RimWorld
Raise The Roof 1.4
Показані результати 21–29 із 29
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Оновлено: 14 берез. 2020 о 17:35

Restored original AreaBuildRoof and AreaRemoveRoof behavior

Оновлено: 14 берез. 2020 о 14:35

Better backwards compatibility for 1.0

Оновлено: 14 берез. 2020 о 11:13

Added new thick roof types
Added ability to remove overhead mountain
Added new menu settings

Added roof types:
Solar roof (Requires steel and a component)
Transparent roof (Requires steel and synthread)
Transparent solar roof (Requires steel, component and synthread)

All unlockable through the research tree


Оновлено: 6 берез. 2020 о 23:30

Fixed bug where loading a game would not set the cost of the roof to the mod config settings

Оновлено: 6 берез. 2020 о 15:53

Added backwards compatibility to version 1.0

Оновлено: 5 берез. 2020 о 17:54

Update to RimWorld v1.1

Added option settings for enable/disable auto roof building and roof cost slider

Оновлено: 9 лип. 2019 о 16:53

Drop pods were still getting in. Found the problem here thanks to RyansPlace.

private static bool CanPhysicallyDropInto(IntVec3 c, Map map, bool canRoofPunch) { if (!c.Walkable(map)) { return false; } RoofDef roof = c.GetRoof(map); if (roof != null) { if (!canRoofPunch) { return false; } if (roof.isThickRoof) { return false; } } return true; }

It seems that pods were still getting through because canRoofPunch was true in many cases. I added a new detour to make sure it returns false if a steel roof is at the location.

Оновлено: 28 черв. 2019 о 17:01

Changed code for how much building material you get back for steel roof. It is no longer set at 80 steel. If you go and edit the def costlist, you can change the amount of steel needed to build (or change it to a different item material if you wish) then when deconstructing the roof you should always get 80% materials back no matter what you used for item and amount.

Added texture folder path to avoid texture conflicts.

Оновлено: 20 черв. 2019 о 15:59

Release