RimWorld

RimWorld

[RF] Advanced Bridges [b19]
42 Comments
"The" SeanMacLeod 14 Oct, 2018 @ 7:13pm 
A pre-emptive strike! Noice :steamhappy:
E-Claire  [author] 14 Oct, 2018 @ 1:15pm 
Proxyer 5 Oct, 2018 @ 6:18pm 
Thank you for update !
E-Claire  [author] 4 Oct, 2018 @ 8:11pm 
@Exitian: I'm afraid you're mistaken. It has never been possible to build floors on top of bridges in any version of this mod, since the bridges are buildings, and the game simply doesn't allow floors to be placed "over" buildings.
Ministry of Truth 4 Oct, 2018 @ 4:18pm 
One thing I liked about previous versions of this mod is that you were able to lay floors over top of the heavy bridges after you built them. Issue is that now when you try to lay say a steel floor over a heavy bridge it gives the "You cannot lay flooring on top of a bridge." message.

Is there a way that I could disable this in game? I'm trying to build a base with rooms partially suspended over a river but I can't make the floors match because of it.
Proxyer 30 Sep, 2018 @ 7:55pm 
Hello, Rainbeau Flambe.
I update Japanese translation (Advanced Bridges) for gazing spot "bad placement" message. Please download from the link below and confirm and merge.
Thank you.

File name: B19_AdvancedBridges_JPv2.zip
File size: 4.76 KB (4,876 bytes)
SHA256: f7d721ef2b6e8b587700e7fe1b68f378f59815dff2f3d17ef94684efeb478bfa
CRC32 : 6DBB459F

DropBox DowmloadLink :
https://www.dropbox.com/s/tyg4kd2zlamzdp8/B19_AdvancedBridges_JPv2.zip?dl=0
E-Claire  [author] 29 Sep, 2018 @ 9:23am 
UPDATE:

- Reverted the label of "chest-deep moving water" back to its b18 value, "deep moving water," as the idea that even deep water in a river is only chest-deep is ridiculous.

- Deep water bridges can now be built over deep river water, and light bridges cannot. (This change will not impact any bridges that have already been built over deep river water.)

- Vanilla bridges are no longer removed by the mod, but they now behave like the mod's light bridges. They can't be built over deep river water, and support only light, not medium, construction. (But, again, this change will not impact anything already constructed on a map.)

- Watergazing spots can now be placed on any land tiles adjacent to water, rather than only on bridges or piers.

- Clarified the gazing spot "bad placement" message, replacing the reference to the "blue circle" (which doesn't actually appear until *after* the spot is successfully placed) with "mouse cursor."

- Updated the Japanese language files.
Lurmey 24 Sep, 2018 @ 2:44pm 
You're welcome, and sorry! Lmao
E-Claire  [author] 24 Sep, 2018 @ 2:20pm 
Ugh. OK, thanks for pointing out that things aren't quite working as I thought they were. :D
Lurmey 24 Sep, 2018 @ 2:03pm 
Though, that would complicate things on my current save, in which I'm settled on one side of a huge river and there's no way to cross without wading through deep water, so I'd have to build a bridge and I don't have the wood (or steel, really) for that, since I use crash landing and the trees haven't grown back yet...

Hmm...
Lurmey 24 Sep, 2018 @ 2:01pm 
I think Tynan changed it from deep moving water to chest-deep moving water purely so he has an excuse to explain how you can cross a river without any swimming mechanic. They supposedly wade through the "deep" river and no river on the rimworlds are deeper than about 1.5 meters. It is ridiculous, but I guess it's lore. If you have the mod revert this change, be sure to remember to make deep water uncrossable unless we have a mod that adds swimming to the game. ;)
Lurmey 24 Sep, 2018 @ 1:59pm 
I dislike the change too, but I was reporting that the behaviour you intended isn't working, at least in my game. I can build basic wooden bridges across the whole river, and can't build deep wooden bridges anywhere. Normally, and as you describe, it should function that the basic bridges can only be built on shallow water, and the deep bridges on the deep water, which isn't what's happening.
E-Claire  [author] 24 Sep, 2018 @ 1:23pm 
(Now that you mention it, I should probably have the mod revert deep river water to its b18 name.)
E-Claire  [author] 24 Sep, 2018 @ 1:23pm 
@Captain Lurmey: Frankly, I dislike the name change in b19 from "deep moving water" to "chest-deep moving water." The idea that *deep* water in a river is only "chest deep" is frankly ridiculous. So the mod still treats the game's six water terrains as shallow and deep lake water, shallow and deep ocean water, and shallow and deep river water. I know that's inconsistent with vanilla bridges, but the mod removes vanilla bridges, anyway. :)
Lurmey 24 Sep, 2018 @ 12:12pm 
I don't know if you know this already, Rainbeau, but normal wooden bridges can be built over knee-deep moving water but heavy bridges can't. This seems wrong to me. Is it a bug or intended to make crossing rivers easier?
E-Claire  [author] 22 Sep, 2018 @ 5:10am 
@Masonik: Vanilla doors can be placed on bridges or boardwalks without difficulty. I'm not familiar with the "Doors Expanded" mod, but I'll make a not to look into the conflict. The issue probably relates to the fact that the bridges in this mod are structures, rather than floors.
Masonik 21 Sep, 2018 @ 9:54pm 
Nice mod on the whole by the way!
Masonik 21 Sep, 2018 @ 9:53pm 
If boardwalks are built beneath a 1x2 gate from the, Doors Expanded mod, the said gate becomes invulnerable and non functional ie. enemies will walk right on through when closed. The order can be issued to deconstruct and will be attempted but never completed. Dev mode T: Destroy will not even destroy it. Explosion will reduce health to zero but not remove the gate.

This issue only occurs once the boardwalks are placed and persists even after they are deconstructed. Untested but may effect all doors and or other structures.

I raise this with you as I can build floor tiles from other mods as well as vanilla without this issue.

Fortunately i noticed this quite quickly and my fix is don't build boardwalks beneath doors.
Zombull 21 Sep, 2018 @ 9:14am 
Woohoo! \o/
Thanks for updating!
Hillius 19 Sep, 2018 @ 1:39am 
Great mod - I'm pretty sure - I haven't seen the shellfish trap fill up and no one ever fishes (everyone who can is set to handling)...dammit what is conflicting with it among 50 other mods? Love the work though thanks for contributing.
Vakaria 18 Sep, 2018 @ 7:51pm 
Thank you, Rainbeau Flambe!! I really appreciate the effort you put in for us!!
E-Claire  [author] 18 Sep, 2018 @ 6:30pm 
@Spotter: Not quite sure what you mean. My original bridge mod was for b18; this one's for b19. (This one's an updated version of the other one. Honestly, the biggest difference between the two is probably just the name change.)
Spotter 18 Sep, 2018 @ 5:30pm 
Safe for new games! HUZZAH! But what about your original Bridge mod? Should I dump that for this one?
Proxyer 18 Sep, 2018 @ 3:45am 
I understand. I will ignore it as having no effect on game progress. Thank you very much.
E-Claire  [author] 17 Sep, 2018 @ 7:31pm 
Yes, you can just ignore those errors. Again, the only time you will ever see them is when you add the mod to a game in progress in which vanilla bridges are half-built somewhere on the map, and even then, you'll only see the errors the first time you load the game after adding the mod.
Proxyer 17 Sep, 2018 @ 6:51pm 
Is it better to ignore this because of a warning message? It seems that no deficit error will occur in the game.
Proxyer 17 Sep, 2018 @ 6:46pm 
Thank you for your answer.

So, I tried it.

test conditions:
Begin after finishing the game with Core and Mod only.

Starting ModList:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515945545


An error is recorded at the start of the game.
Error log:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1515946032
E-Claire  [author] 17 Sep, 2018 @ 4:48pm 
@Proxyer: I'm assuming you added this mod to a map on which you had partially-constructed vanilla bridges. That's the only reason I can think of off the top of my head for those errors to appear, and they shouldn't appear again after the initial load with this mod.
Proxyer 17 Sep, 2018 @ 4:18pm 
Hello, author.
Perhaps I guess that due to PatchOperationRemove "TerrainDef [defName =" Bridge "] / designationCategory" in Patches.xml, the following translation error is being recorded.

Found no Verse.ThingDef named Blueprint_Bridge to match Blueprint_Bridge.label (_Terrain_Extra.xml)
Found no Verse.ThingDef named Frame_Bridge to match Frame_Bridge.label (_Terrain_Extra.xml)
Found no Verse.ThingDef named Frame_Bridge to match Frame_Bridge.description (_Terrain_Extra.xml)

Is it also possible to delete it with a patch?
E-Claire  [author] 17 Sep, 2018 @ 1:21pm 
@e_t_01: Bridges from this mod can be constructed over any terrain (vanilla or modded) with the "bridgeable" terrain affordance, which is new in b19. Just let NPS's author know he should add that affordance to his mod's water terrains, and everything will work great. :)
E_T 17 Sep, 2018 @ 1:05pm 
Question: Would I talk to you or the Author of Nature's Pretty Sweet Mod about being able to Bridge over Springs that is in that mod? Maybe it could be set to only bridge on the edge (next to the shore or rock wall). Or is that in here and just needs the research for the heavier bridges?
E-Claire  [author] 17 Sep, 2018 @ 8:22am 
@SuperJeck: The bridges in this mod aren't destructable and don't burn. I know that's not terribly realistic, especially where wooden bridges are concerned, but that was done in an update last year to stop bridges from being "raider magnets" and undermining raid AI. (When the bridges could still be destroyed, raiders had a bad habit of going after them and trapping themselves as a result or just ignoring other more important targets.)

I should probably check to see if raiders deal more intelligently with bridges now that they're part of vanilla.
Proxyer 17 Sep, 2018 @ 7:52am 
Hello, author.
I update B19 version (Advanced Bridges). Please download from the link below and confirm and merge.
Thank you.

File name: B19_AdvancedBridges_JP.zip
File size: 4.38 KB (4,483 bytes)
SHA256: 86a66f873b1f07911d8707bcfa0e96d66d0807bb4e37caee643b8217184c8c3f
CRC32 : F61ADA0E

DropBox DowmloadLink :
https://www.dropbox.com/s/istgyie786716ng/B19_AdvancedBridges_JP.zip?dl=0
SuperJeck 17 Sep, 2018 @ 7:41am 
HI! Is there any difference in survivability between vanilla and these advanced bridges? I came here because the vanilla bridge is really weak, in such a way that after almost every raid i have to rebuild it, with all the fortifications that were on top of it.
E-Claire  [author] 17 Sep, 2018 @ 5:10am 
@Bonedragon: From the technical side, I'd assume the reason the vanilla bridges work that way is that while vanilla walls now require the new "medium" terrain affordance, a lot of modded walls probably still require "heavy" terrain affordance, as the modders didn't know about the new affordance option or just didn't see any need to worry about it.
Lurmey 17 Sep, 2018 @ 3:20am 
Thank you, Rainbeau!
Worgensnack 16 Sep, 2018 @ 11:49pm 
I know, and yet they can't support a bone wall
Anthony_Forest 16 Sep, 2018 @ 7:45pm 
Thank you for this it was one of the key mods iliked the most and was waiting for
E-Claire  [author] 16 Sep, 2018 @ 5:03pm 
@Bonedragon: Not to mention, some of the walls you *can* put on vanilla bridges just make no sense. How is what amounts to a wooden pier supposed to support a granite wall? :steammocking:
Worgensnack 16 Sep, 2018 @ 4:50pm 
yes! the vanilla ones are anoying, can't put most modded walls on them
E_T 16 Sep, 2018 @ 4:10pm 
Fantastic!!
E-Claire  [author] 16 Sep, 2018 @ 3:17pm 
This is the same "Basic Bridges" mod you already know and love. I just changed the name to "Advanced Bridges," since the vanilla game now offers basic bridges, to which this mod provides an alternative. :steamhappy: