RimWorld

RimWorld

Buildable Terrain B18
96 Comments
sisco  [author] 21 hours ago 
should still work if your playing the very old b18 version move onto the newer one this is only for the much older version
KØØL PIT 369.wav 3 Aug @ 5:51am 
is this working? :)
sisco  [author] 9 Aug, 2019 @ 6:53am 
no please use b19/v1
Bruce Wayne 8 Aug, 2019 @ 8:06pm 
is this up to date?
แอเรียส 1 Sep, 2018 @ 9:40am 
thx. ><
sisco  [author] 31 Aug, 2018 @ 2:31pm 
use the v0.9/v1 its posted below
Delsin 31 Aug, 2018 @ 6:45am 
B19 please
Melanistic Albino 31 Aug, 2018 @ 12:46am 
Is b19 coming? I LOVE this mod. Thank you for making it
แอเรียส 30 Aug, 2018 @ 12:24pm 
B19 pls :)
taza325 30 Aug, 2018 @ 10:07am 
B19!!!
sisco  [author] 26 Jun, 2018 @ 6:28am 
then you had someone elses rip ive never had it do that ive wanted it to take abit of something other than time but raw material like that i know just wouldnt work youd end up with piles everywhere
Symbro 26 Jun, 2018 @ 3:30am 
A17 had that one where you had to use gravel and sand. Which wasnt too bad... just had to set up a seperate stock pile for that annoying shi... stuff...

actually, the more annoying part was the my guests kept gifting me it. I finally removed the mod after i had teraformed all i wanted. ;p
Solyrin 26 Jun, 2018 @ 3:27am 
This is such a godsend for quick terraforming on parts of the map outside homebase, thank you very much for creating and sharing :worker::spaceburger::dwarfbeer::CatCake::kittyheart::bearbro:
sisco  [author] 23 Jun, 2018 @ 4:07pm 
yes it will be
doriansachio 23 Jun, 2018 @ 4:05pm 
Hope this one will be updated for the new v 1.0 unstable. I consider this to be one of the essential mods on my list :)
sisco  [author] 9 Jun, 2018 @ 4:50pm 
yes in this relesed version its just acting as a place holder it has no other use its proving hard to get the new tiles working right so havent relese them as such yet and yes they will look better
Jan2607 9 Jun, 2018 @ 2:44pm 
Hey, thank you for your mod :)
As I understand it, no enemies will burn in the lava for now?
Damn, I was hoping to build a castle moat :D
When you change it, will you make the color of the lava bright, so it looks more spectacular and illuminates the area a bit?
sisco  [author] 6 May, 2018 @ 4:03am 
weve all done it :D wait till your heating it with a lava vent that you magicly opened up out of nowhere
ManicMillennial 5 May, 2018 @ 6:35pm 
oh cool! thanks man! I'm playing in an arctic environment haha just wanted to add a tiny smidgen of dirt to cover my entire greenhouse :D
sisco  [author] 5 May, 2018 @ 11:51am 
no great theres no know issuses adding it at any point if you use the stone tiles then you cant remove it if you dont you can turn it on/off at will
ManicMillennial 5 May, 2018 @ 4:12am 
hey sisco, the mod looks awesome! I was wondering if the mod will have any issues with an existing save?
sisco  [author] 20 Apr, 2018 @ 12:43pm 
they way i want it to work would be if they get "stuck" (not a certanty) other pawns can then pull them out if they fail theres a chance they go under more times they fail more chances they are pulled in and theres a chance they rescuer would get stuck too i would like to have it so faster pawns are less likey to get stuck or they can get themselfs unstuck all inteanded of adding abit of risk to your own pawns rather than just slowing raiders down :)
Red Toxon 19 Apr, 2018 @ 9:03pm 
When you update the quicksand could you make an option to not suck in pawns. Quicksand really isn't super dangerous and I just very much enjoy how it slows people down without it actuallly sucking people down (if it does suck them in, maybe just have 'down' them for rescue with a % chance of it actually happening or something instead?).
sisco  [author] 7 Apr, 2018 @ 4:44am 
i can see the logic behind it im sure it will be worth using at some point for now im just trying to keep going getting the last terrain working then add the build cost section
sulusdacor 7 Apr, 2018 @ 1:51am 
you did not have problems, because all other terrain mods use patchoperations. they do not override the def's. meaning they patch your new def(not the vanilla one). if all mods would override the def's (instead of patching them)the last one loaded in load order would count. meaning if someone adds a propertie by overriding, but the last def loaded form another overriding mod does not have it, the first mod breaks, because of the def loaded by the last one.

grand rivers for example does override terrain def's instead of patching. so if loaded with yours, thats the reason why ppls have problems. with patching the load order does not matter.

as for modchecker, it is an additional tool for loading speed. it's not a must, but you can check for other mods and for that reason use conditional patching (if even with patch operations you have conflicts or want to patch things added by another mod if that one is loaded).
sisco  [author] 6 Apr, 2018 @ 3:50pm 
ive not seen either of them before ill have a look theres little in this mod to break another ive never found it an issuse
sulusdacor 6 Apr, 2018 @ 5:26am 
hiho sisco,

you are overriding the vanilla terrain def's. please do not do this, it causes probelms.

please use patchoperations:
patchoperations vanilla: https://gist.github.com/Zhentar/4a1b71cea45b9337f70b30a21d868782
modchecker: https://ludeon.com/forums/index.php?topic=36534.0

most mods use modchecker. it speeds up patching, for that it looks directly for the mod and file name. since you override vanilla items, they do not find it at the specified place. thats one reason why this practice is a bad move in terms of compatibility if you only change specific properties of an item (every mod that uses the items would have to adjust to yours).

for examples for proper patching see the links, ludeon help forum has some pinned topic too. or look into any other terrain mod like bridgello or RF bridges. my [sd] bridges mod uses modchecker for the water terrain patching specifily.

tyvm
sisco  [author] 25 Mar, 2018 @ 6:19am 
quicksand and tar just slow everything right down for now they will be getting chance to get pawns stuck and pull them under to thier death
杰朋 CHINA 25 Mar, 2018 @ 6:04am 
so i can only use quicksand to do that?
sisco  [author] 25 Mar, 2018 @ 6:01am 
ive got lava generating heat and glowing aswell as letting off the odd bit of steam and acid pools now cause chemical burns if entered trying to make it bubble then its going to smell bad none has been added yet waiting till ive done them all whats planned is in the brackets in the description its just a case of getting them done progress is abit slow annoyingly
杰朋 CHINA 25 Mar, 2018 @ 5:51am 
so what will you change
sisco  [author] 25 Mar, 2018 @ 5:34am 
glad you like i really need to get a move on getting the rest updated
杰朋 CHINA 24 Mar, 2018 @ 5:55am 
I love this mod,except the quicksand and tar.When the enemy is invading, they are used as a deceleration belt. :steamhappy:
sisco  [author] 14 Feb, 2018 @ 8:52am 
@tal is possible if grand rivers changes water tiles it could break this try moving the load order around might have to be a set order to get around it

@groovy yes they dont do anything as of yet i have ended up well behind had one disaster after another as of late
Tal'Raziid 13 Feb, 2018 @ 5:55pm 
Correction. Tar. Not oil.
Tal'Raziid 13 Feb, 2018 @ 5:55pm 
@groovybluedog
That’s a list of things to do. Meaning, the author plans on making oil highly flammable.
groovybluedog 13 Feb, 2018 @ 5:15pm 
I did but "needs high flamability" makes no sense
Tal'Raziid 13 Feb, 2018 @ 3:25pm 
@groovybluedog
Go ahead and read the description, friendo
groovybluedog 13 Feb, 2018 @ 3:15pm 
Bad descriptions of acid and lava claiming to burn things that touch them and stuff; in reality they are just impassable floors and nothing more... also a shame the stone floors don't use resources,
groovybluedog 13 Feb, 2018 @ 3:12pm 
Description says tar is flammable, but you've set flammability to 0 so any fire goes out immediately... xD
Tal'Raziid 12 Feb, 2018 @ 7:17pm 
Perhaps this conflicts with the Grand Rivers mod?
sisco  [author] 12 Feb, 2018 @ 2:34pm 
have you updated or added any other mods as this hasnt changed ?
Tal'Raziid 12 Feb, 2018 @ 12:52pm 
For some reason i can no longer build water
sisco  [author] 31 Jan, 2018 @ 1:33pm 
yeah ive seen they are all slightly off colour its a odd one given ive used to matched colours they work so im happy for now
THE_DMK 31 Jan, 2018 @ 10:35am 
the "smooth slate" is not as dark as the vanilla smoth slate. :)
sisco  [author] 21 Jan, 2018 @ 1:04pm 
#facepalm
Geb 21 Jan, 2018 @ 10:30am 
It is spelled "Terraforming" with an A. Normally I wouldn't complain, but the entire mod works through this one menu item.
sisco  [author] 21 Jan, 2018 @ 5:18am 
quicksand and tar do slow walk speed right down but thats all any do for now
Tal'Raziid 20 Jan, 2018 @ 10:40pm 
So, to be certain, the Lava, Acid, Quicksand, and Tar terrains dont actually casue an effects right now, correct?