RimWorld

RimWorld

Armored Floors
72 Comments
Mlie Jan 25 @ 10:35am 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3414421281
Hope it helps anyone!
Three Jul 13, 2024 @ 4:20am 
Is it safe to use in 1.5? :guard:
dhl219 Dec 31, 2022 @ 9:11am 
Legitimate Official Nov 21, 2022 @ 4:38pm 
Any chance of a 1.4 update? :D
☠Millennium☠ Jul 9, 2022 @ 3:37pm 
Fuck Yeah!!
:^) Jan 6, 2022 @ 8:24pm 
forked this mod and updated it to 1.3, I could potentially be convinced to do more development work but no guarantees whatsovever

you can find my fork here: https://steamcommunity.com/sharedfiles/filedetails/?id=2710751858
rocky_feo Jan 3, 2022 @ 2:26pm 
The code for this is on github but I simply don't know enough about C# or modding to do anything with it. Anyone out there able to help?
ElConvict Dec 18, 2021 @ 10:18pm 
Any chance you'd either update this or put it up for adoption?
Dust Nov 18, 2021 @ 5:41pm 
Definitely needs an update or re-upload. Its a great mod, Insect's expanded thumper is impossibly rare, and disabling bugs entirely causes problems with some of the mods I run. Armored floor felt like a balanced solution.
FkYoSht Sep 22, 2021 @ 4:06pm 
The only mod of its kind. Hopefully it gets updated soon.
Thundercraft Sep 11, 2021 @ 1:33pm 
@halthasar I just don't understand that reasoning. I certainly do not want to turn off infestation events entirely. Those add something to the game experience. However, I do want some rather creative solutions to the challenges that infestations present. I'm pretty bummed that the Anti Infestation Machine mod never got updated or I might use that, instead. (Though, comments suggest it did not work as advertised.)

But, yeah. Even if I used this mod, I'd still want to set up a honeytrap spot for infestations to happen - with a kill zone - so I could farm them. Obviously, turning off infestations precludes that from happening.

Maybe I should make my own version? I do not like being able to build armored tiles without unlocking them through extra research. And I don't like how there are armored versions of so many different tiles, including sterile hospital tiles and even... carpet?! It does seem OP.
halthasar Sep 11, 2021 @ 12:39pm 
i think with the ability to turn off insects, no one thinks an update is needed now. i'd rather have them on. because i like the ... realness, of the threat.

even when you armor up completely, if you don't set up a kill zone. congrats, infestation happens
Thundercraft Aug 21, 2021 @ 3:14pm 
1.3 update, please?
Bosh Aug 5, 2021 @ 10:45pm 
I'm also having problems with the armored floor variants not appearing under the floors tab, but they are still present in dev mode.
ElConvict Aug 3, 2021 @ 11:28pm 
can we get a 1.3 update please?
God of Bread Jul 25, 2021 @ 10:38am 
This might have been an incompatibility with my hundred or so other mods, but this one seems not to work in 1.3, the issue was that the floors were not available under construction for whatever reason.
Boredom Jul 21, 2021 @ 1:42am 
1.3?
ElConvict Apr 27, 2021 @ 12:59am 
Any plans to add detection of modded floors and auto-add an armored floor variant of them?
Security Cam #7 Mar 10, 2021 @ 3:04pm 
I just got an infestation even though every single tile with overhead mountain roof was covered in armored floor.
Andy Feb 4, 2021 @ 12:24am 
@ELLIOTTCABLE If you've ever spawned 10 infestations at the same time in dev mode, you'd know that the spillover effect is base-game behavior. Infestations will originate from one tile with overhead mountain, but spill over into tiles with no roofs, past walls, and in entirely separate buildings.
Andy Feb 2, 2021 @ 5:14pm 
Found the armored metal tiles, they were with the stone colored metal tiles in SimplyMoreFloors.
Andy Feb 1, 2021 @ 5:14pm 
Might conflict with SimplyMoreFloors in the same way, now that I'm looking at the xml for it.

Tried writing a patch for it but I guess these things are more complicated than copying and pasting some things and changing values.
Andy Feb 1, 2021 @ 5:40am 
Minor conflict with (WD) Expanded Floors when this mod is loaded after it, looks like they override the default metal tiles partially or completely to add the option for plasteel tiles, and this prevents armored metal tiles from showing up on the build tab.

Going to see if I can write some patches for other mods that add flooring.
Azraile Dec 21, 2020 @ 2:50pm 
please add something in the mod options to detect modded floors and allow you to add the option in.....I would love to add this to neo-concrete floors x.x I use them all the time and this would be nice
Katana Sado Dec 8, 2020 @ 6:15pm 
It works well for me as of 1.2, but I have a trap room for them to spawn in my base to help direct where they can be dealt with while keeping the rest of my mountain base safe.
dcrookston Nov 29, 2020 @ 7:11am 
This doesn't seem to be working with 1.2. I have every (yes EVERY) overhead mountain tile armored, but I'm still getting infestations. I've triple checked and there isn't a single tile, which has overhead mountain, that is not armored... but still, bugs.
ELLIOTTCABLE on Discord Nov 22, 2020 @ 11:27pm 
Ah, I completely misunderstood the purpose of this mod.

I thought it would detour the spawning *of hives*, and force them to the nearest unarmored tile - i.e. that I could armor certain, important rooms (Rimatomics reactor-rooms, research labs, workshops), and keep the bugs to hallways/bedrooms/whatever.

Unfortunately, it sounds like this mod is fairly useless for underground bases, then? As unless you armor *thousands* of tiles, a large enough infestation can still "bleed over" onto your armored sections.

That's too bad! Thanks for the explanation, @Jonny Darko. <3
Jonny Darko Nov 13, 2020 @ 11:00am 
you need to stop spawn events, which means "only dig out overhead mountain tiles inside your base if you armor them...
Jonny Darko Nov 13, 2020 @ 10:59am 
Looking at your picture, Elliotcable, your "entire base" is underground, with propably alot of squares outside your workshop with the "overhead mountain" TAG. As he said, armored floors will stop the infestation from happening, but not spawn itself!
What he propably ment by that: another tile nearby caused that event and then they spawn around that tile. In your case judging by the picture the event happened on your unarmored corridor to the south! After the event triggered it spawned insectcs closeby, which is inside your workshop too!
Hana Wind Ying Nov 11, 2020 @ 2:51am 
Can someone tell me if this Mod still works as of November 11 of 2020?
Gaiashield Nov 6, 2020 @ 4:22pm 
Maybe reinstalling it or reload save then wait until codewarrior can answer you. Just a thought elliot.
ELLIOTTCABLE on Discord Oct 11, 2020 @ 1:29am 
This … doesn't seem to be working … at all? )=

I've armored my entire workshop, as well as a couple other rooms; but I just had a huge infestation spawn … in my workshop, dropping hives on top of (and thus insta-destroying) expensive stuff like a Fab Bench:

http://i.ell.io/e7nVhk

(All of the "smooth marble tiles" in that image are "Armored marble tiles", from this mod)
Videogameplayer Sep 27, 2020 @ 6:14am 
I like the idea and the aesthetic of this floor, but am bothered that I'd be compelled to cover every single underground tile with it, no exception. Rip all other floor types.
R@id_78 Sep 2, 2020 @ 8:09am 
Unfortunately, the message size limitation does not allow publishing the entire error texts, so I had to reduce them.
R@id_78 Sep 2, 2020 @ 8:09am 
Hello. When using your mod along with a mod Extra Walls and Floors I am geting 4 errors:
1). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "ConcreteFloorBase"> <defName> Concrete </defName> <label> concrete </label>...
2). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "PavedTileFloorBase"> <defName> PavedTile </defName> <label> paved tile </label>...
3). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase"> <defName> WoodPlankFloor </defName> <label> wood floor </label>...
4). XML error: Duplicate XML node name designatorDropdown in this XML block: <TerrainDef ParentName = "FloorBase" Name = "SterileFloorBase"> <defName> SterileTile </defName> <label> sterile tile </label>...
Tango-Foxtrot Jun 18, 2020 @ 4:37pm 
I am getting a RED error now when loading this mod and Colourful Sterile Tiles together.
They used to work fine together
Alfador Jun 14, 2020 @ 9:50pm 
There are many mods to de-fang infestations.

And a "ugly" floor that is nicely priced for its ability is quite neat!
Cerrendel Jun 4, 2020 @ 10:55am 
@the_codewarrior - I have created Defs and Patch files that will add the basic floors with an "armor underlay". Ping me if you want copies of these so that people can have their "Fine Carpet Floors with Armour Underlay".
The Lord Of Lmao May 20, 2020 @ 1:46am 
I agree it would be better as like a layer under the floor instead. Good idea for a mod though.
UpTheArts May 15, 2020 @ 8:24am 
@Tocsic What I want to say, exactly.

This way you can better utilize other floor tiles for aesthetics and other reasons.
Tocsic May 7, 2020 @ 6:04am 
Why not make it so that instead of it being floors its an extra layer, like power lines, ducts (from other mods) and stuff like that, which you place over the floor to block infestations, if you dont place a floor on it it will be visable with the current texture but you would be able to place a floor on top of it to hide it away. I reckon it would be much better that way. Nice little mod regardless!
Hexatron May 5, 2020 @ 12:11pm 
Question to the extending: I need your mod so i can patch other floors to have the tag? Like.. your mod is the one, that adds this tag to the game. Do i understand that correctly?
Spieleaux Apr 29, 2020 @ 12:32am 
Two suggestions:
1) Can you make a medieval-tech version for those playthroughs? Perhaps a higher steel cost to compensate for the lack of plasteel.
2) Can you make the layer for this tile one less than the standard floor, so you can build this on the ground and then other floor tiles on top of it for aesthetics? Could be a separate tile if preferred, and I know other mods like Bad Hygiene do something similar with the layers (that mod's plumbing is beneath the floor by default).
Thanks
Triel Apr 19, 2020 @ 6:32am 
Yeah, floor ugly, need better
Hexatron Apr 6, 2020 @ 2:30am 
Really great idea. But i found myself not using it in my game, as the floor is just "too ugly" and only one kind. I don't like this uniform boring look of the base. I would love some way to improve on them, another research that allows to build fancier versions, as they learned to use better armored floors.

Like.. the crude ugly armor plates in medieval, some sort of lighter more durable armor that looks better for industrial, and some awesome "we found amazing new metal properties" version for spacer or so.. each locked behind their own research.

Like in StarTrek, where their windows actually are transparent aluminium ;)
Evil Weevil Mar 28, 2020 @ 11:36am 
For an armoured ceiling mod, check out "Raise the Roof".

As for your insect break- in, I suspect that there was a single missing piece of floor that allowed them to come in.
Shadd Mar 26, 2020 @ 5:01am 
The bugs came in, in a room surrounded by hallways and other rooms...All armor floored. No rock walls near by.

Also: Any way to make an Armored Ceiling mod or something to that effect where drop pod raiders can not crash in to your colony? Maybe Colony shields with a certain range around the base?
Sion Mar 21, 2020 @ 4:25am 
@Shadd Maybe the infestation spawned in a hiden room nearby that you havn't discovered yet?

You could ( "cheat" * ) use the dev-tools to remove the "fog of war"(FoW) so you can see inside the mountains if there is a hiden room, I think you can re-generate the FoW with the same tools.

You enable the dev-tools in the options menu, if you haven't already.

(* I don't considder it as cheating, because the Sappers path-finding actually knows about these holes, while you don't, which isn't really fair. )
Shadd Mar 12, 2020 @ 1:05pm 
As far as my knowledge, I do not unless alpha biomes does. Also I made sure that all tiles in the base were armored and no caves near by.
the_codewarrior  [author] Mar 12, 2020 @ 10:47am 
@Shadd Do you have any other mods that may change the infestation behavior? Do note that a nearby infestation can still spawn hives on armored tiles.