RimWorld

RimWorld

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Stuffed Floors
 
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File Size
Posted
Updated
12.435 MB
Jan 29, 2017 @ 2:29pm
Feb 4 @ 4:43am
35 Change Notes ( view )

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Stuffed Floors

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Description
Allows building floors out of stuff*.

Important
You can safely add this mod to you save games, but you can not remove it from save games. (If you really must do this, you’ll have to remove all built stuffed floors added by this mod first).

Features
This mod does two things. First, using Architect Sense it provides a framework for modders to define their own stuffed floor types. Second, it uses this framework to create a number of new floors that are stuffed.

For players
Adds several floor types (borrowed with permission from Telkir’s More Floors, CuproPanda’s Extra Floors[ludeon.com] and Pravus’ Fences and Floors) in a variety of stone, wood and metal types.

Works great with other mods that add more resources, e.g. Minerals and Materials Kura’s Extra Minerals, Extended Woodworking, Vegetable Garden and GlitterTech.

This mod also organizes and where needed, removes the floors added by Vanilla RimWorld, More Floors, Extended Woodworking, Minerals and Materials, GlitterTech, More Furniture, Vegetable Garden and Floored.

For modders
Adds a custom FloorTypeDef that derives from TerrainDef, and allows modders to create floortypes by setting a texture (grayscale for best effect, will be coloured by stuff) and a list of stuffCategories to generate terrain defs for. The resulting designators will be placed together in a category, and any vanilla or other mod’s terrains made obsolete can also be provided in the XML, and will then be hidden for the user (but not removed, so it won’t break save games).

Known issues
While this mod will happily generate more floors for any mods that add materials to the metallic, stony and/or woody stuff types, it only cleans up the floors added by mods that are explicitly supported. Any other mods that add floor types may appear as duplicates. If you encounter such an issue, please let the author(s) of said mod(s) know so that they can correctly set up their designator groups!

Technical details
*: This mod doesn’t actually allow building stuffed floors. Rather, it spoofs this behaviour by generating TerrainDefs for each of the stuffDefs handed to it, and then adds them to ‘DesignatorDropdownGroups’ to group these terrains together and give a user experience similar to stuff selection on buildings. The way it does this is exactly the same as the vanilla tile floors (which was stolen from an earlier version of this mod), but for more floors, and all available stuff types. This mod doesn’t do anything destructive, it doesn’t make any detours, and doesn’t remove any defs. It does however remove a number of designators from the architect in order to hide them from the user.

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Contributors
- Telkir: Permission to use textures for many of the floors
- CuproPanda: Permission to use textures for even more floors
- Pravus: Permission to use textures for yet more floors
- DarkSlayerEx: Original idea, texture tweaks and moral support
- duduluu: Chinese translations
- DoctorVanGogh: Add Extended Woodworking + Vegetable Garden obsoletions
- cucumpear:


Think you found a bug?
Please read this guide before creating a bug report, and then create a bug report here[github.com]

Older versions
All current and past versions of this mod can be downloaded from GitHub[github.com].

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author & license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.

Are you enjoying my mods?
Show your appreciation by buying me a coffee (or contribute towards a nice single malt).

[ko-fi.com]

Version
This is version 1.2.60, for RimWorld 1.0.2150.

Popular Discussions View All (3)
4
Nov 12, 2018 @ 6:10am
Weird Question
Davadin
4
Sep 17, 2018 @ 12:32pm
Add Leather floors
NecoAngelus
0
Oct 21, 2018 @ 6:34pm
Metal Tiles & Smithing?
Baladas
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366 Comments
Fluffy  [author] Mar 1 @ 2:17am 
@Ruined childhood; they should, although I'm not 100% sure - the vanilla ones may have changed since I last checked.
Axiorlin Feb 28 @ 6:27pm 
Do the metal floors work the same as the vanilla metal tiles? (cleanliness and beauty stats wise)
Fluffy  [author] Feb 24 @ 11:57pm 
@Leyla; you do have to have both installed. My mod borrows (with permission) a number of the 'stuffable' floors from other floor mods, but not the one-of-a-kind floors they may include. Straw flooring, for example, can hardly be stuffed, so wasn't borrowed.

Because of this half overlap, I've made some efforts to clean up after myself if both mods are included, so you should be fine to include both. That goes for the other mods I've borrowed from as well. If you see any duplicate floors, please let me know, that means I need to update my defs.
Wolfsblvt Feb 23 @ 1:50pm 
Oh. So the floor should be there with your mod? Or do I have to have the "MoreFloors" mod installed? I thought it was included in you mod.
This is my floors category: https://i.imgur.com/XL3JHwY.png
Fluffy  [author] Feb 23 @ 4:49am 
@Leyla; that should be no problem, it's just in the floors category instead of more floors. If it's not there, something is going wrong.
Wolfsblvt Feb 22 @ 2:11pm 
Is there a way to get the nice looking hay/barn floor from MoreFloors into my game with this mod activated?
eighmy_lupin Feb 8 @ 7:28pm 
Did the new update add hard edges? I'm still getting blurry ones
Natalo77 Feb 8 @ 4:24pm 
Any hard incompatabilites?
Fluffy  [author] Feb 4 @ 12:07am 
@cucumpear; hmm, interesting. I'll have a look.
cucumpear Jan 31 @ 5:51am 
@Fluffy I think I've finally figured out why the hard edges are a problem. It seems to be the <renderPrecedence> and once I added that to the base (I set it to 201) all the floors had proper hard edges.