RimWorld

RimWorld

Progression: Verticality
215 Comments
ferny  [author] 11 hours ago 
v16 - updated MO patch to ensure compatibility
ferny  [author] 13 hours ago 
v15 - updated to 1.6
RandomEdits Aug 21 @ 3:37pm 
@Darian Stephens
Damn... I wish I knew that sooner. Thanks buddy!
Naturtok Aug 20 @ 1:55pm 
Oh rad, thanks!
ferny  [author] Aug 20 @ 12:45pm 
@Naturtok Should work already. Just not gonna officially update it unless the main mod updates.
Naturtok Aug 19 @ 10:34pm 
Any plans on updating this to 1.6 w/ the dev version of multifloors? This mod makes it way easier to use the Ancient Urban Ruins mod since it replaces the super bloated verticality thing it introduces with multifloors. No biggie either way, the Urban Ruins mod is neat but by no means a necessary addition to my modlist.
Darian Stephens Jul 31 @ 9:58pm 
@RandomEdits
MultiFloors has an option in its settings to flip where pawns arrive for stairs, specifically for mods like this!
RandomEdits Jul 17 @ 4:40am 
Actually, I think I know what the problem is. Because the original intent was to always orient the stair case face the same way as the one connect, flipping the texture doesn't actually flip where the pawns will end up on. That sucks...
WalrusMan Jul 11 @ 10:51pm 
Mainly excited for an update so I can get rid of that ugly ass schedule tab in the ruins mod. But really though, I've never used any Z level mods for this game. As you imply, I figured it'd be hella janky and unstable. Maybe that'll be the case for 1.6 lol iirc they changed some stuff with regards to map layers. Interested in trying it though.
ferny  [author] Jul 8 @ 11:11am 
@S.S.Mogeko Will check on that error
S.S.Mogeko Jul 8 @ 9:29am 
Also, Unsure if this is intentional or not but with this mod and MultiFloors, the restrictions for ladders and stairs needing a roof overhead is missing. I can understand for ladders and stairs going down but not for those going up.
S.S.Mogeko Jul 8 @ 9:11am 
Getting an error:
Could not resolve cross-reference: No Verse.ThingDef named AM_Exit_Staircase_LargeElevator

Only required mods loaded and AUR.
ferny  [author] Jul 3 @ 10:24am 
@RandomEdits That's a report for the MultiFloors guy, not me
RandomEdits Jul 3 @ 8:35am 
For some reason when the pawns move to another level, they get spit out to the wrong side of the stairs.
ferny  [author] Jun 21 @ 2:31pm 
v11 - new thumbnail
Vex Jun 20 @ 12:48pm 
@Fantasy System
Blatant self advertisement, but https://steamcommunity.com/sharedfiles/filedetails/?id=2934265284 works for getting power between levels.
M1911A1 Oversize® Jun 17 @ 10:30pm 
can you make it work with dubs bad hygenie please
Thurnis Haley Jun 13 @ 1:58pm 
Can somebody help me get pawns to work on other floors? I can tell them which floor to sleep, eat, meditate, and relax on ... how the hell do I get them to get in the basement and mine?
Glasst1ger Jun 12 @ 11:12pm 
There is this line in the 1.6 patchnotes:

Fix: Prioritized work/job queue is now cleared on entering a map portal.

Will this break multifloors?
Lapinwarrior10 Jun 9 @ 2:29pm 
Is it possible to add the option of entirely removing the ancient urban ruins ruin-level system and making ruin floors connected using multi-floors or is it technically not possible? Thanks in advance!
Fantasy System Jun 9 @ 4:08am 
How do I get power between levels?
Big Bob Jun 8 @ 8:50am 
Is it safe to delete this mod in the middle of the game?
ferny  [author] May 13 @ 1:31pm 
@lunaemoth Just delete the Medieval Overhaul patch file
lunaemoth May 12 @ 7:34pm 
hey! what would i need to change if i wanted to add back the medieval overhaul mineshaft?
do I look like i'm nervous?!? Apr 30 @ 12:58pm 
@Hebrux
You should delete the the map with the dev mode enabled, I believe theres a button on the stairs, after that you should reload your game just in case
Hebrux Apr 30 @ 10:31am 
If I want to remove all my stairs and z levels, including the second floor map, how do I do that?
I've removed the stairs but I still see the second floor map
GeekyRaptorStudios Apr 29 @ 2:56am 
hey um... can you add back in the elevator you removed from urban ruins but only visually and industrial tech level made of steel. I kind of like the urban ruins elevator but don't mind if it's only brought back through the sprite.
pls. I like that elevator's graphic.
Cubile Oddity Apr 11 @ 3:01pm 
i thought it was you my bad
ferny  [author] Apr 11 @ 5:57am 
@Cubile Oddity No idea man, that's a question for the multifloors dev
Cubile Oddity Apr 10 @ 3:00pm 
okay so it is just bad luck and do the vertical pipe transport plasma from the shield generator mod ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2540563802
ferny  [author] Apr 10 @ 3:05am 
@Cubile Oddity Pretty sure yep
Cubile Oddity Apr 9 @ 5:08pm 
are compacted mineral generated in sub surface level ? i didn't find mineral while strip digging under my base
ferny  [author] Apr 9 @ 12:41am 
@slayerofdemons Unfortunately no, you kinda just have to give up on that
slayerofdemons Apr 9 @ 12:37am 
If I have an existing multi-floor base made with the AUR system, will this allow me to transition that existing base somehow? I.e. build multifloors stairs between levels originally created with AUR?
ferny  [author] Apr 8 @ 6:27am 
v10 - added elevator research project, added smithing requirement for vertical pipe
ferny  [author] Apr 7 @ 3:58pm 
@owl I'm referring to thematically, they make no sense given the existence of multifloors. So they're removed.
owl Apr 7 @ 3:29pm 
I realize that sounded a little odd, it's totally possible I have some other weird mod that is making MO mine shafts behave how I've described. But for me, its just a building you place, and add bills to gather stuff from.
owl Apr 7 @ 3:28pm 
Hi, are we sure Mine Shafts in MO do what you've said they do here? For me, they just let me mine materials. No Z-levels or anything like that. I'd prefer they not be removed here, but I'm otherwise interested in this.
Slamurmum Apr 6 @ 1:35am 
<3
ferny  [author] Apr 4 @ 6:07am 
v9 - fixed chute
ferny  [author] Apr 4 @ 6:07am 
@daferalmasys fixed
daferalmasys Apr 3 @ 9:37am 
Where is my Chute? I can't find it anywhere in the architect menu. It doesn't even appear in God mode.
branch? Apr 1 @ 9:02pm 
It's too bad the Safe House scenario from Ancient Urban Ruins, the underground parking garage stairs are not the same as the MultiLevel ladders.
Silver Apr 1 @ 11:13am 
I speak for the people. you're our favorite, ferny
Venerax Mar 31 @ 1:38pm 
Turns out it wasn't this after all, it was the multifloors mod itself.
ferny  [author] Mar 31 @ 1:13pm 
@Venerax No it doesn't, you have a conflict and this has nothing to do with this mod, it'd have to do with Multifloors
Venerax Mar 31 @ 12:54pm 
This mod causes the game to fry itself when placing stairways, which breaks saves.
ferny  [author] Mar 29 @ 8:15pm 
@Jangurs Seems like they fixed the fix I put in there themselves, i'll remove my fix
Jangurs Mar 29 @ 6:39pm 
Getting errors on game launch when using just this mod, dependencies & AUR:

https://gist.github.com/HugsLibRecordKeeper/22a45f13c0e57df79224110f7735910b

XML error: Duplicate XML node name uiIconOffset in this XML block: <ThingDef ParentName="MF_StairEntranceBase">...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference: No Verse.ThingDef named AM_Exit_Staircase_LargeElevator found to give to AncientMarket_Libraray.ThingData AncientMarket_Libraray.ThingData
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
ferny  [author] Mar 24 @ 10:55pm 
@CarlBagins I mean if you think through it yeah, but at a glance no. What your brain immediately assumes should be the case is what i'm going for here