...3rd floor, 4th floor, 5th floor, 6th floor, 7th floor, 8th floor... you get it...
If you build a base, you see it grows all sides... Separated bedrooms, separated workshops (if you don't put them all in one house ;D ), dinning room, hospital, prison, barn, strategically placed sanbags, turrets and tripmines and don't forget the great farm you need to have. IF you use mods then you have a guest room, bathroom and more things.
You realise you make a huge settlement almost at the edges of your map. I particullary find this inconvinient because the raids comes from the edges, no time of response...
So let's build taller buildings!
Let not's get this overpower though... The choosen material should dictate the height(?or weight?) of the building, for example:
The most used materials:
*Wood - allows 2 stores buildings.
*Steel - allows 3 stores buildings.
*Plasteel - allows 4 stores buildings.
There's a lot of things to think about, if a raid destroys below walls what happens above?
*"They fall..." with a lot of materials, colonists, animals.
How they get up these floors above?
* Elevators, stairs, ropes, startrek teleporter (ENGAGE),
Colonist could shot below targets through windows, embrasures.
* Vanilla game dosen't have windows or embrasures, but they can shot from flat top buldings. The most higher the "guard tower" more will be the minimum range that can be shooted due to angle.
And enemies from bellow can shot the colonist over this tower?
* Of course. Same logic has before but from the inverse. I think they should be prioritized though.
It would be great! There's my suggestion.
Moderator's edit (Calahan) - I've edited the title of this thread to (hopefully) make it easier to find via the search function.
I feel like this is just an attempt for people to avoid danger by compacting bases into a tight little area so it's easier to defend. Then you make a mistake and a building blows up and everyone inside dies and you lose everything and just reload your game? Nah.
Guaranteed reward but no risk unless it all gets destroyed in an instant.
I disagree.
Personally i like the idea, maybe make each floor take longer to build on? Have certain pawns refuse to go upstairs if they can see the outside (afraid of hieghts) maybe even add the risk of the floor collapsing if they are damaged (from bzzt, raids, etc)
Z levels have been suggested since i started lurking on these forums late last year and if i remember right tynan has been mulling on it (but i think, leaning towards no?)
Considering Tynan said he'd sooner implement functional multiplayer before he did z-levels, I'd say the dreams of space dwarfs is nothing more than a distant concept, never to be fulfilled.
Oh wow really? So squats got eaten, rim dwarves never happening... space just hates the short!
When toady implemented z levels in DF he had to practically redo the game, it's a huge change. I'd love to see it, but it's probably never coming.
While multi-floor buildings would be nice they don't belong in RimWorld. Late game already is based around tower defence I would rather not see it be a literal tower defence.
Ya'll keep thinking war while im sitting here thinking apartments. Or churches with an actual Belltower... plenty of non combat related reasons to yse it for, but i will cede to the point of how much work it would be.
Your base takes already whole map and you want to expand it or you want to shoot your enemies from walls like in mediaval castles?
Lets add multiple floors !!!
pros:
-create watch towers from wich you can kill your enemies better
-cool basements to store food
sorry for my: english, photoshop skills and this is my first suggestion so if im doing something wrong just say
Moderator edit (Calahan) - @ 1HARDCOR1 - Your suggestion gets asked for so often that I have merged your thread with the most recent suggestion thread for this. There's no point having yet another separate thread suggesting this.
[attachment deleted by admin due to age]
yeah it's the most requested feature so, welcome
Quote from: Lightzy on February 03, 2017, 07:33:23 AM
yeah it's the most requested feature so, welcome
Came here with a great idea, add floors (mainly to go deeper and mine)!!! Did a quick search. Find this. FeelsBadMan
Hey, at least you did the search!
Quote from: Goldenpotatoes on January 24, 2017, 05:30:11 PM
Considering Tynan said he'd sooner implement functional multiplayer before he did z-levels, I'd say the dreams of space dwarfs is nothing more than a distant concept, never to be fulfilled.
I have nothing to do with this .. and I don't think Z-Levels would help the game.
Quote from: SpaceDorf on March 02, 2017, 07:27:09 PM
I don't think Z-Levels would help the game.
Z-Levels (if done correctly) would very much help the game in many aspects even if it's just 5-10 levels. Mostly by allowing more complex raids and defenses. I'm curious to know why you think it wouldn't be helpful. (Outside of the monstrous effort required.)
I love DF for its absurd complexity.
It's the most fucked up Antfarm you will ever have.
And Z-Levels are a must for Dwarves digging to deep, but even with the much simpler UI and less graphics it is still a burden on the CPU.
And even with all the Tools and Visualizers there are for DF it is still very easy to lose the oversight over everything that is happening .. and it has Draw Bridges.
I love Rimworld for its simplicity and that it achievs to be a "not-like" Dwarf Fortress Game. There are many things that still need to be done, Z-Levels are not one of them.
Every game that had some kind of z-levels had a hard time with the UI.
The early X-Com Games ( havent played the last ones ) Homeworld, which had horrible controls in my oppinion and others.
Add the RTS Pace of Rimworld to this and you get a recipe for terrible confusion.
I am not opposed to add some more Layers to the game. A visible height map,
Tunnels, Cellars, Underground Pipes, an Air Layer for flyers and for climbing over walls and similiar stuff.
Terrain Transformation like Populous so you can change the height level and dig for ressources.
But no real Z-Levels that make me switch between views and confuse the shit out of players.
actually you coud add "Z-Levels" -1 with the Cavebiome its more or less just a "port"
True. But it would be a different map then.
Not the same Map as suggested.
With Caravans this could be achievable
Quote from: Barazen on January 24, 2017, 06:51:50 PM
Oh wow really? So squats got eaten, rim dwarves never happening... space just hates the short!
Tell that to the gravity dwarves on high-G planets, I dare you!
Quote from: A Friend on March 03, 2017, 06:44:48 AM
Quote from: SpaceDorf on March 02, 2017, 07:27:09 PM
I don't think Z-Levels would help the game.
Z-Levels (if done correctly) would very much help the game in many aspects even if it's just 5-10 levels. Mostly by allowing more complex raids and defenses. I'm curious to know why you think it wouldn't be helpful. (Outside of the monstrous effort required.)
Proper Z-levels would increase CPU load by <MapSize>*<Z-number>. People already complain about abandoned colonies hogging CPU, what do you think would happen if we introduced 10 Z-levels? And THEN let's take into consideration multi-colonies. Everyone'd have to borrow NASA's supercomputers just to run this thing with a reasonable FPS.
The only possible way to introduce a Z-level is by a buildable "Mineshaft" that basically connects to a cave biome or something, effectively simulating a second colony map.
I like it. But yes, it's horribly complex.
Hello!
So I Want To See in RimWorld Is That Why Not Add A Second Floor Feature 3rd,4th,Until Im(Your) Satisfied..... :3
@ Patrick ^ - Your suggestion has been made countless times before (z-levels), so I have merged your thread with a currently existing one.
Please can you use the search function to check if a suggestion has already been made, and if so add your thoughts to that discussion (if you wish), before creating a new thread for it. Thank you.
Z-levels would add a LOT potentially, I mean a LOT, but it would also
1: astronomically raise the processing load (I could no longer run rimworld I'm sure, less it used some glitterworld level optimizations)
2: take tons of times, and LOTS of bugs to get done correctly with all the AI and crap.
I would love it, but realize its hard.
Also, the old xcom is much better with openxcom : the mods for it are cool too, and the tactics system is better than any other game I've seen. certainly makes xcom enemy unknown look childishly simple in mechanics.
Is it just me, or is there anyone else who's wanted to delve deep (and wake the nameless fear), hollowing out complexes down into the earth? Wishing that perhaps building actual mines and finding veins of valuable material was a possibility, rather than just chipping at the sides of mountains and salvaging dilapidated structures? How about building structures with multiple storeys? And wouldn't constructing drawbridge traps and pitfalls for defense and security be cool?
I'd really like to see a world that allowed movement and construction along the Z-axis. Is the lack of multiple elevations an engine restriction, or just a design decision?
@ Sable Phoenix - Z-levels is one of the most frequently made suggestions, and there are countless suggestion threads on it already. Another thread is not needed so I have merged yours with an existing one.
Can you please use the search function in future to check if an idea has already been suggested before creating a new suggestion thread. Thank you.
I'm wondering if it's a decent idea for levels to be introduced to structures players' buildings and mountains? Just wondering on what the pros and cons on that would be. Would be interesting to see tower designs for example and to help the game evolve a little bit more.
Moderator's edit (Calahan) - I have merged your thread with an existing one for this suggestions. Like JimmyAgnt007 says below, can you please use the search function in future to check if a suggestion has already been made before creating a new thread for it. Especially for a suggestion that is /very/ likely to have been made already, such as z-levels.
NO
z-levels are a thing thats talked about and asked for all the time. its on the list. please search before posting.
I apologise. I searched up "levels" beforehand and most came up with skills/tech. And the ones that did say Z-level, I didn't know what that meant. Sorry. :)
It is taken from 3d Kartesian Coordinates. Any 3d Engine uses the x,y,z axis.
( considering some oppinions on gamers, this must be the true axis of evil )
funny enough in most 3d programs y is used to describe up and down movement, because it is the height axis of the monitor and z describes the plane going "into" the picture. ( 1920x ; 1080y; 0z )
::) .. now if I was to suggest Y-Levels .. how long would it take until some forumites found out where I lived
And... most ironically... in Rimworld Vector3d space, with the coordinate system x,y,z: y is the one that faces the camera. So guess what, we already have Z. That's pretty funny.
On the topic, I think making Rimworld leap to 'real' Z would be a challenge. If I'm understanding how the internal engine works properly, y (what you call 'z') is used by the engine to get the layering right. So y ('z') is already used also.
As a side note, and regarding the recent moderation events, there used to be a standard around here that only the mods moderate. I personally think that's for the best.
Quote from: CannibarRechter on October 10, 2017, 11:40:29 AM
On the topic, I think making Rimworld leap to 'real' Z would be a challenge. If I'm understanding how the internal engine works properly, y (what you call 'z') is used by the engine to get the layering right. So y ('z') is already used also.
Sprites and Vectors, how could I forget that :o
Based on this we have many many Y-Levels..
Do you think it's to soon to make a joke about the Mod that add's tons of Z' (https://ludeon.com/forums/index.php?topic=32601.0)s to Rimworld ?
Considering how often some Ideas rise again, I think it's funny ;D
Quote from: SpaceDorf on March 03, 2017, 07:45:57 AM
I love Rimworld for its simplicity and that it achievs to be a "not-like" Dwarf Fortress Game. There are many things that still need to be done, Z-Levels are not one of them.
Every game that had some kind of z-levels had a hard time with the UI.
The early X-Com Games ( havent played the last ones ) Homeworld, which had horrible controls in my oppinion and others.
Agree on this one.
z-Levels can offer a great amount off possibilities, no question on that, but if it's for me, there is no place on such in Rimworld.
And if I remember mf DF experience, it never looked very good if youre on multiple z-levels as you rarely see your full colony. I'd very miss to see all my colonists, plus animals, plus workshops, plus fighting in the dormitory, plus landscape, plus the bushfires in the landscape, plus Ace and Donna losing an eye by a collapsing roof. By now Rimworld is a big and beautiful picture, to look at and not a multidimensional spreadsheet.
I'd wish there was more interaction with geographic, like movespeed reduction, casualties on heavy terrain like ice or snow, artifial irrigation and such, but I can't think of a proper way to implement z-levels without breaking Rimworlds basic properties.
TL;DR omg no z-levels! >:( Argelfargel!
I thought about this a few minutes ago, what if we were able to get a multi layer system (IE Multiple floors like in The sims, Timber and Stone, Etc) Where we can use Page up and Page down to access them.
This would grant us the ability to make sniper towers, multi level apartment or crafting buildings, tower builds or making multiple floors in mountain bases.
Just an idea I had.
I second this idea
Great idea. Although I'm sure some people will be by soon to tell you why it shouldn't or couldn't be done.. as they seem to like doing in every forum I frequent.
Quote from: Drakortha on December 19, 2017, 11:08:47 PM
Great idea. Although I'm sure some people will be by soon to tell you why it shouldn't or couldn't be done.. as they seem to like doing in every forum I frequent.
Yeah, I see this often on every forum for every game I have played from Alpha on. On one game that was abandoned, (IE Timber and stone) I watched as someone put a brilliant idea out there, I think it was the scaffolding to help the pawns build multi level buildings. A few players (B) within an hour jumped in and attacked the player (A) saying how this idea was attrocious and the creator would never implement it into the game.
Turns out a moderator was watching, the group of players (B) were going around bashing ideas trying to make them look less appealing, while supporting their own reccomendations. The moderator called them out on it and removed each of their abilities to post in the "Reccomendations" forums, for selective aiding and harming of growth.
Ultimately, player (A)'s idea was implemented in the "Grow with us" update. The scaffolding was put into the game and was a huge success, but sadly now the game as all but been abandoned.
Quote from: NightBurst on December 19, 2017, 10:11:47 PM
I thought about this a few minutes ago, what if we were able to get a multi layer system ...
The answer it 'No!', there will be no z-levels. I can tell you why: It's because it is written here, 2nd entry after Multiplayer: Frequent Suggestions Topic! (https://ludeon.com/forums/index.php?topic=12024.0)
If you search related topics you will find mostly performance as the main reason. But there are many more. Read the forum!
Quote from: Drakortha on December 19, 2017, 11:08:47 PM
Great idea. Although I'm sure some people will be by soon to tell you why it shouldn't or couldn't be done.. as they seem to like doing in every forum I frequent.
I don't think this accusation applies here, as there are reasons to decline things. These things you will probably find out when you start reading the forums. There are many threads about this topic.
So please, don't use you first posts in a forum to blame the community.
There is now absolutely zero chance of Z-levels getting added to RimWorld. While the game was in alpha there was "almost" zero chance. But now that it's in beta that "almost" has become "absolute".
Here is a very brief explanation by Tynan (on reddit) why Z-levels won't be included.
https://www.reddit.com/r/RimWorld/comments/35fsin/i_think_the_z_layer_would_greatly_enhance_the/cr40r9i/
I've also merged this thread with one of the many suggestions threads on this subject. As we don't need another standalone suggestion thread for something that is never going to happen.
I deeply suspected this, considered that the game already actually uses Z for item layering and motes, and so forth. While that could be reengineered, it seemed an awful lot of change this late in the development cycle.
I am against. This will increase complexity of the game development. There are hundreds of things to implement and this functionality is not a critical one. You are always limited by your PC power. Make a second small colony nearby if you need a lot more space. We already have second level (roof) and it is pain in the ass, really xD
I would be cool to see if you could add layers to more of the world like depth and buildable areas underground like a skyscraper underground
Btw even if this was a dlc I would still buy it
Most Features needed for this to work
Layering of course
Depth changer (button to let you go up and down a lvl)
Stairs or elevator or turbolifts and other things
Underground building
(Side note maybe space exploration and other planetary colonization)
And if I miss anything leave it in the comments
P.S. if you someone else wants to make this a mod that would be sick
@ Leonidas - There is no need for yet another suggestion thread for Z-levels. One thread for it and certainly enough, especially since Z-levels are not going to be implemented (at least not unless there is a RimWorld2). As such I have merged your thread with an existing one.
Please use the search function in future to check for existing threads before creating a new one (as per the forum rules). Thank you.
Z-level mostly need for storage. Now storage waste lot base and map space. Creating some kind cellar or loft (quasi z-level via internal container) be very helpfull.
Sorry for revive zombi thread.
Well, I came here to see if anything happned with the whole Z-Level debate that was going on a least a year ago and I'm sad to see the final decision was a, "no" but *shrugs* what can you do?
I don't know if something like this has already been implemented but if storage room is one of the problems why not create rooms within rooms (like Dr. Who's TARDIS) where you enter a room that switches to a separate screen and that storage room is for all practical purposes within the game, bigger on the inside then on the outside?
Just a thought.