RimWorld

RimWorld

RimWorld Workshop
Mods and scenarios for RimWorld. Mods can also be found at the Ludeon forums at ludeon.com/forums
pinbuck 21 Feb, 2020 @ 9:04pm
(Modding help) [MF] NoEdgeFade mod by Dreimal, somebody please revive this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/1542206501
^ second comment is the first time I asked the creator of the mod to bring it back, hasn't responded.
Mod has been gone for months and the longer I wait the more my eyes cross on these tile borders which make it impossible to quickly point out rich soil in an instant.

if there's a modder out there, im pretty sure it's some stupidly simple one line of code to just disable it, but I can't figure it out for the life of it

https://www.dropbox.com/s/lyib09nnybrcm4l/Screenshot%202020-02-21%2022.51.05.png?dl=0
https://www.dropbox.com/s/46dai7llx29p9rj/Screenshot%202020-02-21%2022.51.15.png?dl=0
there's some pictures that show the problem, note in the second picture on the far left, this is how the tiles should look in my opinion.
< >
Showing 1-4 of 4 comments
elipod 23 Feb, 2020 @ 12:22pm 
It might have something to do with <edgeType> and <renderPrecedence> values from TerrainDefs, and how Verse.TerrainDef type handles them.

Also what's the end goal? To disable all edge fading, or to make sure tiles with Hard edge are not invaded by nearby soft tiles?

/disclaimer: I don't know what I'm doing.
pinbuck 23 Feb, 2020 @ 1:09pm 
Originally posted by elipod:
It might have something to do with <edgeType> and <renderPrecedence> values from TerrainDefs, and how Verse.TerrainDef type handles them.

Also what's the end goal? To disable all edge fading, or to make sure tiles with Hard edge are not invaded by nearby soft tiles?

/disclaimer: I don't know what I'm doing.
To disable all edge fading, even on natural terrain. This makes every tile square.
elipod 23 Feb, 2020 @ 1:40pm 
First try, I set <edgeType>Hard for everything in defs. But waves gone too, water shader is triggered by same value.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2005782620

Will look more into it tomorrow.
elipod 24 Feb, 2020 @ 10:12am 
I'm more interested in renderPrecedence now. Bridges have precedence over water (and anything else vanilla) so they are not invaded by dirt and water. Burnt wooden floor has precedence over constructed floors, it invades them with burnt wood planks texture (horror).
On other hand, flagstone looks better when borders are covered.

Could do something like "if edge is not hard, then bump precedence down by 400", once I figure how to apply patches with Harmony. Or change it manually in defs, but that won't affect terrain from other mods.

On a second thought, if I do it in defs, then it won't affect CPU load with checking extra condition.
Last edited by elipod; 24 Feb, 2020 @ 10:25am
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: 21 Feb, 2020 @ 9:04pm
Posts: 4