RimWorld

RimWorld

MultiFloors
1,120 Comments
Raskii 6 hours ago 
Correction to my previous post:

The Heat Stones look like they're working (the temperature in the room goes up and seems to stay in the 18-19C range), but the pawn's Slept in the cold Mood Debuff never goes away. It looks like the temperature is possibly getting reset back to 15C every so often: It may be happening too fast to see, but not too fast to register for the pawn.
Raskii 6 hours ago 
I'm having a problem with my underground rooms ALWAYS being cold, of particular when the bedrooms/barracks are underground). It looks like the default temperature is 15C and, the rooms are treated as if they're without roofs or something, because it's virtually impossible to heat them up properly. Heat Stones from Vanilla Factions - Classical works, but none of the electric/other options seem to do the job, the heat just disappears as soon as it's generated.
dxrkdeception83 10 hours ago 
a quick Q, my pawns just randomly transfer herb med across level . i do everything do disable that but its not working. whats wrong?
telardo  [author] Jul 6 @ 12:32am 
Well, I have to wait for Odyssey and Prepatcher. And it would be very likely incompatible with current 1.5 saves.
NebulaBlade Jul 5 @ 5:49pm 
1.6 when
LifeIsAbxtch Jul 4 @ 7:30am 
update to 1.6? :)
AMERICA DAY LIME Jul 3 @ 4:09am 
Is there any way to move pawns who are not colonists or prisoners to other levels? Such as downed enemies yet to be captured, or anomalies
Iteron Jul 2 @ 11:54am 
can you make an extreme version, where pawns and bills work across every floor? or is that more of a compatibility concern than a performance concern?
Nezeroh Jul 2 @ 3:15am 
Are you able to make it so you can reinstall things from one floor onto the next? It makes reorganizing across floors impossible otherwise
ARGH! I'M MORBIN'! Jul 1 @ 6:48pm 
Imagine giving this the clown award. 💩
Esther_Angerin Jul 1 @ 2:19pm 
The up-coming 1.6, it would be cool if you do MultiFloor gravships.
Sephiroth361 Jul 1 @ 9:58am 
Can this mod be added midsave?
The Heretic Chaos 333 Jun 28 @ 6:28pm 
yeah it builds stairs or ladders to other floors but getting sims to move floors is a pain and then they cant build because the storages isnt linked even when it says it is
ohhhhh Jun 27 @ 12:12pm 
为什么我在地下死眠棺材无法通电?
RiskyBusiness Jun 25 @ 2:04pm 
Would compatibility with RT Solar Flare Shield be possible?
telardo  [author] Jun 25 @ 9:59am 
@Friski VMF is flagged as “not recommended” because partially overlapping features and potential transpiler conflicts. Whether or not you add additional floors to vehicles, they can still interfere with each other and behave unpredictably. They might work flawlessly, but only if you’re lucky. You can use them together, but at your own risk.
Friski Jun 25 @ 5:54am 
is it possible to use this mod and Vehicle Map Framework but not build second floors on the vehicles. will it work fine?
idopeaj21 Jun 23 @ 10:58pm 
mad respect for creating this thanks for this mod
Super_Pirate Jun 22 @ 12:09pm 
Will tamed animals sleep on other floors?
Arswind Jun 21 @ 11:13am 
I cant connect helixien pipe downstairs
LifeIsAbxtch Jun 20 @ 7:52am 
Hey Telardo will you update this mod? Its kinda cool!
Darian Stephens Jun 20 @ 1:48am 
Why is 'Vehicle Map Framework' not recommended when using this mod?
Do they conflict in some way, or is it for performance concerns with so many maps?
Giorgio Dibitonto Jun 18 @ 4:45am 
@cultanis

I think won't be possible make space platforms move, may be you can settle a colony there but probably they won't move.

I hope on multifloors platform too as all support for all others biomes cause this DLC bring the game to another levels..

It's not sure grav ship with multifloors will be possible. He said this already some messages under this.

It seems we must wait for the DLC release (that in my opinion could be better than Biotech) and wait with patience that Telardo will do his tests.
YolographicSight® Jun 17 @ 9:49pm 
also sacs consales form rimatomics if mand on sublevals do not count as manned sacs consalse on otherr levals
YolographicSight® Jun 17 @ 9:45pm 
i think i found a bug i can not fire rimatomics punishers and liberters in basments
Cultanis Jun 17 @ 6:35pm 
Hoping there's compatibility between this and the mobile base platforms. Would the additional floors travel with the platform?

If so, I'm doing a mortal engines like playthrough lol
Anton_Drexler Jun 17 @ 11:48am 
How can I allow guests to go upstairs for free beds? is this even possible?
King Devely Jun 15 @ 4:01pm 
If there is a wooden house that catches fire, does the fire spread to different floors? If all of the walls of a lower floor are removed/destroyed, will the upper floors collapse/be destroyed?
AzoorFox Jun 15 @ 1:56pm 
UPDATE WHEN??????????????????????
tanyfilina Jun 15 @ 2:49am 
Adding the underground biomes in this mod would be super-cool too
tanyfilina Jun 15 @ 2:48am 
"(and perhaps modded underground) layers" - like what/how, for example?
The underwater idea Giorgio Dibitonto dropped is very interesting. If we could add water tiles and underwater biomes, that would enhance game so much!
Giorgio Dibitonto Jun 15 @ 1:21am 
@telardo

Yeah I expected that multiflorlors grav ship would very very difficult to implement.

We can only hope that one day would be possible add some support for Odyssey at some degree.

Independently for that, thanks you for all your efforts and for the answer 👍
telardo  [author] Jun 15 @ 1:02am 
@tanyfilina @Giorgio Dibitonto

I can share some thoughts on the 1.6 update:

Getting it to work in 1.6 is actually pretty straightforward. Contrary to what some might assume, the pathfinding update doesn’t affect this mod at all, since I just add a custom “pathfinder” for stairs on top of it, and the vanilla pathfinding remains untouched. That said, the update is still a solid improvement for overall performance.

As for the planet layer, it’s not really intended for local surface maps in this mod but surface/orbit (and perhaps modded underground) layers .

Supporting Odyssey is a lot more challenging. Like I might need to add new rendering for sand and other terrains. Having a multi-level Gravship is even harder, I'm not sure if it's possible currently.
telardo  [author] Jun 15 @ 12:37am 
@Agron™ Yes, drop pod raid will break through all the roofs on the upper levels until it reaches the ground.
telardo  [author] Jun 15 @ 12:34am 
@cloudust I'm not sure whether you have the latest version of this mod. It used to work like that the flow rate must be smaller than available resource. But this has been changed lately and you should get clarification of the failure reason in the bottom left info panel.
Giorgio Dibitonto Jun 14 @ 3:39pm 
@tanyfilina

I'm not a coder but I think that layers are others stuff. For example vanilla world map is now the surface layer, and the space in DLC is another world layer, over the surface layer.

It's a cool features because now is possible add several layers togheter, for example modder could add an underground layer, or another external space layer, or an underwater layers, and I think a lot of thing are possible modding side.

Saying that I don't think layers are directly useful for multifloors. If you make a building with multi levels it would be always at surface layer level. So I think that multifloors will be still Rhodes by sum maps.

The right new is that as you pointed "sub maps" have been improved with several changes, and "path finding" (that have aleays been the week point for Z level) have been totally multithreaded. So I think that there is a lot of potential here to I prove multfloor mod.
tanyfilina Jun 14 @ 12:19pm 
The map now has layers in 1.6, so I really-really hope that MultiFloors could make a use of these new vanilla features rather than get destroyed with it (as it was with Z-Levels mod)
Agron™ Jun 14 @ 12:12pm 
I have to say. I never expected to have nearly fully complemented floor levels in this game and it gives me as builder so many options (Already made "Tavern", that can function as survival house). Just a question, when I get drop raid on my gead they fly right through the floor and destroys everyting in process (I can see why it can be like that) and as I typing this I understand that it might be impossible, cose it's separate map, but would it be possible for them to spawn in the top floor of the building?
cloudust Jun 14 @ 7:55am 
Okay - I may have been understanding the "Flow rate" wrong?

My initial Flow rate was at 500 for the exporting pipe.

When I was messing around with it, I set the flow rate to 75 and suddenly the vat on B1 (receiving vat) filled up to max.

I'm not sure if that's supposed to be how it works, but either way I can work with it.
cloudust Jun 14 @ 7:28am 
Hey @telardo

It seems that there's an issue with the Pipe Connector.

I haven't attempted it with other resources other than Nutrient Paste, but it won't transfer the paste between floors. I have it connected with the "G" floor being the Exporter (producing paste) and the "B1" floor being the receiving floor (has a capacity of 75 paste).

The connector on B1 reads that G (floor above it) is connected and producing. It also reads that B1 has a capacity of 75. Fluid won't come out of the B1 connector though and the tanks won't fill. I don't know what to do at this point....
era Jun 14 @ 1:29am 
@telardo I get them when there are caves near the edge of the map (removed the fog to check). Probably a mod incompatibility. Tried to figure it out yesterday but no luck. Perhaps Change map edge limit fucking something up.
Gebibaboy Jun 14 @ 12:27am 
Can't wait to see this in a new update or dlc
telardo  [author] Jun 13 @ 7:04pm 
@(WTH) era Raids should not happen in underground, unless you remove the thick roof.
era Jun 13 @ 11:36am 
Any way to stop raids from happening in lower levels? Or just fully stop events in other floors :YeShy:
Enger_xr Jun 12 @ 5:50am 
楼上如果不是在房间内就会有和楼下一样的看起来隔了层雾一样的渲染(或者叫空气透视?),导致二楼阳台一类的玩意看起来很怪,可以解决这个问题吗
Akenno Jun 12 @ 5:08am 
Would be cool if the levels of the floors somehow hook up with the planet layer... Space elevator possible? Maybe haha.
But would be cool for the underground aswell.
Giorgio Dibitonto Jun 12 @ 12:14am 
They also rewritten totally the pathfinding, it's now fully multytreadhed
tanyfilina Jun 11 @ 11:29pm 
"Planet layers are a new system which allows the world map to have multiple layers of tiled locations. The planet as it previously existed is now a new “surface” planet layer. In Odyssey, orbit is another new layer which can coexist with the surface." !
tanyfilina Jun 11 @ 11:25pm 
"Refactors to map portal/pocket map code to be more modder friendly.
Moved world pather into layer to prevent out of range exceptions in modded content. We previously had a global pathfinder, whereas in 1.6 we require you to specify the exact layer you want to pathfind on to prevent simple scripting mistakes."

Potentially dangerous/useful changes in 1.6
SadPlastic Jun 11 @ 9:50am 
This is peak.. ;w; b