RimWorld

RimWorld

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MultiFloors
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Mod, 1.5, 1.6
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3.908 MB
14 dec, 2024 @ 18:53
27 sep @ 2:10
64 ändringsnotiser ( visa )

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MultiFloors

I 1 samling av telardo
Telardo's small mods.
12 artiklar
Beskrivning
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
Populära diskussioner Visa alla (15)
425
9 timmar sedan
KLISTRAD: Bug report!
telardo
192
1
10 dec @ 10:09
KLISTRAD: Ideas and feature requests
telardo
1
6
29 nov @ 11:05
KLISTRAD: Guides
telardo
1 501 kommentarer
Mandrin32 21 minuter sedan 
An other limitation you could add on the description (or i'm sorry, i don't use the mod correctly) : bills from work benches can't see amount accross level when configuring "Pause when satisfied"
Mandrin32 1 timme sedan 
Hello, I'm not sure i use well this mod.
I have a pawn who has construct 3 and grow 3, construct is higher priority because it is at left of grow. I have a wall to build on level 1 and my pawn prefers grow tasks at ground level.
I just delete the wall and rebuild it 2 times, 3 times and hop, my pawn goes to construct without any change on the floor.
Are there some things to configure ?
Noisy Koi 15 timmar sedan 
testing things out with a multi floor gravship and for some reason the pawns, even if they are presently on the second floor, will travel to the ground floor to sleep on the floor rather than sleep in a bed on the 2nd floor, even though they will go to the second floor to work, eat, or sit at a chair.
SirenIsTired 9 dec @ 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 @ 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 @ 16:42 
somehow forgot what mod i was looking for and ended up here. but this looks amazing
Absolute 8 dec @ 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 @ 6:59 
Is there a way to make the pathing for this mod work with VQE - Ancients vaults?
Thinkawsomedude16 5 dec @ 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 @ 13:40 
You dont