RimWorld

RimWorld

Expanded Roofing
296 Comments
AwesomeXav 21 May @ 10:06am 
1.6?
NorriNovotny 25 Sep, 2022 @ 9:42am 
"Sets if roof maintenance jobs will be executed"
If I uncheck this, does it means that there is no need for roof maintenance?
Akaired 7 Aug, 2021 @ 12:27pm 
1.3 plese
Floyd The Breathless 6 Aug, 2021 @ 10:23pm 
1.3?
ImASpookyGhost 17 Feb, 2021 @ 12:35pm 
thick roofs are mortarsafe
Draos 16 Feb, 2021 @ 2:36am 
are thicc roofs mortarsafe?
Karmapowered 7 Jan, 2021 @ 3:05am 
berandomness 2 Dec, 2020 @ 6:20pm 
i would very much appreciate a 1.2 update, my mountain green houses just aren't the same without the mod
stelsnik2007 7 Sep, 2020 @ 10:43pm 
1.2???
Bronk Hotblast 18 Aug, 2020 @ 10:37pm 
1.2?
Eistae 15 Aug, 2020 @ 1:48pm 
could you make it possible for wild grass and trees to spread under transparent roofs?
draconiandude321 14 Aug, 2020 @ 12:39pm 
1.2 now?
glutamate 30 Jun, 2020 @ 5:05am 
thanks!
Nattnissen 6 Apr, 2020 @ 2:56am 
1.1 version is here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026595894&searchtext=Expanded+Roofing

same link is a couple of comments below yours :)
mummymilky69 6 Apr, 2020 @ 2:50am 
1.1?
你人还怪好嘞 30 Mar, 2020 @ 11:09am 
thank you
Lanthrudar 28 Mar, 2020 @ 9:58am 
They protect yes, but you have a chance of infestation everywhere the thick roofs exist, regardless of naturally made at game creation or made through research and construction
Freverof 28 Mar, 2020 @ 9:12am 
Anyone can tell me,Do the Thick roofs can protect me from enemy drops?After removing Removal of thick roofs,could the enemy drop into my base?
Ralathar44 18 Mar, 2020 @ 1:01pm 
Thank you :).
Mlie 18 Mar, 2020 @ 12:24pm 
I made a steam-release of the GitHub-version:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026595894
Hope it helps anyone!
PalmerA 17 Mar, 2020 @ 10:43am 
thats the other issue with github
Living Joker 17 Mar, 2020 @ 4:48am 
Kinda off-topic, but does anyone know how to find random awesome mods like this one on github? Is there a list somewhere? I did a search for expanded roofing on the ludeon forums and only came across people talking about expanded roofing without any actual posts or links to it and am at a loss as to how people find Rimworld github mods.
PalmerA 16 Mar, 2020 @ 9:38pm 
for those still asking for a update. the author hasnt been working on it. apperently its on github... no clue why no one has ported it here. but yeah this mod is no longer supported.
☾⎛sιтєʀ⎞☽ 15 Mar, 2020 @ 1:08pm 
Any chance the 1.1 will be on steam? Really need it!
Willow 15 Mar, 2020 @ 12:04pm 
any chance the github will be uploaded to steam?
湊-阿库娅Official 15 Mar, 2020 @ 7:39am 
i need transparent greenhouse roofing in 1.1. pls updated
Ralathar44 14 Mar, 2020 @ 12:49pm 
I've got additional mods to make things harder. Better infestations (still being updated atm) unfortunately, advanced cultivation nerfs default fertility to 70% (40%) gravel but allows fetilizers and tilling so that early game is harder but is stronger very end game. It requires alot of investment in terms of research, sacrificing food for compost, compost management (it puts out heat and has a temp range so needs to be cooled + heated or timed), and work for each crop harvest cycle to till.

Then you've got alot of stuff like Alpha Animals, More Mechanoids and Mechanoids Extraodinaire, What the Hack, Xenomorphs, Arachnophobia, etc that add more dangers to the world. And I used RimmsQOL to nerf the stats on the OP Alpha animal leather by making the animals drop vanilla leathers instead.
Ralathar44 14 Mar, 2020 @ 12:44pm 
@Lanthrudar. Exactly. I only utilize the transparent roofing and the solar roofing, which I view as "sidegrades" of vanilla giving you more options on how to build without removing the difficulty. I do realize though that in the long run even balanced numbers options will make the vanilla game a bit easier just via more flexibility though.
Lanthrudar 14 Mar, 2020 @ 12:37pm 
Hmm, "vanilla difficulty" did not allow building thick roof for a reason, you had to balance thin roof, either man-made or natural with the threat of drop pod raids. Thick roof you had to deal with possible infestations.

In other words, even removing or building thick roof wasn't in vanilla difficulty for a reason, if you remove or inset it then you deal with the already 'vanilla balanced' difficulty of either having drop pods able to land on you or the threat of infestations if you live under a mountain, or mountain like roofing.
Ralathar44 14 Mar, 2020 @ 11:35am 
@Megacoosboy I don't want that. Might as well just remove infestations completely if you're going to do that. I'm trying to maintain a balance of vanilla difficulty or higher with my mod list, not putting training wheels on and play on easy mode.

If that's your thing, enjoy it. But totally not for me.
megacoosboy 14 Mar, 2020 @ 3:59am 
@Ralathar 44 I recommend the infestation bait mod. Then you can basically designate an area for the infestations to spawn. I set up a few flamer turrets and a fire foam popper to make quick work of the wee besties.
Living Joker 13 Mar, 2020 @ 4:16pm 
@Doctor Nick You may have put it in the wrong location, it's showing up and loading for me.
Doctor Nick 13 Mar, 2020 @ 7:19am 
The github version for some reason wont show up in my modlist, so i guess il have to wait for the Steam version. Anyway, im happy the creator keeps updating the mod.
Living Joker 12 Mar, 2020 @ 6:12am 
While I'd prefer to have an option for constructed thick roofs to allow or disallow infestation spawns, it's fairly easy in the game to alter scenarios to disallow it so it's not a huge problem. Considering all the massive benefits this mod allows, infestations being present is probably more of a positive than a negative. That said I do wish the buildable thick roofs had a notation in their description indicating infestations can occur underneath them.
Ralathar44 11 Mar, 2020 @ 12:46pm 
TBH I like it better when thick roofing lets infestation spawn. Infestations are easier to deal with than drop pod raids and I use the meat for kibble. So it's not complete protection like it is if it blocked both, but it can be turned into a benefit with wise planning.
Tumbler 11 Mar, 2020 @ 12:00pm 
Just be careful people, the thick roofs on 1.1 still spawn infestations even if the original location was not a mountain, unlike raise the roof. The issue is expanded roofing offers more options regarding roofing, such as removing overhead mountain while the code for constructing thick roofing does not remove infestation detection. This was tested with the mod loaded mid playthrough.
Living Joker 9 Mar, 2020 @ 4:32am 
@Tytillean Thanks for the heads up. Until the workshop copy is updated I'll use the github version myself.
Tytillean 8 Mar, 2020 @ 7:27am 
It looks like the original creator of the mod updated it on github, so we should be getting an update on Steam soon. Thank you AaronCRobinson!
Scotty Fox 7 Mar, 2020 @ 10:37pm 
I need this for 1.1 in a functional form, I'm hoping to see this updated soon.
This mod is great.
Living Joker 7 Mar, 2020 @ 8:32pm 
@Zical I just subscribed to this one, I'll give it a shot myself. Hopefully it works for you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541438898
Zical 7 Mar, 2020 @ 8:12pm 
any ways to remove moutain roof and all?
PalmerA 7 Mar, 2020 @ 9:38am 
@living Joker, thanks. that is one of the reasons why i liked this mod. the other was scale able solar.
Target 7 Mar, 2020 @ 5:50am 
Is there a way to add modded materials to this mod, so far it recognizes them and lets me build roofs with them but the roofs just disappear together with the materials.
Also can i remove the need for maintenance in the mod settings or what does the setting about the maintenance jobs mean?
Living Joker 6 Mar, 2020 @ 5:02pm 
For anyone who mainly used this mod for convenient thick roofing, another great member of the community has a mod which fills this purpose, but warns you shouldn't use any other roof mod with it. Until Expanded Roofing gets expanded, this seems to be our best bet: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1776143665
PalmerA 6 Mar, 2020 @ 1:48pm 
my comment was geared towards ralathar statement regarding "if the author wanted to screw us by not allowing us to cont. the mod" i in no way litterly claim anything. i do hope this mod doesnt die here is what i was trying to say. no need for people to get hurt and target me. lets all be respectable here please and thank you.

the sad thing about mods from my days when i did them for skyrim, they are not easy. this one is not easy and will take a while for inexperianced modders. i havent even looked at the code cause well i honestly dont want to. my better half said she may look at it, but she also said she doesnt know what she would be looking for. (she does software engineering and does not game, hell she hates when i do game).

i do hope someone steps up. author doesnt mind if we take it to another modder. maybe ask RT if he is willing.
Zical 6 Mar, 2020 @ 10:12am 
so any way to make for 1.1?
madcooki 5 Mar, 2020 @ 9:11pm 
Oof, i don't know that I'd want to go through the headache updating a mod to 1.1 from 1.0 before I even have my feet wet lol but I was thinking the same thing about looking through some mods to find my way around. I read some stuff on the wiki about the defs which seemed pretty straightforward, the C# part seems a bit more foreign to me at the moment though, mostly because I haven't looked at it at all. I haven't worked with C# in a while but I imagine it's a bit like riding a bike.

Probably not the best place to talk about this, but thanks for the tip! If you want to talk more, PM me or whatever it is one does for that :P