RimWorld

RimWorld

Flooring Floors
165 Comments
Enlonwhite Nov 29 @ 10:28pm 
Dude you hit max wealth in vanilla just having 12 max geared pawns, and five months of food stored up in your storage, with some furiture. Floor wealth is inflated wealth gain.
Scav  [author] Nov 29 @ 1:58am 
@Enlonwhite
Regarding wealth. That is how vanilla floors work, unfortunately. If you don't want your wealth to increase because you've made some fancy (or any) floors, you can use "Floors Are (Absolutely) Worthless" mod. This will allow you to configure the floors to provide no wealth at all and you won't be hitting max raid values mid to late game (otherwise, something else must be increasing your wealth, and the floors aren't at fault).

Regarding material returns. Certain floorings don't provide resources when deconstructed (this should be mentioned in the description). Other floorings follow the vanilla logic (providing only 75% of resources back upon deconstruction). This can be changed via "Configurable Deconstruct Percentage" mod.
Enlonwhite Nov 28 @ 7:59pm 
Sorry should NOT increase value if all made of gold flooring, didnt properly proof read
Enlonwhite Nov 28 @ 7:23pm 
Main concern I have with flooring is value, no offense even if my entire base was made of gold flooring it should really increase. Cause last i checked deconstructing floors gave little to NO return of items used. Just looks different. I have used a mod in the past that modified all floors to have no value, and even then I still was hitting max raid values mid to late game due to how value count works on other items like statues or armors/weapons of high grade quality.

Are you floors still adding colony wealth? I would like to have an option to at least remove the value they add to the colony.
Scav  [author] Nov 22 @ 1:21am 
@Yellow
Nobody requested the compatibility patch for it yet, so that is why it doesn't work.
I might add it at some point if needed, but probably not any time soon, as I'm preoccupied with IRL things at the moment.
Yellow Nov 21 @ 11:14pm 
The gulden forest doesn't seem to be compatible with this mod and it's stone. I'm not sure why, I have other new stones added as well and they work.
Special Needs Patient Nov 1 @ 7:47am 
Well.. my mountains are gone and most of my deep drill deposits are now carpets. Feels bad
gicago Oct 31 @ 4:27pm 
So... after a bit of trial and error I managed to find a workaround for the issue with underground resources (at least to remove all the "underground carpets")

1. Make a backup of the save
2. Edit the save file in notepad++ or some other program
3. Find this <deepResourceGrid>
4. Empty the grid by replacing the whole <deepResourceGrid> </deepResourceGrid> block with this

<deepResourceGrid>
<defGridDeflate></defGridDeflate>
<countGridDeflate></countGridDeflate>
</deepResourceGrid>

5. Load the save
6. Click on ground penetrating scanner or deep drill to reveal resources (there should be none)

Next thing ground penetrating scanner finds something it will be a regular resource (no more underground carpets).

Also tried with dev tools to insta find things and all resources can be found in the ground.

I hope this helps someone to save his save and continue with the current map.

Once again, thanks for all the wonderful floors.
Scav  [author] Oct 31 @ 7:17am 
@gicago
Unfortunately, there is no fix for that other than starting a new save file or using dev tools depending on the severity of your issues (by replacing affected terrain, walls, etc.).
The newly added floors are causing hash collisions. You can try Mid-Save-Saver Continued if you are experiencing save-breaking issues.
Otherwise you'll have to download an older version of this mod.

Reposting the link (you can also find it in the Change Notes):
https://mega.nz/file/L85DSb4K#lNkQ7ESgTWmzJg3hAWi4DJ59a3JnL2E2hZXF3czSGsE
gicago Oct 31 @ 6:35am 
any way to fix those hash collisions with an update to the mod or we just need to stick to the older version linked a couple of comments below?
ferny Oct 30 @ 1:00pm 
It's just a hash collision, not your fault dev
Ms. Succubus Oct 30 @ 11:55am 
Mistake on my end. Sorry about that. The old version is in fact working.

I failed to load the proper save file.
Scav  [author] Oct 30 @ 11:40am 
@Ms. Succubus
If you didn't save the game after the mod update, unsubscribed from it, and downloaded the previous version, it shouldn't break your save file. Are you using Terraform Rimworld, by any chance?
Ms. Succubus Oct 30 @ 11:26am 
Even the old version linked in comments is breaking the save file. Mountains went missing, patches of dirt and soil became green carpet.
Scav  [author] Oct 30 @ 11:12am 
@tcreopargh
I would suggest just sticking with the previous version if the update is causing "save breaking" issues that can't be easily fixed with the dev tools.
You can update it after finishing your current playthrough if you want the new features.

I'm sorry for the problems this update has caused.
tcreopargh Oct 30 @ 10:23am 
Mid-Save saver doesn't seem to work for me. Enabled hash fix, rollback to old version, save game, update to new version, nope, deep ores still become funny bricks and the entire mountain disappears
Scav  [author] Oct 30 @ 5:46am 
If anyone is dealing with the unexpected terrain replacement issue triggered by this update, you can try Mid-Save-Saver Continued:

https://steamcommunity.com/sharedfiles/filedetails/?id=3261311100
Scav  [author] Oct 30 @ 4:26am 
@Zairya
I feel like adding even more braided rotations/variations will make the menus even more cluttered (and at this point, it seems that any new additions may result in unexpected replacement of the existing terrain) :,)
Sadly, terrain tiles cannot be rotated.

I'm working on a certain mod that may be used to enhance the floors similar to braided tiles, but it will take some time before it's done (nothing crazy, just a small decor).
Scav  [author] Oct 30 @ 3:38am 
If you are having major issues with the most recent update, you can download a previous version here:
https://mega.nz/file/L85DSb4K#lNkQ7ESgTWmzJg3hAWi4DJ59a3JnL2E2hZXF3czSGsE
Badger! Oct 30 @ 12:28am 
It seems like underground plasteel, salt and some other things mine by drills became Asper Carpet (Dark Mauve)
꧁Graphite꧂ Oct 29 @ 10:53pm 
love this mod, but iv had a few issues with some floors being replaced with others. i dont have better architect menu or any mod to sort flooring, maybe an issue with id's?

if it helps diagnose, this recent update with the floors has changed my Granite Bridges to Sapphire Random R M Tile.
(sapphire from steamcommunity.com/workshop/filedetails/?id=2000801414)

my Slate Bridges have also changed to Pure Carpet (Marine)

keep up the good work :luv:
Zairya Oct 29 @ 10:50pm 
Hello Scav,

my wooly carpet (pastel orange) became rhodonite random length M tiles *rofl*
The new carpets look interesting. Sadly I already used oak diamond floors for my ballroom and gallery. I will try them out next run for sure!

Btw, could you add a single-side braided H/V tile? I used them to make the wy towards my throne but the double trim looks a bit off. I don't know if you can make floor tiles rotate.

And your fish scale tile is my favourite for my town squares <3
Scav  [author] Oct 29 @ 4:17pm 
I've even loaded up my 450 modlist to check for any potential issues from this update, and I haven't encountered any. So, I'm not sure why some people are experiencing crashes, other than the possibility that the mod didn't update properly due to Steam Workshop shenanigans.
Scav  [author] Oct 29 @ 3:07pm 
@ComCommie
I've managed to replicate this issue and it occurs when you are sorting your floors in the custom floor menu. Switching back to default sorting fixes it.
Issue occurs even without my mod, so it's on Better Architect Menu side.
Sanakara Oct 29 @ 2:39pm 
so wonderful tiles! must have mod! but just I could build them all with stone. It is a pity to avoid those steel tiles most the time cause the steel is really needed on other more important things.
Scav  [author] Oct 29 @ 2:35pm 
@Bada
Probably through pastebin or discussion thread.
Could be caused by Steam Workshop not updating the mod properly. You can try to unsubscribe, manually delete the mod folder and resubscribe.
IWantSomeCornXx Oct 29 @ 2:17pm 
lol the update changed a bunch of my underground resources to carpet blueprints
Bada Oct 29 @ 1:35pm 
I’ve no idea what went wrong, but since the latest update of this mod it crashes on loading. How can I provide you a log?
Scav  [author] Oct 29 @ 11:31am 
@gicago
I'm trying to make sure that no floors get replaced with the new ones after the update, but if your floors are made out of non-vanilla materials, unfortunately this may happen (I'm still not sure what causes this, to be honest).

Additionally, for anyone affected, if this update replaced some valuable and expensive floors for inferior ones, you can use the dev commands to replace the terrain. Apologies for the inconvenience.
gicago Oct 29 @ 11:09am 
Also, I think regular marble tiles got replaced with some crosshatch tiles, I am unsure, I use a large variety of your floors so I dont know what was there but the newly generated tiles have no beauty bonus so they are easier to spot.
gicago Oct 29 @ 10:49am 
Just wanted to report a minor inconvenience after the mod update.

Diamond pattern wooden floor that was placed in rooms changed to some stone slab floor or something resulting in undignified throne room.

Removed that floor and placed diamond pattern wooden floor without issues.

Like I said, nothing important but maybe helps you to see for some floor ID or something.

Thank you for the mods and flooooooooooors <3
Scav  [author] Oct 29 @ 9:45am 
@Shmorty
If you can provide me with an error log, otherwise I'm not sure why would it break.
Workshop is also known for causing issues when updating mods. You could try to unsubscribe, manually delete the mod folder and then resubscribe.

@ComCommie
Is it happening only with my floors? Does the issue persist when you disable Flooring Floors?
GULÉ🏠 Oct 29 @ 9:33am 
I ❤️this mod so much.
ComCommie Oct 29 @ 7:28am 
I do have all the right materials, just for some reason in the various tabs for stone types it all only shows up as limestone
Shmorty Oct 29 @ 6:30am 
I've been playing with a friend multiplayer modded and after this update it wasn't working untill we got rid of this mod. I hope you will have time to fix it, we love the floors :(
Scav  [author] Oct 29 @ 4:42am 
• Currently I don't have the time to actually play the game and check how balanced the floors are. If you think any of them are unbalanced or that I've messed up with the stats, then let me know.
Scav  [author] Oct 29 @ 4:42am 
Notes:
• I was contemplating whether to add a textured version of some stone flooring or not, so I've added only the Stone Textured Slabs for now.
• Precious flooring is a spontaneous experiment. I was trying out new things, and came up with this idea of beautiful and very expensive floorings that can serve as a resource sink of sorts (and a way to showcase your wealth). There is only 1 flooring for now, but I may add more in the future. Or maybe not, as there are already plenty of floorings.
• I'm not satisfied with how Spatium and Locus metal tiles look and considering remaking them in the future.
• I might do some adjustments to the wood textures in the future.
• I'm considering renaming Rough tiles to damaged, cracked, crude or similar. Or leaving them as is, not sure.
• I have more ideas for carpets and stone flooring, but I'm not sure if I should add more, as there are already a ton of them.
Scav  [author] Oct 29 @ 4:37am 
• Adjusted the color of gold and silver metal floors. Now they are much brighter.
• Adjusted the stats of floors made out of nanites from the HYE Nanotech Overpower mod to be more OP as intended, added wood, metal and precious floors and moved in to their own separate dropdown groups.
• Nerfed the cost of floors made out of jade to make them more affordable.
• Nerfed the cost of floors made out of rare gems from the Gemstones mod to make them more affordable.
• Modified the patch for Fortification - Industrial to also work with the standalone concrete version (big thanks to GonDragon).
• Added support for Epoch - Pottery (big thanks to GonDragon).
• Added support for Ceramics (Continued) / Ceramics VEF (1.6 Fork).

If you have any issues or suggestions, please let me know.
Scav  [author] Oct 29 @ 4:37am 
Sorry for the late update, irl things got in the way and I had to delay it.

v1.6 changelog:
• Added 20 carpets (small set turned in to a big one, oops).
• Added 13 new stone floors (1 new style, 4 rough, 4 mixed, 4 rough+mixed variations, 1 textured).
• Added 1 new precious floor (expensive floor made out of precious metals and stones).
• Added settings via XML Extensions. Now you can group or ungroup certain floorings with this mod.
• Moved some stone floors under the same group (dropdown menu) to reduce clutter. Can be ungrouped via XML Extensions.
• Shortened labels of all Rough and Mixed Tiles to R and M respectfully.
• Renamed Grid Mosaic Tiles and Tiny Grid Mosaic Tiles in to Grid M Tiles and Tiny Grid M Tiles.
• Fixed some typos.
• Fixed some metal floors (certain textures were skewed for some reason).
• Remade digital tiles, should look sharper now (upscaled version was unaffected).
Scav  [author] Oct 28 @ 10:41am 
@ComCommie
Are you saying that flooring made of other materials isn't appearing?
Better Architect Menu displays only the floorings made from the materials you have. If you only have limestone bricks and no other materials, it will only show limestone floorings.
ComCommie Oct 28 @ 10:29am 
For some reason when I'm using "Better Architect Menu" I can only select limestone as a possible floor. This is fixed by disabling the custom flooring menu but this also makes the menu incredibly cluttered again.
Scav  [author] Oct 27 @ 5:47am 
@leifc
The patch was already made on their side, Expanded Woodworking 2 is compatible with Flooring Floors.
leifc Oct 27 @ 5:31am 
Expanded Woodworking 2 is out and seems to be the go-to replacement for Expanded Woodworking (Continued). Any chance this is an easy patch to build from the EW patch you already have?
Scav  [author] Oct 27 @ 1:42am 
@WillowTheWisp
There are fine floors made out of wood, stone and metal (metal tiles were specifically made with a gravship in mind). You can try things out and see what works for you.
WillowTheWisp Oct 26 @ 1:12pm 
I don't suppose any of these floors would work for a gravship and count as fine flooring? Trying to figure out how to make a royal live in space without them going insane.
Scav  [author] Oct 25 @ 8:37am 
@Ano
Also forgot to mention, Rebuild: Doors and Corners has some rustic walls that I've used for one of my preview screenshots if you are interested.
Scav  [author] Oct 25 @ 4:50am 
@Ano
I had some ideas, maybe in the future if I'll have time for it.

@GonDragon
Hi, I'll check them out, thank you!

@Kake Royale
Sorry for the late reply, it seems like the patch was already made by the time I noticed :,)
Ano Oct 23 @ 2:04am 
Hey, can I suggest you do something similar with walls as well, you're the only dev that did ruined floors and it's very good to use them for neolithic or rustic playstyles
GonDragon Oct 15 @ 7:13am 
Hey! I made a patch for Epoch - Pottery [gist.github.com] and modified the patch of Fortification - Industrial [gist.github.com] to also work with the standalone concrete version (I separated the stony tiles in their own operation, that checks for the FT_BlocksConcrete def, instead of for the mod name). I leave them in the links in case you want to incorporate them into the mod.
Kake Royale Oct 12 @ 9:42pm 
hey, sorry if there's been requests for this already but there's a updated/revived version of Expanded Woodworking by a seperate modder - Expanded Woodworking 2 by Qomradequeer
that isn't supported by the mod.
apologies again
(I can provide the link if asked, just iirc steam is fickle about links?)