RimWorld

RimWorld

Perspective: Paths (unlisted)
32 Comments
Yutoe May 7, 2024 @ 5:08pm 
Rip will be missed
High Priestess Apr 6, 2024 @ 5:07am 
Tested it out doesn't seem to break anything but doesn't work either

For more detail when you click to put down the zone and then click again to confirm the area it just starts drawing a new zone
High Priestess Apr 5, 2024 @ 2:53am 
Anyone know if this works for 1.5? or if there's any equivalent mods out there
JACK Mar 23, 2024 @ 3:10pm 
this excites me a lot!
IndustryStandard Feb 14, 2024 @ 3:24pm 
What is the texture mod that you're using?
Claiming_Herald Jan 9, 2024 @ 3:04am 
thank you so much holy shit I've been wanting this since the first day I started playing
Kadamien Dec 6, 2023 @ 3:53am 
The hard stone/steel floors being blended in with grass and dirt was annoying. This is a great idea, thank you.
Everfearful Jul 27, 2023 @ 12:34pm 
Just adding to the voices saying that this mod is a feature I would like to see, and clearly has a lot of potential. I understand this being a low-priority project, but I do hope it finds it's way back onto your task list in time. Thanks for all your great mods.
Hyomoto Jul 3, 2023 @ 12:22pm 
If it is possible to just pick a tile and force it to have hard edges, that would probably be for the best.
Hyomoto Jul 3, 2023 @ 12:21pm 
I'm not quite sure what causes it, but you don't always get the behavior you would expect out of this. Some edges go solid that aren't fully selected, others do not. I've found it really only works in a very select few cases as desired, mainly if you have tiles that all share like boundaries. In more complex arrangements where multiple tiles are set, you can get soft edges even though the tile is completely surrounded and should, by all accounts, have 4 hard edges.
Mr McNificent Jun 9, 2023 @ 8:02pm 
just seeing this now, I have been wanting this as an option forever! Thanks for all your hard work Owlchemist <3
Owlchemist  [author] May 8, 2023 @ 12:05pm 
Mods that add custom areas can do that. Use mid-saver saver's corrupt area fix to fix that. Or you could try removing all the areas first before removing the mod.
RedHero Apr 30, 2023 @ 12:40pm 
I'm a huge fan of your work and know you've got a lot on your plate. This mod is such a great idea so here's hoping you eventually find time to complete it!
Mysterius Mar 30, 2023 @ 8:56am 
THANK YOU mate. I've been editing XML's to suit my needs regarding tile edges, now I can do it per tile ! You read in my mind. In fact, i just realized half of my modlist is comprised of your mods :').
willowitch Mar 29, 2023 @ 2:32pm 
Thanks for the response, Owlchemist. Yes, I was looking for having just one tile affected, although I thought I did try hitting both the stone tile and water next to it without result. So the expected result would be as follows. Tile A is gravel, tile B is water, and tile C is stone tile. If I apply the tool to tiles B & C, I would get a hard edge between B and C, but the edge between A & B would remain rough? If that's how it works, that's darn clever code! My hat is off to you for even trying to do this.
Owlchemist  [author] Mar 28, 2023 @ 8:26pm 
You have to place the edge zone on both the tile you want and the surrounding tiles. I would prefer it to work by just placing it on only the tile you want, one reason why I consider the mod unfinished still.
willowitch Mar 28, 2023 @ 6:27pm 
Like joneill132, I am not seeing a graphical difference when I place the area. In my case, I was placing stone tile next to shallow water and wanted a hard edge between the two. I recall seeing something on a forum about it being impossible to get hard edges on stone tiles because of something in core. Does this only work for dirt and roads? Or perhaps it's because I use modded stone tiles?
Owlchemist  [author] Mar 21, 2023 @ 9:06pm 
It's only half-done. There's meant to be a reverse - soft edges.
Daisuke Mar 17, 2023 @ 2:32pm 
Question, why is this unlisted?
Gamiseus Mar 17, 2023 @ 10:58am 
I've actually been thinking of making a mod like this, but automatic based on a few factors. Figured that paths traveled more often are going to be maintained more, so they would keep a hard edge. Paths that aren't traveled often would convert to soft edge over time. Unfortunately, I can't seem to find a good way to implement this without destroying tps for checking every damn tile with a custom last traveled check, so this mod is great!
joneill132 Mar 11, 2023 @ 9:42am 
Area is placeable and removable, but does not change the graphics. Are there any known compatibility issues? Or a specific priority it should be on the load order? I have a very large mod list.
SpaceDorf Mar 7, 2023 @ 11:23am 
awesome. finally no more cut of floors.
(◣_◢) Feb 23, 2023 @ 11:25pm 
Awesome
Destined Feb 22, 2023 @ 8:29am 
WOW thank you so much for this!! Now my gardens don't look like complete garbage!:steamhappy:
LoopKat Feb 20, 2023 @ 10:49am 
@Owlchemist Ah, I'm not a modder myself so I didn't know that was the case, but it's good to know it's a planned feature. Thanks for the reply and here's hoping you can figure it out eventually without too much trouble
Owlchemist  [author] Feb 20, 2023 @ 5:59am 
v1.0.1
- Fixes areas not being allowed on buildings.

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@LoopKat this is the plan (if you look under the hood, the "hard edge aeas" are actually called "inversion areas". It was meant to go both ways, but *removing* the soft edging is a lot easier than adding it. Still trying to figure out how.
LoopKat Feb 19, 2023 @ 11:54am 
Any chance you could add the inverse functionality to this mod as well, at some point? There are some floors that always have hard edges (such as the boardwalk floors from Bridgello) that I would prefer to have soft edges in certain cases
Jiopaba Feb 18, 2023 @ 12:53pm 
This utterly obliterates the only reason I still had like three different mods which happened to have little bits of hard-edged terrain I needed.
beetlecat Feb 17, 2023 @ 11:06pm 
Sheesh. One of minor-est of annoyances, yet I'm absolutely excited about this as a resource!
nothing to see here Feb 17, 2023 @ 9:16am 
yooooo
beef boss :^) Feb 17, 2023 @ 7:25am 
Having tiles outside look like they were half dug into the dirt always bothered me, very good mod for fixing that exact issue.