RimWorld

RimWorld

Sense Of Depth For Tall Buildings
164 Comments
Si-Cafe  [author] 11 Jul @ 3:08am 
@KawwaK Rimworld is not a pure 2D game, so it is not easy to measure the rendering order of objects by coordinates.
This mod adds depth in a fairly hacky way, so it is highly unlikely to make it into vanilla.
KawwaK 10 Jul @ 1:37pm 
How isn't this vanilla yet??
Si-Cafe  [author] 29 Jun @ 1:45am 
@Danger Close Trees are not supported by this mod. Please see past comments.
Danger Close 28 Jun @ 2:15pm 
Does this work for Zal's Big Trees mod?
Beef 22 Jun @ 9:04am 
I tried the instructions you have provided and it fixed it, thanks for the help :dogmeng:
Si-Cafe  [author] 17 Jun @ 1:57pm 
The errors introduced by the update to version 1.6 have been fixed.
I'm sorry for the confusion.
Si-Cafe  [author] 17 Jun @ 5:07am 
In the latest update, the folders were separated into 1.5 and 1.6.
There are no changes to the code of this mod at this time, but it seems that an error occurred in 1.5 due to the addition of reference dll added in 1.6.
OreOMll 17 Jun @ 5:05am 
@Si-Cafe Thanks for the quick fix.
VitaKaninen 17 Jun @ 4:42am 
I am getting massive amounts of errors for lots of my buildings after the update.
Si-Cafe  [author] 17 Jun @ 4:27am 
@OreOMll Ah, sorry, I forgot to separate assemblies folder of 1.6 and 1.5. I'll fix that right away.
OreOMll 17 Jun @ 3:14am 
This happen after the update for 1.6 (Im still on 1.5)
OreOMll 17 Jun @ 3:13am 
This mod constantly threw red error at me and when I open the mod setting it's spam error at me.
Si-Cafe  [author] 15 Jun @ 11:56pm 
@Beef Thanks for the screenshot. Is that really a thing from Alpha Meme? I checked Alpha Meme, but I couldn't find anything like that.
What I can say for sure though is that there buildings probably has AltitudeLayer set to "Buliding_OnTop" or higher, not "Building". The wall's AltitudeLayer is "Building", so there will higher the wall layer.
When you switch to Debug mode, a button called BSL Inspector will appear when you select a building, allowing you to check simple details about the drawing of that building.
There is also a function that allows you to temporarily force AltitudeLayer to Building, so I recommend trying that out. After switching, you can see the effect by turning the BSL toggle.
Beef 15 Jun @ 8:40am 
Hey, I'm very sorry for the late reply, I made a discussion thread with a before and after screenshot, its awaiting moderation for now, also, yes its a BSL-supported building, unchecking the options for the statue furniture doesn't seem to have an effect either.
Si-Cafe  [author] 8 Jun @ 10:54pm 
@Beef Is that a BSL-supported building? Sorry, but I don't really understand the situation. It would be helpful if you could provide an image or the exact def name.
This mod no longer applies auto patches to the supported building Def as it did before (except for optional xml patches).
It is best to be suspicious of the original Def for any drawings other than BSL (layer above pawns).
Beef 8 Jun @ 11:39am 
The texture for the Decorative Gray Statue from Alpha Memes overlaps with the walls instead of being behind it like it used to. I don't know if its this mod or Alpha Memes that's causing it since this mod was updated just recently.
Si-Cafe  [author] 7 Jun @ 11:39pm 
Updated. Mainly fixes to FillableBar and adding bookcase support.
See the changelog for details.
BeeBro 5 Jun @ 5:04pm 
@Si-Cafe thanks for your tip. I'll try it tomorrow.
Si-Cafe  [author] 5 Jun @ 7:00am 
@BeeBro At moment, if you play on MO's forest map, the easiest solution is to turn off the BSL default toggle in the Mod options, select any building, and turn BSL on.
Si-Cafe  [author] 5 Jun @ 6:54am 
@BeeBro Sorry, tree and big tree issues are outside the scope of this mod.

However, there is a possibility that an ”expand to this mod" may be released in the future. It mod can improve the visual issues with trees and large pawns caused by this mod. But I'm not making much progress on there work at the moment, so I think it'll take a while...
BeeBro 5 Jun @ 5:30am 
I think there are some perspective problems with medieval overhaul mod. When I'm in the blackforest with the big trees there some graphic bugs. Do someone have a solution for that or now a patch mod?
love this mod anyway :)
BlackFranky 24 May @ 1:32am 
@armpit sommelier There is an option to activate a button to toggle BSL off on buildings which are activated in the mod options.
armpit sommelier 23 May @ 6:46pm 
Is it possible to have that button as a toggle? I've been playing with this mod in dev mode for a while and I've never seen it before now.
Si-Cafe  [author] 23 May @ 5:54pm 
@armpit sommelier Ah, sorry, the BSL Inspector Gizmo is forcibly displayed when in development mode.
Also, FillableBarPatch is not yet working properly at the moment, so I’ll fix late that as well.
armpit sommelier 23 May @ 3:36pm 
It is working again! However I can't turn off the "Open BSL Inspector" button on the menu of each building.
Si-Cafe  [author] 22 May @ 2:47pm 
@BlackFrancky Such detailed reports and requests are very much appreciated, and I'll take them into account when working on the fix.
BlackFranky 22 May @ 11:34am 
Working! Thank you!
But the building ABooks_BookPlinth (and ABook_BookPlinth_ruins) from Alpha Books is active by default despite being a book display stand which can hold a book which is not displayed correct with BSL on.
And the overlay from the fermenting barrel from [SYR} Processor Framework is being displayed correctly because it's cut of by BSL.
Both are easy fixed with the toggle, just wanted to report it.

Could you make buildings which are just one tile high to be cut off later? Because the barrel would work, if BSL wouldn't start in the middle, but at 3/4 from the bottom. But that's just a thought of mine.
Si-Cafe  [author] 22 May @ 8:14am 
@BlackFranky @armpit sommelier Thank you for reporting and providing the log. After checking, I found that it was due to an incompatibility between VFEPrates and the FillableBarPatch of this mod. I've fixed it, so please check it.
armpit sommelier 21 May @ 3:11pm 
I can confirm that the mod is not working for me as well after the update.

https://gist.github.com/HugsLibRecordKeeper/f65e274eaf72952194b94c520115d431
BlackFranky 21 May @ 11:58am 
After the latest update the mod is not working with my modlist.
The selection setting list is empty and no buildings are affected. The BSL inspector is showing "Supported: False" for objects working before the update.
Vanilla objects aren't working either. I already manually deleted the mod and redownloaded it.

https://gist.github.com/HugsLibRecordKeeper/fb0fa95d90eb3bfdd38724076ff3849c
Si-Cafe  [author] 21 May @ 6:06am 
Updated and Fixed!
@bradson Thank you for your advice. Compatibility with Adaptive Storage is still not perfect, but I managed to restore it.
bradson 18 May @ 9:25am 
The technical side of the change, in case it helps, was ASF's StorageGraphic now holding a list of StorageGraphicData instead of GraphicData and coloring functions being implemented there. It has a GraphicColoredFor function now that handles data like content colors.
I would also recommend always including the caught exception when handling, simply by appending it and at most with .ToString(), not the more limited .Message. Currently it's simply suppressed with the log warning
Si-Cafe  [author] 18 May @ 2:37am 
@Axon Yes, that's right. Adaptive Storages update caused this mods compatibility patch to break. I noticed this during testing and am currently working on a fix.
Axon 17 May @ 10:29pm 
Hello, last Adaptative Storage Framework update from yesterday did something to graphicsDefs and now i am getting the following error spammed in the debug log which is tanking my FPS.
This one in particular is from the Woven Basket building but im getting one of these for every building from ASF. For now i fixed it by removing these buildings from Sense of Depth Selection settings so i can play normally. Also i did change the modlist today so it may be my fault but still ASF got updated yesterday so idk. I feel like it was worth bringing it up. Great mod btw.
Cant post the whole log here but it starts like this:


[Sense Of Depth] failed to assigned Adaptive Storage Graphics to BSL. : ASF_WovenBasketTriple
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
SenseOfDepthForTallBuilding.Compatibility.StorageCompatibility:GetAdaptiveStorageCurrentGraphic (Verse.Thing,Verse.Graphic&)...
Si-Cafe  [author] 16 May @ 8:26pm 
@BlackFranky Thanks for reporting it. This is definitely a bug. The cause is Defs Patch. Defs Patch can cause visual issues with some buildings, so I'll work on fix them.
BlackFranky 16 May @ 3:00pm 
Hi, is it intentional that large buildings that are turned off in the options disappear behind walls? I have the problem with the Stone Furnace from Medieval Overhaul. It only displays correctly when I activate it in the settings, but then only when it's not in use. I want to place the Furnace directly against a wall, but it is then cut off.
Si-Cafe  [author] 16 May @ 3:34am 
@Smash Phil It Within the Mod options there is a toggle option called "Detail Output Log".
Smash Phil 15 May @ 7:53pm 
Can you hide your logging behind a toggle? On a larger mod list it's thousands of lines that end up flooding the whole log file.
Si-Cafe  [author] 5 May @ 8:29am 
@Realm Imp About trees, I had plans but have not released yet. It have compatibility issues abound. Please be patient.
Si-Cafe  [author] 5 May @ 8:20am 
@Nave Thanks for reporting it, it will be fixed in the next update.
Nova 4 May @ 3:00am 
Seems that there's a problem with the mod "Oracle's Miscellania" and its diagonal walls, they have rendering issues with normal walls.
Realm Imp 20 Apr @ 2:17am 
any plans for trees?
Thanks for the quick fix! I'm off to the Arctic now.
GVLT 12 Apr @ 2:55am 
Thank you!
Si-Cafe  [author] 12 Apr @ 2:12am 
@GVLT Fixed an exception error with "Vanilla Quests Expanded - Cryptoforge".
And thanks 帝国志願兵ビルダーC, you helped me identify the problem sooner.
帝国志願兵ビルダーC 12 Apr @ 12:29am 
The cause is probably Vanilla Quests Expanded - Cryptoforge. I checked the minimum mod list, and found a red error in the error log on the title screen that disabled the Sense Of Depth layer function.
GVLT 11 Apr @ 11:43am 
Hi, suddenly list of items in the mod setting become empty for me, but previously it was working flawlessly. What might be the problem? It also seems to stop working for me at all
William 7 Mar @ 11:03am 
Beautiful mod :steamthumbsup:
ODevil 24 Jan @ 11:22am 
Alright, nice to know something like that might exist someday xD
I was just asking because perspective trees from ReGrowth Core don't properly work on larger trees, like from Medieval Overhaul or Majestic Foliage.
Si-Cafe  [author] 24 Jan @ 11:01am 
@Odevil Tree graphics use shader (for waving in the wind), so they don't work well with this mod's features alone. (possible to always draw them on top of the pawn, but root and stump parts also will cover the pawn's head...)

I was developing a layer overhaul mod for pawns, trees, etc. I might release it someday, but it's unstable...