This simple mod adds multiple versions of each floor type with varying speed, beauty and cost.
(Screenshot taken while using EdB Interface UI Mod. Without this the buttons are a little too small for the labels.)
Speed Options
Slow 57%
Steady 100%
Swift 118%
Fast 144%
Beauty Options
Ugly 0
Nice 3
Beautiful 5
The costs are based purely on the speed, beauty and type of material the floor is built from.
So 'nice swift' concrete floors will cost the same as 'nice swift' stone tile floors and they will be statistically identical.
The idea is to remove arbitrary variations in cost, beauty and speed so you can choose floor styles based entirely on cosmetic appearance, selecting whatever speed and beauty you need and can afford.
Floor Costs:
Comments and criticism is always welcome.
Download
Attached to this post, or:
Floor Function Options v0.8.0 (27-11-2014).zip (sendspace)
How to install
[MOD HELP] (Alpha 7) How to install and update all types of mods.
Compatibility
Existing saves: No, I don't think so, sorry, you'll probably need to start a new game.
Other mods: Depends on whether they modify the vanilla floors or Floors DesignationCategoryDef. If so the mod which is activated last will take precedence I believe. I doubt there'll be any big dramas though, but IDK for sure.
Id suggest you also use EdB Interface UI Mod so the buttons are larger, and also because that mod is awesome!
License
Do what ever you like with it, just give credit where appropriate. Feel free to use it in mod packs without asking, I'd like to know if you do though (post here or PM, thanks).
Why make/use this?
I don't know how much practical difference the beauty makes, but it always kinda bugged me that carpet was less beautiful than the free smooth stone yet harder to come by. Also, I wanted to try using floors of varying speed in different places to try and influence the pathing. Like using more expensive fast floors along walkways, and slower floors in stockpiles to discourage colonists from walking over the items. The only way I could think of doing it so I wasn't limited to using a specific floor for a specific speed was to add category for each speed & beauty containing all the floors.
I'm going to be using it with the feelgood modpack when I've added those floors too, but since I had a seemingly working vanilla version I thought I'd upload it in case anyone else wanted something like this.
Design notes
It's fairly easy to add floors as there's a template to copy and paste which has 5 terms to find/replace with the info it needs.
I did look briefly to see if it might be possible to use the stuff system to do this, but I'm not sure it is in this version of rimworld. I think you'd need a separate stuff category so that 'nice steady' didn't come up in the list when you're building walls. There was an empty folder which looked like it was intended for that, but I'm not sure if it's implemented or what. Also, the stuff would need to specify the amount of other resources to use, like 'fast ugly floor' is 5 wood or 5 stone or 8 cloth or whatever depending on which floor was being built and IDK how you'd do that.
Also, about XML entities which I only just found out about. It seems that you can use the SYSTEM ones to 'include' another file, which was how I did the abstract base classes (are they called that in xml?). But he parser throws a wobbly if you try and use string entities to substitute stuff, e.g putting <!ENTITY FloorLabel "wood floor"> at the top and using <label>&FloorLabel; (ugly, slow)</label> in the defs caused the game to hang. Anyway FYI. If anyone knows a way to do this, please do tell.
[attachment deleted by admin: too old]
(Screenshot taken while using EdB Interface UI Mod. Without this the buttons are a little too small for the labels.)
Speed Options
Slow 57%
Steady 100%
Swift 118%
Fast 144%
Beauty Options
Ugly 0
Nice 3
Beautiful 5
The costs are based purely on the speed, beauty and type of material the floor is built from.
So 'nice swift' concrete floors will cost the same as 'nice swift' stone tile floors and they will be statistically identical.
The idea is to remove arbitrary variations in cost, beauty and speed so you can choose floor styles based entirely on cosmetic appearance, selecting whatever speed and beauty you need and can afford.
Floor Costs:
Code Select
Prices: Wood/Stone/Metal Cloth/Carpet
Slow Ugly 1 3
Slow Nice 1 3
Slow Beautiful 2 4
Steady Ugly 1 3
Steady Nice 2 4
Steady Beautiful 4 6
Swift Ugly 1 3
Swift Nice 4 6
Swift Beautiful 5 7
Fast Ugly 2 4
Fast Nice 4 6
Fast Beautiful 8 10
Exceptions:
Smooth stone always free, work to build is 100x cloth floor cost
Comments and criticism is always welcome.
Download
Attached to this post, or:
Floor Function Options v0.8.0 (27-11-2014).zip (sendspace)
How to install
[MOD HELP] (Alpha 7) How to install and update all types of mods.
Compatibility
Existing saves: No, I don't think so, sorry, you'll probably need to start a new game.
Other mods: Depends on whether they modify the vanilla floors or Floors DesignationCategoryDef. If so the mod which is activated last will take precedence I believe. I doubt there'll be any big dramas though, but IDK for sure.
Id suggest you also use EdB Interface UI Mod so the buttons are larger, and also because that mod is awesome!
License
Do what ever you like with it, just give credit where appropriate. Feel free to use it in mod packs without asking, I'd like to know if you do though (post here or PM, thanks).
Why make/use this?
I don't know how much practical difference the beauty makes, but it always kinda bugged me that carpet was less beautiful than the free smooth stone yet harder to come by. Also, I wanted to try using floors of varying speed in different places to try and influence the pathing. Like using more expensive fast floors along walkways, and slower floors in stockpiles to discourage colonists from walking over the items. The only way I could think of doing it so I wasn't limited to using a specific floor for a specific speed was to add category for each speed & beauty containing all the floors.
I'm going to be using it with the feelgood modpack when I've added those floors too, but since I had a seemingly working vanilla version I thought I'd upload it in case anyone else wanted something like this.
Design notes
It's fairly easy to add floors as there's a template to copy and paste which has 5 terms to find/replace with the info it needs.
I did look briefly to see if it might be possible to use the stuff system to do this, but I'm not sure it is in this version of rimworld. I think you'd need a separate stuff category so that 'nice steady' didn't come up in the list when you're building walls. There was an empty folder which looked like it was intended for that, but I'm not sure if it's implemented or what. Also, the stuff would need to specify the amount of other resources to use, like 'fast ugly floor' is 5 wood or 5 stone or 8 cloth or whatever depending on which floor was being built and IDK how you'd do that.
Also, about XML entities which I only just found out about. It seems that you can use the SYSTEM ones to 'include' another file, which was how I did the abstract base classes (are they called that in xml?). But he parser throws a wobbly if you try and use string entities to substitute stuff, e.g putting <!ENTITY FloorLabel "wood floor"> at the top and using <label>&FloorLabel; (ugly, slow)</label> in the defs caused the game to hang. Anyway FYI. If anyone knows a way to do this, please do tell.
[attachment deleted by admin: too old]