Enter Here to make pawns spawn in near roads.

If SwimmingKit is loaded, pawns with higher swimspeed will float slower when downed. Also pawns with the Nimble trait will be half as likely to loose their footing. Aquatic animals from Biomes! Islands or any animal using the Amphibious movement type from Pathfinding Framework will not loose their footing or drown.

Technically the mod looks at all items in water-tiles and calculates their floating value. This is based on what stuff is used to build the item, but some things like corpses have a default float value. Its also possible to add floatable-values to other things via patches, there is a patch for barrels of fecal-matter from Dubs Bad Hygiene that can be used as an example. Higher floatable values makes things move quicker in the water.

If the smooth floating animations are causing distractions or performance issues they can be disabled in the mod-settings.

I made it mostly for my own playthrough but hopefully someone else can get joy from it!

Thank you to llunak for the various performance improvements!



[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: floating
Popular Discussions View All (12)
0
May 27 @ 3:24am
Compatibility suggestion
lol
734 Comments
royallyTipsy Dec 10 @ 7:20am 
Okay, okay, I caught it, finally. Capybaras can get lost footing and initial drowning. The game wasn't gaslighting me after all XD
Mlie  [author] Dec 10 @ 7:17am 
@royallyTipsy The easiest way to test it is to set the chance of tripping to max and then give them a condition that lowers their manipulation, like food poisoning.
But I have an idea on making those animals have lower relative chance of tripping based on their watercellcost above 1
royallyTipsy Dec 10 @ 7:13am 
On additional testing, take my previous report with a grain of salt. I have seen some exclamation marks and I assumed it was because the capybara tripped, but I've never been able to click on it quickly enough to see if they actually have the hediff or not. It would make sense this is what happened, but I don't know how to set up a proper devmode test for this.
royallyTipsy Dec 10 @ 6:23am 
Bears and capybaras have a waterCellCost of 10 and they aren't water seekers, so they can still trip. Up to you if you think this limit should be relaxed, since although they have swimming graphics, they aren't "true" water animals.
royallyTipsy Dec 9 @ 6:14am 
Now mermaids can finally swim freely. Awesome, thank you!
Mlie  [author] Dec 9 @ 2:03am 
@royallyTipsy Should be fixed now, anything with a watercellcost of 1 or less will not loose their footing
royallyTipsy Dec 4 @ 11:14am 
Might it be possible to make it so pawns with waterCellCost value will never lose footing? That includes vanilla Webbed Phalanges gene, though right now I am just trying to troubleshoot a mod.
RocketRacoon Nov 29 @ 1:26pm 
Thanks!
Mlie  [author] Nov 29 @ 12:13pm 
@RocketRacoon They should no longer loose footing when going for a swim, however they can still slip after they are finished with their swim and are walking normally back to shore.
RocketRacoon Nov 26 @ 8:14am 
Swimming from vanilla. I think since the area is larger, they go two/three tiles into the water and while they move towards the spot they lose footing. I’ll follow them later today to see when it exactly happens. When I get the notification they are 2-3 tiles into the river, into the swimming area and then they just get up and change to swimming