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Thank you for letting me know. I've uploaded a fix. It seems in 1.1 its mandatory for floors to require materials however the dev log does not throw an error without it. I've added a requirement of 1 wood log for tiles to fix the issue.
Given the need of materials I might look into redoing my mod so it uses soil which can be bought/dug up.
Best regards
Yes the soil itself is not a terrain replacement its layered like carpet or wood. It's not intended to be used with a till soil mod. Not sure why it wouldn't show up in the UI anymore though. Below is instructions on how to make it a terrain replacement if you wish.
Remove the field <layerable>true</layerable> from my terrains and I believe they should work like normal terrain. My mod will be under
Steam\steamapps\workshop\content\294100\925664789\
After researching it you can find it under floors. Both of them are stacked together under the single tile so click and then select either normal or rich soil.
Good to hear you got it working.
I'll look into making patches because I do find I have to redo customizations when a mod updates.
Cheers again for help and your useful mods :)
No worries. I make xml patches and run them via my personal tweaks mod. That way I don't have to manually update them all the time.
Steam\steamapps\workshop\content\294100\925664789\
I'd really rather not use dev mode... it seems a bit cheaty :) Nice mod btw
Ah is that what it is. The soil flooring is intentionally not meant to replace terrain so it doesn't mess up the map. If that's what your after you'll want a terraforming mod of some sort or simply turn on dev mode and use "set terrain".
I've never needed to do that. Is it an issue with mods that add fertilizer or compost?
Glad it worked out somehow. If you have future issues you can also modify terrain via debug mode. It's not ideal but it will work.
It sounds like some sort of mod your using changes the terrain in some way. You could try dropping my mod to last in your load order but if that doesn't work it sounds like it won't be compatible with whatever mod is causing the terrain changes.
Moving the mod up near the top of my mods seems to have fixed it. TY for the response.
I haven't heard of something like that happening before so I don't really know what could cause that behavior. The only thing I can think is that maybe a mod that groups flooring in some manner may be interfering or that it may be getting hidden under another floor somehow due to the drop down menu.
I honestly don't know. Although if a mod like MoreFloors is listed then it should work. It's simply an xml mod with new floors.
Is your mod working with Zetrith's Multiplayer mod for RimWorld?
It is not on the list right now: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1618452047
Ahh so that's what you meant. Glad its helpful to you.
There's mods to disable dev mod you can also disable it permanently via the options menu.
It must be researched and both soils are grouped under the same button in the floor tab to save on visual space much like materials for walls or turrets.
No that's not normal, it sounds like you have some sort of issue. It's constructed like other buildings if they aren't doing it automatically something must be interfering somehow and it probably isn't limited to affecting just my mod.
Fluffy's Research Tree should be up to date and without the issues of the other one. So if you weren't using that give that one a try.
It sank into the swamp, so, I built a second one.
That sank ito the swamp, so I built a third one.
That burned down, fell over, then sank into the swamp, but the fourth one stayed up! Aaand that's what you're gonna get, lad: the strongest castle in these islands!"
I generally don't play marsh biomes. The idea was simple soil on any terrain, honestly it's really as OP as you make it. If people want to jam rich soil all over marsh or sea ice I won't stop them. They can do the same thing without the mod if they use dev mode.
As such it's about as OP and gamebreaking as a mod can get--more power to you if you like that sort of thing though.
I'm afraid I don't know how to help with that. I used the vanilla games category system so there shouldn't be any issues. My only thought is that there might be a conflict with another mod somehow or some issue with your games files.
The idea is to be able to build it anywhere. It's up to the player if they choose to build it on mud, water or marsh. So it's not something I plan to change. Each level of soil research is the same as hydroponics. It's not massive but I think its sufficient I don't want it to be very difficult to get a hold of.
If you want to change anything personally for your game you can find the mod under the location below.
Steam\steamapps\workshop\content\294100\925664789
To remove the marsh, water mud thing I believe you just need to change the affordances. Under Defs\TerrainDefs\ you'll find the main file. Remove <li>Heavy</li> from the list of affordances. As for research it's under Defs\ResearchProjectDefs\ change the <basecost> number to whatever you want it to be.
I suggest that these soils would act like normal floorings (can be built on stone and sand, but cannot be built on marsh, mud, etc...)
also, the richsoil would be harder research :P
Anyway, I like the idea of this mod.