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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.
not an issue just honestly curious
Peace out!
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.
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?
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.
Also, fine carpet is still requiring heavy affordance.
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]
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]
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]
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]
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.)
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]
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]
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)
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.