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RimWorld => Releases => Mods => Outdated => Topic started by: AHare on October 02, 2014, 03:24:24 AM

Title: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: AHare on October 02, 2014, 03:24:24 AM
A couple mostly aesthetic mods for small things that annoyed me and that I can fix.

Natural Terrain Flooring


Adds the natural terrain as a flooring option. Allows you to build floors made of sand, soil, gravel, stone, and mud. They're like normal terrain, so you can farm on the soil, and even make smooth stone floors over the rough stone floor. Takes 10 stone per square, but 15 for the rough stone flooring.

Also adds water options, allowing you to make your own lake! Deep water works slightly different than vanilla, allowing mobs to swim through it at 15% of their normal speed. Building these takes a bit more, with 25 stone and 5 metal for shallow water, and 50 stone and 10 metal for deep water.

Natural Terrain Flooring
A7 1.2

Download (http://www.mediafire.com/download/p4vhbfznhde1h4m/A71.2_NaturalTerrainFlooring.zip)
(http://i.imgur.com/IqxNM24.jpg)
Title: Re: [MOD] (Alpha 6) Symmetrical Cryosleep Pod | Buildable Natural Terrain
Post by: ItchyFlea on October 02, 2014, 03:36:41 AM
Quote from: AHare on October 02, 2014, 03:24:24 AM
Besides, I think these should work for A7 anyway.
They don't. Activating them kills the gui, and by extension, the game.
Far too much has changed between A6 and A7 that even simple mods (IE: My Target Practise Mod that adds 1 item) must be made specifically for A7 otherwise they will not work correctly or at all.

EDIT: Forgot to mention that I do like the idea of symmetrical cryosleep pods. I'll definitely use that when you've updated it for A7. :)
Title: Re: [MOD] (Alpha 6) Symmetrical Cryosleep Pod | Buildable Natural Terrain
Post by: AHare on October 02, 2014, 03:44:35 AM
Quote from: ItchyFlea on October 02, 2014, 03:36:41 AM
They don't. Activating them kills the gui, and by extension, the game.
Far too much has changed between A6 and A7 that even simple mods (IE: My Target Practise Mod that adds 1 item) must be made specifically for A7 otherwise they will not work correctly or at all.
Ah. Well, that's crap but completely understandable. Will fix soon.
Title: Re: [MOD] (Alpha 6) Symmetrical Cryosleep Pod | Buildable Natural Terrain
Post by: MelanisticAlbino on October 02, 2014, 04:18:57 AM
I'd love a mod that let's you place water and bridges... although I suspect that water is hardcoded.
Title: Re: [MOD] (Alpha 6) Symmetrical Cryosleep Pod | Buildable Natural Terrain
Post by: Jaxxa on October 02, 2014, 05:40:15 AM
Remember you can always look in the core mod.
Title: Re: [MOD] (Alpha 6) Symmetrical Cryosleep Pod | Buildable Natural Terrain
Post by: Igabod on October 02, 2014, 07:25:37 AM
The terrain flooring part is exactly what I have been looking for. I even just posted a mod request for it the other day on these forums. Guess I'll post a link to this on there. Thanks so much. I've still never actually fully built a ship yet so I am not quite as excited about the cryo pods but I'm pretty sure that would be a big complaint for me as well if I ever got that far along before a million raiders smash me.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: AHare on October 02, 2014, 09:53:10 AM
Okay, decided to say screw it and updated to A7. I also made the floors work more like the natural stuff, so you can farm on it now! And I added mud, and swimmable water, which is kind of buggy because you can build everything on it but, eh, I'm too sleep deprived to fix that now.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: Visitor000 on October 02, 2014, 10:02:36 AM
Swimming pools... yay
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: Romi on October 02, 2014, 12:51:37 PM
Awesome!Thanks sir!
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: AHare on October 02, 2014, 08:11:03 PM
Hmm. Did some testing, and it seems that my extra sleep pod doesn't actually count towards the needed pods. If you have just the modded one then you can't launch a ship, and I don't know why. Doesn't look like anything that specifically calls it out in the .dll source, but I don't know C at all so I'm probably missing it.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: Rex705 on October 02, 2014, 10:24:53 PM
Can you make it possible to place the floor tiles over mud so I can be rid of this nasty stuff?
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring | Symmetrical Cryosleep Pod
Post by: AHare on October 03, 2014, 09:22:37 PM
Quote from: Rex705 on October 02, 2014, 10:24:53 PM
Can you make it possible to place the floor tiles over mud so I can be rid of this nasty stuff?
Yes!
Updated the main post. I changed a bit, made some things unbuildable in deep water because they just don't make sense. But in doing that I had to edit all the vanilla Building_* files, so I think that might make it incompatible with any mods that modify those buildings. Don't know how to fix that. I'm just happy I figured out placementrestricters.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Drahkon on October 04, 2014, 12:10:05 AM
Haven't looked at any of the files myself so I have no idea how it's set up. Can you create  a custom flooring type that doesn't have the water/mud restrictions without editing those files? If that's the case you could add a 'fill' flooring that can be placed over water/mud and then they can place normal flooring over that.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.

Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.

Also, any chance the jungle specific terrains can be added to this?
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.

Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.
Which mods? I can make some compatibility files for them.

Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Also, any chance the jungle specific terrains can be added to this?
Yeah, will work on that later.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: InfiniteRemnant on October 12, 2014, 06:55:46 PM
Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.
you can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something? 

Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
Cause as-is, i can't use this due to multiple mods trying to overwrite beds causing odd behavior.
Which mods? I can make some compatibility files for them.
I have Clutter, Enhanced Defense, T's modpack, Both EdB mods, More hydroponics, machine-gun nests, scratch pack, surgery extended, and workplaces installed. I'm assuming part of t's is conflicting because they both override the vanilla beds, but there may be conflicts with the others as well. no idea, didn't actually test any combinations other than yours being on or off while all the others were on, cause I'm not going to give one of those up.

I doubt the two ui mods or surgery would be doing it, but all of the others include structures, and several (mainly ones from T's) seem to replace or adjust existing things.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: RedPhoenix on October 14, 2014, 11:07:53 AM
I have a colony in the rainforest, but whenver I load it with this mod enabled it turns all tiles of water and marsh into sand. Is that due to missing definitions of  those tiles (marsh, marshy soil eca.)?
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: AHare on October 14, 2014, 06:23:36 PM
Quote from: RedPhoenix on October 14, 2014, 11:07:53 AM
I have a colony in the rainforest, but whenver I load it with this mod enabled it turns all tiles of water and marsh into sand. Is that due to missing definitions of  those tiles (marsh, marshy soil eca.)?
Ah, yeah, that happens. I don't really know how to fix it yet. It's a problem with editing the vanilla terrain. I'll work on it when I add the marsh floors.

Quote from: InfiniteRemnant on October 12, 2014, 06:55:46 PMyou can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something?
It may be possible with some DLLs, but honestly I don't know how to code in C#, so at least right now, it's not anything I can do.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: harpo99999 on October 15, 2014, 05:25:47 AM
Quote from: InfiniteRemnant on October 12, 2014, 06:55:46 PM
Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.
you can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something? 
but the fertilizer pump DOES convert all tiles other than wall/stone/ore tiles to soil, and I have used this to slowly convert water and deep water to soil for building/growing on
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: StorymasterQ on October 15, 2014, 10:47:55 PM
Quote from: harpo99999 on October 15, 2014, 05:25:47 AM
Quote from: InfiniteRemnant on October 12, 2014, 06:55:46 PM
Quote from: AHare on October 12, 2014, 06:13:18 PM
Quote from: InfiniteRemnant on October 12, 2014, 04:55:41 PM
why not modify concrete floors so they can be built over water/mud but nothing else can, then you build on top of that? basically whatever you build would need a foundation.
To build anything on water or mud, I still have to modify the water/mud, which makes everything buildable on them. If I want to restrict it to just concrete I'd have to limit everything else the same way I am now, so I'd be changing even more stuff.
you can't add something to the concrete that bypasses the no-build rule? like an inversion of the restrict code or something?
or a rewritten clone of the fertilizer pump that "dries out" the terain, turning Mud/water into sand or gravel or something? 
but the fertilizer pump DOES convert all tiles other than wall/stone/ore tiles to soil, and I have used this to slowly convert water and deep water to soil for building/growing on


Key word: slowly :D
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: InfiniteRemnant on October 15, 2014, 10:49:05 PM
wow.. okay i feel like an idiot for never bothering to try that with a fert pump.
that aside, the fact that the fert pump can do it, means it must be doable, somehow.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: AHare on October 15, 2014, 11:34:38 PM
I'll have a look at it. Might be a while though, got some personal issues going on that is sapping my desire to mod, sorry.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Ubershutze on November 23, 2014, 11:00:11 AM
Lovely mod ! By the way, is there a chance you can make the floors use the new stuff system so as they can be made using other types of stone too?
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Locusthorde300 on November 23, 2014, 01:33:10 PM
Love the mod. 1 problem.

When enabled with TTM, it changes the requirements for turrets. Which makes the mod unusable. Would it be possible to not add in that?
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Ded1 on November 23, 2014, 01:43:44 PM
so any chance of being able to place water tiles as well?  I would love to make a moat around my base entrance to slow the enemy down
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Ubershutze on November 23, 2014, 11:17:29 PM
Quote from: Ded1 on November 23, 2014, 01:43:44 PM
so any chance of being able to place water tiles as well?  I would love to make a moat around my base entrance to slow the enemy down

The mod already does have water tiles, both shallow water and deep water, but the costs in stone to make them are quite steep, which is why i was asking the author for the possibility to have his tiles use the stuff system.  This way as you dig into mountains you can cover the cost with other types of stone.  ;D
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Ded1 on November 24, 2014, 01:09:38 AM
i didn't realize you could place them.  I haven't downloaded cause i pretty much just use my modpack when i play and i have enough mods that mess with stuff that it almost guaranteed to not play well.  And i am really not in the mood to spend the next few days trying to get them to work together.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Th3_D00D3 on December 16, 2014, 07:15:25 AM
Could you please try to update this mod for alpha 8? I really liked it and still wan't to use it but it crashes the game when activated
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Brendon on December 26, 2014, 04:42:22 AM
Quote from: Th3_D00D3 on December 16, 2014, 07:15:25 AM
Could you please try to update this mod for alpha 8? I really liked it and still wan't to use it but it crashes the game when activated
I agree I'd really love to see this mod come back for alpha 8 I miss being able to remove water/mud patches :)
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: bullet on December 26, 2014, 05:47:18 AM
you can remove mud using Fertilizer Pump
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Kolljak on January 16, 2015, 06:03:39 PM
Is this being updated i kinda want to fill in lakes agian.
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: AHare on January 21, 2015, 02:55:37 PM
Hey everyone. Unfortunately, due to some life things and just lack of interest in games as a whole, I haven't really been able to update this or my other mods. Telkir, creator of T's Mods (https://ludeon.com/forums/index.php?topic=4373.0) has asked to update this, so it should be in his mod pack soon!
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Telkir on January 22, 2015, 08:13:21 AM
Thanks again for your go-ahead, AHare! :)

I've tweaked and rebuilt the DLLs against alpha 8 and the game loads fine with the mod now. Since A8 introduced different flavours of stone, though, I'm trying to understand if it's somehow possible to make the 5 natural floors buildable with *any* stone block rather than a specific variant.

My suspicion is that I'd have to add some workbench with one or more recipes to convert stone blocks between different types.

Rather than that, for the moment I'm probably just going to turn the old stone block material requirements into steel. It's a bit of a "meh" fix, but without it, you'd not be able to build the terrains on maps without certain stone types.

Stay tuned. :)
Title: Re: [MOD] (Alpha 7) Natural Terrain Flooring
Post by: Telkir on January 24, 2015, 12:34:19 PM
Sorry for the double post.

Just to say an update of NTF that works with Alpha 8 is available now and you can grab it from this link:
A81.3_NaturalTerrainFlooring.zip (http://www.mediafire.com/download/o87ze4f2lrda0vx/A81.3_NaturalTerrainFlooring.zip)

Hopefully it works as well as the A7 version did. Full details are here (https://ludeon.com/forums/index.php?topic=4373.msg96039#msg96039). :)