RimWorld

RimWorld

Progression: Verticality
208 Comments
RandomEdits 17 Jul @ 4:40am 
Actually, I think I know what the problem is. Because the original intent was to always orient the stair case face the same way as the one connect, flipping the texture doesn't actually flip where the pawns will end up on. That sucks...
WalrusMan 11 Jul @ 10:51pm 
Mainly excited for an update so I can get rid of that ugly ass schedule tab in the ruins mod. But really though, I've never used any Z level mods for this game. As you imply, I figured it'd be hella janky and unstable. Maybe that'll be the case for 1.6 lol iirc they changed some stuff with regards to map layers. Interested in trying it though.
ferny  [author] 8 Jul @ 11:11am 
@S.S.Mogeko Will check on that error
S.S.Mogeko 8 Jul @ 9:29am 
Also, Unsure if this is intentional or not but with this mod and MultiFloors, the restrictions for ladders and stairs needing a roof overhead is missing. I can understand for ladders and stairs going down but not for those going up.
S.S.Mogeko 8 Jul @ 9:11am 
Getting an error:
Could not resolve cross-reference: No Verse.ThingDef named AM_Exit_Staircase_LargeElevator

Only required mods loaded and AUR.
ferny  [author] 3 Jul @ 10:24am 
@RandomEdits That's a report for the MultiFloors guy, not me
RandomEdits 3 Jul @ 8:35am 
For some reason when the pawns move to another level, they get spit out to the wrong side of the stairs.
ferny  [author] 21 Jun @ 2:31pm 
v11 - new thumbnail
Vex 20 Jun @ 12:48pm 
@Fantasy System
Blatant self advertisement, but https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2934265284 works for getting power between levels.
YolographicSight® 17 Jun @ 10:30pm 
can you make it work with dubs bad hygenie please
Thurnis Haley 13 Jun @ 1:58pm 
Can somebody help me get pawns to work on other floors? I can tell them which floor to sleep, eat, meditate, and relax on ... how the hell do I get them to get in the basement and mine?
Glasst1ger 12 Jun @ 11:12pm 
There is this line in the 1.6 patchnotes:

Fix: Prioritized work/job queue is now cleared on entering a map portal.

Will this break multifloors?
Lapinwarrior10 9 Jun @ 2:29pm 
Is it possible to add the option of entirely removing the ancient urban ruins ruin-level system and making ruin floors connected using multi-floors or is it technically not possible? Thanks in advance!
Fantasy System 9 Jun @ 4:08am 
How do I get power between levels?
Bojan 8 Jun @ 8:50am 
Is it safe to delete this mod in the middle of the game?
ferny  [author] 13 May @ 1:31pm 
@lunaemoth Just delete the Medieval Overhaul patch file
lunaemoth 12 May @ 7:34pm 
hey! what would i need to change if i wanted to add back the medieval overhaul mineshaft?
do I look like i'm nervous?!? 30 Apr @ 12:58pm 
@Hebrux
You should delete the the map with the dev mode enabled, I believe theres a button on the stairs, after that you should reload your game just in case
Hebrux 30 Apr @ 10:31am 
If I want to remove all my stairs and z levels, including the second floor map, how do I do that?
I've removed the stairs but I still see the second floor map
GeekyRaptorStudios 29 Apr @ 2:56am 
hey um... can you add back in the elevator you removed from urban ruins but only visually and industrial tech level made of steel. I kind of like the urban ruins elevator but don't mind if it's only brought back through the sprite.
pls. I like that elevator's graphic.
Cubile Oddity 11 Apr @ 3:01pm 
i thought it was you my bad
ferny  [author] 11 Apr @ 5:57am 
@Cubile Oddity No idea man, that's a question for the multifloors dev
Cubile Oddity 10 Apr @ 3:00pm 
okay so it is just bad luck and do the vertical pipe transport plasma from the shield generator mod ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2540563802
ferny  [author] 10 Apr @ 3:05am 
@Cubile Oddity Pretty sure yep
Cubile Oddity 9 Apr @ 5:08pm 
are compacted mineral generated in sub surface level ? i didn't find mineral while strip digging under my base
ferny  [author] 9 Apr @ 12:41am 
@slayerofdemons Unfortunately no, you kinda just have to give up on that
slayerofdemons 9 Apr @ 12:37am 
If I have an existing multi-floor base made with the AUR system, will this allow me to transition that existing base somehow? I.e. build multifloors stairs between levels originally created with AUR?
ferny  [author] 8 Apr @ 6:27am 
v10 - added elevator research project, added smithing requirement for vertical pipe
ferny  [author] 7 Apr @ 3:58pm 
@owl I'm referring to thematically, they make no sense given the existence of multifloors. So they're removed.
owl 7 Apr @ 3:29pm 
I realize that sounded a little odd, it's totally possible I have some other weird mod that is making MO mine shafts behave how I've described. But for me, its just a building you place, and add bills to gather stuff from.
owl 7 Apr @ 3:28pm 
Hi, are we sure Mine Shafts in MO do what you've said they do here? For me, they just let me mine materials. No Z-levels or anything like that. I'd prefer they not be removed here, but I'm otherwise interested in this.
Slamurmum 6 Apr @ 1:35am 
<3
ferny  [author] 4 Apr @ 6:07am 
v9 - fixed chute
ferny  [author] 4 Apr @ 6:07am 
@daferalmasys fixed
daferalmasys 3 Apr @ 9:37am 
Where is my Chute? I can't find it anywhere in the architect menu. It doesn't even appear in God mode.
branch? 1 Apr @ 9:02pm 
It's too bad the Safe House scenario from Ancient Urban Ruins, the underground parking garage stairs are not the same as the MultiLevel ladders.
Silver 1 Apr @ 11:13am 
I speak for the people. you're our favorite, ferny
Venerax 31 Mar @ 1:38pm 
Turns out it wasn't this after all, it was the multifloors mod itself.
ferny  [author] 31 Mar @ 1:13pm 
@Venerax No it doesn't, you have a conflict and this has nothing to do with this mod, it'd have to do with Multifloors
Venerax 31 Mar @ 12:54pm 
This mod causes the game to fry itself when placing stairways, which breaks saves.
ferny  [author] 29 Mar @ 8:15pm 
@Jangurs Seems like they fixed the fix I put in there themselves, i'll remove my fix
Jangurs 29 Mar @ 6:39pm 
Getting errors on game launch when using just this mod, dependencies & AUR:

https://gist.github.com/HugsLibRecordKeeper/22a45f13c0e57df79224110f7735910b

XML error: Duplicate XML node name uiIconOffset in this XML block: <ThingDef ParentName="MF_StairEntranceBase">...
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference: No Verse.ThingDef named AM_Exit_Staircase_LargeElevator found to give to AncientMarket_Libraray.ThingData AncientMarket_Libraray.ThingData
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
ferny  [author] 24 Mar @ 10:55pm 
@CarlBagins I mean if you think through it yeah, but at a glance no. What your brain immediately assumes should be the case is what i'm going for here
CarlBagins 24 Mar @ 7:02pm 
I think for the stair cases not being flipped was intentional. Imagine the staircase goes up, hits a platform, then 180's up to the next floor. With how you changed it, I think it would need to make more sense to offset the stair "block" by one grid space in whichever direction the stairs are oriented. I don't know how canonically tall the pawns and/or blocks/walls are since it's a 2d game, but having only 7 steps up to the next floor of a building seems like too little, at least to me. 14 steps seems more reasonable if you imagine there's actually 2 sets of stairs to the next floor. Apologize for bad english, it is my second language
(Goth Mommy) GHOST_023 10 Mar @ 9:47pm 
That's what I figured, i think it would be amazing to have in the future but that's something the SOS team would have to do
ferny  [author] 10 Mar @ 3:53am 
@(Goth Mommy) GHOST_023 I mean yeah, it does work.... just don't put down any verticality stuff inside of a ship. The game doesnt' combust or anything, it's just weird
Azzkal 10 Mar @ 3:20am 
No
(Goth Mommy) GHOST_023 8 Mar @ 5:08am 
is this compatible with save our ship 2?
ferny  [author] 7 Mar @ 6:07am 
I'll take a look at this
Moz 7 Mar @ 6:06am 
Yeah same issue with the orientation of north-south facing stairs are flipped the wrong way