RimWorld

RimWorld

Doormats
64 Comments
Alias  [author] 17 hours ago 
@All, update's out (thanks for your patience)! In addition to 1.6 compatibility, pretty much every non-hostile human will now use doormats (no more disrespectful visitors dragging dirt into your dining room) and optionally your colony animals* (if you enable the settings, with the understanding that it could have significant performance impacts), I also tweaked some of the logic to be a bit more performant (hopefully).

* note: animals (and humans) will still continue to produce filth after they've crossed the doormat, this mod just make them drop what they have (well technically a random pick of what they have and discards the rest, but close enough)

Happy 1.6/ Odyssey release day!
Nibbles D'Cheese 11 Jul @ 3:41pm 
Appreciate the update info! I'm certainly willing to wait, this is one of the biggest "small" QOL mods I have :)
remy120 11 Jul @ 9:53am 
end of the month(-ish) is fast in the grand scheme of things! thanks for your work! :balloonicorn:
lydocia 11 Jul @ 8:20am 
Thank you for your work, Alias, looking forward to it!
Alias  [author] 10 Jul @ 10:11pm 
@All, I'm a bit behind on my mod updates, 1.6 is planned and in the works, but may take some time to get everything fully tested and rolled out. Unicorns and rainbows, probably looking at the end of the weekend. Worst case, the end of the month (I'm notoriously bad at estimating theses sorts of things, so take that with some salt).
For Doormats I'm working on some code clean up/ optimization as well as a mod option for animals to use doormats (configurable by trainability/ intelligence level) if that's your thing.
Evono 5 Jul @ 5:30pm 
thanks ! some mods get abandoned thats why i ask no pressure or anything :)
Alias  [author] 5 Jul @ 5:29pm 
yes
Evono 5 Jul @ 5:16pm 
is 1.6 planned please?
MATT DAMON 31 Jan @ 6:45pm 
i must be not placing the doormats right, i have them in front of my entrances but dirt still gets tracked and the doormats are spotless
Large Hardon Collider 23 Jan @ 3:07pm 
I love this mod so much. Rapidly became one of my "can't live without" mods.
Sam, the Artistic and Autistic 5 Nov, 2024 @ 3:12pm 
its fine, im not that versed in coding anyway. I was just seeing if its in any way possible. It's fine anyway.
Alias  [author] 3 Nov, 2024 @ 12:01am 
@Perl the Proto, Are you thinking like a custom welcome mat kind of thing? If so, it's theoretically possible, but in my experience RimWorld itself doesn't tend to do well with small visual details, like lettering (unless you're using Camera+ to zoom all the way in, details kind of get lost at the map scale).
Sam, the Artistic and Autistic 2 Nov, 2024 @ 1:35am 
can there be a "custom" doormat option? like being able to type down stuff on the doormat, change text font, change text color, and stuff like that? idk anything abt coding so idk if it'll be a hastle
NuanKi 1 Sep, 2024 @ 10:55am 
For those wondering what the linked doormat does, this is the answer from syrchalis:

Syrchalis [autor] 29 JUL 2020 a las 3:26 p. m.
Linked just allow you to make any shape of doormat, no functional difference.

The doormat is never "full", but if it isn't cleaned the pawns can pick up the filth stacks and carry them further I believe. Plus whereever the doormat is will be considered very dirty if there are several filth stacks on it.
Alias  [author] 22 Aug, 2024 @ 10:45pm 
@ZER0, it's certainly way more work, but technically doable. I'll think about it.
ZER0 22 Aug, 2024 @ 6:44pm 
Would it be too much of a hassle to add select-able animals as the option, so if i only wanted the doormat mod to work with otters from vanilla expanded or so?
Alias  [author] 21 Aug, 2024 @ 7:44pm 
@ZER0, I can't promise that it'll do nice things to your performance (or immersion), but I'll add a mod setting for animals. (Just a heads up that it might take some time though)
ZER0 20 Aug, 2024 @ 12:28am 
@Alias Any chance you could add animals to be cleaned? The mod Customize Animals allows for generative filth to be disabled, but they still seem to have filth from dirty tiles. If they stay in a wooded floor environment they stay clean, but track it inside when coming from the outdoors.
Rovalen 3 Aug, 2024 @ 1:44am 
Finally a sink for my 14k dread leather
Meyar 28 Jul, 2024 @ 5:04pm 
I feel like I'm doing something wrong. I have doormats at several key hallways (internal and external) yet my colonists are still leaving dirt all over the place. I'm not sure if a mod is conflicting with it or what. Any ideas on how to narrow it down?
Doggocide 28 Jul, 2024 @ 3:31am 
Finally, a mod with real quality.
Worst Player NA 25 Jul, 2024 @ 5:21am 
I usually put mine in the threshold because I often use probably too narrow hallways, which i want to keep clear since if i recall rightly walking on doormats slows pawns down a little, right? The only time i put them not in a threshold is for main entrances or outside or something. But i'm not exactly a professional doormat user, lol.
Alias  [author] 12 Jul, 2024 @ 10:57pm 
@ᄿ RougeGunner00, Kinda depends, mostly personal preference though. Generally, I prefer them on the exterior side of a door so that filth collects in a hallway or more ideally outside (as colonists don't care nearly as much if exterior spaces are dirty). I supposed you could put them in the threshold, but I've never really liked the look (and have never really been sure if the game counts filth in the doorway as in the room).
T/3. RougeGunner00 [10th MD] 12 Jul, 2024 @ 1:43pm 
What's the best way to use these? Place them outside of a door, inside a building, in the threshold of the door?
Alias  [author] 19 May, 2024 @ 1:18am 
@holykek1337, uhh belay that. Turns out that I did in fact write compatibility patches and the mod is working nominally (I just forgot to mark the harmony requirement). Your errors are from Vanilla Trading Expanded. Given your superb ability to follow the directions in my FAQ, I've already reported the "bug" to the VE team on your behalf.

Revisiting the "keep the existing doormats" comment, I'd like to formally change my answer to a very firm no. I don't just continue mods, I adopt them. That is to say they don't just get a version bump and recompile, they also get feature adds and continued maintenance like code clean up (up to and including entire re-writes) and optimizations. I saw an opportunity to vastly simplify the codebase, streamline the user experience, and incorporate feedback and I took it. I also added code to handle transitioning existing saves to the new format in a way the is consistent with how the base game handles backwards compatibility between versions.
Alias  [author] 17 May, 2024 @ 2:43pm 
@holykek1337, yep that was a miss on my part, sorry about that. Technically, yes, I could have kept the old defnames, but it's considered best practice to give your defs a unique prefix to reduce the chance of colliding with another mod. Since this isn't the only doormat mod, I added prefixes and then promptly forgot to add code to handle the transition. Give me a day or so to get an update together and I get that sorted out for ya.

@{5LINE}Cows with Guns, A litter box is a neat idea, but it would also mean that I would have to touch path finding / ai, which can massively tank performance if you aren't careful
holykek1337 17 May, 2024 @ 2:05pm 
Using this mod removed all the doormats from SyrDoorMats and now my logs are getting flooded with various SyrDoorMats related errors.

Is there anything I can do to get rid of these? And couldn't it have been possible to keep the existing doormats?
{5LINE}Cows with Guns 16 May, 2024 @ 6:34pm 
@Alias,
Dang, I suppose that makes sense since animals generate their own filth while moving in this game. I guess a "litter box" won't work at all for animals to dump their filth in.

Ethan is a troll who doesn't do anything constructive. He basically goes around steam games and mods to leave self-entitled comments to trigger people. :steamfacepalm:

My suggestion is to block, ignore, and move on.
Alias  [author] 15 May, 2024 @ 6:43pm 
@LambdaFan, Unsure (I wasn't aware of performance issues in either mod). Theoretically, this one might be a bit faster since it doesn't check the ground before dumping filth, but you could still experience slow downs if you go crazy and cover every square of your base in doormats...

@{5LINE}Cows with Guns, nope just people (animals generate their own filth so it'd kind of be a moot point)
LambdaFan 15 May, 2024 @ 5:48pm 
Does this one have decent performance unlike the other one?
Xavier 15 May, 2024 @ 1:01pm 
@Ethan: 20 doormat mods? Really? For 1.5? Could you please send the links to me? :schappy:
Thank you for updating this mod @Alias!
Gerewoatle 11 May, 2024 @ 10:08pm 
@Frost: Kinda slow, aren't you?
Frost_the_dragon90 11 May, 2024 @ 5:53pm 
cool, too bad this already exists
Meskita 11 May, 2024 @ 3:45pm 
nice mod
{5LINE}Cows with Guns 11 May, 2024 @ 2:37pm 
Finally, a door mat outside that hospital... do these work for animals?
Ethan 11 May, 2024 @ 10:06am 
Year bro, theres like 20 doormat mods out there better than this one. Gonna be a 1 star review and a skip from me. Some advice, add some different textures of doormats. Maybe a new mechanic. Cmon... I believe in you bro, praying for u and this mod
zanaikin 11 May, 2024 @ 6:24am 
@Alias no problem. Thanks for answering. I'll see if Miles might be willing to take over the Individuality mod then.
Alias  [author] 10 May, 2024 @ 9:20pm 
@zanaikin, Not at the moment, sorry. In the interest of transparency, I've mostly been focusing on updating mods that I use myself so that I can identify areas of improvement, catch compatibility issues early, and have a vested interest in maintenance/ updates (and maybe, eventually, get around to playing 1.5). While, Individuality looks like a neat mod, it also seems to be more wide reaching in affecting vanilla mechanics and systems than I'm normally conformable with,
Rodshock 10 May, 2024 @ 7:16am 
@Alias thanks! I think I understand what’s going on now.
Nepenthe 10 May, 2024 @ 2:33am 
@zef You won't see a lot of need for doormats if you're using remove-filth-in-a-large-radius items from another mod; the VFE waste bins remove a random bit of filth when they tick and it doesn't matter to them if the filth is concentrated on a doormat or spread evenly through your base. Where a doormat will still give you some utility is putting the filth on the doormat instead of places you want clean at all times like your hospital/kitchen.
zanaikin 9 May, 2024 @ 8:04pm 
Hey Alias, super-cool that you're taking over 1.5 update on some of the SYR mods given Syrchalis seems to have left the modding scene. Do you have any plans to also update the Individuality mod perchance?
Alias  [author] 9 May, 2024 @ 4:14pm 
@Rodshock, I'm not super well versed in the exact game mechanics, but as I understand it: as colonists go about their day they build up filth which they will occasionally release release on the floor. With this mod, whenever a colonist walks over a doormat a random item from their filth list is selected, placed on the floor, and the list is cleared out. It won't stop things that generate filth like butchering stations or animals from making new filth, but if we're just talking people, it does a pretty good job at keeping filth from spreading around.
Zef 9 May, 2024 @ 2:09pm 
don't see a reason yet to move over from the other mod, seeing as it was just updated and is still compatible with 1.5

besides these doormats in the original mod didn't really do that much to be honest, you were better off using those waste containters from one of the VFE expansion modules, now those babies really cleaned filth.
Rodshock 9 May, 2024 @ 1:30pm 
how do they work? rooms seem to be getting filthy same as ever.
Alias  [author] 9 May, 2024 @ 5:47am 
@Phenny, FAQ/ bug reports
Alias  [author] 8 May, 2024 @ 10:29pm 
@SveraKarlos, (I am kind of curious as to why you may want to run them together, but) I don't know of any technical reason why your couldn't,. beyond that you might have to keep track of which is which.

@fitznorway, the slow down was one of Syrchalis' additions so I can't take credit for it, but I agree on it being a nice touch! In a game full of space crack, killer robots, nudst cannibals, and pigman children it's the culmination of the little things that make the story feel real and grounded. Good to hear it's having a noticable impact! (See FAQ for specifics, but that's absolutely expected)
Bondrewd 8 May, 2024 @ 10:19pm 
for some bloody reasons. this version breaks my game, whenever i launch the game, it crashes. However, using the original version from the original creator works fine. I guess some changes you've made broke or made something incompatible.
SveraKarlos 8 May, 2024 @ 9:45pm 
it should be fine to use both this and dracoix's together right?
fitznorway 8 May, 2024 @ 6:50pm 
I really like the little slow down when they go in, it's a nice touch. Also, these seem to work better than the mat mod I used to use? Might just be me. Great work, either way.
Alias  [author] 8 May, 2024 @ 4:45pm 
@Salty_Crab, personal, I'd bet on Set up Camp going core first, but I'd love to see the day.

@Nirahiel, seems like the sort of question someone would ask frequently...