RimWorld

RimWorld

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Land Fill (Terrains+) (Continued)
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.996 MB
11 Jul, 2020 @ 12:01pm
15 Jul @ 12:20pm
10 Change Notes ( view )

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Land Fill (Terrains+) (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of tremeloes mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1274692210

- Might not work exactly as earlier as some features have been removed in the game since B18.



[discord.gg]
[github.com]



Water, mud and marsh are friends. Take vantage of the terrain around you.
Add soils, roads, bridges, sliding floors and more things for you be able to terraforming.

Content
Soils: build overwater. Some are growable and placed indoor.
Bridges: build overwater. Good to walk but deteriorate overtime.
Roads: build overwater. Walk more efficiently.
Foundations: build overwater. Set up for buildings.
Slides: build over soils and floors. Increase the walk speed.
Water: build over soils. Set up for terrains and slow down enemies.
Obs.: overwater = over water, mud and marsh in most cases.

Balancing
Feel free to suggest value changes
Stuffs that rapidly deteriorate don't require much work or resources.
Bad stuffs starts with tribal colonies and don't require much work or resources.
The most part can't be removed but can be replaced (abuse of Primitive and Neutral soil).
Automated stuffs don't need energy and aren't breakable.
The pathCost of vanilla water, mud and marsh are slightly changed.

Compatibility
Compatible with existent saves but may present inconsistencies with some floor mods.
(example: be able to set some terrains in strange places).

Links
Download[www.dropbox.com]
Forum[ludeon.com]

Changelog
02/03/2018
- Small fixes
01/21/2018
- Add a new terrain: neutral soil;
- Small qol changes.



  • 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 the Log 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

| tags: terrain features
10 Comments
WiseArkAngel 5 Mar @ 3:16pm 
@Lilithvia Thanks for the heads up, my quest for Landfilling mods continues.
Lilithvia 21 Nov, 2023 @ 1:02pm 
Can't place soil to fill in water.
Pr0xy 12 Apr, 2023 @ 11:38pm 
Suggestion:
It would be cool if you could place the overwater terrain artificially as well.
Game_Wizard1993 3 Aug, 2022 @ 9:07pm 
so i research all the terrains but cant fill in a small pond with any of it ?
am i misunderstanding what this does
HEHEXD 27 Jan, 2022 @ 7:23pm 
I did what abbator said, then the terrain i already built was disappeared after reload the save. now i can't build them because they are off the building menu...anyone knows why?
abbator 29 Oct, 2021 @ 11:45am 
This mod is pretty flawed as is, but it's easily fixable: in the Terrain Defs folder, there are various xml files for the different terrains added. Each difference one has an <affordances></affordances> section with the affordance categories that it can hold. All that has to be done is adding the affordance you want, such as <li>Medium</li> in that section and you will then be able to place things with that affordance needed overtop. I personally added Undefined, Light, Medium, Heavy, Diggable and GrowSoil to the soil types added by this mod so that I can place soil and actually be able to build on top of it.
AngleWyrm 5 Feb, 2021 @ 11:11pm 
The Gastronomy cash register requires terrain that supports Medium. I've researched Land Fill, Light Foundation and Heavy Foundation, just so I can patch a marshy spot in the floor. Of course I have Change Research Speed to deal with modders charging research for their work.

But when I click to put down the heavy foundation, if there is already soil from this mod in place (Primitive Soil, Neutral Soil) then it generates an error message, saying soil must support Undefined.

And even after placing the Heavy Foundation, the Gastronomy cash register refuses to be placed on a table over it, complaining that it still needs Medium support.

Removing the mod replaced the modded tiles with normal soil, which was all I wanted from this mod in the first place.
keyofrage yt 11 Oct, 2020 @ 10:10am 
i wa sabout to say the same thing
ReZpawner 11 Sep, 2020 @ 1:29pm 
Can't build medium walls on the heavy foundations? Then what are they even for? Also, lacks ways of removing said heavy foundations. Am I missing something here?
High Rads | Nuka Cola 11 Jul, 2020 @ 3:28pm 
Wouldn't hurt to see the terrain/bridge/whatever resource costs listed in the description.

Also, soil to water and water to soil, is it only supporting basic SOIL, and not others like MARSHY soil, SAND or STONY soil? Or do they work like some other mods, where you can/have to select the correct terrain (ie. stony soil to water, or mud to slides)?


As always, good work updating mods! :winter2019happybulb: