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RimWorld => Mods => Releases => Topic started by: Pravus on October 20, 2016, 11:00:07 PM

Title: [B19] Fences And Floors v1.21
Post by: Pravus on October 20, 2016, 11:00:07 PM
Fences And Floors
Now v1.21 Featuring Community Feedback Balance Pass

(http://i.imgur.com/xdbn4Gf.png)


Special thanks to ItchyFlea and mrofa whose mods Fences (https://ludeon.com/forums/index.php?topic=10623.0) and Clutter (https://ludeon.com/forums/index.php?topic=17610.0) inspired this mod!

This mod adds 4 new styles of flooring and 4 fences (3 perimeter fences and a smaller defensive barrier).  Fences are gathered into their own menu category and research requirements have been applied where appropriate.  Plywood paneling and the simple wood fence are available from the beginning and are relatively simple to construct.  Upon completing the Machining research requirement access to chainlink fencing, high security fencing, the security barrier, steel grate flooring, and metal panel flooring is made available.  The last addition, sensor panel flooring, becomes constructable upon completing a new research project: "Reactive Flooring."

Some additions exhibit special qualities.  Steel grating has an inherent bonus to cleanliness due to most dust and detritus falling cleanly through the grate.  Wood and chainlink fences can be fired through while providing a small amount of cover.  The security barrier can be walked over (though with some difficulty), much like vanilla sandbags, but still provide good cover from incoming fire.  Lastly, sensor panels include advanced electronics, sensors, and networking components within their design.  They are expensive and difficult to construct but react to the presence of pedestrians moving overhead by optimizing their surface to the users stride resulting in a net increase in walking speed!


Plywood Paneling
(https://i.imgur.com/iltzWJ9.png)

Steel Grating
(https://i.imgur.com/VApfsq3.png)

Metal Paneling
(https://i.imgur.com/CDpwyaW.png)

Sensor Panels
(https://i.imgur.com/4wiL7Gx.png)

Wood Fence
(https://i.imgur.com/LYBG7Hq.png)

Chainlink Fence
(https://i.imgur.com/0Rjj3ra.png)

High Security Fence
(https://i.imgur.com/mEK1W5T.png)

Security Barrier
(https://i.imgur.com/JZLn4Wj.png)

Introduced in v1.1!  Gates have been added for wooden fences, chainlink fences, and high security fences (formerly labeled metal perimeter fences)!  Fence HP values, material cost, and build times have been adjusted for balance!  *NOTE: Due to the way RimWorld currently renders doors all gates have a secondary entry in the build menu intended to be used when placing gates in vertical fence rows.  This avoids having any jarring graphical weirdness when building new gateways.*

Introduced in v1.2!  After considering community feedback Fences and Floors has undergone a balance pass!  Material and work investments have been rebalanced to better fit in with vanilla RimWorld assets across the board!  Fences and gates have also had their HP totals rebalanced to better mesh with core structure HP totals and to ensure proper situational usefulness!

Hotfixed to v1.21!  Adjusted material cost values of High Security Fences due to an oversight when updating that made them far too durable for their cost investment.

Download:
Dropbox (https://www.dropbox.com/s/w6gnimbgmh6ojq8/Fences%20And%20Floors.7z?dl=0)
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=784370602)

License:
Modders are welcome to utilize assets included in this mod as they see fit though attribution is always appreciated!
Title: Re: [A15] Fences And Floors
Post by: kaptain_kavern on October 20, 2016, 11:08:23 PM
I very much like the graphics ! 8)

Congratz for the release and thank you
Title: Re: [A15] Fences And Floors
Post by: spoonshortage on October 20, 2016, 11:14:14 PM

I see HEGGXAGONS....! xD
Nice work!


Title: Re: [A15] Fences And Floors
Post by: Pravus on October 20, 2016, 11:30:43 PM
Hi very much like the graphics ! 8)

Congratz for the release and thank you


I see HEGGXAGONS....! xD
Nice work!

Thank you both very much for the compliments!  Its an honor to be recognized by such prolific forum personalities! 

Feel free to hit me with any suggestions or criticisms and I'll do my best to respond when I have the time!
Title: Re: [A15] Fences And Floors
Post by: fatm3l on October 20, 2016, 11:32:00 PM
very nice mod, gonna download it, hope you add more
Title: Re: [A15] Fences And Floors
Post by: fatm3l on October 20, 2016, 11:33:14 PM
is this fences able to attack from through?
Title: Re: [A15] Fences And Floors
Post by: kaptain_kavern on October 20, 2016, 11:40:40 PM
is this fences able to attack [...]
/me is now trying to figure a sign : "Be aware of the Fence!"

(http://i.imgur.com/NCCtdsn.jpg)
Title: Re: [A15] Fences And Floors
Post by: Dingo on October 21, 2016, 02:33:46 AM
You made fences that raiders won't light on fire along with all of my crops. Are you a madman, good sir?!
Title: Re: [A15] Fences And Floors
Post by: jmababa on October 21, 2016, 05:29:51 AM
best fence mod ever had my friend test this and its good chain link looks good on my pets
Title: Re: [A15] Fences And Floors
Post by: Coercion on October 21, 2016, 06:19:50 AM
fences look awesome :)
Title: Re: [A15] Fences And Floors
Post by: zmadz on October 21, 2016, 01:14:25 PM
brilliant, love it !
Title: Re: [A15] Fences And Floors
Post by: chch88 on October 21, 2016, 04:05:45 PM
All your floors except Sensor Panels have walk speed 93%, is this intended?
Vanilla floors have 100% walk speed, so why would i build slower floors?

I deleted <pathCost>1</pathCost> from your Terrain_Floors.xml and walk speed became 100%
Title: Re: [A15] Fences And Floors
Post by: Pravus on October 21, 2016, 04:36:22 PM
Thanks so much to everyone for their compliments!  I am truly humbled to receive so much praise!

is this fences able to attack from through?

Yes, all fences except the metal perimeter fence can be shot through while providing some amount of cover to defenders.

All your floors except Sensor Panels have walk speed 93%, is this intended?
Vanilla floors have 100% walk speed, so why would i build slower floors?

I deleted <pathCost>1</pathCost> from your Terrain_Floors.xml and walk speed became 100%

Thanks for notifying me of that oversight!  I have corrected the values and updated the files both on Dropbox and Steam!

----------------------------------------------------------------------------

I wanted to mention another project I've been playing around with if anyone is interested or wants to help out.  I started working on a mod that adds lavatory facilities to RimWorld but there are a few features I'd like to incorporate that are currently beyond my level of modding knowledge.

I created a work in progress thread for the project here (https://ludeon.com/forums/index.php?topic=26978.0).

Any modder interested in collaborating is welcome to provide advice and assistance.  Full credit will be provided to all contributors upon release.  Thanks everyone!
Title: Re: [A15] Fences And Floors
Post by: TOWC on October 21, 2016, 07:30:52 PM
You should tweak those sensor panels a bit. Change its cost somehow(components are priceless, you know) or increase bonus move speed. Just 18 extra percents looks like a joke, because of the cost and all that research thingy.
Title: Re: [A15] Fences And Floors
Post by: Pravus on October 24, 2016, 10:57:36 PM
You should tweak those sensor panels a bit. Change its cost somehow(components are priceless, you know) or increase bonus move speed. Just 18 extra percents looks like a joke, because of the cost and all that research thingy.

Sorry it took me a bit to respond (I was out of town and away from the internet over the weekend then had some computer problems after returning) but I took your suggestion into consideration and decided that you make a good point.

I have increased the sensor tile movement speed (now +62%) to better reflect the material investment and research cost.  I feel this is an appropriate change that adds value to the sensor tile flooring while maintaining my intended vision for game play balance (the benefit/cost balance for sensor tile flooring should make them desirable for specific situations and/or locations without cheapening their mechanic to the point of players effortlessly replacing their colony's entire floor space with sensor tiles.)

I have updated the Dropbox download link and the Steam Workshop page with the updated values.  Feedback on this change is appreciated!
Title: Re: [A15] Fences And Floors
Post by: WarlordToby on October 25, 2016, 04:08:22 AM
Finally! Fences!
Title: Re: [A15] Fences And Floors
Post by: Commander Blackwatch on October 25, 2016, 06:33:18 AM
Please add new fences that stun or hurt the enemy if they touch the fences like electric fence something like that .

 :D ;D :D ;D :D
Title: Re: [A15] Fences And Floors
Post by: Pravus on October 26, 2016, 05:48:24 AM
Just updated to v1.1!  Now featuring gates for wooden fences, chainlink fences, and high security fences!  Also a balance pass has been performed on fence HP, material cost, and construction time!
Title: Re: [A15] Fences And Floors
Post by: TOWC on October 26, 2016, 12:53:22 PM
You should tweak those sensor panels a bit. Change its cost somehow(components are priceless, you know) or increase bonus move speed. Just 18 extra percents looks like a joke, because of the cost and all that research thingy.

Sorry it took me a bit to respond (I was out of town and away from the internet over the weekend then had some computer problems after returning) but I took your suggestion into consideration and decided that you make a good point.

I have increased the sensor tile movement speed (now +62%) to better reflect the material investment and research cost.  I feel this is an appropriate change that adds value to the sensor tile flooring while maintaining my intended vision for game play balance (the benefit/cost balance for sensor tile flooring should make them desirable for specific situations and/or locations without cheapening their mechanic to the point of players effortlessly replacing their colony's entire floor space with sensor tiles.)

I have updated the Dropbox download link and the Steam Workshop page with the updated values.  Feedback on this change is appreciated!
62% looks like a much more appropriate value for such a price. Thanks a lot.
Title: Re: [A15] Fences And Floors v1.1
Post by: mabor0shi on October 26, 2016, 07:58:36 PM
can animals break thru it, or will it make me invincible against manhunter packs/revenging animals? this is the only thing i disliked about the other fence mod (this one has more variety and better looking fences btw)
Title: Re: [A15] Fences And Floors v1.1
Post by: cjayr369 | KagoMakoto on October 27, 2016, 12:15:49 AM
this mod really helped me a lot, I could now make a compound that doesn't require to use wall as... wall. And the best part of this mod that I could shoot through it like embrasure. I just hope that you could also add some fence gates... cuz it don't look well with regular door.
Title: Re: [A15] Fences And Floors v1.1
Post by: jmababa on October 27, 2016, 09:40:26 AM
fence mod tweak the resources needed can't use it with medieval mod uses too much resource the wooden fence should only use 1 wood per spot and M&Co Laser Fence here https://ludeon.com/forums/index.php?topic=14711.0  is better than your security barrier cause less to build a better security barrier for raids just put colonists far away with snipers raid comes they'll have to destroy both pylons to enter snipe em
Title: Re: [A15] Fences And Floors v1.1
Post by: lc-soz on October 28, 2016, 12:10:20 AM
Awesome mod, really enjoying. But I've found an issue in the start of rimworld:

Code: [Select]
Config error in WoodFenceGate2: WoodFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in ChainFenceGate2: ChainFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in TechFenceGate2: TechFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

And this after build a wood fence and two gates:

Code: [Select]
Could not convert id number from thingID=WoodFenceGate2222479839, numString=2222479839 Exception=System.OverflowException: Value is too large
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0
  at Verse.Thing.IDNumberFromThingID (System.String thingID) [0x00000] in <filename unknown>:0
Title: Re: [A15] Fences And Floors v1.1
Post by: jmababa on October 28, 2016, 12:29:34 AM
lc-soz try the rimworld conflict checker you have a mod that's conflicting the fence
Title: Re: [A15] Fences And Floors v1.1
Post by: Dingo on October 28, 2016, 12:37:45 AM
Ending defNames with numbers is a no-no.
Title: Re: [A15] Fences And Floors v1.1
Post by: jmababa on October 28, 2016, 01:32:35 AM
thankz I won't use wooden fence just yet anyway vanilla wooden fence is better
Title: Re: [A15] Fences And Floors v1.1
Post by: Nanao-kun on October 28, 2016, 02:13:26 AM
Is it possible to have a floor that you make by using a special crafted material? Like if you made special bricks from steel and components and stuff to make sensor panel blocks to use when putting down sensor panels.
Title: Re: [A15] Fences And Floors v1.1
Post by: Pravus on October 28, 2016, 03:35:28 PM
Awesome mod, really enjoying. But I've found an issue in the start of rimworld:

Code: [Select]
Config error in WoodFenceGate2: WoodFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in ChainFenceGate2: ChainFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Config error in TechFenceGate2: TechFenceGate2 ends with a numerical digit, which is not allowed on ThingDefs.

Thanks for the heads up!  Those defNames have been changed in order to eliminate this error.  Uploads in first post and on Steam Workshop have been updated.
Title: Re: [A15] Fences And Floors v1.1
Post by: Dingo on October 28, 2016, 03:51:37 PM
Just FYI Pravus, if people used those defNames previously and you changed them then you have corrupted people's saves. They can load them if they edit the save file itself and remove those items but I would be cautious about this in the future and let users know on Steam that the update will break existing saves.
Title: Re: [A15] Fences And Floors v1.1
Post by: lc-soz on October 28, 2016, 04:01:51 PM
Just FYI Pravus, if people used those defNames previously and you changed them then you have corrupted people's saves. They can load them if they edit the save file itself and remove those items but I would be cautious about this in the future and let users know on Steam that the update will break existing saves.

My lucky that I didn't use the second gate.

Would be better if the second gate, the simpler one, had different name, description, material, health [...] because it's a simpler gate compared to the normal one.

You should keep a "log" of versions on the post, it make things easy (or use gitHub). I noticed that you didn't edit the post today and was confused if you had updated the mod or not.

One BIG advantage of GitHub is keeping track of versions easily and other people help your project.
Title: Re: [A15] Fences And Floors v1.1
Post by: Draegon on October 29, 2016, 07:37:33 PM
Pravus, would you be willing to assist our mod in making terrain, floor tiles, and possibly other things? Your work is quite impressive.
Title: Re: [A15] Fences And Floors v1.1
Post by: Nanao-kun on October 30, 2016, 05:09:36 PM
I can't seem to repair the high security fences when they're damaged. I can build and deconstruct them, that's about it.

EDIT: Nevermind , I forgot you can only repair things in the home area.
Title: Re: [A15] Fences And Floors v1.1
Post by: Pravus on November 01, 2016, 01:47:48 AM
Just FYI Pravus, if people used those defNames previously and you changed them then you have corrupted people's saves. They can load them if they edit the save file itself and remove those items but I would be cautious about this in the future and let users know on Steam that the update will break existing saves.
My lucky that I didn't use the second gate.

Would be better if the second gate, the simpler one, had different name, description, material, health [...] because it's a simpler gate compared to the normal one.

You should keep a "log" of versions on the post, it make things easy (or use gitHub). I noticed that you didn't edit the post today and was confused if you had updated the mod or not.

One BIG advantage of GitHub is keeping track of versions easily and other people help your project.

My sincerest apologies for that mistake!  I've only done a little dabbling in modding in the past and I generally learn everything I know from studying the work of others (alongside a lot of trial-and-error) so oversights like this are unfortunately an occasional inevitability for me.  I'll do my best to try to be more transparent in my documentation in the future and I'll look into learning how to set up and operate a GitHub repository when I have the time.

Pravus, would you be willing to assist our mod in making terrain, floor tiles, and possibly other things? Your work is quite impressive.

Thank you for the compliment!  I would be potentially willing to help depending on what type of assets you're interested in adding.  I find things like floor tiles/terrain to be fairly easy and straightforward to make but, due to my knowledge of Photoshop stemming entirely from personal experimentation, other more complicated projects can end up requiring a more significant contribution of personal time, energy, and (more often than not) frustration driven determination to produce something of worth.

Case-in-point, the art assets for each of the floor types in Fences And Floors took me no more than ~20 minutes per type.  Opposite that, I've been working on a personal mod project intended to replace some of the game's plainer looking electronic equipment with more intricate sci-fi inspired assets for use in my own playthroughs.  Many of those tiles have taken me upwards of 6-8 hours each to produce as I fumble and experiment my way around Photoshop, learning as I go.

Example: 

ORIGINAL:                                                                  MY EDIT:
(http://i.imgur.com/pnKHZoD.png)       (http://i.imgur.com/IytznDk.png)

As you can see, I'm certainly pleased with the result but getting there can prove exhausting, lol.  How about you shoot me a brief overview of the specific assets you anticipate needing for your project via PM.  I'll look over what you're wanting and we can discuss further plans from there. =)
Title: Re: [A15] Fences And Floors v1.1
Post by: jmababa on November 01, 2016, 02:15:51 AM
yea i have an idea for your wooden fence too use medieval fence as benchmark uses 2 wood per segment 10 wood for gate. Its part of medieval mod
Title: Re: [A15] Fences And Floors v1.1
Post by: Draegon on November 01, 2016, 09:14:08 PM
If you have discord you should join the RW modding channel! We can chat about what we need/want for the mod there. :D I believe it's well within your area of expertise.
Title: Re: [A15] Fences And Floors v1.1
Post by: KevinHann on December 22, 2016, 08:40:06 PM
Could I please lodge a request for an A16 update? Thanks :)
Title: Re: [A15] Fences And Floors v1.1
Post by: Hayden on December 26, 2016, 04:52:56 PM
Could I please lodge a request for an A16 update? Thanks :)

I read on the Steam Page for this that it works fine with A16. Haven't tried it myself just yet.

Is it true that raiders and colonists can't shoot over the fences? That's sort of the only reason I haven't installed this mod just yet.
Title: Re: [A15] Fences And Floors v1.1
Post by: SteelRev on December 26, 2016, 06:35:05 PM
So is that research bench viable for download.  The  vanilla benches annoy me with how much space they take. 
Title: Re: [A15] Fences And Floors v1.1
Post by: joaonunes on December 26, 2016, 06:40:39 PM
...
ORIGINAL:                                                                  MY EDIT:
(http://i.imgur.com/pnKHZoD.png)       (http://i.imgur.com/IytznDk.png)
...

+1 vote for you to make a mod with that research table!
Title: Re: [A16] Fences And Floors v1.1
Post by: Cl3arSky on January 07, 2017, 05:59:28 PM
this is all my chicken farm needed :D  should be part of the default game..
Title: Re: [A15] Fences And Floors v1.1
Post by: Pravus on January 13, 2017, 10:50:25 PM
So is that research bench viable for download.  The  vanilla benches annoy me with how much space they take.
...
ORIGINAL:                                                                  MY EDIT:
(http://i.imgur.com/pnKHZoD.png)       (http://i.imgur.com/IytznDk.png)
...

+1 vote for you to make a mod with that research table!

Sorry it took me so long to see this and respond.  I've been busy with other things as of late.  In penance here's a gift: High Tech Laboratory Facilities (https://ludeon.com/forums/index.php?topic=29527.0)
Title: Re: [A15/16] Fences And Floors v1.2
Post by: Pravus on January 16, 2017, 10:30:39 PM
Now updated to v1.2!  After reviewing the overwhelming number of responses to this mod both here on the forums and on Steam I have taken the community's feedback into consideration and performed a balance pass on Fences and Floors!  This should hopefully bring my mod more in line with vanilla RimWorld assets and better define potential roles for certain additions without making other options obsolete.

As always I am humbled by the wave of positive response this mod has generated and future feedback will continue to be taken into consideration and appreciated!
Title: Re: [A15/16] Fences And Floors v1.2
Post by: Kaldreth on January 16, 2017, 10:39:32 PM
Glad to see an update. I was looking forward to trying this mod out, but I don't see the non-steam link as updated.
Title: Re: [A15/16] Fences And Floors v1.2
Post by: Pravus on January 16, 2017, 11:09:13 PM
Glad to see an update. I was looking forward to trying this mod out, but I don't see the non-steam link as updated.

The Dropbox link does go to the updated file.  I may be breaching typical modder protocol doing this but if you upload a file to Dropbox with exactly the same filename and extension as a file already in storage it simply overwrites the older file with the new one without generating a new hyperlink.  I just started updating that way for convenience's sake but I can see how it might cause confusion.  Sorry for the miscommunication!
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Pravus on January 19, 2017, 03:05:03 PM
Hotfixed to v1.21!  An observant Steam user alerted me to the fact that I overlooked a bit when adjusting values for the High Security Fences in the 1.2 update.  This made High Security Fences far too cheap to produce for the relative increase in durability they provide.  Thanks to their diligence I have taken another look at the values and adjusted them accordingly!
Title: Re: [A15/16] Fences And Floors v1.21
Post by: DarkXanatos on January 22, 2017, 01:22:15 AM
Hello,

While trying to unzip the 7z file downloaded from Dropbox, it gave me 46 errors. Which left some of the file content, registering as empty (even if some of the file names were actually showing, oddly enough). I use WinRar to unzip files. I believe I have unzipped 7z files in the past with WinRar. So, not sure why I am getting the errors. I downloaded the 7z file twice with the same results. Even reopened the Dropbox link twice.

I do have two screen shots of the errors displayed by WinRar, but they don't look to explain anything. However I will try and find a site I can upload the screens too, if needed (I have terrible luck with host sites, as they each have stopped working for me after months of use... Photobuck, Imageshack, and Imgur).
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Fluffy (l2032) on January 31, 2017, 03:22:27 PM
I've fixed the grate texture

[attachment deleted by admin due to age]
Title: Re: [A15/16] Fences And Floors v1.21
Post by: AngleWyrm on March 06, 2017, 01:31:31 AM
I was building a grave yard surrounded with wooden fence and thought this might even look better with a low-slung rock fence, or maybe wrought iron fence.

(https://s-media-cache-ak0.pinimg.com/originals/1c/19/d0/1c19d061484eac250a4533a1a967e6b1.jpg)(https://s-media-cache-ak0.pinimg.com/736x/4d/a6/31/4da631b4eb559cca2c0dcc4788b0af15.jpg)(https://st.hzcdn.com/fimgs/6321abd302b2418f_1342-w500-h400-b0-p0--farmhouse-exterior.jpg)
(http://1.bp.blogspot.com/-ndOebZwX8uI/VUz79znGghI/AAAAAAAACsI/qAYy0451CW4/s1600/08052015012.jpg)(http://www.williamson-county-historical-commission.org/GEORGETOWN_TEXAS/IOOF_cemetery_fence-1__5-21-11.jpg)(https://thumbs.dreamstime.com/x/tombstones-fence-old-cemetery-1505387.jpg)
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Ruisuki on March 08, 2017, 08:09:04 PM
The wooden fence seems perfect for an animal pen. Security and chain link fences for a prison yard. Unfortunately latter isnt possible to make, but still very pretty textures.
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Ruisuki on March 10, 2017, 07:01:14 AM
What are the single bar fence gates for? Theres one fence gate that looks like a regular door, and then a pole like object going based on the picture
Title: Re: [A15/16] Fences And Floors v1.21
Post by: AngleWyrm on March 10, 2017, 07:05:42 AM
That's a vertical fence gate for the North-South running fences, because if you use the regular fence gate it looks a little out of place
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Ruisuki on March 10, 2017, 07:12:56 AM
That's a vertical fence gate for the North-South running fences, because if you use the regular fence gate it looks a little out of place
Oh so just for aesthetics? You mean the vertical sides of a square gate right? Im guessing the regular fence gates look thinner on the sides, once they are actually constructed.
Title: Re: [A15/16] Fences And Floors v1.21
Post by: AngleWyrm on March 17, 2017, 08:12:50 AM
Setting up a jail, and the fences seemed not to take a standard limestone floor tile underneath them?

(https://s6.postimg.org/6gk8fo7gx/jail.png)
Title: Re: [A15/16] Fences And Floors v1.21
Post by: Ruisuki on March 21, 2017, 01:07:45 AM
Oh that does look bad anglewyrm. When I add my yard I'll take a look if its the same for me.
---
So I released a prisoner in a prison that had the only exit using the high security gates. I re arrested him afterward. Then I couldnt interact with the prisoner again. Only way I could release again was holding open doors, or destroying walls. So just putting that out there.
Title: Re: [A15/16] Fences And Floors v1.21
Post by: AngleWyrm on April 20, 2017, 02:02:34 PM
(https://s6.postimg.org/t85ccvpw1/fences.jpg)Fences count as walls for creating rooms
so if you want an outdoor work area
then you can surround it with fences
Title: Re: [A17] Fences And Floors v1.21
Post by: Lethe on May 29, 2017, 08:50:20 PM
I have some A16 colonies I'd like to use this mod with. Do you by chance still have your a16 version around? I believe your latest is a17?

Or should it just be fine if I change the targetversion?

Sorry & thanks for your help!
Title: Re: [A17] Fences And Floors v1.21
Post by: Pravus on May 29, 2017, 09:48:11 PM
I have some A16 colonies I'd like to use this mod with. Do you by chance still have your a16 version around? I believe your latest is a17?

Or should it just be fine if I change the targetversion?

The A17 release should be fully compatible with A16 games as far as I'm aware.
Title: Re: [A17] Fences And Floors v1.21
Post by: Seiryuu on May 30, 2017, 02:58:23 AM
Thank you!
Title: Re: [A17] Fences And Floors v1.21
Post by: Rorax on June 06, 2017, 09:53:18 PM
Hiya could you please provide a link the the A16 version of Fences and Floors? Unfortunately Steam Autoupdated and I lost my copy and can't play my game since I heavily rely on them.
Title: Re: [A17] Fences And Floors v1.21
Post by: SurrealSadi on June 06, 2017, 11:25:07 PM
Oooh, animals won't pass through these? Yissss!! Perfect for my farms!!!
Title: Re: [A17] Fences And Floors v1.21
Post by: LiteEmUp on September 02, 2017, 08:00:03 AM
so not sure if anyone has this bug, but it is also posted on workshop:

Quote from: Grimmas
Sometimes my pawns get stuck on the sensor panels, and hit the pathing limit. They just stand around trying to get somewhere but don't move and are stuck in "standing" state. Not sure if it's an incompatibility with some other mod or not, but removing the sensor panels immediately gets the pawns moving again...

i'm encountering the same problem.. sometimes drafting them and moving them to a different spot and undrafting them helps.. also i noticed if you have an "infused" item that has a sped bonus trait, they also randomly get stuck on sensor panels standing around...


im not sure if its a vanilla bug or minor mod from this bug... too bad coz the sensor panels are extremely handy.. best floor you can use to your base... im annoyed micromanaging every pawn i have(now sitting at 28) checking which ones are stuck "standing around"... i currently devved mode every sensor panels i have, since the annoyance is simply not worth the benefits at the moment
Title: Re: [A18] Fences And Floors v1.21
Post by: DingooS on November 21, 2017, 06:20:06 PM
Someone Can send my the link to the a17 version ? I cant find (or i am a retardard)

Sorry for my english
Title: Re: [A18] Fences And Floors v1.21
Post by: GrimTrigger on November 23, 2017, 07:49:34 PM
Please put up a copy to older versions.   Some of us fall victim to the auto-updates and lose save games.  Its quite frustrating.
Title: Re: [A18] Fences And Floors v1.21
Post by: shadowstitch on January 08, 2018, 11:00:05 AM
Here's the obligatory begging for a b18 update.
I'm not proud.
Title: Re: [A18] Fences And Floors v1.21
Post by: Harry_Dicks on January 08, 2018, 02:13:50 PM
Here's the obligatory begging for a b18 update.
I'm not proud.

This mod is already updated to B18.
Title: Re: [A18] Fences And Floors v1.21
Post by: shadowstitch on January 08, 2018, 03:24:37 PM
Huh, so it is.
I'm also not very bright.
Somehow I didn't catch that. Thanks!
Title: Re: [A18] Fences And Floors v1.21
Post by: zenfiero on February 11, 2018, 05:57:59 PM
Hello! I really like this mod and have used it for some time. However I noticed in this latest version the sensor panel flooring no longer grants a speed bonus. Is this intended?
Title: Re: [A18] Fences And Floors v1.21
Post by: Harry_Dicks on February 11, 2018, 06:04:44 PM
Hello! I really like this mod and have used it for some time. However I noticed in this latest version the sensor panel flooring no longer grants a speed bonus. Is this intended?

I noticed this too a long time ago and just figured it wasn't supposed to be there, because I had not seen a floor with >100% move speed up until that point. However, I have now, so I know they exist. It was confusing, because I believe in the sensor panel description it says that it increases speed. Doesn't it also require components or something else expensive to construct, anyway?

But yes, I think I will need to edit my defs to make the sensor panel worth it. Because right now, it only looks and costs high tech, with no actual benefits to justify it's cost, as far as I can tell.
Title: Re: [A18] Fences And Floors v1.21
Post by: Ruisuki on February 11, 2018, 09:54:23 PM
aw i used the sensor panels as a type of elevator
Title: Re: [A18] Fences And Floors v1.21
Post by: Harry_Dicks on February 12, 2018, 12:05:40 AM
aw i used the sensor panels as a type of elevator

???
Title: Re: [A18] Fences And Floors v1.21
Post by: Ruisuki on February 12, 2018, 12:24:08 AM
aw i used the sensor panels as a type of elevator

???
like this. So basically you would walk in and immediately turn to the left to go up the elevator to get to the higher floors, medical wing etc. The outside would eventually become an interior as well.


https://ibb.co/nitfd7
Ignore the image name, it was a16 I was going through a hard time. A song was on.


[attachment deleted due to age]
Title: Re: [A18] Fences And Floors v1.21
Post by: Ruisuki on February 19, 2018, 08:47:57 PM
So the sensor panels are gone for good then? A lot of the comments mention them being bugged but as of A16 i had no issue.
http://steamcommunity.com/sharedfiles/filedetails/?id=1222191290

The OP hasnt logged in since december so dunno the likelihood of it being patched back in. My base has a corridor that depends on the fast walk speed.
Title: Re: [A18] Fences And Floors v1.21
Post by: Modo44 on March 01, 2018, 03:12:40 PM
The fences somehow count as 1-tile wide "rooms", and pawns auto-roof fenced lines, effectively adding work unless you catch it. Can this be fixed, so that only enclosed fenced areas get roofed?
Title: Re: [A18] Fences And Floors v1.21
Post by: bullet on March 23, 2018, 05:59:51 PM
Seems like reactive floor not provide speed bonus any more
Title: Re: [A18] Fences And Floors v1.21
Post by: 123mind123 on May 17, 2018, 06:39:34 PM
Anyone got the a17 version of this?
Also love the mod by the way.
Title: Re: [B19] Fences And Floors v1.21
Post by: wacs on September 07, 2018, 03:12:45 AM
Anyone have a b18 version of this mod?  Thank you in advance!
Title: Re: [B19] Fences And Floors v1.21
Post by: Ruisuki on October 11, 2018, 05:09:27 AM
mate has the reactive flooring speed boost not triggering been fixed?
Title: Re: [B19] Fences And Floors v1.21
Post by: eksynn on October 21, 2018, 06:27:50 PM
any news on a 1.0 update?
Title: Re: [B19] Fences And Floors v1.21
Post by: Psyra on October 24, 2018, 01:08:43 PM
Impatient people update other people's mods all the time (and then inform them after the fact), but before I dare to do this, I need to ask...

Would it be considered bad form for me to explain how to quickly edit the mod source to run it on 1.0.0 without incompatibility warnings? it would be as a quick stop-gap measure to tide people over until the proper 1.0-compatible release. Looking through the source, mind you, it doesn't look like it -should- have any problems running on 1.0 even without a fix - all the resources the mod uses appear to be included directly in the package. This is a response i'd rather hear from the author him/herself, mind you. ;)

No offense meant to the author but to be honest this is the ONLY and BEST fence mod Rimworld has and after a week without it, been really missing it. :)

Edit: I see Pravus doesn't seem to have been online here since early last month. I wager a 1.0 release will be out before I get a response. Drat. ;)
Title: Re: [B19] Fences And Floors v1.21
Post by: IZ2bSA80 on October 24, 2018, 02:23:34 PM
Nothing bad about that really, it's just a no red fix for those who can't stand it nothing more.

Also don't forget Palisades even though it's outdated and need some work to work on the current version. It was a gorgeous fence mod.
Title: Re: [B19] Fences And Floors v1.21
Post by: Psyra on October 24, 2018, 02:50:44 PM
Nothing bad about that really, it's just a no red fix for those who can't stand it nothing more.

Also don't forget Palisades even though it's outdated and need some work to work on the current version. It was a gorgeous fence mod.

The thing that sets this one apart is that the fences don't block wind generators and I'm not sure if the Palisades one does... also aesthetically. And most importantly, I'm sticking generally to steam workshop things. I only posted my original response here because I figured it was the less toxic place to post. ;)
Title: Re: [B19] Fences And Floors v1.21
Post by: Ruisuki on October 31, 2018, 06:08:41 PM
Nothing bad about that really, it's just a no red fix for those who can't stand it nothing more.

Also don't forget Palisades even though it's outdated and need some work to work on the current version. It was a gorgeous fence mod.

The thing that sets this one apart is that the fences don't block wind generators and I'm not sure if the Palisades one does... also aesthetically. And most importantly, I'm sticking generally to steam workshop things. I only posted my original response here because I figured it was the less toxic place to post. ;)
Fences dont block turbines in this mod? do you think they should?
Title: Re: [B19] Fences And Floors v1.21
Post by: ultra4 on November 13, 2018, 08:25:01 PM
powerlines are over the sensor floor. How can i fix this? trying messing the <RenderPrecedence> from 242 to 270 like the floors from Rimkea mod, didn't work...
Title: Re: [B19] Fences And Floors v1.21
Post by: Dr_Zhivago on November 13, 2018, 11:36:51 PM
powerlines are over the sensor floor. How can i fix this? trying messing the <RenderPrecedence> from 242 to 270 like the floors from Rimkea mod, didn't work...

Try this: https://steamcommunity.com/sharedfiles/filedetails/?id=1487019722&
Title: Re: [B19] Fences And Floors v1.21
Post by: vandal on November 14, 2018, 03:49:14 AM
the doors textures look bad when placed next to walls, or the mods own fences. The security door and its corresponding fences dont connect for instance when the gate is placed between two high security fences, only when 2 on each side are
Title: Re: [B19] Fences And Floors v1.21
Post by: ultra4 on November 14, 2018, 06:39:14 AM
trying that approach, went for this even better... and non-steam mod http://catalogue.smods.ru/archives/10478
Title: Re: [B19] Fences And Floors v1.21
Post by: Rabanatz on December 03, 2018, 02:46:36 PM
Update to 1.0?
Title: Re: [B19] Fences And Floors v1.21
Post by: Dr_Zhivago on December 03, 2018, 03:45:37 PM
Update to 1.0?
Try one:
Re-upload (https://steamcommunity.com/sharedfiles/filedetails/?id=1547692203)
No Floors Version (https://steamcommunity.com/sharedfiles/filedetails/?id=1567724907)
Title: Re: [B19] Fences And Floors v1.21
Post by: JT on December 04, 2018, 05:40:02 AM
Update to 1.0?
Try one:
Re-upload (https://steamcommunity.com/sharedfiles/filedetails/?id=1547692203)
No Floors Version (https://steamcommunity.com/sharedfiles/filedetails/?id=1567724907)

Note that the version on Steam Workshop is literally the same as the B19 version, just with the About.xml version number changed.  That's all someone needs to do on their own end (download B19 version and edit About.xml <targetVersion> to 1.0.2059), if they don't want to go through the hassle of downloading off the Workshop and doing all of the stupid hijinks necessary to get the mod into their /mods folder.  (Probably easier to do the local edit of the B19 version than the dozens of clicks needed to do the Workshop option, but people's mileage may vary.)
Title: Re: [B19] Fences And Floors v1.21
Post by: Dr_Zhivago on December 04, 2018, 05:53:43 AM
Note that the version on Steam Workshop is literally the same as the B19 version, just with the About.xml version number changed.  That's all someone needs to do on their own end (download B19 version and edit About.xml <targetVersion> to 1.0.2059), if they don't want to go through the hassle of downloading off the Workshop and doing all of the stupid hijinks necessary to get the mod into their /mods folder.  (Probably easier to do the local edit of the B19 version than the dozens of clicks needed to do the Workshop option, but people's mileage may vary.)

A very valid point as well. Edit the version number for non-steam users, a third option!
Title: Re: [B19] Fences And Floors v1.21
Post by: Canute on December 04, 2018, 08:27:59 AM
Forget it,
i tried a bit ago to motivate the modder to have a proper version number, which could be seen ingame too.
But since Rimworld is on Steam and most modder use the workshop too, i don't have any success.
Title: Re: [B19] Fences And Floors v1.21
Post by: Ruisuki on April 24, 2019, 12:02:51 AM
sensor floors still dont work?
Title: Re: [B19] Fences And Floors v1.21
Post by: LiteEmUp on April 24, 2019, 02:55:39 AM
sensor floors still dont work?

likely no.. i stopped using it coz every now and then, my colonists would stop going through paths with it as if it was an invisible wall
Title: Re: [B19] Fences And Floors v1.21
Post by: Ruisuki on April 24, 2019, 03:34:39 AM
Aw thats a shame. I loved using them as if they were elevators back in B17. Used to make 1x1 vertical corridors with a door at the top that leads to one down south, and the speed flooring to simulate the cabin. Rimworld doesnt have Z levels so this went a long way for immersion. RIP sensor
Title: Re: [B19] Fences And Floors v1.21
Post by: LiteEmUp on April 24, 2019, 06:17:49 AM
yeah i loved the speed boost too.. it almost feels cheating lol... too bad it is quite buggy lol
Title: Re: [B19] Fences And Floors v1.21
Post by: Canute on April 24, 2019, 06:20:35 AM
The author of the Black Widow's mod, made some spidersilk floors this allow the black spider to move faster on these floors while none spiders got slowed (default).