RimWorld

RimWorld

Floors Are Light!
63 Comments
Lurmey  [author] 16 Oct, 2023 @ 2:51pm 
Sorry everyone, I haven't had the time or energy to work on maintaining my mods. I've added a link to the updated mod by qm at the top of the description. Go give them some love <3
Howdy Pardner 25 Aug, 2023 @ 10:50pm 
@Y'all https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3019487727 , though i will caveat at this time it seems in flux
Beyond Disbelief 7 Feb, 2023 @ 2:19pm 
I came looking for a mod like this because I was surprised to discover that STRAW MATTING requires HEAVY terrain!? I noticed that this mod description doesn't mention anything about straw/hay floors. If someone picks it up please make sure straw matting are updated to light.
Casiy Rose 12 Jan, 2023 @ 8:57pm 
I miss this mod, too. I have it active in 1.4 and while it doesn't cause issues, it also doesn't seem to work. The fact that carpets require heavy terrain affordances baffles me. :/
Nova Drayosix 4 Dec, 2022 @ 12:15pm 
Man I miss this mod, it was so much fun to use in 1.3, what happened to it? The last post I see is from over a year ago :(
Sol 11 Oct, 2021 @ 11:39am 
@Lurmey, I tested with just your mod and VFE Arch bridges. And it gives me the message "Floors cannot be built on bridges". Also when looking at the source code for this mod I can see in the function CanPlaceBlueprintAt_Postfix that it generates that message.
Lurmey  [author] 11 Oct, 2021 @ 9:11am 
@Sol; Have you confirmed the issue doesn't occur without this mod loaded?

Reason being, this mod doesn't explicitly prevent building floors on bridges. Vanilla Rimworld does that because bridges *are* floors, you can't build two floors in the same tile. The line in the description is to clarify that this mod doesn't enable building floors on bridges.

If VFE-A is trying to allow floors on bridges then it's all on them I'm afraid.
Sol 25 Sep, 2021 @ 7:46am 
Would it be possible to add a config to disable the restriction that floors can't be built on bridges? It conflicts with Vanilla Furniture Expanded - Architect, who specifically want to allow players to build floors on bridges.
Lurmey  [author] 17 Sep, 2021 @ 9:37am 
Updated for 1.3 :)
Patron Red 20 Aug, 2021 @ 1:24pm 
1.3 possibly?
Varsia 21 Jul, 2021 @ 9:44am 
This mod all good for 1.3?
Lurmey  [author] 28 Feb, 2021 @ 2:35am 
Updated for 1.2. No changes needed, if you encounter issues please let us know!
James Stone 7 Sep, 2020 @ 8:20am 
Small correction on my comment, the mod in question is Expanded Floors.
James Stone 7 Sep, 2020 @ 8:17am 
Does anyone else have a possible mod conflict where this mod just isn't working at all? I think it's with Simply More Floors (a patch would be lovely), but the curious thing is that for some reason even vanilla floors aren't being changed.
Greywolf 18 Jul, 2020 @ 7:32pm 
Crap! wrong mod im sorry mate!!
Lurmey  [author] 18 Jul, 2020 @ 7:21pm 
@Greywolf; I don't think that has anything to do with this mod.
Greywolf 17 Jul, 2020 @ 7:46pm 
may i ask whats up with the copyright symbol on archomatter and nanotech?

not an issue just honestly curious
Lurmey  [author] 6 Jul, 2020 @ 12:34pm 
Hmm, thanks for the report. I'll look into this for ya soon.
Gryphonheart 6 Jul, 2020 @ 12:11pm 
Hey there. So, quick bug report. The patch somehow changes stuffed floor's wooden floors and makes them unable to build under certain things like benches and such, and walls even if i have them set up to be buildable under. Other floors seem to work fine (tested most but not all) but the stuffed floors wooden ones won't build under stuff. I have to deconstruct walls or move items like benches and such to build the floor, then build the walls over them or place the bench back to where it was after. I removed this mod and immediately i can build under stuff again. So not a big bug but still annoying.

Peace out!
Lurmey  [author] 6 Jul, 2020 @ 7:16am 
@Yelsha1516; Yes, it doesn't require Royalty. :)
Yelsha1516 5 Jul, 2020 @ 9:13pm 
I don't have the royalty dlc will this still work
Lurmey  [author] 4 Jul, 2020 @ 7:57am 
Haha, thanks! All the credit should go to iforgotmysocks, though. He's the mastermind behind it all! I just handle the XML, he handles all the complicated C#. :P
Nishe 4 Jul, 2020 @ 7:53am 
Hi again Lurmey. So you actually managed to implement what we were discussing? You absolute mad lad. That makes this and your other mod the holy grail of floor mods as far as I'm concerned.
Not an FBI Agent 1 Jul, 2020 @ 5:23am 
Aaah, well fair enough, then. I'll have that done shortly!
Lurmey  [author] 1 Jul, 2020 @ 5:07am 
@Not an FBI Agent; You can either upload the file over Discord (I'm in the official Rimworld Discord server under the same name), or copy the text in the file to pastebin and send a link. Can't send files over Steam chats, unfortunately!
Not an FBI Agent 1 Jul, 2020 @ 4:27am 
@Lurmey Sure thing! I have a hell of a lot of mods at once at just about all times, but if it helps to have, then by all means! I've sent a friend request, as I assume chats are the only way to send files.
Lurmey  [author] 1 Jul, 2020 @ 12:55am 
Huh.. Must be conflicting with another mod somehow. Glad you got it fixed! If you ever work out which mod it's conflicting with, let me know and I'll see about fixing it. :)

Actually, along that vein, if you can send me your ModsConfig.xml (located in AppData\LocalLow\Ludeon Studios\RimWorld\Config on Windows) I'll keep a record of which mods you have so that if this is reported again I can compare the mods to hopefully narrow down the potential culprits.
Not an FBI Agent 1 Jul, 2020 @ 12:39am 
@Lurmey Ah, no worries, it seems to have been fixed by being moved to the top of the mod list instead. The UI makes it look like I can't place things on it still, but when I try to, it does still let me, so it's all good now!
Not an FBI Agent 1 Jul, 2020 @ 12:24am 
@Lurmey Well, the two were already somewhat near the bottom, but now they're below everything that doesn't specifically need to be at the bottom and it's still not letting me place things on the floors even though they're built on soil. It's strange because it was working fine a few-ish days ago.
Not an FBI Agent 1 Jul, 2020 @ 12:04am 
@Lurmey I haven't tried that, I'll give it a shot and see if that fixes it!
Lurmey  [author] 30 Jun, 2020 @ 11:37pm 
@Not an FBI Agent; This mod patches floors to only support the same affordance they require, but it also patches the way buildings detect affordance so they can see the terrain below the floors and still allow placement. If there's normal soil below the floors, you should be able to place buildings that require heavy (like the hi-tech research bench) over floors that only support medium (sterile tile).

Have you tried moving this to the bottom of your mod list to ensure there isn't another mod patching the same method as us?
Not an FBI Agent 30 Jun, 2020 @ 10:41pm 
Question, I'm pretty sure I only use this mod and foundations that mess with floors, but do either of them mess with what floors can support? I suddenly jumped into my game and found that my floors can no longer support some of the stuff I already have built on them, so I can't move anything around and I'm wondering if it has to do with one of these mods' updates somehow? For example, I built batteries on wood floors and hi-tech research on sterile tile, but suddenly neither floors can support those things I built on them, even though the normal soil beneath can support them perfectly fine.
Lurmey  [author] 28 Jun, 2020 @ 6:58am 
Update! Fixed the exploit, added functionality for buildings to check affordance of both floor and terrain, and added support for Royalty!
Lurmey  [author] 28 Jun, 2020 @ 3:16am 
@jtjumper I've just done a quick test and I don't think you can build any type of floor on bridges, as they occupy the same terrain layer. (Bridges are technically a floor, hence they can be removed, preserving the terrain underneath.) You can, however, build wooden foundations using my other mod, Foundations , and build carpets over that. Next update will support Royalty.

It seems when @AuntyDonna tested this a while ago, they may have been using god mode to place the floors, which will instantly replace the bridge and make it appear as though they're built on top, which they're not. Outside of god mode, you can't built floors on bridges, and I don't plan on changing that as it would require reworking bridges to function similarly to foundations, which makes them kind of redundant.
Lurmey  [author] 25 Jun, 2020 @ 8:42pm 
Ah, I don't use Royalty so I haven't patched it for Royalty. I'll look into fixing that for the next update, which should hopefully resolve the exploit.
jtjumper 25 Jun, 2020 @ 8:39pm 
Wow I didn't even think to try that exploit. I just wanted to carpet my bridges so I could make a throne room on the river.
Also, fine carpet is still requiring heavy affordance.
Lurmey  [author] 22 Jun, 2020 @ 3:47pm 
I think the only reasonable solution to this problem is to either..
A: Leave the exploit in and let players self-regulate.
or
B: Ask someone on the Discord if they can code a thingClass to make the floors inherit the affordance of the terrain below.

I think I'll ask around on the Discord to see if anyone is up to the task. [3/3]
Lurmey  [author] 22 Jun, 2020 @ 3:46pm 
Actually, lemme work it out.. Each metal tile costs 7 steel to make, which weighs a total of 3.5kg. Steel is about 8g/cm^3 so that means 3.5kg of steel equates to roughly 437.5cm^3 (3500/8). Assuming each tile in the game is a meter across that requires 1,000,000 cm^3 to fill, which means our metal tile takes up approximately 0.04% of that space. That's uh.. a layer just under half a centimetre (~0.20in) thick. If that's on supports rather than on the ground, heck even if it's on the ground, it would probably bend out of shape under certain stresses. That wouldn't be able to support a wind turbine, for sure! If it's built on concrete, however, I imagine the stresses would be supported, so this doesn't completely argue for metal only supporting medium, only that it does make sense in some situations. [2/3]
Lurmey  [author] 22 Jun, 2020 @ 3:46pm 
Yeah, I agree with everything you've said here and I totally resonate with when you said that it would take away your options, particularly for bases going for specific themes. I don't want to limit people's option with this mod, it's meant to increase your options by allowing you to build on bridges and foundations.

I do however think it could make *some* sense that wood and metal, even while placed on solid ground, couldn't support the same as the ground itself. I imagine they're not building the floors flat on the dirt, but rather supported up slightly with a small space below, like how many homes in the US do. Wood will splinter and break under large weights, and metal will bend and be misshapen, especially considering I don't believe they're building solid blocks of metal, but rather thin sheets. [1/3]
Nishe 22 Jun, 2020 @ 8:55am 
But it’s also true that there is a reason why Tynan set all flooring, except for bridges, to give heavy support. You could feasibly use many of the in game work benches on a wooden floor IRL. Probably not a giant stone crematorium, but houses with wooden floors still have stoves, and my mother lives in a house with a wooden floor but has a desk with a sowing machine on it that she uses (tailoring bench equivalent, lol). Tynan *should* have implemented something like what I said in my “option 1”. It should be in the base game really.

I do feel like having wooden/carpeted floors with differing terrain support depending on what they're built on is the only option that keeps the spirit of vanilla balance, but I totally understand if that's not doable in the scope of this mod. I don’t mean to be negative or discouraging or disapproving, I love the idea of this mod and as I said I think it’s something that should be in the base game imo. [3/3]
Nishe 22 Jun, 2020 @ 8:55am 
Alternatively, you could leave the benches as they are, which would mean that you can't ever make a workshop on wood or carpet. It would also mean that you'd be unable to build any of the larger work benches on metal tiles, which, you can probably guess what I'm gonna say... seems a little strange. As a side effect of this, high tech research benches could never be placed on metal or sterile tiles to take advantage of the cleanliness bonus to research. Lastly, this option would mean that a colony would basically have to use dirt floors for the early game workshops and kitchens until either stone cutting or smithing is researched, as before that point the only available floors are wood and that won’t cut it for the benches. That’s a tad odd, as you could just put the benches on regular dirt, but laying some wooden sleepers down on top of it would make it unusable. What you said is true, regarding the fact that there is a reason why the benches were set to these affordances. [2/3]
Nishe 22 Jun, 2020 @ 8:55am 
So I've been thinking about it for a bit and I'm really not sure what the best solution would be. I'm not trying to nitpick, it's just that changes such as these seem to have a lot of complex, potentially unforeseen consequences.

You could patch down the benches you mentioned so that the medium ones now require light and the heavy ones now require medium. It would mean that you can make workshops and kitchens on wood/carpet like you can in vanilla, but it would also mean you can now build some of them on regular bridges which you couldn’t before. Further, it would mean metal now can't hold as much as stone, which seems a little strange as straight up blocks of solid steel on solid ground should, imo, be as durable as stone. I hear what you're saying about how things like the crematorium are often built on stone anyway but it does take away your options somewhat, particularly for bases that are going for the more spacey/high tech feel. [1/3]
Lurmey  [author] 22 Jun, 2020 @ 2:50am 
Part of me is thinking it might actually be best to just leave all of them as they are, and continue patching the floors to support the appropriate weights. It would add extra difficulty and increase planning need for colonies, but is that bad?

I mean, there was a reason these were set to these affordances, and it makes sense. Many of them are very heavy structures in reality, and (with the billiards table and hi-tech research bench the exceptions) aren't too difficult to cater for in most colonies. Workshops and hydroponics would just need metal floors instead of wood, and specific shops like smelters, stonecutters, refineries and fabrication shops would need stone floors. (Which when you think about it, does make a lot of sense for 3/4 of those.)
Lurmey  [author] 22 Jun, 2020 @ 2:43am 
Medium - benchBase, billiards table, generators, battery, solar panel, pod launcher, transport pod, multi-analyser, cryptosleep casket (+ancient), comms console, hydroponics, vanometric power cell, infinite chemreactor, cooler, vent
Of these, I would be concerned about the benchBase, meaning all remaining workbenches require medium affordance, and the billiards table and comms console. The others are likely to be built either outside, in place of a wall, in rooms with metal, stone or dirt floor, or are rare and thus can be catered for with special flooring.

I can patch any of these if need be, or I can leave the exploit a possibility. Which do you think is best? [2/2]
Lurmey  [author] 22 Jun, 2020 @ 2:43am 
Well Foundations would be perfect for your swamp colony! lol

I've just gone through all the vanilla buildings and compiled a list of all the things that specify needing medium or heavy requirements, they are as follows:

Heavy - wind turbine, geothermal, ground scanner, mineral scanner, stonecutter, smelter, refinery, fabrication bench, hi-tech research bench, electric crematorium, NPD, barricade, autocannon, mortar, ship parts
The only of these that I would be concerned about are the stonecutter, smelter, refinery, fabrication bench, research bench and NPD. All the others are almost always outside or usually built on stone flooring anyway (for instance the crematorium). [1/2]
Nishe 22 Jun, 2020 @ 2:28am 
My current colony is a swamp biome so I’ve got all the terrain requirements of things pretty drummed into my brain lol, as it’s autistic AF trying to find suitable places with the right terrain affordance for everything you need in a swamp biome. Until you get moisture pumps up and running you’re severely limited in where you can place workshops/kitchens/hospitals/rec rooms etc.
Nishe 22 Jun, 2020 @ 2:23am 
I know you don’t have to build floors under walls, I was more thinking of stuff like furniture and work benches that require medium or heavy. I know most furniture can be built on light but there are some such as the billiards table that requires medium IIRC. And I’m pretty sure all work benches require at least medium, with some of the larger ones like high tech research and fabrication benches requiring heavy.
Lurmey  [author] 22 Jun, 2020 @ 2:05am 
I'm prepared to make patches for any mods that add buildings requiring more than light affordance, just to be safe.
Lurmey  [author] 22 Jun, 2020 @ 2:03am 
Generally you shouldn't be building floors below where you're building your walls, as that's just a waste of resources. But it's equally not too difficult to remove a floor that happens to be in the way of building your walls, which is actually more realistic too.

I thought about solution 1, but my skillset doesn't currently include C# so that would be a nightmare for me to attempt, and would probably work very poorly if at all.

I've opted for the initial solution, after checking the vanilla BuildingBase has terrainAffordance set at Light, which means all vanilla buildings and any modded buildings that use BuildingBase as their parent will be buildable on all floor types. Light floors will only support light structures, medium floors support medium structures, and heavy floors support heavy structures.

(And of course medium supports light and heavy supports both medium and light)
Nishe 22 Jun, 2020 @ 1:53am 
Yeah, that would be the best solution. Though you should probably be careful not to break the balance when not building on bridges/foundations. These floors still need to be usable for heavy structures when building on regular soil etc.

I'd say there's 2 possible solutions:
1. Make it so that the terrain support of a floor changes dynamically depending on what it's placed on. If it's on a bridge, make it only support light. If it's on a wooden foundation, make it support medium etc. I'm not sure if this is possible from a coding perspective though. I'm not a modder myself.
2. If the above isn't possible, you could add new floors specifically for building on bridges/foundations, like "Wood Floor (Light)", "Carpet (Light)", "Carpet (Medium)" etc, or something like that. This could potentially result in a large bloating of the available flooring options though, due to needing multiple versions of each kind of floor except those that require heavy affordance.