RimWorld

RimWorld

[T] MoreFloors 1.6
156 Comments
moo 2 Jul @ 7:55pm 
Is there a patch mod out yet, to get these floors into the vanilla category rather than their own?
ASMR gaming 28 Jun @ 1:42am 
that could be it
Lyren 27 Jun @ 11:54am 
Just a heads up, K[Extra Stone] updated to add six new stones types.
﴾HMCS Québec﴿ 26 Jun @ 7:47am 
Okay, I've done some testings... Ignore the bullshit I've spewed. Your mod alone with VEF and Alpha mods is working
﴾HMCS Québec﴿ 26 Jun @ 7:29am 
So the Vanilla Expanded Framework updated and they modified their system a lot. It might be what's causing the issues, as I'm also experiencing the same issues. It's not just your mod though, it's anything that can use VEF
Lonely_Rain  [author] 25 Jun @ 4:12am 
Without modlists or testing to find the conflicting mod I cannot help
GrislyGaming93 25 Jun @ 1:58am 
same bug happening with me, floors are showing up, but they are not build-able. no idea what mod conflict is causing it, but some floors work and others do not. vertical wooden floor works, while mosaic wood does not.
DrBossWatson 24 Jun @ 3:20pm 
@Lonely_Rain the pristine limestone from Alpha Memes, it's kind of a niche stone because the only way to get it is be a Kemetic ideology but it's been my go-to ideology
Lonely_Rain  [author] 24 Jun @ 6:15am 
You will likely need to verify integrity of game files to get the update, as it's only 1 file change with text
Lonely_Rain  [author] 24 Jun @ 6:05am 
If someone could post any more details they have that would be great, I can't reproduce the bug so this is crucial to getting this fixed
Lonely_Rain  [author] 24 Jun @ 6:03am 
@ASMR gaming I do not know what any of these posts are supposed to mean

I updated the About.xml to revert a name change I did. Please let me know if this fixes the issue
ASMR gaming 24 Jun @ 4:15am 
7. Quality and market economy
Let art‑capable pawns inlay precious stones in existing tiles, giving floors a quality level (normal–legendary) that influences room impressiveness and auction price when using trading‑caravans.

Add a trader tag (Flooring Merchant) that spawns rare floor kits (holographic, glass, luminescent algae).

8. Performance & UX polish
Generate composite textures at load time via GraphicToolbox.GetColoredVersion instead of shipping 300 static PNGs—cuts download size drastically.

Provide a research tab preview: icons that show the tile’s beauty, wealth and special effects at a glance so players aren’t hunting through architect sub‑tabs.
ASMR gaming 24 Jun @ 4:15am 
5. Event‑driven interactions
Quake fractures – if a mid‑to‑late‑game “fault tremor” event triggers, stone floors can crack into rubble; wood may ignite. Colonists with Construction 10+ can reinforce floors pre‑emptively with steel rebar.

Toxic rainfall coats outdoor floors with sludge that slowly erodes their beauty unless cleaned with new “pressure‑wash” job (needs water from Vanilla Watermills or pipes).

6. Cross‑mod synergy hooks
Vehicles Framework: define traction values—straw floors slow wheeled vehicles, polished plasteel accelerates them.

Save Our Ship 2: flag certain tiles as radiation shielding (uranium‑lead composite) so ship architects can layer protection into hull floors instead of only walls.

Vanilla Outposts Expanded: allow outpost governors to request luxury flooring shipments; fulfilling the quota boosts passive silver income.
ASMR gaming 24 Jun @ 4:14am 
3. Procedural pattern system
A floor painter gizmo (think Ideology styling tool) that lets players pick two materials and a rule (chevron, Greek‑key, radial). The mod spits out an XML‑generated “virtual blueprint” so no extra ThingDefs bloat memory.

Export / import pattern JSON so communities can share mosaics on the Workshop without shipping textures.

4. Energy & wiring re‑imagined
Capacitor tiles – plasteel‑and‑jade floors that act as 50 W‑s storage cells each; whole rooms become walkable batteries—good for spacecraft interiors or mechanoid bases.

Conduit camouflage – floor types whose beauty offsets the −2 ugly penalty of visible power conduits, letting builders skip the micro of Conduit Wall mods.
ASMR gaming 24 Jun @ 4:14am 
2. Dynamic “floor life cycle”
Introduce wear layers: every 10 000 footsteps the texture darkens and beauty drops. Colonists can refinish instead of reinstalling, creating a low‑skill cleaning‑plus job that consumes small amounts of chemfuel (for varnish) or dye.

Tie refinement to Ideology styles: e.g. a Rustic colony keeps worn boards (beauty penalty offset by +relentless style mood), while an Industrial colony demands polished steel plates.
ASMR gaming 24 Jun @ 4:14am 
What “More Floors” already does
The 1.6 fork restores the classic [T] More Floors pack for RimWorld 1.6/1.5 and ships: wood, stone and carpet variants, paintable surfaces, and a pollution‑overlay tweak for Biotech maps
steamhost.cn/steamcommunity_com
.

Novel directions to push the concept
1. Gameplay‑active floors
Micro‑biome tiles – living moss or mycelium carpets that eat Biotech pollution each tick and slowly convert it to fertile soil; double as beauty items.

Haptic training mats – martial‑arts floor panels: when pawns stand on them they gain melee XP, but they also fatigue faster (a soft cap against AFK grinding).

Sound‑damping flooring – reduces gunshot noise radius and psychic drone impact inside a room; ideal for stealth raids and prison blocks.
ASMR gaming 23 Jun @ 5:00pm 
confirming it has broken my 1.5 save game as well
mora 23 Jun @ 1:38pm 
@lonely_rain
After removing some mods its not showing the tab, i dont know why it wasnt showing and which mods from the ones i removed made it work, but its working
Lonely_Rain  [author] 23 Jun @ 1:18pm 
@_♣Caligula♣_ I looked to confirm, I don't have any patches for any wood mods, only stone. The update was just a version change, are there any errors? A modlist and testing would be helpful
Lonely_Rain  [author] 23 Jun @ 8:42am 
It must be another mod causing the issue, I'll check with mods we have compatibility for
_♣Caligula♣_ 23 Jun @ 7:39am 
Most likely a mod interaction?
Have the same error.
Loaded my save with my pre-update local mod backup and floors are /available back again.
Potentially the patch for expanded woodworking breaking due to different game versions?
Lonely_Rain  [author] 23 Jun @ 7:13am 
@Teag @mora I am not sure what would be causing this, I just loaded up the steam version of the mod in 1.5 and I am not having any issues, did you try on a new save with only more floors installed?

@DrBossWatson From memory it will for some, but others may need patches. I don't use any new stone mods really but if there is a specific one that needs work I can look at it
DrBossWatson 23 Jun @ 6:35am 
Does this updated version work with modded stone types?
mora 22 Jun @ 6:58pm 
i've already tried removing imcompatible mods, changing load order, the mod shows on the research tab, on stonecutting i can see the floors and everything, but on the menu i cant build any
mora 22 Jun @ 6:49pm 
the floors are not showing on the menu on 1.5
Lonely_Rain  [author] 19 Jun @ 5:10am 
@Teag did you have any other mods update? The only changes needed for 1.6 were to tell the game it works with 1.6. I did delete a few old DDS files, but they weren't floors but things.
Teag 18 Jun @ 10:31pm 
Your 1.6 update seems to have broken it on 1.5? Loaded my colony & all the various birch etc floors had been replaced with soil.
Hykal 18 Jun @ 5:25am 
@Lonely_Rain

I cannot express how VITAL this mod is for me, thank you.
Lonely_Rain  [author] 17 Jun @ 9:37am 
Updated to 1.6. I tested with the new build modes, all it needed was a version change. Let me know if there are any issues
Hykal 15 Jun @ 6:46pm 
@Lonely_Rain

Looking forward to 1.6! Can't play without it!
Lonely_Rain  [author] 11 Jun @ 11:32am 
I will be updating this to 1.6 soon, it might not even need an update from what I read in the modders page Ludeon put out
Lonely_Rain  [author] 12 Mar @ 1:18pm 
@Sancer That's okay LOL, I'd hope this mod has no issues with it
Sancer 12 Mar @ 8:23am 
Oh shit nvm I got your mod confused with another that adds floors as in *elevations*, so basements and second floors. My bad!
Lonely_Rain  [author] 12 Mar @ 5:42am 
If it's a mod I can look into trying to make it compatible
Lonely_Rain  [author] 12 Mar @ 5:42am 
@Sancer Vanilla rimworld does not have levels, so i am not sure what you are talking about
Sancer 11 Mar @ 5:05pm 
I have all the DLCs. i think the Guest thing is from Royalty. You can Capture Prisoners To... one of the floors, but you cant set Guests to go to another floor for their bed. I solved it by just sending my colonists there, who can go there freely; but not guests.

It´d help clear out clutter so much more if my guests slept their big asses in another layer lol
Lonely_Rain  [author] 11 Mar @ 4:33pm 
@Sancer is this a mod incompatibility? I could look into it
Sancer 8 Mar @ 12:09pm 
Is it possible to make it so guests and prisoners can go on other levels?
Dizzy Ioeuy 26 Jan @ 11:04pm 
The wool cloth has no deterioration rate? That seems like an oversight.
Lonely_Rain  [author] 11 Oct, 2024 @ 11:01am 
@REDIZIT I can set one up when i get some time. When i do this I will fix some of the issues with some of the recent mods it supports making some changes, but I haven't touched rimworld in a while.
REDIZIT 11 Oct, 2024 @ 10:38am 
I added Medieval Overhaul's clay blocks defs. Can I ask for mod's github repo to make a pull request?
Esther_Angerin 8 Oct, 2024 @ 11:07am 
I figure the issue out. This mod works fine but if you have: Stuffed Floors, that mod will make the tab to this one disappear. ;-;
Esther_Angerin 7 Oct, 2024 @ 7:54pm 
for some real this mod doesn't show up on the tab. ;-;
Benjamin the Rogue 18 Aug, 2024 @ 1:50pm 
So this mod combined with Extra Stone makes the game fail to load. I'm running 1.4 right now, and I was told I had to find the older version of this mod to make them work together. Where would I find that?
<color=#FF228F>kad 6 Jul, 2024 @ 2:36pm 
removed safely? :p thx
Yutoe 6 Jun, 2024 @ 12:43am 
No need to fix the floors for Expanded Woodworking Continued as Zaljerem has patched expanded woodworking for both this mod and Expanded Floors
Kuratheris 5 Jun, 2024 @ 9:53am 
I updated my Cupro's Textures version of Extra Stones with the new defnames. If you haven't updated for that already, you could probably just copy the regular Extra Stones patch, change the mod it's looking for, Dunite to VibrantDunite, Gabbro to GreenGabbro, and Andesite to DarkAndesite.
Yutoe 2 Jun, 2024 @ 8:26pm 
With only this mod and expanded woodworking having them loaded in the wrong order makes it so that the floors have some textures instead of just white, i removed all my mods and tested with only these 2 mods

Auto Ordering

With manual ordering
capt_kafei 1 Jun, 2024 @ 1:48pm 
I don't have any issues with my save after the MoreFloors update - my modlist loaded normally, all modded floors are still present, and I don't have any errors in my log. I don't use Extra Stones or Perspective Buildings, so it's likely that the folks hitting issues are having some sort of mod conflict.