RimWorld
Terraform Live
22 bình luận
Kampfkrapfn 20 Thg06 @ 4:23am 
same here. roof collapses everywhere
Taurec 20 Thg03 @ 9:19pm 
I run into the same problem. Installed the Mod and had roof collapses everywhere. :(
Tawnylure 26 Thg09, 2024 @ 10:47pm 
Just posting again so you can see this issue, the map constantly shifts causing roof collapses constantly.
Tawnylure 7 Thg05, 2024 @ 4:33pm 
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  [tác giả] 19 Thg04, 2024 @ 10:54am 
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 Thg04, 2024 @ 2:24am 
Heya, does this plan on getting 1.5 sense terraform technology is 1.5
vovann012347  [tác giả] 13 Thg04, 2024 @ 4:26am 
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 Thg04, 2024 @ 12:24am 
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  [tác giả] 17 Thg03, 2023 @ 11:07am 
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 Thg03, 2023 @ 9:53am 
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  [tác giả] 17 Thg03, 2023 @ 4:33am 
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 Thg03, 2023 @ 3:37am 
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  [tác giả] 18 Thg02, 2023 @ 11:09am 
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 Thg02, 2023 @ 11:01am 
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 Thg02, 2023 @ 11:00am 
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  [tác giả] 18 Thg02, 2023 @ 10:44am 
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 Thg02, 2023 @ 10:34am 
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 Thg02, 2023 @ 10:28am 
"- man-made tile reoccupation by nature" =ivy on walls?
vovann012347  [tác giả] 18 Thg02, 2023 @ 5:14am 
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 Thg02, 2023 @ 3:54pm 
Ah, so more of a framework, thanks for clarifying :)
vovann012347  [tác giả] 17 Thg02, 2023 @ 11:54am 
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 Thg02, 2023 @ 1:29am 
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?