RimWorld

RimWorld

Terraform Live
22 kommentarer
Kampfkrapfn 20. juni kl. 4:23 
same here. roof collapses everywhere
Taurec 20. mar. kl. 21:19 
I run into the same problem. Installed the Mod and had roof collapses everywhere. :(
Tawnylure 26. sep. 2024 kl. 22:47 
Just posting again so you can see this issue, the map constantly shifts causing roof collapses constantly.
Tawnylure 7. maj 2024 kl. 16:33 
Hey, for some reason this was causing issues where the land would constantly shift forms.
After deactivating it would stop.
This also caused roof collapses constantly.
Might wanna check this out.
vovann012347  [ophavsmand] 19. apr. 2024 kl. 10:54 
Updated to 1.5, along with some more changes to terraform tech and structure deterioration (slightly raw, will update mechanics later), will test& fix later
Tawnylure 18. apr. 2024 kl. 2:24 
Heya, does this plan on getting 1.5 sense terraform technology is 1.5
vovann012347  [ophavsmand] 13. apr. 2024 kl. 4:26 
Range is 3 or 4 tiles or so as far as i remember. Mod options? sure, wrote down into todos, i`m back from playing minecraft with brother, so updates will facilitate :)
R41N 13. apr. 2024 kl. 0:24 
I wonder if this will interact with the dynamic flooding mod at all? Great idea!

Have you looked at functionality that adds mod options? I know you said you had no plans too but it might be easier then you think if you tried, I was able to get it working. Personally I'm interested in needing to irrigate farms to keep them fertile. How long is the range from shallow water/deep water to keep a tile rich soil?
vovann012347  [ophavsmand] 17. mar. 2023 kl. 11:07 
Currently there are no ways to just "off" a certain rule in mod and are not planned to be added to the mod. Rules are definitions and i do remember there is a mod that allows to remove definitions from game in runtime automatically. Or i will make one myself when i do finish some of current todo list.
If you want to not care about rich soil depleltion so rich soil regenerates - you can try early terraforming mod from my workshop - place some deep water and it will fertilize/moisten soil around automatically(ala irrigation).
Leaguenet 17. mar. 2023 kl. 9:53 
Well, as I said, an option to turn it off would be welcome. As it currently stands, I find it too annoying from the gameplay perspective, as I have to redesignate/retill stuff all the time.
vovann012347  [ophavsmand] 17. mar. 2023 kl. 4:33 
Rich soil depletion was added due to soil actually depleting irl.
Actually rich soil has to re-emerge after some time after depletion - this was made to introduce crop rotations, i forgot to add this rule, will fix.
Also rich soil should appear after marsh drying off and nearby ponds/rivers.
Leaguenet 17. mar. 2023 kl. 3:37 
Can you please implement the ability to turn individual effects on/off? Love the mod, but the soil fertility changes destroy tilled fields, so it'd be great to be able to switch those off.
vovann012347  [ophavsmand] 18. feb. 2023 kl. 11:09 
Too complicated - it will work on dirt/sand filth which coincidentally will emerge near grass on soil and free sand tiles. Ivy will spread on wall and will slowly deteriorate them to a point, certain % of walls will deteriorate fully (actually i was wondering how to do wall deterioration, though it is now set).
Bridges are not destroyed when water is removed, did you ever see real bridges do that O_o
+mapgeneration ivy generation stuff, noted
CrackaJack 18. feb. 2023 kl. 11:01 
oh cool! ah, and what about bridges? do they get destroyed, if the water below it dries up? hm i dont think they do if youre using a moisture pump, so probably not?
CrackaJack 18. feb. 2023 kl. 11:00 
this gives me ideas: "- man-made tile reoccupation by nature" could be moss on tiles, ivy on walls- and you could somehow work those moss walls into the mapgeneration so ruins look like such^^
and maybe you could add converting moss walls to regular walls to the repair job then, so if you have enough workforce your base stays in shape..
vovann012347  [ophavsmand] 18. feb. 2023 kl. 10:44 
ivy on walls? i think ill put that in
Was intending simple wall deterioration but hey, even better idea.
Soil relocation? This functions totally another way and most likely will not interfere.
CrackaJack 18. feb. 2023 kl. 10:34 
im intrigued, interesting stuff. does this work together with soil relocation framework? and how about custom biomes? and who the hell calls fully functioning geological transformation mod a "framework" jeez
CrackaJack 18. feb. 2023 kl. 10:28 
"- man-made tile reoccupation by nature" =ivy on walls?
vovann012347  [ophavsmand] 18. feb. 2023 kl. 5:14 
This current mod is a set of rules that i did develop and test and these were enough to be a mod of itself. Mod that this set of rules depends on - terraform technolodgy is like you did say is more of a framework.
5katz 17. feb. 2023 kl. 15:54 
Ah, so more of a framework, thanks for clarifying :)
vovann012347  [ophavsmand] 17. feb. 2023 kl. 11:54 
Somewhat simlar to that? I have no idea what that mod did, i wanted to make a universal rule set for terrain transformations and i did it. Also i wanted to introduce building and terrain deterioration which is currently planned and i will get to it. I had to introduce simpler rules first for testing and do a lot of testing, this mod is mostly a result of that. This will get expanded to include whatever comes in mind for normal terrains and/or events.This is generally example for other mods that introduce new terrains if their authors decide to implement natural terrain changes - mod core stuff is contained in Terraform Technology. Current mod is just a general set of rules that tell rimworld what to do with terrain based on functionality in dll.
5katz 17. feb. 2023 kl. 1:29 
Are these systems similar to what "Nature's pretty sweet" tried to accomplish way back when it still worked, where rivers get thicker and thinner depending on local rainfall?