RimWorld

RimWorld

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NANAME Floors
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Mod, 1.4, 1.5, 1.6
File Size
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564.867 KB
21 Jul, 2024 @ 2:41am
28 Jun @ 4:55am
17 Change Notes ( view )

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NANAME Floors

Description
NANAME is Japanese for diagonal.
I am not related to the author of Diagonal Walls 2, so I use this name to avoid confusion.

Overview
This mod adds a diagonal floor. Actually, this mod blends two terrains along with the included mask image.
It is also compatible with floors added by other mod.

How To Use
Selecting Floors from the Building menu will bring up an additional UI.

When a construction command is issued with a mask shape selected, a blueprint is generated that is a blend of the original floor and the designated floor. The pawn first removes the existing floor and then constructs the new blended floor.
The building cost is the sum of the cost of the base floor and the cost of the cover floor, divided by 2 (rounded up).
Every other value except fertility is also averaged between the base floor and the cover floor.

Mask images can be added to Textures/TerrainMasks in the MOD directory to make the mod recognize them. Non-use mask images in the folder can be deactivated in the mod settings.

Attention
If you change the language used while installing this mod, please restart RimWorld once.
There should be no problem with installing the mod in the middle of a saved data, but if you remove the mod in the middle, all the blended floors will be lost.

Recommended Mods
This mod was created to make NANAME Doors a reality.
NANAME Doors are made to fit with Diagonal Walls 2.
Also, Graphics Settings+ is recommended to reduce texture scaling problems.

Discord[discord.gg]

GitHub[github.com]
57 Comments
LS  [author] 28 Jun @ 4:42pm 
@Abara
Due to my lack of technical skills when I first created this, the mask images are four separate images, but with my current skills, I should be able to rotate a single image and achieve what you are suggesting.
The problem is that there are derivative mods now, so I have to consider backward compatibility... Well, I'll think about it.
Abara 28 Jun @ 4:17pm 
Hello, I think it would be convenient if forms that have several directions could be rotated using Q and E, so as not to click in the menu each time. Also, for compactness in the menu, such forms could be somehow reduced, for example, draw all the icons to the size of one, although it seems that this may not be convenient, or display only one, demonstrative and next to it a sign that there are others in it, something like the icon of looped arrows
Enrico 24 Jun @ 12:04pm 
Fantastic, can confirm this bug is gone :)
LS  [author] 24 Jun @ 11:59am 
@Enrico
I checked just now and did not see any such problem. Does the problem still exist? It may have disappeared due to the large-scale code changes that were made.
Enrico 24 Jun @ 11:23am 
Seems good now, nice! It would also be cool if you could look into the issue where two blended terrain tiles placed neighboring eachother will always have the same direction. My Smooth Terrain mod currently works arround this by never placing blended terrains next to eachother if they have different orientations, but the terrain could be smoothened even further if this wasn't necessary.
LS  [author] 24 Jun @ 10:29am 
@Enrico
The basic information of the blended terrain has been changed back to that of the cover terrain. And since I found a problem with the floor paint, I fixed that too.
I hope this time there won't be a shortage of tests.
Enrico 24 Jun @ 9:15am 
Diagonal floors are no longer placed on the top layer, they just take over the terrain layer now.
Enrico 24 Jun @ 9:14am 
Awesome, but now man-made diagonal floors are no longer removable, even without the Smooth Terrain mod. 😅
LS  [author] 24 Jun @ 1:49am 
@Enrico
Fixed
Enrico 23 Jun @ 10:59am 
Polluted soil <-> polluted rich soil have a purplish effect, at least in the 1.5 build that I test.