RimWorld

RimWorld

Fences And Floors (new version in description)
125 Comments
Nakkikassi Apr 13, 2022 @ 2:53pm 
Horay!
Captain  [author] Mar 6, 2020 @ 3:49pm 
Mlie is the real MVP
Mlie Mar 2, 2020 @ 11:37am 
I made an update for this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2012420113
Hope it helps!
Captain  [author] Feb 29, 2020 @ 11:06pm 
I would make this invisible but there are people who use it for older versions of the game.

I apologize if you want to use this in the current game but can't.
Sharddragonite Feb 26, 2020 @ 9:42pm 
You aren't reading... Go back and read the first paragraph... @Tommy
Tommy Gray x Land Raider Feb 24, 2020 @ 1:41pm 
update for 1.1 plz
Captain  [author] Feb 10, 2020 @ 1:08pm 
@seraph Feel free to post an updated and working version of this if you'd like!
Seraph Feb 10, 2020 @ 10:00am 
for all who want to get the sensor panels working again!
open folder: Steam \ steamapps \ workshop \ content \ 294100 \ 1547692203 \ Defs \ TerrainDefs
and uses Notepad ++ to edit the path cost to a minus value, for example -1 running speed is 108% -2 116% etc

it should look like this:
TerrainDef ParentName = "FAFloorBase">
<Defname> FAFTechTile </ defname>
<label> Sensor panels </label>
<RenderPrecedence> 242 </ renderPrecedence>
<description> These incredibly advanced floor panels are actually in active communication with one another. Utilizing built in sensors and an integrated high speed network these "smart" tiles can detect and subtly react to being walked upon to always provide an optimal surface for rapid locomotion. </description>
<TexturePath> Terrain / Surfaces / Floortech </ texturePath>
<UiIconPath> Terrain / Surfaces / FloorTechIco </ uiIconPath>
<Pathcost> -7.2 </ pathcost>[/b]
Sharddragonite Jan 23, 2020 @ 6:43pm 
So did said fix work?
JimmyBlah Oct 8, 2019 @ 11:05am 
Thanks starky!
Captain  [author] Oct 5, 2019 @ 8:28pm 
I've started playing again, I'm going to try and work on this mod.

I can't promise anything, but if you have a suggestion or advice please let me know!
Cpt. Rogers Oct 5, 2019 @ 3:47pm 
Does this work with multiplayer by any chance ?
Captain  [author] Jun 21, 2019 @ 6:10pm 
@dusk holloway

If you'd like to upload a working version, just credit the original creator and I'll take mine down once you let me know!
Zombra Jun 21, 2019 @ 4:52pm 
Keep it a secret why don't you :d4_strange:
Dusk Holloway Jun 21, 2019 @ 2:34pm 
Hey i found out how to fix the pannels
Captain  [author] Jun 16, 2019 @ 9:51am 
@zombra No problem, if I ever actually do return to the game, that's something I'd like to fix about the mod.

It seems simple enough, maybe one day :)
Zombra Jun 16, 2019 @ 9:30am 
Yeah, I'm able to erase with the Zone tool after creating the build order, would just be nice if I didn't have to do that extra step. But I realize you didn't create the mod. Thanks for the reply :d4_wink:
Captain  [author] Jun 16, 2019 @ 9:22am 
@zombra Yeah I believe it's a "Zone"

It's in the vanilla game, disable building roofs or something along those lines.
Zombra Jun 15, 2019 @ 1:13pm 
What's with automatically building a roof over the fences? Can this be fixed or turned off?
I3eauLeBoi Jun 4, 2019 @ 6:56pm 
What do you need to research to unlock the rest of the fences?
Wolfwood1316 May 9, 2019 @ 12:15pm 
pretty simple... dont use the sensor panels use the rest of the mod. problem solved.
Omega13 Apr 29, 2019 @ 4:09pm 
That's a shame, I really liked the other floors and of course the fences! Best of luck in future endeavors
Captain  [author] Apr 29, 2019 @ 5:52am 
I've tried to make it clear that I will not be editing this mod anymore. Every change I make leaves a variety of errors that I can't fix. If someone wants to take this mod over and improve it, I will gladly step aside.

In the mean time, I've updated the mod name. That's the best I can do.
Omega13 Apr 28, 2019 @ 9:48pm 
So I posted about sensor panels not working, to find out that apparently this is already known. So as it stands, this flooring is a waste of materials and something of a trap option. Maybe it should be removed until it's working properly?
Captain  [author] Apr 20, 2019 @ 11:29pm 
@Bazalisk

I have little to no idea how to modify this mod, I've tried to make a few small edits and.. while they worked mostly, they threw up errors.

I really just reuploaded this with the correct version number.

If anyone more skilled would like to fully revive this mod just let me know, I'll send you what I've got, and take my version down.
Bazalisk Apr 20, 2019 @ 3:17pm 
how about switching sensory panels into solar panel roadways til you can get them how you want them?
tjback1992 Apr 19, 2019 @ 1:53pm 
thank you and i just check it is up to date
Captain  [author] Apr 19, 2019 @ 5:27am 
@Thomas yes it should be compatible
tjback1992 Apr 18, 2019 @ 10:02pm 
Is this mod up to date with the current version of rimworld? I miss the floor that let dirt though so your base doesn't get as drity
MR. Pickle Chips Mar 28, 2019 @ 10:04pm 
security barriers (replacement sandbag) can not be built on bridges... its 12 steel vs 5 for a sandbag and it has less hp while offering the same cover. some tweeks to this are in order i think if the mod is still active. right now vanilla sandbags are better in every way
Nakkikassi Mar 16, 2019 @ 7:12am 
Thanks for the answer and I hope you get a Rimworld fever soon. :)
Captain  [author] Mar 15, 2019 @ 5:40pm 
@nak they are currently not working, they were bugged when I copied the mod. Someone has given me a suggestion for fixing it, but I am not currently playing rimworld. I will be returning soon though and this will be high on my list of things to do. Stay posted for more info!
Nakkikassi Mar 15, 2019 @ 6:03am 
Should Sensory Panels have increased walking speed? I'm getting only the normal 100% I'm not sure they are working.
"The" SeanMacLeod Mar 14, 2019 @ 2:56pm 
I think you can still use the parentheses as long as there's a space between them and the link :engi:
Oniwabanshu Mar 14, 2019 @ 7:23am 
._.' didn't notice that, no, more () from now on.
"The" SeanMacLeod Mar 13, 2019 @ 7:53pm 
I think it's because of the parentheses around it.
It works if you do it like this: https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457
「 LiTe Em uP 」 Mar 13, 2019 @ 12:17pm 
@yagiou thats weird, steam flagged your link as malicious link
Captain  [author] Mar 12, 2019 @ 5:13am 
@Yagioh thanks for the info, I haven't played much Rimworld in the last several months but I'll be returning to the game soon and I'll start fixing up the mods I've uploaded as well as possibly uploading a few more.

I'll make sure to fix that when I get around to playing again.
Oniwabanshu Mar 11, 2019 @ 10:31pm 
@ [TruE] Captain Staky
The RIMMSqoL mod fixes the issue with terrain capped at 100% speed (https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457) .
You might want to switch the value of the path cost to -5, even though it doesn't work in the base game, you would get the benefits if you are using that other mod.
Because leaving it at -5 doesn't affect the base game (as far i have tested it), there is no real downside to leave it as it was.
Captain  [author] Feb 8, 2019 @ 4:16pm 
@natalo None that I've come across!
Natalo77 Feb 8, 2019 @ 1:35pm 
Any hard incompatabilites?
Enter Name Feb 6, 2019 @ 3:57am 
So, I did the same thing as the user Lost World did, and installed a bunch of sensor panels only to realize that they did not provide a speed bonus. Using another mod "RIMMSqol" I was able to go into the Floors and Terrains submenu and tweak the path cost to -1. This gave the desired speed boost, at 108% movement.

So, if this helps anyone, go for it! And thanks for the mod Captain. I've always included it in my modlist since way back, one of my end-game goals to layout sensor panels all over my base.
Restitutor Feb 5, 2019 @ 10:11am 
Can turrets shoot over high security fences?
Kayzar Feb 4, 2019 @ 8:53pm 
The fences do some wonky things, as Pesto Posta mentioned. I have them where they don't connect properly, especially at shorter sizes. Most recent was 3x4 with 3 regular wall pieces next to them (to form a 3x3 interior square). It went (wall)(fence)(gate)(fence) and then went down (or up) . And typically it broke so one of the (fence) pieces was just a post that wouldn't connect to the other bits. It's the biggest reason I avoid major fencing, sometimes it connects fine, and other times it doesn't. And it's almost always at or near where I put the gates.

Love the mod though, when I can get it to work right after trial and error ;p
velcroboy333 Jan 30, 2019 @ 12:04pm 
Curious if you can change it to not autmatically build roofs over fenced in areas. I didn't realize it was going to do that. Now I have to run around and take down all the roofs over my gardens.
"The" SeanMacLeod Jan 29, 2019 @ 4:46am 
@HansAusfBayern
Only if you delete, deconstruct, or have not built anything this mod adds.
SillyWilly Jan 29, 2019 @ 4:15am 
is this mod safe to uninstall?
Vincent Dec 4, 2018 @ 8:04pm 
I was already wondering why my colonists weren't walking faster on the sensor panels but now I know lol
Pesto Posta Dec 1, 2018 @ 4:11pm 
Noted, I will see what happens when next I give the game a play :)

If I had to guess given your reaction it is a mod conflict, and I'd probably lay to blame the Locks Mod.

Cheers :)
Captain  [author] Dec 1, 2018 @ 3:17pm 
That's.. odd, I don't think it does that in my version of the game. Can you try running this mod without any others? If it still happens, I'll see if I can do anything about it.