RimWorld

RimWorld

NANAME Floors
57 Comments
LS  [author] 28 Jun @ 4:42pm 
@Abara
Due to my lack of technical skills when I first created this, the mask images are four separate images, but with my current skills, I should be able to rotate a single image and achieve what you are suggesting.
The problem is that there are derivative mods now, so I have to consider backward compatibility... Well, I'll think about it.
Abara 28 Jun @ 4:17pm 
Hello, I think it would be convenient if forms that have several directions could be rotated using Q and E, so as not to click in the menu each time. Also, for compactness in the menu, such forms could be somehow reduced, for example, draw all the icons to the size of one, although it seems that this may not be convenient, or display only one, demonstrative and next to it a sign that there are others in it, something like the icon of looped arrows
Enrico 24 Jun @ 12:04pm 
Fantastic, can confirm this bug is gone :)
LS  [author] 24 Jun @ 11:59am 
@Enrico
I checked just now and did not see any such problem. Does the problem still exist? It may have disappeared due to the large-scale code changes that were made.
Enrico 24 Jun @ 11:23am 
Seems good now, nice! It would also be cool if you could look into the issue where two blended terrain tiles placed neighboring eachother will always have the same direction. My Smooth Terrain mod currently works arround this by never placing blended terrains next to eachother if they have different orientations, but the terrain could be smoothened even further if this wasn't necessary.
LS  [author] 24 Jun @ 10:29am 
@Enrico
The basic information of the blended terrain has been changed back to that of the cover terrain. And since I found a problem with the floor paint, I fixed that too.
I hope this time there won't be a shortage of tests.
Enrico 24 Jun @ 9:15am 
Diagonal floors are no longer placed on the top layer, they just take over the terrain layer now.
Enrico 24 Jun @ 9:14am 
Awesome, but now man-made diagonal floors are no longer removable, even without the Smooth Terrain mod. 😅
LS  [author] 24 Jun @ 1:49am 
@Enrico
Fixed
Enrico 23 Jun @ 10:59am 
Polluted soil <-> polluted rich soil have a purplish effect, at least in the 1.5 build that I test.
LS  [author] 23 Jun @ 10:56am 
@Enrico
Which terrain combinations cause visual bugs?
Enrico 23 Jun @ 10:18am 
Masterful work once again, but the pollution shader remains slightly off, but only in certain cases: https://i.imgur.com/lICf35l.jpeg
LS  [author] 23 Jun @ 7:16am 
Updated:
The terrain blending method has been revised to accommodate cases where the base terrain and cover terrain have different shaders. Blend versions of all terrain shaders in vanilla are now available, resulting in a more natural appearance than before.
Also, unless texture compression is turned off, flickering of pixels at the edges of tiles has been almost completely eliminated.
Enrico 22 Jun @ 11:19am 
Appreciate it! 🙏
LS  [author] 22 Jun @ 11:12am 
@Enrico
Man-made tiles are also polluted, but this may be because some shaders do not have corresponding blend shaders written for them. I'll deal with it.
Enrico 22 Jun @ 10:29am 
Or can man-made tiles get polluted as well? Not sure, don't interact much with that feature.
Enrico 22 Jun @ 10:28am 
I guess it makes sense why this bug exists because you didn't plan for the cover texture to be able to be polluted, considering you only planned for man-made cover tiles
Enrico 22 Jun @ 10:21am 
Hmm poluted <-> polluted transitions still render as black on my end: https://i.imgur.com/Bdn8BhF.png
LS  [author] 22 Jun @ 10:14am 
@Enrico
Should be fixed now
Enrico 22 Jun @ 9:15am 
thanks for the update tho!
Enrico 22 Jun @ 9:15am 
Bug: Polluted tiles are rendered as black btw
kongkim 22 Jun @ 6:56am 
Sweet :D
LS  [author] 22 Jun @ 6:55am 
Updated to 1.6
LS  [author] 22 Jun @ 4:25am 
@DRYWALL EATER
I plan to change the conditions under which the shape selection menu appears in an update, but the slanted bridge probably doesn't look the way you want it to.
You need to draw a slanted bridge texture.
DRYWALL EATER 20 Jun @ 8:27pm 
is there a way to use this with bridges? Since they are in the structure tab instead of floors, I do not have the mask menu.
kongkim 20 Jun @ 2:26pm 
Hi @LS looking forward to a 1.6 :D
Enrico 18 Jun @ 4:14pm 
That's a great tip! I'll look into adding custom masks for even better blending. I wasn't aware that half-opacities were possible.
LS  [author] 18 Jun @ 4:04pm 
@Enrico
Just thought, this mod uses the sharp diagonal mask image in NANAME Floors, right? NANAME Floors automatically recognizes mask images in the folder, and mask images accurately recognize alpha channel. Wouldn't it have been better to prepare a faded diagonal texture and use that?
1.6 will be supported sometime soon.
Enrico 18 Jun @ 11:58am 
1.6 update would be so sick rn :lunar2019coolpig:
Enrico 18 Jun @ 11:25am 
welp, I made a world gen mod that automatically smoothes the world based on NANAME Floors: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3502765685
Enrico 18 May @ 4:52pm 
it's working quite well for me, except for the part that two diagonal floors next to eachother will always match their rotation. this is annoying, but I can work around it, I can safely say now that my game no longer has any blocks.

imagine if you could write a worldgen mod that automatically smoothes out sand -> water transitions! that would be incredible, since those seem to look the blockiest.
LS  [author] 18 May @ 3:40pm 
@Enrico
I tried to get it to work (locally) with the TerraIn mod, but terrains have a tendency to “bleed” into the surroundings, so it was difficult to get the clean mix that was desired.
Enrico 13 May @ 4:54pm 
maybe it doesnt work bc of that terrain mod? not sure
LS  [author] 13 May @ 4:33pm 
@Enrico
Nope, you always have a choice of orientation.
Enrico 13 May @ 3:55pm 
tho it seems that two diagonal floors next to eachother will always match eachothers orientation?
Enrico 13 May @ 3:54pm 
nvm works pretty well with "TerraIn" by Boeker
Enrico 13 May @ 3:22pm 
i'd love for this to work with Terraform Rimworld!
LS  [author] 29 Jul, 2024 @ 11:45pm 
Update:
Added 1.4 compatibility
LS  [author] 26 Jul, 2024 @ 2:48pm 
@kongkim
It seems that when I deleted unnecessary code yesterday, I somehow deleted the necessary constructors as well.
Sorry, I should have tested more. The diagonal floor should come back if the save data is the same as it was when the error occurred.
kongkim 26 Jul, 2024 @ 1:59pm 
@LS for some reason now evertime i load my game all floors were i used diagonal floors it gone.
It also throw some red errors on load about tarrain and mask missing.
https://gist.github.com/HugsLibRecordKeeper/673e8f83916a6e291eca8e7bffb73636
kongkim 26 Jul, 2024 @ 7:27am 
@LS Cool will take a look later, also updating a few of my mods :)
And thx again man, its a nice mod.
LS  [author] 26 Jul, 2024 @ 7:17am 
@kongkim
I've updated it now because it's easy enough to make it deselect and to make the highlight stronger.
I thought about having the icons reflect the mask, but this is a bit more work, so I don't know if it's worth it.
kongkim 26 Jul, 2024 @ 5:57am 
@LS Really good job :) Works like a charm.

Some feedback:
1: I think it should show more what you have selected in the new corner menu, the color change on the selected should be more visible

2: When you have a corner selected and change floor type/texture it should automatically deselect the corner selected, i already placed multiple corners wrong when switching to place more normal floors :)
kongkim 26 Jul, 2024 @ 5:43am 
Cool will try it :)
LS  [author] 26 Jul, 2024 @ 5:41am 
Update:
Added the feature mentioned below.
kongkim 25 Jul, 2024 @ 3:36am 
@LS Yah if its possible :)
And think it would be a good feture to have here. It will give you some more users also im sure ;)
LS  [author] 25 Jul, 2024 @ 3:27am 
@kongkim
So you want me to be able to put the floor down after the wall? I saw a couple of the same requests on Diagonal Walls 2.
Hmm, I've been wanting that to happen too, so I'll take this opportunity to make it. I don't think it's worth splitting into a separate mod, so I'll include it as a feature of this mod sometime soon.
kongkim 25 Jul, 2024 @ 3:16am 
@LS Yah i know :D But thats the thing haha. I alrady build alot so i need to use the dev tool, would just be nice feture to have in the long run :)
LS  [author] 25 Jul, 2024 @ 1:55am 
@kongkim
Hey! I just checked and you can put a floor under Glass Walls! You have to put the floor down first! First!
kongkim 25 Jul, 2024 @ 1:28am 
@LS Yah the problem is the new ReBuild and corners mod i think its named, it add some cool looking glass windows, but its not possible to build floors under.
And yah you might be right its for another mod to do :) But its a option that is really needed not we can make a bit more datailed floors with this mod :)