RimWorld

RimWorld

[RF] Advanced Bridges Continued [1.0+]
73 Comments
troopersmith1  [author] 8 Feb @ 11:30am 
Kongkim has made an update and expansion of the content available in this mod available at

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006527110

Please go check it out and thanks to everyone who downloaded and enjoyed this mod
kongkim 18 Jul, 2023 @ 4:54pm 
Did a revive and update of the mod Advanced Bridges (Continued).
Added a new bridge type and did some small tweaks.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3006527110
_♣Caligula♣_ 16 Jul, 2023 @ 1:47pm 
:3
Thanks in advance.
kongkim 16 Jul, 2023 @ 11:03am 
@_♣Caligula♣_ Ohh did not see, Will make an update of the mod then.
_♣Caligula♣_ 16 Jul, 2023 @ 10:59am 
,,Updates to 1.4 will be postponed until further notice. If someone wants to update to 1.4 you are welcome to do so. Source code is available on github. Link in description"

An update working for 1.4 would be very neat.
kongkim 16 Jul, 2023 @ 10:36am 
Hi @troopersmith1 @_MagnusTheGreat_ There were never a 1.4 update for this mod?
If you want to i can take over the mod?
Or if ok with you use your Assemblies files to make a new bridge mod?
l33tboi 29 Jun, 2023 @ 11:35pm 
thank you for this mod! any chance for an update?
Karmapowered 26 Jun, 2023 @ 9:17am 
@g0jira Agreed. I used to use this mod for ages without issues. Hopefully someone will take the mantle.
g0jira 20 Jan, 2023 @ 7:11am 
that was the best bridge mod
Beornvig 16 Nov, 2022 @ 7:04pm 
Love the mod, hoping for an update to 1.4 at some point! If not thanks for all the bridges!
L 25 Oct, 2022 @ 10:56pm 
update?
NothingToSay 21 Oct, 2022 @ 12:31pm 
Will there be an update for 1.4?
DroopingPuppy 3 Jan, 2022 @ 11:04am 
That's sorry to hear. It constantly generates the warning when a part of the bridge is on the pen.
troopersmith1  [author] 25 Sep, 2021 @ 11:37am 
@destructomac

That is not planned, as it would require a major rework of the way the bridges work. (The bridges in this mod are considered 'buildings' by the game code, and buildings will always render on top of flooring, it's the same reason snow doesn't show up on them)
destructomac 23 Sep, 2021 @ 4:28pm 
any chance you can make it s you can build flooring on the heavy bridges?
troopersmith1  [author] 5 Sep, 2021 @ 9:20pm 
@Frigglish

I added a load order requirement to About, but I want to make it clear, the issue here is a destructive patch from VFE:M, not my mod. I have had a conditional patch on my end, which is why it works if you load my mod after VFE:M. You should mention it to the VE team.
Frigglish 24 Aug, 2021 @ 5:45am 
Well sure, if you want a SIMPLE solution. Worth mentioning regardless, I suppose, in case red text scares somebody. Could always bake a LoadBefore into the About if you felt ambitious.

Good bridges, though.
troopersmith1  [author] 24 Aug, 2021 @ 5:32am 
@Frigglish

Did you try loading VFE:M after this mod? (Or before, whichever?)
Frigglish 24 Aug, 2021 @ 5:20am 
With VFE:Medieval's recent integration of the moat-building mod, the log now throws a patch failed error for the affordances of WaterShallow... and out of 356 mods, this is the only other one that even touches that node. May need to conditionally add VFEM_Moatable back in to bring full compatibility back.
Sgt. Böhnchen 6 Aug, 2021 @ 4:52am 
It seems Steam somehow only downloaded the 1.3 and the About folder while updating, after I force-deleted the mods ... never happended to any other mod but it works after manually inserting the other folders from your GitHub-Link.
troopersmith1  [author] 6 Aug, 2021 @ 12:23am 
@all

Updated. Watergazing spot error should be resolved.

@niklas7737

The research is in the main research tab, you are looking for "Advanced Bridge Building". Light bridges are unlocked at game start, no research needed, but ABB is a Medieval tech that allows the construction of heavy bridges from metal or stone capable of supporting more weight.
Sgt. Böhnchen 5 Aug, 2021 @ 10:34pm 
I've had previous versions of this mod installed but switched to this one because of 1.3 - I don't see the research or the bridges (in god mode). Am I having a technical problem or where should I search for it?
Pyroshine 4 Aug, 2021 @ 5:55pm 
Related to the report of ShiningKakera. The watergazing spot seems to be missing the interaction buttons: Deconstruct, select similiar, build copy, etc.

I uploaded a image for reference: https://imgur.com/a/zZtELX6

troopersmith1  [author] 3 Aug, 2021 @ 7:47am 
@ShiningKakera

I'll look into that. I've not heard of anyone having that issue before, so it might be new with 1.3
ShiningKakera 1 Aug, 2021 @ 12:24pm 
Weird issue I'm running into, the watergazing spot is indestructible after being placed. I can still destroy it with dev mode but when I click it it throws an error
Bic Boy 1 Aug, 2021 @ 2:16am 
Thanks for everything you've done, sending well wishes!
troopersmith1  [author] 18 Jul, 2021 @ 9:38am 
@all

Updated compatible versions for 1.3, let me know if you run across any issues.
troopersmith1  [author] 17 Jul, 2021 @ 9:01pm 
@oicher

Yes. All of my mods will be updated to 1.3
I just ask that you be patient, my father is in the hospital and work has been overwhelming, so my time for modding is limited right now.
Annabellee 17 Jul, 2021 @ 8:56pm 
Will this be updated to 1.3
troopersmith1  [author] 16 May, 2021 @ 1:06pm 
@Spanks Masterson

Unfortunately, no. The problem is that the bridges in this mod are considered buildings by the game, so it renders them on top of the floor.
Spanks Masterson 16 May, 2021 @ 12:40pm 
Is there any way to place floor visually on TOP of the bridges/boardwalks? Right now when I build floors on the bridges/boardwalks, the bridge/boardwalk visual stays on top and the floor visual isn't shown (although the floor stats are shown when checking the beauty of the area). Hopefully there's a way to make this work...
steve2para 24 Feb, 2021 @ 7:30pm 
I'll give it a try. Thank you
troopersmith1  [author] 24 Feb, 2021 @ 4:30pm 
@steve2para

This is the line you would be looking for if you decide to make the change:

<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
troopersmith1  [author] 24 Feb, 2021 @ 4:28pm 
@steve2para

Well, the issue you are having is specifically that skylights require a "terrain affordance" of light (the same as wooden walls) to build, and water or mud do not provide any terrain affordance at all (as opposed to light, medium or heavy), so when you try to place the skylight, it is placing bridges to give you the terrain affordance you need to place the skylight. That is the way Dub's mod is configured by default. Doesn't actually have anything to do with this mod, aside from this mod providing a bridge you can build. If you have the know-how, you could edit the file for the skylights so they don't require any terrain affordance, which would let you do what you describe. Thanks for the coffee! I was running low :steamthumbsup:
steve2para 24 Feb, 2021 @ 3:32pm 
The skylight is going into an existing roof but it's just placing the bridge blueprint underneath. Maybe it's something to do with the terraforming in fertile fields. I think the issue started after I researched the next level of terraforming. That mod certainly makes changes to the properties of different terrains but I don't really know what I'm talking about when it comes to the technical stuff.

Thank you for looking into it and thank you for the mods. I got you a few coffees.:steamthumbsup:
troopersmith1  [author] 23 Feb, 2021 @ 9:27pm 
@steve2para

Just tested with all three mods running, and I was able to place pipes directly onto a marsh and shallow water without bridges. Regarding the skylight, I don't know how you could have a skylight over water with no support, since skylights need to be built into an existing roof. Not sure what your issue is, but it is not a compatibility issue between these mods at least.
steve2para 23 Feb, 2021 @ 5:58pm 
Is there some kind of incompatability with Dub's Skylights and/or Bad Hygiene? Trying to place a plumbing pipe or skylight over mud or shallow water is forcing the construction of a bridge underneath but I have a pipe I placed through mud and shallow water without a bridge earlier in the save. What have I gone and done?
infinite-jewery 23 Dec, 2020 @ 6:00pm 
Appreciate the update!
Disastrophi 21 Nov, 2020 @ 1:43pm 
Thanks for keeping this mod updated!
troopersmith1  [author] 21 Nov, 2020 @ 11:38am 
@all

Incorporated the fix from vovann012347, which should also address the issue that infinite-jewery reported.
vovann012347 6 Nov, 2020 @ 9:37pm 
Hello i have a version of rf bridges for 1.0-1.2 with a fix that prevents bridges from making temporary ground when placed on stone tiles, where i can share it?
infinite-jewery 4 Nov, 2020 @ 8:01pm 
Hey, I'm unable to place heavy structures on the heavy boardwalk. Heavy Bridges and Heavy Deep Water Bridges work as expected. Thanks for the mod.
Kroopz 18 Sep, 2020 @ 2:39am 
Doing God's work updating all these mods
Enlonwhite 30 Aug, 2020 @ 7:31pm 
This is my favorite bridge mod, as it just feels right and balanced. THANK YOU!
troopersmith1  [author] 12 Aug, 2020 @ 5:33pm 
@all

I will be updating all of my mods over the weekend, provided any required mods are updated. Please be patient until then.
heymegalodon 12 Aug, 2020 @ 8:50am 
Please update to 1.2
troopersmith1  [author] 8 Aug, 2020 @ 9:53pm 
@GoofyGrommetKing

There is another mod on the workshop that does something similar to what you describe, this mod uses a different approach. All I have done is maintain and update it after it was abandoned by the creator when they stopped modding Rimworld. I can't say what the thought process may have been that caused RainbeauFlambe to do it this way all those years ago. I enjoyed this mod back then, so I do what I can to support it so others can enjoy it as well.
ThatOneBloke 8 Aug, 2020 @ 9:34pm 
Excuse me if I'm being an idiot, but is/was there any particular reason the mod can't repurpose the existing bridge building, with a few variables changed around here and there to allow things like wall placement and floor-laying?
Disastrophi 28 Jul, 2020 @ 2:59pm 
Great, thank you!
troopersmith1  [author] 25 Jul, 2020 @ 5:27am 
@mlm.e90887

A little late, but as long as they have the correct "attributes" identifying them as "woody", "stony" or whatever, there shouldn't be an issue.