This mod is very simple. It changes the terrains_floors def file and increases the walk speed of colonists on paved floors and wood floors and pretty much everything except carpet. Some increase it more than others too. I didn't add any new floors in but this probably won't be compatible with anything that does modify the flooring defs.
This is not old save compatible. You must start a new colony in order to not experience some glitches.
No need to credit me with this. Do whatever you want to do with it. I just did it as a quick diversion from what I was working on.
This was requested by Kentauros87 on This Thread (https://ludeon.com/forums/index.php?topic=7004.0).
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It would be cool if you could add some new floors.Like pine wood floor,etc.
Quote from: Romi on October 26, 2014, 03:09:43 AM
It would be cool if you could add some new floors.Like pine wood floor,etc.
The reason I haven't done this yet is because it's already been done. T's mods has a large selection of custom flooring. If you don't see one you like there I believe he is taking requests (but don't quote me on that, it's been a while since I looked at that thread.)
Just realized I had the wrong version uploaded. I uploaded the test version with decimal numbers for a value but the game doesn't accept those so I had to go with whole numbers. The version in the attachment on the OP now (v1.1) is the correct one. Dropbox is going to be updated immediately after posting this message.
Great! Thanks for your work, I'll give it a try immediatly ;D
Good job! 130% speed is not too op. Found something strange: all mined areas and smooth stone changed to sand :o I think a next logic step could be a new floor, with huge speed bonus and building cost
Quote from: kentauros87 on October 26, 2014, 07:13:51 AM
Good job! 130% speed is not too op. Found something strange: all mined areas and smooth stone changed to sand :o I think a next logic step could be a new floor, with huge speed bonus and building cost
That shouldn't be happening. I didn't experience it in my test game that I just got done playing. Even if you downloaded the wrong version it shouldn't happen. I'll see if I can replicate it. But one solution that you may not be aware of for most problems with mods is when you open the mods screen in the game for any reason, even if you don't change anything, you must completely exit to OS and then restart the game. This is a bug in the game and not a problem with the mod. Lots of strange things happen when you don't do a reload of the game after fiddling with the mods screen. Try it again and let me know if you are still experiencing that strange error.
Done, but things remain as said. Maybe the savefile got corrupted. Sometimes it happens
I'll test it again tonight and see if I can replicate that. Eating dinner right now but then I'll test it afterward.
Great concept mod; hopefully some other mods with more floors will incorporate. (Looking at you T-Mods!)
Quote from: Igabod on October 26, 2014, 08:20:14 PM
I'll test it again tonight and see if I can replicate that. Eating dinner right now but then I'll test it afterward.
I tested again and could not replicate the issue with mined areas (rough hewn rock floors) and smoothed stone floors turning to sand. Are you using this with any other mods that might change the floors def files? Did you create a new world and a new colony to test this out or did you just apply it on an existing colony. If you loaded up an existing colony, that could be your problem. This changes the base game floor defs so it probably isn't old save compatible. If that is indeed the case here then let me know so I can put a warning on the OP that it doesn't work with old saves.
Yes, I play a heavy modded version of RW. Tested with new world and colony, problem not present anymore
Lol I was working on a mod with the same name, but instead of changing the speed, it had a new floor type that was really fast
This makes me think of another idea. You know how when you go to the airport you walk on those moving sidewalks. What if you could make that?!
Quote from: KugelBlitz on October 31, 2014, 02:49:24 PM
This makes me think of another idea. You know how when you go to the airport you walk on those moving sidewalks. What if you could make that?!
You can. I'm leaving this as just a simple tweak mod though. If somebody wants to alter this or include it with their own mod they can. I don't require any notice or credit or anything for it. I may do my own full on flooring mod in the next alpha but I don't know yet.
KugelBlitz, actually I thought the same thing. But it would be something like a conveyor belt that "locks" the colonists while they walk on it, in just one direction. It seems not so useful nor pratical, without mentioning the difficulty to implement it. In the end, Igabod's work could be the way. I think the "perfection" could be 2 new floor tiles, one with low speed boost / building cost, and the other way more resource hungry and fast (maybe requesting power in order to work).
Updated for Alpha 8. I'm still working on updating my other mods. They will be done either today or tomorrow. (hopefully)
Nice mod! :)
I updated my MoreFloors to have an optional version that works nicely alongside yours.
Quote from: Telkir on December 26, 2014, 07:34:48 AM
Nice mod! :)
I updated my MoreFloors to have an optional version that works nicely alongside yours.
Awesome! I added a link to it on the original post. :)
Hey, sorry to be a numpty - while I was patching up something with my mod and mucking about with filenames, I think I managed to break the link. (Mediafire sucks for link preservation :( )
The new link is this one:
http://www.mediafire.com/download/0ldra6d6cbtam79/TMods-MoreFloorsFF.zip
Quote from: Telkir on December 26, 2014, 12:38:30 PM
Hey, sorry to be a numpty - while I was patching up something with my mod and mucking about with filenames, I think I managed to break the link. (Mediafire sucks for link preservation :( )
The new link is this one:
http://www.mediafire.com/download/0ldra6d6cbtam79/TMods-MoreFloorsFF.zip
No problem. Updated the OP.
Does this buff apply to enemies?
yes it works for everybody as long as they are on the floors. so unless you want your enemies getting to your kill box faster I wouldn't build a road out to the edges of the maps out of these floors.
Updated for alpha 9. Okay, so I didn't actually have to update anything. It works as it is, so no need to download anything new, just move the FastFloors folder to your alpha 9 mods folder.
Could I prod you to update the download link for T-MoreFloorsFF again after the A9 update, please? 8)
The new link is: http://www.mediafire.com/download/n6hsgkiqnktmwxn/TMods-MoreFloorsFF.zip
Thanks!
Quote from: Telkir on February 20, 2015, 01:43:13 PM
Could I prod you to update the download link for T-MoreFloorsFF again after the A9 update, please? 8)
The new link is: http://www.mediafire.com/download/n6hsgkiqnktmwxn/TMods-MoreFloorsFF.zip
Thanks!
Updated, thanks for the new link. :)
Ok so I tried the mod out, but it did a thing. Every manufactured floor (stone floors, wooden floors... anything except smooth stone) became sand.
So yeah, that might be worth looking into
Quote from: daveboy2000 on April 15, 2015, 01:18:10 PM
Ok so I tried the mod out, but it did a thing. Every manufactured floor (stone floors, wooden floors... anything except smooth stone) became sand.
So yeah, that might be worth looking into
did you try with a new game or with a saved game? I've only seen that error on a saved game and there is a big red warning on the original post that says it's not savegame compatible.
Also, just tested and this mod still works fine with A10 with no adjustments. You can either re-download it here or just transfer the FastFloors folder from your A9 mod folder to the A10 mod folder. I haven't bothered updating the about.xml file for this since I haven't had to make any changes, but the mod still works.
Could you make it so we can place Smooth Stone floors over concrete? I have this small bit where I had a wood floor for my bedroom, but I turned that bedroom into hallway (for more bedrooms), now it looks odd
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.
Quote from: Igabod on June 11, 2015, 02:20:47 PM
Alpha 11 is out and I'm settled in to my new home in Georgia. I still don't have time to actually play the game just yet cause I have a lot of things to take care of such as getting my drivers license and car registration transferred from Texas to Georgia and things of that nature. So the updates for all of my mods won't be coming out quite as quickly as they have in the past. You can help me in this by testing the alpha 10 version to see if it works as is or if it pops up with some errors. Also if anybody wants to do the update work for me and upload it in a comment on this thread then that will help get the updates out even faster and you will be mentioned in the credits of course.
We Texans are missing you already!
Tried to load the mod straight, and looks like it kills on init.
Looks like Terrain_FloorsStone.xml has been renamed to Terrain_FloorsStoneTile.xml with a few more elements added to the tree. I'll try to poke around with it later, and see if I can see what things you changed for it.
I changed the green carpet to be growable for my indoor grow-op, but I'll omit that from any zip.
Just looking at the core xmls, looks like the only thing that changed was graphicpath element is now texturepath. Put some things together so it should work like it did in the past. However, vanilla now supports "smooth" floor type which may just need to be utilized. Attaching the updated zip for posterity for anyone who is afraid of editing xml files, but I'm probably going to overwrite the default textures now.
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Hope the move is going smoothly Igabod :)
There's once again some new links for the alpha 11 version of T-MoreFloorsFF, if anyone needs them.
You can grab it from Mediafire:
http://www.mediafire.com/download/fe5nc3fw38eusd5/TMods-MoreFloorsFF-181.zip
Or from Dropbox:
https://www.dropbox.com/s/vw1f98j3ss8z60j/TMods-MoreFloorsFF-181.zip?dl=0
8)
EDIT: Links up to date for v1.8.1 as of 17th June
The Alpha 11 update has been officially uploaded to the main post on this thread. Big thanks to Kremlinkev for doing the update while I was busy with real life.
That time again! Another ping for the Alpha 12 compatibility version of MoreFloorsFF.
Linkies:
Mediafire - http://www.mediafire.com/download/dftlwy00fbhd0dr/TMods-MoreFloorsFF-190.zip
Dropbox - https://www.dropbox.com/s/e1f1o6z0dw7yxz5/TMods-MoreFloorsFF-190.zip?dl=0
Cool! :D
This mod is not compatible with Glitter Tech and Expanded Prosthetics and Organ Engineering after colonists installed advanced bionic legs because of PathCost in defs. Any colonists with advanced bionic legs walking on floors that increase movement will cause bugs.
I think there are some limitations of speed in the game.
Any expectation for an update to a12?
After a long period of time away I decided to update at least one mod for a13. I may update others but I can't guarantee that since my free time is extremely limited due to working 6 days a week. Enjoy folks!