RimWorld

RimWorld

2,299 ratings
MultiFloors
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.908 MB
Dec 14, 2024 @ 6:53pm
Sep 27 @ 2:10am
64 Change Notes ( view )

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MultiFloors

In 1 collection by telardo
Telardo's small mods.
12 items
Description
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
Popular Discussions View All (15)
424
15 hours ago
PINNED: Bug report!
telardo
192
1
13 hours ago
PINNED: Ideas and feature requests
telardo
1
6
Nov 29 @ 11:05am
PINNED: Guides
telardo
1,498 Comments
SirenIsTired Dec 9 @ 7:53pm 
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 Dec 9 @ 1:56pm 
@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 Dec 8 @ 4:42pm 
somehow forgot what mod i was looking for and ended up here. but this looks amazing
Absolute Dec 8 @ 3:30pm 
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 Dec 7 @ 6:59am 
Is there a way to make the pathing for this mod work with VQE - Ancients vaults?
Thinkawsomedude16 Dec 5 @ 9:42am 
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 Dec 3 @ 1:40pm 
You dont
Fienzo Dec 3 @ 12:17pm 
How do i remove this mod from my save?
Starlight-Ellie Dec 3 @ 10:31am 
Oh forgett it, it took me more than it should to find out the gravengine amplifier is a thing
Starlight-Ellie Dec 3 @ 10:28am 
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??