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Dragon's Progressive Floors
   
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Mod, 1.6
File Size
Posted
Updated
62.646 MB
21 Sep @ 9:42am
27 Sep @ 8:57am
8 Change Notes ( view )

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Dragon's Progressive Floors

Description


Features
Overhauls all buildable floors, where the material determines their benefits and requirements, rather than pattern. Also cleans up the floors build menu a bit, and makes naming convention of floors consistent. Additional custom floor patterns are added for increased variety.

For a full breakdown of the floor stats, refer to the images, or this Google spreadsheet[docs.google.com]. Note that some materials might be work in progress, or are subject to change.

Additional floor patterns
  • 15 - Wood (if counting 90degree rotated variants)
  • 8 - Metal
  • 29 - Stone

Available/Compatible Materials & Floors

Todo
Gradually, I would like to expand upon this mod, and I have a couple tasks on my mind already.

Overview
  • Extend wood and carpet progression and add leather floors.
  • Add more patches for other mod materials and/or floor patterns (where relevant).
  • New texture rework for missing vanilla/Royalty/Ideology flooring etc. (wood, bioferrite, flagstone, finetiles, concrete, paved concrete, carpet, straw).
  • Extend the flooring pattern options.
  • Bugfixing.

Wood and carpet are a bit special, given that vanilla only has 1 material for each, and carpets use the color picking system, rather than deriving color from the actual material. To deal with those, my plan is to make distinct "normal" and "fine" variant textures for each, so that you can have more patterns, but not be require to spend tons of materials on "fine" flooring, just to get a specific look.

The same is kinda true for "sterile" and "bioferrite" flooring, where I also have some ideas to enable "fine sterile" and "fine containment" flooring.

Detailed Description
The goal of this mod is simple: "Make floor patterns less restrictive in terms of gameplay benefits, and give the player more reasons to gather specific materials".

Achieving this goal is not simple however, as Vanilla tends to limit floor gameplay features to specific patterns, effectively meaning you often have 1 option for each use-case. As an example, there is only 1 sterile tile-type, 1 bioferrite tile-type, and even "fine" flooring does not have that many options, especially if you do not own all DLC.

With the changes and additions from this mod, some qualities, such as what defines "fine" flooring, is no longer dictated by the pattern used, but rather consistently by the material instead. Similarly, resource costs and time to build, are also dictated by the material used, rather than the pattern. As an example, this means that all sandstone flooring costs the same, and takes the same amount of time to build, regardless of floor pattern. If you want certain floor properties, they now have to be made out of specific materials instead.

This means that "sterile" tiles are now generalized, in that any metal flooring pattern has a "sterile" variant, where they all function and cost the same. The same is true for "bioferrite", "gold" and such, but has also been extended with materials such as "uranium" and "plasteel".

Originally, I tried to make a "rough", "normal", and "fine" floor variant system, but realized how it would easily explode into hundreds of floors, which would also require tons of textures if I wanted to stay consistent. As a result, I decided to define floor properties by their material instead, something vanilla "kinda" does already with "gold" and "silver".

I have tried to combine different aspects of each material, such as material description, real world equivalent descriptions and properties, scarcity, fragility, exotic status, and so forth. As a result, common and less beneficial materials are cheap to use in flooring, while common, but useful are more expensive. Similarly, expensive and rare materials require a smaller amount of resources, simply due to them being harder to acquire in larger quantities, but also because they are usually described as "easier to work with".

Additionally, I intend to not add any additional custom materials or crafting processes to make "refined" materials or anything like that. Instead, I will balance it out using the "WorkToBuild" stat, and simply adjust the material cost quantity instead.

Unlike my previous flooring mod, this one does not rely on Stuffed Floors, so there is more control over how and what is added. Great care has been put into making the custom textures seamless, and well-detailed - while staying close to the vanilla-feel.

Why did I make this?
I liked the Stuffed Floors mod, but it always bothered me how certain floor texture patterns were not really usable outside their niche use-case, as you would receive penalties, or outright unable to play if you did, so I wanted to try and rethink an approach to this balancing problem.

What this does not do
In order for floors or materials from other mods to use this re-balancing, patches will have to be made. You can use other flooring and material mods alongside this one without issue, but just know that they will not automatically be rebalanced. If there is a mod compatibility you would like added, let me know.

Removal of this mod mid-save will simply remove the additional floors added by this mod itself, but any other flooring will remain due to non-destructive patching.

Mod conflicts or bugs
If you use mods that affect the vanilla flooring textures, you will likely need to load this mod after them if you want to use my re-textures.

If you encounter any other issues with this mod, please let me know.
6 Comments
DragonKing  [author] 27 Sep @ 4:17am 
Added a bunch of mod compatibility. If you encounter any issues, please report them so I can fix them. There is a lot of cross-mod conditions and patches, which is rather complex to keep an overview of.

This also goes for anything I might have missed, such as floors in certain materials, or floors not having material variants at all etc.
DragonKing  [author] 23 Sep @ 4:30pm 
@Cpt. Yossarian - Better i take patent on "stuff you put on the ground, so peoples' shoes don't get dirty" :)
Cpt. Yossarian 23 Sep @ 2:29pm 
Im sorry, but I've already informed the patent holder for the octagon shape. You will be hearing from his lawyers soon.
DragonKing  [author] 23 Sep @ 1:32pm 
So to answer the question, no. This mod is entirely on its own in terms of content.
DragonKing  [author] 23 Sep @ 1:31pm 
@Loseruser359 - No, these floors were made by me. Flooring Floors just has textures with the same pattern. Many of those shapes have been around for a lot longer than that mod :)
Loseruser359 23 Sep @ 12:20pm 
Some of the floors in the screenshots are from Flooring Floors, does that mean this mod patches them?

The mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531114826&searchtext=floor