RimWorld

RimWorld

Some Things Float
643 Comments
I can finally use the Shoebody Bop mod properly, gracias!
miliyx 12 hours ago 
thanks for the update!
Mlie  [author] 13 hours ago 
@Lukisfer Fixed the ice issue and if you have floating under bridges active, it will now also float under the ice. Things will also be affected by seasonal flooding
Baskerville 23 hours ago 
Thank you kindly for maintaining this awesome mod. It's one of the funnest ones on the workshop.
Lukisfer Jul 25 @ 6:38pm 
Just wanted to let you know, when it is winter and the lake is frozen, some items still move around as if it is liquid water. :)
L. Velociraptor Jul 25 @ 4:39pm 
Yay! Thank you so much Mlie! This mod is a staple for me and one reason I love settling river tiles.
Condor Jul 25 @ 3:36pm 
Sweet!
Cheers for the update Mlie.
GetUrAssToMars Jul 25 @ 9:22am 
Not sure how to report this as a bug but just dropping this as an FYI. I added this to my game in progress, and it causes Rimworld to hardlock shortly after loading my save. Error log shows nothing prior to freeze.

BUT its not consistent! After reloading several times it appears to work fine in some cases. From what I can observe its when your mod initiates whatever script magic to change already pre-existing items in water to begin floating.

Some times it works. Some times it doesn't. Its almost like a coin toss. When it does work it appears to function fine after and my lovely refuse pile begins its water dance. I'll follow up if theres any more issues.
dawud.weaver Jul 25 @ 8:27am 
> space-floating in Odyssey

aw hell yeah
Mlie  [author] Jul 25 @ 5:48am 
@Thebrokenbucket There are already nets and bars to catch items
Mlie  [author] Jul 25 @ 5:47am 
Fixed substructure and bridges not being recognized correctly
Thebrokenbucket Jul 25 @ 5:46am 
I like this alot, would be cool to add some nets or something so i could great a really intricate riverkillbox autoloot mover. This actually has good good potential for automation
BorisTheBlade Jul 25 @ 5:36am 
Bridges seems to be ignored by mod. Pawns keep loosing foot on bridge and corpses and other stuff is not hidden when passing under it.
Caramel Jul 25 @ 4:41am 
i land my ship on water, all my stuff is moving on Substructure
Smiley Face Killer Jul 25 @ 2:56am 
Man I just started a game with a pond since I didn't have this. Now I gotta restart on a river tile. Thanks for the update though
Mlie  [author] Jul 25 @ 2:49am 
Updated to 1.6, also some space-floating in Odyssey :)
Didnt work for 1.6
Naptime Hyena Jul 24 @ 9:43am 
Looking forward to seeing this in 1.6 Mlie thanks for your work like always
The Professor Jul 23 @ 12:16pm 
Waaait does this mean I could chop down a massive forest upstream of my base and dump the logs in the river to float down to a bridge-fence 'net' at the other end to save hauling time? :steamhappy:

New to this but looking forward to trying this on 1.6
XXFQ007 Jul 21 @ 11:20am 
Just another day waiting for update.
LZIM Jul 14 @ 4:54pm 
for anyone already mining asteroids like Universum +SRTS +Rimnauts 2.. can you add airlocks and treat minded out asteoroids as regular bases ?
Deankiller Turnupseed Jul 13 @ 11:58pm 
cant wait for 1.6 love you mlie
Mlie  [author] Jul 13 @ 9:11pm 
@Rage That I can do pretty easy, Ill look into it at a later date
Rage Jul 13 @ 9:04pm 
@mlie if you could figure out if you could determine between "space" and air then you could give space all the effect as this
Mlie  [author] Jul 13 @ 8:39pm 
@Smiley Face Killer Thought about it but the dlc implementation of space is not zero g as its orbiting stations/asteroids
Smiley Face Killer Jul 13 @ 6:18pm 
Just an idea for the future if you're interested.
"Some things float: Zero G edition"
You die in space and your body just floats around the map bouncing off walls and anything in its way
LZIM Jul 12 @ 6:09am 
o7
Mlie  [author] Jul 12 @ 12:22am 
@Jhony I just answered that
Jhony Jul 12 @ 12:15am 
1.6?
Mlie  [author] Jun 28 @ 12:50pm 
@travislaborde It will once I update it, I post update progress on the Discord server
travislaborde Jun 28 @ 12:47pm 
will this work in 1.6? I love this mod so much!
󠀡󠀡 Jun 27 @ 10:41pm 
this mod is so useful i just dump the bodies in the river and see you later no more digging graves or wasting power on burning body's just make a dumping zone in the river and never have to worry again :)
Daemon Trooper Jun 18 @ 3:38pm 
Hey marvelous Mlie, it seems like sometimes, even with the option checked in the mod options, if multiple items start moving simultaneously after having been deposited on water tiles, they don't get "forbidden" after leaving the stockpile zones where's they've been dropped-in.

I've recently have a manhunter group, I "urgently hauled" the rotten corpses and most of them weren't forbed after floating away from the stockpile zone, when some did. And I realized it mostly happened when several corpses started moving simultaneoulsy or almost at the same time.
Mlie  [author] Jun 17 @ 3:53am 
@Agron™ Please see the Reporting Issues section described above
Agron™ Jun 17 @ 3:42am 
It seems this mod buggs my pawns to move when new map isgenerated for fight and those who have low manipulation to "drown" are dornwing on the land. tried to remove it and my whole save end up bugged, that nothing can interact with anything ://
Lord Asshat Jun 14 @ 11:59pm 
I'll take a look at that mod, thanks
Mlie  [author] Jun 14 @ 11:46pm 
@Lord Asshat Perhaps it will work better with a mod like Wheres my weapon that makes pawns reequip their weapon after being downed
Lord Asshat Jun 14 @ 11:33pm 
I want to love the feature of pawns slipping rivers but the fact that they drop their weapons and then decide "eh" and walk away makes it just a bit too janky. Otherwise it's a great mod, and I'm at least glad it's disableable
Mlie  [author] Jun 14 @ 11:12pm 
@SiaNKs You should probably report sorting errors to them as do not think they read individual mod threads
SiaNKs Jun 14 @ 9:21pm 
Tbh, before i used RimSort it was FINE, after i used it, loading order created the same issues BIOS Barbarian mentions...
BIOS Barbarian Jun 6 @ 5:27pm 
@Milie I posted in the Discord hopefully following the complete Guidelines. Thanks!
Mlie  [author] Jun 6 @ 10:15am 
@BIOS Barbarian Please see the Reporting Issues section described above
BIOS Barbarian Jun 6 @ 10:00am 
I don't know what is causing this issue, but when in my modlist this mod causes all my pawns to disappear and the whole colony map to be empty. Any ideas?
chaotic_echo May 20 @ 8:15am 
It took me a LONG time loading and reloading mods to figure this out, but there does appear to be a multi-mod conflict that involves Some Things Float and Save Our Ship 2 or its dependencies. I've got my list of 100+ mods and when I take SOS2+deps(Vehicle Framework) OR Some Things Float off the list, things work. When they're both there? Starting a new game causes a bug where the colonists/items/vegetation/anything on the map beyond the base terrain is invisible. However, when I start a game with JUST SOS2+deps and Some Things Float and the base Rimworld DLCs minus the 100+ something other mods, it seems fine. So there is (at least) a 3rd mod out there somewhere that causes conflicts between Some Things Float and SOS2. Haven't figured out which one that is yet, but I hope this info can help progress the hunt as other people have pointed out vehicle framework conflict concerns before.
Mlie  [author] May 20 @ 2:35am 
@Realm Imp Yes, as the description says
Realm Imp May 20 @ 2:22am 
safe to use in saves?
Deankiller Turnupseed May 13 @ 10:04pm 
ok fuck it i will scrap it all and start from the beginning just with this mod fuck my life
Mlie  [author] May 13 @ 10:02pm 
@Deankiller Turnupseed I wasnt aware of any incompatibilities with those mods?
Deankiller Turnupseed May 13 @ 4:58pm 
is this still incompatible with pathfinding framework/vehicle framework?