RimWorld

RimWorld

MultiFloors
1,376 Comments
子鱼丶 8 hours ago 
请问在小行星上建基地的话能用这个mod吗
KingCrab 20 hours ago 
Hello! It's a great mod and I'm using it well, thank you. But is it not compatible with Vanilla Temperature Extended?
tarknight Sep 30 @ 9:10pm 
How do I "abandon" other levels?
Schadenfreude Sep 29 @ 10:37pm 
I guess they didn't "shove components into the ladder", they were just filling a stockpile on the other floor.

Does the transfer policy work as I assumed, then?
Schadenfreude Sep 29 @ 10:33pm 
I have a question regarding transfer policies.

I have allowed for steel and components to be hauled on the G floor staircase.

I then set in the policy "steel 300" and "components 5".

I assumed this means they will haul components to the connected floor (F2), until that floor has 5 components. But now they keep shoving components into the ladder indefinitely.

I guess they just keep track of stockpiles, accross floors, on their own, and this policy is redundant?
Schadenfreude Sep 29 @ 10:27pm 
@ShinUon
According to the ingame tutor there is no compatibility with heating.
I haven't gotten this far yet, but I assume you'll just have to make a separate heating network for each floor. Not the end of the world, tbh, it's just some extra steel for additional heaters.
Schadenfreude Sep 29 @ 10:24pm 
@Shadowdank
Check my followup post on the thread you commented on, maybe that's your problem.

Disregard my first post.
Shadowdank Sep 29 @ 10:45am 
my pawns won't do any cunstruction on the other floors and wont even deliver the mats between the floor, please help!
NEC Sep 29 @ 6:26am 
I found an incompatibility with the "Pause other settlements simulation" mod
Time on any floor below -1 will be stopped as if it were another settlement. This also means that any pawn that gets to a floor below -1 will stay there forever unless you switch to its floor.
咕咕鸡 Sep 28 @ 7:06pm 
2天游玩下来,没感觉比矮人要塞的多层差多少,500mod环境下,从来没遇到多层导致的bug,而且感觉性能损失不大。作者太厉害了。有个问题还没试过。如果我想建的是一个小镇类型,那完全不相邻的房子互相建二楼,是会进同一张2楼地图吗?
Darian Stephens Sep 28 @ 11:54am 
@MajorityOfTheInternet
Actually, Vehicle Map Framework came out with an update recently which added some compatibility with MultiFloors.
Apparently, you can even have multi-floor vehicles!
The only limitation mentioned was that cross-floor hauling doesn't work between other levels between vehicle/main maps.
So, pawns won't automatically haul from Main Level 0 to Vehicle Level 1, or Vehicle Level 0 to Main Level 1, but they will still haul from Main Level 0 to Vehicle Level 0, and will haul between levels when already in a given system.
Meaning, if you have some stockpile on the vehicle's main floor, they will still haul from the main map's floor 0 to the vehicle's floor 0, and from there can haul from vehicle floor 0 to vehicle floor 1.
MajorityOfTheInternet Sep 28 @ 8:36am 
Is using this mod with Vehicle Map Framework not recommended IF YOU INSTALL STAIRS ON VEHICLES, or just DO NOT USE TOGETHER?
ShinUon Sep 27 @ 8:49am 
Would it be possible to add compatibility for Replimat?

The buildings in Replimat are supposed to connect through the power grid, but it doesn't look like it works with just MultiFloor's power connection across floors.
ShinUon Sep 27 @ 6:53am 
How does the patch for Dub's Bad Hygiene heating and cooling pipes work? I don't see a pipe connector building for it like with Rimefeller.
Cronos Sep 27 @ 6:47am 
https://steamcommunity.com/sharedfiles/filedetails/?id=2888380373

can you make a patch with this please? it cant find a recharger in other floor when i set them to work and recharge
Keichi Sep 27 @ 5:12am 
有个问题是我给小人设定了二层作为睡眠的需求楼层,但是它宁愿在一层的地上睡,不清楚是mod冲突,还是设定楼层后需要经过一段时间才能生效
telardo  [author] Sep 26 @ 2:13pm 
@_♣Caligula♣_ Soft incompatible. This is from 1.5 but likely unchanged in 1.6.
- SOS2:
Launching a ship will generate a new map and unlink it with other levels.
Ship movements in space will not work correctly with other floors.
_♣Caligula♣_ Sep 26 @ 8:19am 
Is it hard incompatible with sos2 i.e massive errors or just not working well together when using f.e multi-levels in space™?
saruteku Sep 26 @ 7:43am 
@ZzZombo Trying it out now, and not at all really. My prisoners refuse to leave bed and I keep getting a repeating error. Moved a couple prisoners to ground level and they worked fine, so for now, as far as my troubleshootong goes, not compatable.
Gilded Wraith Sep 26 @ 7:02am 
@Telardo Thank you very much. I have auto-expand Home Area on, so I've never had to realise that before
Pulllll Sep 26 @ 6:41am 
而你,我的朋友,你就是真正的英雄
ZzZombo Sep 26 @ 5:16am 
How does "Prison Labor" work with this mod?
telardo  [author] Sep 26 @ 12:12am 
@IWuvCookies No, and probably never.
telardo  [author] Sep 26 @ 12:11am 
@Gilded Wraith Check home area settings. Pawns only clean in the home area.
telardo  [author] Sep 26 @ 12:06am 
@Akira Sabertooth Trade ships and caravans only arrive on the ground but you can sell things on other floors to them.
Aranador Sep 25 @ 10:52pm 
Does anyone know of any mods that will add underground caverns with fauna and maybe even the occasional lost cave civiliaztion to encounter as you delve deeper ?
Chakat Riversand Sep 25 @ 7:32pm 
In update to a previous comment of mine, I found the actual culprit, a mod 'Gravship Hull Pipes' that makes grav-ship hull blocks have all sorts of pipes auto-placed. was having some manner of issue between multi-floor and Gravship launching.
Akira Sabertooth Sep 25 @ 2:47pm 
Is it possible to make it so trading can be done on other floors than ground? And does orbital trade work underground? Defeats the purpose of having a massive underground bunker complex.
Vanquisher02 Sep 25 @ 2:24pm 
Can you make a patch for pipes from dub rimatomic too ?

Building a bigger reactor underground is useless because we must build a bigger cooler

But the cooler itself can't be build underground, so no choice to build on G but if I can't connect pipes through stairs I can't use the bigger reactor if no cooler connected with corresponding pipes

I really need it ! Thx
Gilded Wraith Sep 25 @ 1:15pm 
*autonomously
Gilded Wraith Sep 25 @ 1:15pm 
I don't know if it's from this mod or an incompatibility, but has anyone experienced pawns can't "clean up" a certain level? First floor for me. Right-clicking trash doesn't open a menu, and they don't clean up automously.
IWuvCookies Sep 25 @ 1:03am 
Is there any plans for SOS2 to work with this mod?
Robotic Sep 24 @ 5:37pm 
Pawns keep dumping items down the stairs (meals) though there are higher priority storage options on the ground level.
Fstenning Sep 24 @ 10:27am 
any way i can send items from floor to floor using project rimfactory revived?
躲进温柔的梦 Sep 24 @ 8:39am 
我在一楼制作的东西搬到二楼,在一楼不会显示数量,穿梭机也没法搬运别的层的东西
Eruedraith Sep 23 @ 10:30pm 
Is there a way to make it so building a second level on gravship doesn't require a roof on first level? Trying to build airship from fallout
Chakat Riversand Sep 22 @ 3:04am 
seems there's an issue with Dub's Bad Hygiene, with Gravship launching, when there's at least upper floors on the same map. with or without the ship having the extra floor. something about 'more than 1 pipe component in the same cell' or something, when trying to launch.
Dracon Sep 22 @ 1:13am 
Can you please add support for the Air ducts from VE:Temperature?
Sir Luis Sep 21 @ 7:46pm 
this mod is not compatible with mod called faction manager. this mod faction allows you to unload your map except it wont save the lower levels that multi floor mods can create https://steamcommunity.com/sharedfiles/filedetails/?id=2878135150
jkelley2 Sep 21 @ 1:35pm 
found a small incompatibility with Housekeeper Cats mod

the cat will haul across floors and get stuck there and not come back across and starve to death unless you send a pawn up and use the enter command to have them bring the cat back down
Dracon Sep 21 @ 7:15am 
NVM, the problem sat between chair and keyboard. - I forgot to set home Zones.
Dracon Sep 21 @ 6:18am 
Does anyone else have the problem that the first floor(L2) doesn't get cleaned even if there already is a lot of trash? Both pawns and mechs seem to avoid it like the pest, and rather clean the basement or haul stuff.

I'm on the dev version btw.
Darian Stephens Sep 20 @ 11:25pm 
@Schadenfreude
I know, but I'm mostly thinking about things like mortars.
If enemies fire a mortar at your ship, but you have the shield on, will the shot still go through the upper layers, or would the main shield protect them?
Or would you need a shield on the top floor?
ZapDoggo Sep 20 @ 11:57am 
Wish it defaulted to 'wood support' instead of 'stone support' for walkable roofing.
Schadenfreude Sep 20 @ 7:14am 
@Darian Stephens
There's only combat on the main floor.
Clown Queen of Rats Sep 19 @ 11:29pm 
anyone else having an issue where their pawns just stop existing when changing floors?
Emperor Sep 19 @ 5:33pm 
Is hemogen network working properly? I did everything as instructed and it doesn't seem to be pomping hemogen from upper layer to the ground floor
Darian Stephens Sep 19 @ 3:03pm 
Something I didn't quite see explicitly mentioned, do upper floors on a Gravship count towards the overall substructure limit of the main grav engine, or does the upper floor have its own limit?
Will we be sacrificing size for height, or can we effectively have a second gravship stacked on top?

Also, how do upper floors interact with the grav shield? Does it protect all floors when active, or only the ground floor or floor where it's placed?
MerLatus Sep 18 @ 7:34pm 
与Cybranian - Terraforming Asteroids似乎不兼容,在建造完楼梯时会报错:
Could not instantiate a MapComponent of type TerraformingAsteroids.MapComponent_TerraformingAsteroids: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: key