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Mod, 1.5, 1.6
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3.908 MB
14 dec 2024 om 18:53
27 sep om 2:10
64 wijzigingsnotities (weergeven)

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MultiFloors

In 1 verzameling van telardo
Telardo's small mods.
12 items
Omschrijving
Multi-floors. My "spiritual successor" to the old Z-Level mod.

From the author:
This is a pretty complex mod with its own learning curve, but it's come a long way and is fairly stable now. One can even run it with 900+ other mods without issues. If something seems off, make sure to check the pinned guide first before assuming it’s buggy.

Current features:
  • Build above ground and underground
  • (Odyssey) Multi-level Gravship
  • Simple cross-level pathfinding through stairs
  • Raiders can use stairs
  • Top view renderer on upper levels
  • Food, rest, joy, meditation works with level schedule
  • Pawn will do works automatically across levels
  • Automatic cross level hauling
  • Place blueprints at other levels
  • Haul to construct across levels
  • Heat, power, gas synchronized through stairs
  • Weather, outdoor temperature synchronized to upper levels
  • Game conditions synchronized between levels
  • CompAssignable can recognize pawns at different levels
  • Sell to trader at the ground map
  • Bestowing ceremony can take place on other levels
  • Pawns will fix broken-down building across levels
  • Mechs can go to other levels for charging
  • Level switching hotkeys N and M
  • Work with Dub's Bad Hygiene, and perhaps Hospitality
  • Patch for pipe systems in Dub's Bad Hygiene, Rimefeller and Vanilla expanded


Limitations:
Due to considerations of performance and compatibility.
  • No cross-level combat.
  • Bills without enough ingredients on that level can't be finished.
  • Right-click float menu won't recognize other levels.
  • Things not on the ground level can't be selected when preparing caravans.

Guide:
I wrote a guide in the pinned post to illustrate current features in this mod (with screenshots).
Please read it when you have questions.
Anything not in the feature list is not implemented yet.

You can find answers to most questions in the guide. Questions already answered there will be ignored.
Using this mod with Vehicle Map Framework is not recommended.

Get Involved:
If you want to help with the development, wildly try it and leave your feedback.
If you encounter any issues. please provide a full error log in the pinned post.
I have a hard time implementing it and no more time to test.

Credits:
Textures: 金兔子拉面
Populaire discussies Alles weergeven (15)
424
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BELANGRIJK: Bug report!
telardo
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1
10 uur geleden
BELANGRIJK: Ideas and feature requests
telardo
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29 nov om 11:05
BELANGRIJK: Guides
telardo
1.498 opmerkingen
SirenIsTired 9 dec om 19:53 
im having an issue of pawns losing their specified zoning when they switch floors. They switch to "Unrestricted" (im assuming because the upper level is "unrestricted", but i cant carry the zone over?) then don't switch back to their assigned zone (ie inside my walled in compound) when they go back downstairs
Dead Beat Gamer 9 dec om 13:56 
@Kromender Just double checked and no that does not work. Since other wind based buildings also wont work my best guess is that wind is not modelled on higher floors.
FocussedNut5 8 dec om 16:42 
somehow forgot what mod i was looking for and ended up here. but this looks amazing
Absolute 8 dec om 15:30 
This mod is awesome. Once you tweak things it seems to run extremely well. I've noticed that sometimes pawns neglect certain levels but thats probably an issue on my end with the way I have things set up. As I teak it more and more they're more active on all levels.

A question. I am assuming its not possible to have animals, dryads, or mechs move between levels as easily as regular pawns do? Or if it is possible I would assume it comes with a sizeable performance hit?

Thanks!
stavosyaoimpreg 7 dec om 6:59 
Is there a way to make the pathing for this mod work with VQE - Ancients vaults?
Thinkawsomedude16 5 dec om 9:42 
When you add a third dimension to a two dimensional game, this is the sort of revolutionary work (and troubleshooting) we get. Part of me feels this is amazing, and another makes me worried I'll get stuck trying to figure it all out. Still hard to complain.
ShadowH4nD 3 dec om 13:40 
You dont
Fienzo 3 dec om 12:17 
How do i remove this mod from my save?
Starlight-Ellie 3 dec om 10:31 
Oh forgett it, it took me more than it should to find out the gravengine amplifier is a thing
Starlight-Ellie 3 dec om 10:28 
how can i connect the substructure in the second floor of a gravship? I built the stairs and the substructure, but it's marked as red, and when I launch everything dissapears, so, do I need other gravengine or other mod for the gravship to work with multiple floors??