RimWorld

RimWorld

Smooth Terrain
103 Comments
Divines 3 Aug @ 8:19pm 
yeah ill see what i can do xD im rather new to rimworld so im still working on my modlist ^^
Enrico  [author] 3 Aug @ 8:00pm 
The more graphics mods you install, the more the little things start to bother you lol
Enrico  [author] 3 Aug @ 8:00pm 
Yeah it defo has nothing to do with this mod, but I agree, rimworld's shadow system is awful
Divines 3 Aug @ 7:58pm 
i mean that shadows of none the like more roundish blocks like mountains, have the sharp corners shadow of walls.

also that the shadow isnt completly connected to the block, just noticed that the textures arent even connected properly on the mountains

tho nothing of it really has anything to do with this mod ngl

maybe ill find some other mods for that or gave you an idea for perhaps your next mod ^^

never shouldve looked so close at the game xD

https://pasteboard.co/vX35HwNZ5nWI.png
Enrico  [author] 2 Aug @ 8:42pm 
Yeah that's a good idea for a button I guess, I'll write it down on the ideas list
darktoes 2 Aug @ 8:27pm 
Just out of curiosity, would it be possible to improve the automatic pair generation? I was thinking something along the lines of a button to automatically add all terrain pairs from the current map to the list.
Right now I'm playing on a Scarlands map and the default manual list doesn't seem to work with any of the toxic water or ancient megastructure.
Enrico  [author] 2 Aug @ 8:13am 
What bothers you about shadows?
Divines 2 Aug @ 8:12am 
looks great the only thing that bothers me now a bit are some shadows now xD
Snuggl 2 Aug @ 3:55am 
Anybody know if this works on 1.4? I also run over 500 mods and alot need manual update which is why i'm stuck with that version. 😑
Enrico  [author] 1 Aug @ 9:20am 
@Schadenfreude, check the recommendations section in the description
Schadenfreude 27 Jul @ 3:02pm 
Can I ask what the mod for the terrain and trees in the showcase are?
unicornfarts_4206669 24 Jul @ 2:48pm 
Thank you Enrico and Tsubasa for your answers! I will check if Camera+ is the issue!
Tsubasa 24 Jul @ 4:58am 
the water visual bug was caused by Camera+ for me, and swapping to simplecamerasetting fixed it
Enrico  [author] 23 Jul @ 9:20pm 
This mod only changes world generation, not how the game's rendered. NANAME Floors might change texture rendering - if any part of this mod would affect it - though I doubt it.
unicornfarts_4206669 23 Jul @ 8:21pm 
I am having the same water texture glitch when zoomed out as Ballhack. Am also wondering if it is this mod, if not this one any suggestions?
Enrico  [author] 21 Jul @ 9:30pm 
They just change the tile itself, not the world generation. The blended tiles are by default a harsh triangle, but you can make it faded or even circular.
kongkim 19 Jul @ 12:18pm 
Could you add a description of the different types of blend modes? What do they do, and what are they good for? :)
BreBearz 19 Jul @ 9:30am 
Actually what they are using is a few comments down
BreBearz 19 Jul @ 8:41am 
Looks like clean textures mod and maybe soil contrast mod
Jean1337_ 19 Jul @ 7:47am 
Sorry to ask, but what mods did you use to make RimWorld so colorful and beautiful?
Ballhack 18 Jul @ 7:45pm 
I will keep looking then, thanks for the response and awesome job on the mod!
Enrico  [author] 18 Jul @ 5:47pm 
@stefm59 Mountains Retexture, CMT retexture, Clean Textures

@Ballhack I don't believe that's related to this mod
Ballhack 18 Jul @ 12:31pm 
This may have been answered but when I zoom out even a little, the texture of the water is gone and replaces with circular ripples. I have tried changing the settings but can not seem to get HQ water texture to remain when zoomed out.
stefm59 18 Jul @ 1:14am 
Hello, first thanks a lot for your work.

Which other MOD do u use to get those pretty trees, grass, sand, water textures in the screenshots ? (or is it already included in Mountains retexture?).
Thanks
Enrico  [author] 16 Jul @ 11:12am 
Update 16 July:
- Added support for upcoming Better Mountains mod.
Your Best Friend 15 Jul @ 12:33pm 
Dang that was a fast patch, sweet.
Enrico  [author] 13 Jul @ 6:26pm 
Update 14 July:

Odyssey patches:
- Fixed tiles neighboring space (such as on asteroids or platforms) having a red border.
- Fixed errors when having auto-detect on, by excluding the following tiles in the default save file: "LavaShallow", "LavaDeep", "Space".

If you have auto-detect tiles on and have changed your exclusions, your config file won't be updated! It's up to you to add "LavaShallow", "LavaDeep" and "Space" to your exclusions list, if you wish to prevent errors.
Your Best Friend 13 Jul @ 11:14am 
Great mod, I love using this with the Mountains retexture, makes worlds lovely. An issue I've noticed with Odyssey, when this mod is on there's red outline borders appearing on space platforms/asteroid borders. It's not too bad, if anything it makes sense to have a safety paint pattern around the man made structures, but it also appears on the asteroids. A small issue, otherwise it's been working seamlessly so far!
Enrico  [author] 13 Jul @ 9:11am 
The tiles are cached as defs on every boot up, and then stay in your memory until exit. This could theoretically increase boot up times, and fill up memory. But I haven't felt any noticeable performance loss because of it, but I'm on NASA PC so I wouldn't know.
Auspician 13 Jul @ 9:08am 
When using the option "Automatically detect all natural terrain pairs" does this save the data to a database or generated them each time at runtime? For example, in Skyrim with grass mods there are ways to cache the grass to a file so it only needs to generate once. Is that how this works? Or with that option on would it need to regenerate each time at game/map start?
JäteWaaaaagh 6 Jul @ 2:00pm 
Woah cant believe I missed that
VitaKaninen 6 Jul @ 7:48am 
It's in the description.
JäteWaaaaagh 6 Jul @ 12:35am 
How can you make your cliffs look like so artsy? I'm assuming that's a different mod
Potato Gaming 5 Jul @ 12:15am 
yahoo!
тетеря, блин 4 Jul @ 10:59am 
oh. yeah, that may be a problem. high hopes, fixable. thanks again for the answer.
Enrico  [author] 4 Jul @ 10:47am 
I am worried for the dynamic terrain modification feature in the DLC though, with the water spreading from its natural boundaries and such.
Enrico  [author] 4 Jul @ 10:46am 
You mean for newly added terrains? I definitely will add new terrains to the default blend list, but this can also be done by you, the user, using the settings. :)
тетеря, блин 4 Jul @ 10:45am 
will it need an update for the new DLC? subbed. thanks.
Enrico  [author] 4 Jul @ 10:45am 
I have tried lots of things, but I've found that creating new tile types is beyond my expertise, so I depend on NANAME floors instead. :P
Murfle 4 Jul @ 10:28am 
Hey man. Looking good, but some of it isn't tiling properly. I know what would look even better :D - Have you considered the Half-Offset Tiling method?

Explenation: Its basically using the existing tile data to inform your "engine" to pick the correct tile for a new overlayed grid that's offset by 0.5 in both directions. Meaning you pick the new tile from 16 variants based on the 4 corners that tile needs to have (based on the existing Rimworld tile data). Downside is you'd have to make variants (or masks?) for all possible terrain versions.

I've used this tutorial before, bottom is a very simple example of my results.
https://imgur.com/a/6SvW6HZ

Either way - Amazing looking mod.
Enrico  [author] 4 Jul @ 3:12am 
Different ways the individual blended tiles can look
Thurnis Haley 4 Jul @ 3:05am 
What are the different blending styles?
Enrico  [author] 24 Jun @ 11:26am 
Update 24 jun:
- Removed the disable-blending-polluted-tiles toggle because NANAME Floors has fixed the pollution rendering bugs.
mayonez 24 Jun @ 2:58am 
great mod. looks so cool :steamthumbsup::happy_yeti:
牧之原翔子 22 Jun @ 11:53pm 
good! i like U my god!!!
Enrico  [author] 22 Jun @ 12:08pm 
Depends on the mod, I'd assume it works though, but can't say for sure.
Rohzdear 22 Jun @ 11:37am 
That answers my question. How would compatibility be with mods that allow you to terraform terrain (change Soil to Water, Stone, etc).? Stuff like Soil Relocation Framework, Terraforming Devices, etc.
Enrico  [author] 22 Jun @ 11:02am 
Cannot be removed using the Remove Floor gizmo tho, if that's what ur asking, they are considered as natural as the grass, and you can build other floors on top of em.
Enrico  [author] 22 Jun @ 10:59am 
The latter, they are custom NANAME Floors.
Rohzdear 22 Jun @ 10:57am 
So, does mod purely modify the way terrain is rendered, or is the 'smooth terrain' just a floor that's generated with the map and can be removed? I'd heavily prefer the first alternative.