RimWorld

RimWorld

453 ratings
Some Things Float
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Mod, 1.4, 1.5
File Size
Posted
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878.078 KB
Feb 27, 2023 @ 3:07pm
May 7 @ 12:01pm
50 Change Notes ( view )

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Some Things Float

In 2 collections by Mlie
My Current ModList
264 items
Developed by me
95 items
Description


Let the river wash your trash away!

This mod lets things float in water and move with the stream. In non-streaming water things will move about at random. Things can leave the map this way so can be used to dispose of things you dont want, corpses for example.

There is a possibility that things spawn in the river that you can get use of, or even downed pawns you can choose to rescue. If Allow Tool is active you can set all spawning items to be hauled urgently automatically.

There is also bars and nets that can be built in water. The bars can catch large objects like corpses, living pawns, weapons and apparel while the metal net can catch all items.

Pawns may also loose their footing in moving water. They can also drown if being downed in water. Certain apparel will prevent this, such as the power-armor helmet. Any headgear with the EVA-tag from SOS2 will be considered a breathable helmet. To avoid guests and pawns accidentally being swept away I suggest using Clean Pathfinding 2 to make pawns prefer roads and bridges. Combine it with Enter Here to make pawns spawn in near roads.

If SwimmingKit is loaded, pawns with higher swimspeed will float slower when downed. Also pawns with the Nimble trait will be half as likely to loose their footing. Aquatic animals from Biomes! Islands or any animal using the Amphibious movement type from Pathfinding Framework will not loose their footing or drown.

Technically the mod looks at all items in water-tiles and calculates their floating value. This is based on what stuff is used to build the item, but some things like corpses have a default float value. Its also possible to add floatable-values to other things via patches, there is a patch for barrels of fecal-matter from Dubs Bad Hygiene that can be used as an example. Higher floatable values makes things move quicker in the water.

If the smooth floating animations are causing distractions or performance issues they can be disabled in the mod-settings.

I made it mostly for my own playthrough but hopefully someone else can get joy from it!



[dsc.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (5)
0
May 4 @ 3:12pm
underground power conduits causing slow downs
[TR] James
510 Comments
KPLoopy Jun 1 @ 7:06pm 
you can disable the falling entirely with a setting currently till the bug is resolved
Mlie  [author] Jun 1 @ 11:14am 
@telephonik I guess, but perhaps it would be better if hospitality handled downed pawns in another way since the same thing would happen regardless of how they got downed.
telephonik Jun 1 @ 10:40am 
@Mlie gotcha. Is there a way to add an option to disable members of a trade caravan from losing footing?
Mlie  [author] May 31 @ 11:16pm 
@telephonik Yes, it has been reported. However, there is little I can do to affect what hospitality does when their pawns get downed.
telephonik May 31 @ 6:32pm 
There's an issue with this mod and hospitality where when trade caravans come in if they try to traverse the river and lose footing, the downed members become guests. When this happens you sometimes can't trade with the lead member. Not game breaking but annoying for sure.
Mlie  [author] May 29 @ 12:40pm 
@Jane Dough You can see the save-compatibility info in the description above
Jane Dough May 29 @ 12:38pm 
Can this be added mid-save
Pacifist Floran May 26 @ 10:00am 
i'm running into the same problem @bugsbony described, and I've isolated it to this mod though i can't isolate what the other mod in the interaction is beyond it's somewhere in the vanilla expanded set. my best guess is it's multiple of them? im not sure. but yeah, the list of things that set off that bug is getting longer.
KPLoopy May 16 @ 3:45pm 
@bugs thank you for the updates. i use alpha animals, a dog said, and vehicle fram, so this explains alot! take my points!
bugsbony May 16 @ 12:11pm 
I investigated a strange bug triggered by alpha animals removing its ADogSaid patches. Turns out a combination of alpha animals, alpha menagerie, a dog said, some things float and vehicle framework breaks the game: only the ground is displayed, and most of the UI is broken.
Now the first 3 mods are easy to explain, alpha menagerie's ADS patch assumed that alpha animals was ADS patched.
Sarg just removed that patch too, so that won't happen.
What is stranger, and much more annoying, is the reaction of SomeThingsFloat+VehiculeFrameWork to the bad patch. And I'm sure it could happen again with another bad patch.

tl;dr: that bug is now fixed, but there is a weird interaction between SomeThingsFloat and VehiculeFrameWork that could trigger again.