RimWorld

RimWorld

302 ratings
Flooring Floors
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Mod, 1.5, 1.6
File Size
Posted
Updated
118.735 MB
Jul 21 @ 7:01am
Oct 29 @ 4:26am
8 Change Notes ( view )

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Flooring Floors

Description
A wide collection of clean looking flooring. High-resolution textures are available HERE .
This mod was created for my personal use, but ultimately I decided to share it because why not. All textures are custom made and intended to add variety to your builds.

Features:
🞛 15 styles of wood flooring, including multiple rotations, mixed and thin variations.
🞛 20 styles of stone flooring, including rough and mixed variations.
🞛 20 styles of metal flooring made out of steel, plasteel, silver and gold.
🞛 20 styles of carpet flooring.
🞛 1 style of precious flooring made out of precious metals and stones.
🞛 Stone checkered pattern to make checkered floorings out of different types of stone (or to simply dye them).

Notes:
🞛 Due to the amount of floors that this mod adds I highly suggest using Better Architect Menu to make your Architect Menu nice and decluttered!
🞛 Most wood and metal floorings are under the dropdown menu to avoid clutter.
🞛 All parquet floorings are considered fine.
🞛 All floorings made out of gold, silver, jade or obsidian are considered fine.
🞛 All metal tiles are considered fine (not plates).
🞛 If some labels are obstructing the gizmo previews, I suggest selecting any material with the shortest name to see them better.
🞛 In order to remove the checkered pattern, use the deconstruct order (also keep in mind that the pattern is destructible due to being a building and not a terrain).
🞛 Certain patterns may not look as clean since I make these textures in 2048x2048 resolution first and then downscale them for the main mod (not noticeable if you aren't using Camera+ or similar mods).
🞛 I may add more flooring in the future if I feel creative and have free time.

Known issues:
✦ Adding this mod midgame may lead to unexpected behavior, such as certain terrain turning in to the new flooring (have been observed to affect non-vanilla terrain or terrain made out of non-vanilla resources).
✦ Any updates that add new flooring may lead to unexpected behavior, such as certain terrain turning in to the new flooring (vanilla terrain is usually unaffected). If you are experiencing such issues, you can try Mid-Save-Saver Continued.

Compatibility:
Alpha Biomes
CCP's Stone Tweaks / CCP's Stone Tweaks Vanilla (big thanks to cucumpear)
Ceramics (Continued) / Ceramics VEF (1.6 Fork)
Epochs - Pottery (big thanks to GonDragon)
Expanded Materials - Metals
Expanded Woodworking (Continued)
Expanded Woodworking 2
Extended Woodworking
Extra Stone
Fortifications - Industrial
Industrial concrete (big thanks to GonDragon)
Gemstones
GlitterStone
Medieval Overhaul
VV - New Harvest
HYE Nanotech Overpower

Recommended mods:
Better Architect Menu
Cherry Picker
Scrollable Gizmos
Tab-sorting
Drag-Sorting
Dubs Mint Menus
Dub's Paint Shop
Clean Textures
Gizmo Begone!
I Aint Building That
Floors Are (Absolutely) Worthless
Configurable Deconstruct Percentage
Graphics Settings+
Perspective: Paths Continued

HIGH-RESOLUTION TEXTURES ARA AVAILABLE HERE
165 Comments
Enlonwhite Nov 29 @ 10:28pm 
Dude you hit max wealth in vanilla just having 12 max geared pawns, and five months of food stored up in your storage, with some furiture. Floor wealth is inflated wealth gain.
Scav  [author] Nov 29 @ 1:58am 
@Enlonwhite
Regarding wealth. That is how vanilla floors work, unfortunately. If you don't want your wealth to increase because you've made some fancy (or any) floors, you can use "Floors Are (Absolutely) Worthless" mod. This will allow you to configure the floors to provide no wealth at all and you won't be hitting max raid values mid to late game (otherwise, something else must be increasing your wealth, and the floors aren't at fault).

Regarding material returns. Certain floorings don't provide resources when deconstructed (this should be mentioned in the description). Other floorings follow the vanilla logic (providing only 75% of resources back upon deconstruction). This can be changed via "Configurable Deconstruct Percentage" mod.
Enlonwhite Nov 28 @ 7:59pm 
Sorry should NOT increase value if all made of gold flooring, didnt properly proof read
Enlonwhite Nov 28 @ 7:23pm 
Main concern I have with flooring is value, no offense even if my entire base was made of gold flooring it should really increase. Cause last i checked deconstructing floors gave little to NO return of items used. Just looks different. I have used a mod in the past that modified all floors to have no value, and even then I still was hitting max raid values mid to late game due to how value count works on other items like statues or armors/weapons of high grade quality.

Are you floors still adding colony wealth? I would like to have an option to at least remove the value they add to the colony.
Scav  [author] Nov 22 @ 1:21am 
@Yellow
Nobody requested the compatibility patch for it yet, so that is why it doesn't work.
I might add it at some point if needed, but probably not any time soon, as I'm preoccupied with IRL things at the moment.
Yellow Nov 21 @ 11:14pm 
The gulden forest doesn't seem to be compatible with this mod and it's stone. I'm not sure why, I have other new stones added as well and they work.
NoxEternis Nov 1 @ 7:47am 
Well.. my mountains are gone and most of my deep drill deposits are now carpets. Feels bad
gicago Oct 31 @ 4:27pm 
So... after a bit of trial and error I managed to find a workaround for the issue with underground resources (at least to remove all the "underground carpets")

1. Make a backup of the save
2. Edit the save file in notepad++ or some other program
3. Find this <deepResourceGrid>
4. Empty the grid by replacing the whole <deepResourceGrid> </deepResourceGrid> block with this

<deepResourceGrid>
<defGridDeflate></defGridDeflate>
<countGridDeflate></countGridDeflate>
</deepResourceGrid>

5. Load the save
6. Click on ground penetrating scanner or deep drill to reveal resources (there should be none)

Next thing ground penetrating scanner finds something it will be a regular resource (no more underground carpets).

Also tried with dev tools to insta find things and all resources can be found in the ground.

I hope this helps someone to save his save and continue with the current map.

Once again, thanks for all the wonderful floors.
Scav  [author] Oct 31 @ 7:17am 
@gicago
Unfortunately, there is no fix for that other than starting a new save file or using dev tools depending on the severity of your issues (by replacing affected terrain, walls, etc.).
The newly added floors are causing hash collisions. You can try Mid-Save-Saver Continued if you are experiencing save-breaking issues.
Otherwise you'll have to download an older version of this mod.

Reposting the link (you can also find it in the Change Notes):
https://mega.nz/file/L85DSb4K#lNkQ7ESgTWmzJg3hAWi4DJ59a3JnL2E2hZXF3czSGsE
gicago Oct 31 @ 6:35am 
any way to fix those hash collisions with an update to the mod or we just need to stick to the older version linked a couple of comments below?