RimWorld

RimWorld

Tech-appropriate Roof Mote
33 Comments
KawwaK 14 Jul @ 10:30am 
OK, thanks anyway!
Mlie  [author] 14 Jul @ 7:35am 
@KawwaK The logic to know what walls each roof mote are connected to is not something I can solve
KawwaK 14 Jul @ 7:23am 
I'd like to see the wooden roof when I build with wooden walls, regardless of the tech level
Pablo Discobar 13 Jul @ 4:22am 
Brilliant, brilliant!
SketchyGalore 1 Jul @ 6:59pm 
Today in things I never noticed before but now can never unsee... (Lovely work as always!)
thx0s 1 Jul @ 3:16pm 
Legend:steamthis:
Mlie  [author] 1 Jul @ 1:04pm 
@Sancho This is just a graphical mod, there are other mods that lets you build thick roofs
Sancho 1 Jul @ 1:01pm 
would be cool if it could also stop drop pods and such
Troublesomeknight 28 Jun @ 9:38pm 
@nam The closest we have is Medieval Repair.
Nam 28 Jun @ 7:49pm 
is there a mod that does this but for the welding effect when pawns build so tribals arent using welding tools when building stone walls?
Nishe 26 Jun @ 5:34pm 
@Mlie Thank you dude! You are the best
seobongzu 26 Jun @ 2:59pm 
@Mlie
Absolutely, that sounds good :spacehamster:
Condor 26 Jun @ 1:39pm 
Thank you Miles!
I felt like this should have been addressed when Ideology was released, oh well.
Mlie  [author] 26 Jun @ 9:35am 
@seobongzu If you approve I can add them to the mod as an option?
seobongzu 26 Jun @ 8:50am 
This is a simple and cool mod. I thought the textures were slightly bright and dense, so I made new textures for my own use. Anyone who needs them is free to use them.
https://seobongzu.com/rimworld/Roof-Mote/
Mlie  [author] 26 Jun @ 8:16am 
@Nishe Added setting to select what research should be the limits
@ferny Added the option to base it on colony tech-level instead
Mlie  [author] 26 Jun @ 7:39am 
@Aelok This is a graphical only mod. Afaik only walls are considered when calculating insulation, not roofs.
Aelok 26 Jun @ 7:37am 
Are you able to increase insulation through higher tech roofs? In vanilla 'thick mountain roof' is the best insulation but I dislike being a mountain dweller.
Mlie  [author] 26 Jun @ 6:26am 
@[RTB] Sarianos Not in the scope of this mod, but I assume its possible. Seems some mod would have already implemented it
[RTB] Sarianos 26 Jun @ 6:24am 
@Mlie Out of curiosity and a little bit of masochism, since this got me thinking, is it possible to add a construction cost to the vanilla roof?
Nishe 26 Jun @ 1:28am 
@Mlie Could always just make it toggleable so players with such a mod can opt in. Also, would it be possible to add the ability to choose which research project unlocks the higher tech texture? Personally I'd prefer it to be something a bit further up the tree like advanced fabrication.
Nam 26 Jun @ 1:15am 
with 3 mods you can start a world where everyone is tribal and techs up alongside you without having to deal with mechanoids until you're a better tech level (Tech Advancing, Ignorance Is Bliss and Faction Evolution)
ferny 26 Jun @ 12:10am 
@Mlie Lots of folks use tech advancing mods nowdays, would be a good option eventually
Mlie  [author] 25 Jun @ 11:07pm 
@ferny That was the first idea but since the player techlevel does not change unless you use a mod for it that would not work.
Cheeseflannel 25 Jun @ 9:07pm 
@ferny you're the patch god! I can't wait for you to make this happen in a few days if OP doesn't haha!
Myphicbowser 25 Jun @ 8:23pm 
Another Mlie banger, thank you! Its the small immersive things that really keep you in the game
ferny 25 Jun @ 6:58pm 
Mlie maybe a mod option to tie it to tech level instead of research?
ferny 25 Jun @ 6:56pm 
Oh yes
GHOST 25 Jun @ 10:41am 
yaaay thank you!
Mlie  [author] 25 Jun @ 10:30am 
@GHOST Added mod-options for that now
Croctus 25 Jun @ 10:01am 
Another amazing mod I didn't know I needed.
Thale 25 Jun @ 8:25am 
@GHOST you could probably just copy the texture over and replace it in the files.
GHOST 25 Jun @ 7:02am 
this is awesome, definitely going to use it on my medieval runs :)

btw is there a way to selected disable the plasteel roof? i think i prefer the corrugated