RimWorld

RimWorld

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MultiFloors-Dev
   
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Mod, 1.6
File Size
Posted
Updated
4.451 MB
29 Jul @ 2:33pm
2 Aug @ 9:35pm
5 Change Notes ( view )

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MultiFloors-Dev

Description
WIP 1.6 version, subject to change. It doesn't work with current 1.5 saves.

Prepatcher is needed.
Since it haven't been updated, I packed a version forked by jikulopo. You need to unzip it and place it into your local mod folder. Or you can download it here: https://github.com/jikulopo/Prepatcher


Major changes:.
Buildable Terrain on Upper Levels.

Terrain is no longer automatically generated on upper levels.
Building an upstairs will only generate the terrain directly around it. To expand the buildable area, you'll need to construct foundation (like Substructure.) Foundation can only be built on top of roof of lower levels. Planned foundation includes stony, wooden and substructure (for ship.)

Multi-floors Gravship in Odyssey

You need to build GravEngine Amplifier with Gravcore on upper decks to launch it.
Likewise, substructure can only be built within the boundary of GravEngine on the ground and on top of roof.
Normal stairs and elevators might be disabled on ships.
Launching and landing is implemented, but more testing is needed.

Elevators can transmit power as stairs now.

A level work setting allows you to turn off work types on certain levels.

Small improvements:
- Buildings can now be reinstalled across levels.
- Pawns will now try to find a medical bed on other levels, rather than normal beds on current level.
- Unlisted internal refactoring.
Popular Discussions View All (2)
3
2 Aug @ 5:32am
dont know why this happens but figured id let you know and steam wont let me comment this
zero
0
2 Aug @ 8:01am
NullReferenceException with Dubs Central Heating
Rogue
59 Comments
Rogue 8 hours ago 
For visibility, I raised a conflict I found with Dubs Central Heating: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3537626590/600785448933279860/

I just wanted to mention it in the main thread in case opening new discussions is easy to miss. I don't know how noticeable new discussions are for mod authors. No worries if you just haven't had a chance to look at it.
Rhamphoryncus 14 hours ago 
Construction delivery is very unreliable for me. Adding stockpiles and manual transfers eventually gets something built, but it takes a while and a lot of tweaking.

Also frequently transfers unnecessary stuff. 1 survival meal consumed so 6 stacks of it get thrown on the floor.
telardo  [author] 14 hours ago 
@Skalla Not sure what's the question. Construction delivery is the only exception and it still works.
telardo  [author] 14 hours ago 
@l i m b o I tried before and it doesn't look good at all. So it's paying the overhead for no purpose.
telardo  [author] 14 hours ago 
@infinite-jewery Not practical. Pawns will need to check all upper levels for visibility. Large dynamic objects might overlap too.
Skalla 19 hours ago 
@telardo

I swear this worked before and pawns automatically moved materials to other floors.
There's video evidence of this too: https://www.youtube.com/watch?v=_bfb8l-zBLA
KingCrab 21 hours ago 
@WorkingClassKid

I updated the prefatcher like you said, so it works fine without any problems, thank you late. Have a great day!:cozycrashfish:
@l i m b o shouldn't be necessary, theres an add-on mod that does that. It'll surely be update when this mod is.
l i m b o 23 hours ago 
I know you have a lot to do to update the mod already, but have you considered adding an offset for the drawing of higher floors? The original Z levels mod had it and it made the higher levels look more in line with Rimworld's perspective
infinite-jewery 3 Aug @ 1:56pm 
Is it possible to make pawns, doors, and/or other dynamic objects visible from upper floors or is that just not feasible due to some sort of constraint?