Poll
Question:
We want to stop autoroofing and build our roofs ourself.
Option 1: YES Autoroofing sucks!
votes: 8
Option 2: NO Autoroofing is cool.
votes: 44
Autoroofing is way to unpredictable [censored][censored][censored]!
at the meantime you can use "expand no roof" zoning under the architect and zone/area
Gonna have to say that Autoroofing is incredibly helpful.
The No roof zoning in the architect menu is more than adequate in my opinion.
I'm still waiting for the day when I can build my own roof. With chimney and stuff
Quote from: JesterBlue on August 25, 2015, 01:05:27 AM
I'm still waiting for the day when I can build my own roof. With chimney and stuff
A "roof over this area" tool would be bloody useful if you want to build, say a open sided barn for storage to keep the weather off.
However I can't be help think it'd be easily abusable, as it requires no resource's, and you can use it to kill things.
Quote from: Listy on August 25, 2015, 04:39:18 AM
A "roof over this area" tool would be bloody useful if you want to build, say a open sided barn for storage to keep the weather off.
However I can't be help think it'd be easily abusable, as it requires no resource's, and you can use it to kill things.
I agree with you there, It's a huge pain to try to make a roofed room with a side open to the elements, but other than that I love auto roofing.
constructed roofs would be nice if it included a toggle for "show roofs" and various options like wood roof, bomb shelter roof, solar panel roof, glass roof.
Ive always tried to think how I would do this, its not hard to actually show the roofs and even for them to have textures (they kind of do already you just dont see them apart from on construction) So i thought just make the roof always display and make it invisible when a pawn is in a room, but then I thought hmm what if i wanted to change the bill on that worktable in that room where there is no pawn, I now cannot see inside the room, ok what about if i mouse over a room it removes the roof....and thats as far as i got.
I think the best ways to do a visible roof would be to have a toggle button for it. Either make it like zones or set up on like the Beauty button where you can turn it on or off. It would be nice to make a lean-to or something of that nature.
Quote from: Tagasaki on August 25, 2015, 12:30:36 AM
at the meantime you can use "expand no roof" zoning under the architect and zone/area
i know that.
it is just damn PinA when with a small addition your well climated base becomes unroofed. especially in winter.
Yeah it may suck when it goes wrong, but if this feature of designatable roofing was implemented then think of all the addable new stuff. Armoured roofs and glass roofs and all would be so good. Because personally, i hate normal roofs cause sieges in a compound base are a nightmare, because if ur not under a mountain, ur basically have to go out and kill them, or take massive damage. Ive lost battery banks, dining table (and the people sitting at them) people asleep in beds, people in the fields, even once a guy tribg to research inside my base. Id love for there to be roofs that cost a bit of steel, but can withstand a couple of mortar shots
In the absence of buildable roofs, autoroofing is fine.
Buildable roofs would be preferable, though; stuff like the aforementioned glass roof (for greenhouses) or reinforced roof (for sieges) would be nice alternatives to spend resources on.
Quote from: Snownova on August 25, 2015, 06:35:40 AM
constructed roofs would be nice if it included a toggle for "show roofs" and various options like wood roof, bomb shelter roof, solar panel roof, glass roof.
I am waiting for this one for a long time.
Buildable roofs would somewhat go into z-levels, as if you're constructing something, you probably need the resources, if you need the resources, it probably has hitpoints and can be hit, and it's another layer entirely then the basic map so your colonists are building up...
Maybe just a construct roof button and your colonists built it with no resources, and it look little time (As roofs are important with how temps work, so it's necessary to have them done quick.). And you remember how our power lines work? Shows us where they are when we're building, roofs would basically do the same thing.
no z layer
now it comes: earth, floor, power conduit, buildings-walls-doors, stuff, people-animals.
if we add another layer it won't become 3D. it is just another layer.
... You do realize 'adding another layer', if it goes up, is literally z levels, right? That's the definition of z levels. Even one extra layer is z levels.
Does anyone have a link where Tynan explains what the difference is between "z-levels" and the layer system that Rimworld uses?
Quote from: Z0MBIE2 on August 26, 2015, 02:41:06 AM
... You do realize 'adding another layer', if it goes up, is literally z levels, right? That's the definition of z levels. Even one extra layer is z levels.
I think it only counts as another "level" if pawns can actually walk on it, otherwise its just a mesh layer on the same single level. Saying a roofing tool is adding z-levels would be like the zoning tool counting as a z-level...
It doesn't necessarily require pawns to walk on it. A 'tower' with a turret on top would be z-levels. The zoning layers aren't actually physical, and are on the original layer, it wouldn't be saying the same thing.
a good idea would be to make the roofing is marked on the map with colors, so we could know where roof
Quote from: Coenmcj on August 25, 2015, 12:42:06 AM
Gonna have to say that Autoroofing is incredibly helpful.
The No roof zoning in the architect menu is more than adequate in my opinion.
It doesn't work to protect miners in unexplored areas since those are un-area-able.
Quote from: shentino on September 07, 2015, 02:11:08 AM
Quote from: Coenmcj on August 25, 2015, 12:42:06 AM
Gonna have to say that Autoroofing is incredibly helpful.
The No roof zoning in the architect menu is more than adequate in my opinion.
It doesn't work to protect miners in unexplored areas since those are un-area-able.
Yeah, 'thick' roof cannot be removed, as it's literally a mountain on top of you pretty much. Drop pods also can't drop in.
Quote from: Z0MBIE2 on August 26, 2015, 02:41:06 AM
... You do realize 'adding another layer', if it goes up, is literally z levels, right? That's the definition of z levels. Even one extra layer is z levels.
On our side, it would be like some kind of weird 1.5 levels, as we really wouldn't be interacting with them, save for their actual construction and effects on the tile 'below'.
Programming wise, it I doubt it would be anything that requires jumping through excessive hoops- with roofs just being another entity on any one tile, perhaps like a floor or an invisible object.
I also like the thought of using the same methods the power conduits use for seeing the roofs on buildings- In normal play, they can be rendered clear or otherwise invisible, but when in the 'roof' tab of the construction menu, a bright overlay can be put on top.
Quote from: Snownova on August 25, 2015, 06:35:40 AM
constructed roofs would be nice if it included a toggle for "show roofs" and various options like wood roof, bomb shelter roof, solar panel roof, glass roof.
I second this notion