RimWorld

RimWorld

MultiFloors-Dev
59 Comments
Rogue 4 Aug @ 1:17pm 
For visibility, I raised a conflict I found with Dubs Central Heating: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3537626590/600785448933279860/

I just wanted to mention it in the main thread in case opening new discussions is easy to miss. I don't know how noticeable new discussions are for mod authors. No worries if you just haven't had a chance to look at it.
Rhamphoryncus 4 Aug @ 7:36am 
Construction delivery is very unreliable for me. Adding stockpiles and manual transfers eventually gets something built, but it takes a while and a lot of tweaking.

Also frequently transfers unnecessary stuff. 1 survival meal consumed so 6 stacks of it get thrown on the floor.
telardo  [author] 4 Aug @ 7:30am 
@Skalla Not sure what's the question. Construction delivery is the only exception and it still works.
telardo  [author] 4 Aug @ 7:28am 
@l i m b o I tried before and it doesn't look good at all. So it's paying the overhead for no purpose.
telardo  [author] 4 Aug @ 7:26am 
@infinite-jewery Not practical. Pawns will need to check all upper levels for visibility. Large dynamic objects might overlap too.
Skalla 4 Aug @ 2:38am 
@telardo

I swear this worked before and pawns automatically moved materials to other floors.
There's video evidence of this too: https://www.youtube.com/watch?v=_bfb8l-zBLA
KingCrab 4 Aug @ 12:55am 
@WorkingClassKid

I updated the prefatcher like you said, so it works fine without any problems, thank you late. Have a great day!:cozycrashfish:
@l i m b o shouldn't be necessary, theres an add-on mod that does that. It'll surely be update when this mod is.
l i m b o 3 Aug @ 10:24pm 
I know you have a lot to do to update the mod already, but have you considered adding an offset for the drawing of higher floors? The original Z levels mod had it and it made the higher levels look more in line with Rimworld's perspective
infinite-jewery 3 Aug @ 1:56pm 
Is it possible to make pawns, doors, and/or other dynamic objects visible from upper floors or is that just not feasible due to some sort of constraint?
彩虹猫 3 Aug @ 11:34am 
能和Item Teleporter模组兼容是最好了.
彩虹猫 3 Aug @ 11:33am 
能做跨楼层的储物检测么?
telardo  [author] 3 Aug @ 9:57am 
@Rhamphoryncus This is expected because billed jobs assume materials on the same level.
Rhamphoryncus 3 Aug @ 8:21am 
I tried to install a wooden foot across levels, but but they were unable to find materials across levels. Unsure if it was just the wood or if it was the medicine too.
无言独行. 2 Aug @ 7:46am 
@telardo this issue was be solved when u publish new edition,I didnt update when I repeat this error,no other bugs now.:steammocking:thanks for ur diligence.
KrusherJr 2 Aug @ 6:19am 
You fixed it already, updating to the latest version made it work. Thanks boss.
KrusherJr 2 Aug @ 6:07am 
Turns out that it was a conflict with WVC work modes; I have no idea how reasonable it would be for you to produce a fix, or what the conflict actually is.
telardo  [author] 2 Aug @ 5:34am 
@无言独行. Can you send me a save?
telardo  [author] 2 Aug @ 5:32am 
@KrusherJr Are you using 1.6.0.3? Try resubscribe to get the latest version.
KrusherJr 2 Aug @ 5:27am 
I'm running into some form of conflict where this mod (in conjunction with one of 89 other mods) is causing mechanoids to have no idea what their jobs are, leaving them standing and unable to act at all (unable to have movement commands be ordered while drafted).

I'll try to narrow down what the conflict is, but if you have any insight into what the root conflict might be, it would help me out a great deal.
WorkingClassKid 2 Aug @ 5:09am 
@KingCrab

It's working with the lastest Github fork version. You can get it there: https://github.com/jikulopo/Prepatcher
KingCrab 2 Aug @ 1:40am 
Hello! I'm setting up a mod for use now, and I think the 'ui not included' mod and prefatur 1.6 are crashing, I haven't checked the problem with the multiflor, but please refer to it when setting up the mod as it requires a prepatcher!
无言独行. 1 Aug @ 11:01pm 
@telardo I successfully copy this "prisoner" bug,when u "damage until down" and cure prisoners ,after prisoners becomes capable of moving,they will be "waiting",don't do anything,even eating or sleeping.including sick animals.
Problems also occur when running multi-floors alone.
NovemGaming 1 Aug @ 9:51pm 
how do you get power between levels?

otherwise I love this mod so much
Rhamphoryncus 1 Aug @ 6:45pm 
1.6.0.3 definitely helped (no thanks to Steam, which didn't want to update).

I seem to need a stockpile to trigger construction. Without it they won't haul steel or gravlite panels for flooring, but with a steel stockpile on important they haul both of the above and do the construction.
telardo  [author] 1 Aug @ 4:54pm 
@lohamigos Somehow the last update is completely broken and they won't do any work on other levels. Should be fixed now. Filth still need to be inside home area like vanilla.
I can't reproduce the prisoner bug though.
lohamigos 1 Aug @ 2:11pm 
Love this mod! Thank you for your effort! Have several issues. Prisoners won't eat their food in basement and pawns won't clean levels except ground.
Jameh 1 Aug @ 10:42am 
@telardo My bad! Thanks for taking the time to develop this and respond. Have an excellent weekend!
telardo  [author] 1 Aug @ 9:33am 
@Tyler Build a ship ladder instead of the normal stairs. It works as a grav field extender.
Tyler 1 Aug @ 9:17am 
When I try to build the substructure, it says "must be built within the radius of the grav engine or grav field extender" And it wont let me place the amplifier without substructure. Does this sound like a mod conflict or am I doing things wrong?

Not asking you to troubleshoot for me if this is a conflict with my modlist. I'll try taking some educated guesses if it seems like a mod thing.

I appreciate you updating this mod so relatively fast after a big update like this.
telardo  [author] 1 Aug @ 8:24am 
@Jameh Pipes in DBH are shared on all levels. You don't need a pipe connector. It's for the pipe network in VE framework.
telardo  [author] 1 Aug @ 8:20am 
@Rhamphoryncus Fixed.
telardo  [author] 1 Aug @ 8:20am 
@jononaugt @Maar @Dreams of Quiet Calamity @InLightEnd Mech standing from the broken patch in WVC Work Modes should be fixed. This mod should load after it.
Jameh 1 Aug @ 8:01am 
Anyone else having issues transmitting pipes from Dubs Bad Hygiene?
I place down the pipe connectors, but don't get any options in the 'Set resource to transmit' drop down
Maar 1 Aug @ 6:48am 
Can confirm the mechanoids standing still on my end was because of 'WVC Work Modes' being loaded before this one, moving it to load after and mechs started to move again.Thanks for the info @InLightEnd & @Dreams of Quiet Calamity
Rhamphoryncus 31 Jul @ 9:15pm 
Another standing issue: I got a pawn with gut worms and didn't have a medical bed. Once treatment is needed they just stand there. Marking a bed as medical caused them to move to it. I was able to duplicate the behaviour, too; disable medical bed, wait until treatment is needed (they get stuck), then reenable and they move again.
Morcalvin 31 Jul @ 5:44pm 
I did use the version of prepatcher you included, it caused the problem I said
InLightEnd 31 Jul @ 2:29pm 
@jononaugt @Maar
I can't tell you what part of it is causing mechanoids to break, but if you still have this issue when I went into the modcompat folder, and deleted the patch folder for WVCWorkModes it fixed the mechanoids
Dreams of Quiet Calamity 31 Jul @ 1:58pm 
This mod calls to be loaded after WVC Work Modes, however that breaks WVC Work Modes and causes Mechanoids to be unable to move. Loading the mods in the opposite order fixes this.
Spot 31 Jul @ 10:31am 
Cant get a new colony to start or load a 1.6 save. Gets stuck at "loading assets 90%" even with only the prepatcher and multifloor-dev enabled.
Darian Stephens 31 Jul @ 10:13am 
@SugarCrash
Auto-drafting when telling a pawn to move to another floor was default behaviour in the 1.5 version of this mod, so it happening here doesn't seem unusual.
Maar 31 Jul @ 9:57am 
Can confirm same issue as jononaugt, mechanoids both friendly and hostile just stand still with the activity "standing"
Fdrums046 31 Jul @ 6:46am 
The mod works but it kills my TPS on my modlist. looks like prepatcher is the culprit.

Went from 600tps to 200avg
SugarCrash 31 Jul @ 5:46am 
i seem to have an issue where my pawns aren't moving between levels automatically, they load things fine but don't path between them. When manually moving between them, they're automatically drafted once they get to the other side, which might indicate mod conflict maybe?

additionally, i am using free will mod, so i don't know whether that'll affect it?
Sinsei 31 Jul @ 2:38am 
Do added floors on a gravship count towards the 2000 block limit?
jononaugt 30 Jul @ 9:51pm 
having an issue with mechanoids just standing
How are would it be to make this so on certain biomes like space biome, going underground won't make rock on the skybox?
Rhamphoryncus 30 Jul @ 9:15pm 
Issues I've seen so far:
* World gen happened twice. First normally, then a second time with the first map as a background the world gen screen
* I have [K]Extra Stone installed, but the modded stone types aren't available for foundations, and this map tile doesn't have vanilla stones. Using wood for now.
* Dubs Mint Minimap is giving errors when switching levels. Hiding the minimap is a workaround.
* Getting periodic NullReferenceException; the stackstrack shows Dubs Bad Hygiene as involved.

Cheers, thanks for working on it!
telardo  [author] 30 Jul @ 6:06pm 
@Calsafer Correct. Because it needs to be load first I can't bundle it with this mod. You just unzip and copy it to the local mod folder then activate it like a steam mod.
Calsafer 30 Jul @ 6:02pm 
@telardo

Okay, i found the prepatcher zip... if i'm using steam workshop can i still just place and unzip in my local mod folder? (i.e. steam/steamapps/common/rimworld/mods)?