RimWorld

RimWorld

[RF] Advanced Bridges [1.0]
73 kommentarer
kongkim 3. sep. kl. 5:58 
@E-Claire I'm the one who continued this mod at the moment.
But the code in it and how it's made are getting old, so im thinking of rebuilding it all and making a new mod of my own.

So I want to hear if you will be okay with me reusing your texture from the mod, as long as I mention it in the mod's description?
kongkim 18. juli 2023 kl. 16:54 
Did a revive and update of the mod Advanced Bridges (Continued).
Added a new bridge type and did some small tweaks.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3006527110
troopersmith1 31. mar. 2020 kl. 7:24 
I updated this mod to 1.1, here's a link for anyone interested: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2042301222
Beasty Boy 24. mar. 2020 kl. 8:00 
Update?
Nechrom 21. mar. 2020 kl. 9:04 
☾⎛sιтєʀ⎞☽ 15. mar. 2020 kl. 13:08 
1.1 soon? :D
lilwhitemouse 11. mar. 2020 kl. 18:23 
@accudentalparadox:
Is there some reason you haven't? Cause no one would object ;p
aleks-u64 11. mar. 2020 kl. 16:16 
@rhythm7321 Thank you very much!!!
accidentalparadox 7. mar. 2020 kl. 7:29 
@rythm7321, this was B19 version, Ice removal and water-gazing was not there yet. @Mod authors: this is not hard. fuck me if I have to github this for y'all.
Aleks 4. mar. 2020 kl. 4:09 
@rhythm7321 how do I download a non steam version?
Wicked 2. mar. 2020 kl. 10:35 
Thankyou SM for the port my friend
Wicked 29. feb. 2020 kl. 21:37 
Desperately need an update for 1.1 I can't live without this mod
Demonlord09 28. feb. 2020 kl. 20:40 
Needs an update for the 1.1 version of the game and the DLC.
GSM 24. feb. 2020 kl. 17:56 
Any plans to update to 1.1?
Mistletoe The Bard 17. nov. 2019 kl. 1:45 
Kind of wish we will be able to place floors on the bridge from your Fertile Fields Mod.
BlueHawk89 12. nov. 2019 kl. 17:07 
Would you mind adding drawbridges?
Gmgaraz 14. okt. 2019 kl. 8:36 
@Hu Flung Dung you can hide pipes in the mod settings.
Hu Flung Dung 13. okt. 2019 kl. 15:41 
Would be nice if the bridges covered dubs bad hygiene's plumbing pipes.
lilwhitemouse 21. sep. 2019 kl. 22:05 
What I said below is a difference?
Vazzaroth 21. sep. 2019 kl. 16:58 
I still don't understand the difference here with the new vanilla bridges? I used to use this back before they were added but it seems like the new vanillas do the same thing?
Mistletoe The Bard 30. aug. 2019 kl. 20:23 
@Ninja Kitten @Domnithicus Same, really wish there are a mod out there allow us to build floors on the bridge. To be fair, [SD]Bridge actually allow us to build floors on the bridge. At least, when you mouse over the platform it says it's a that kind of floor type, however it doesn't change the visual look of the bridge for some reason... It seems like the floor is built under the bridge. I use other mod and built soil under the platform, and my corns are just growing on a bridge now.....
Amara the Barbarian 26. aug. 2019 kl. 1:46 
Looking for a bridge mod with stone and metal bridges that won't burn (because for some reason my swamp is very flammable and thus needs fire breaks) does anyone know if this fits?
gnomebeater 25. aug. 2019 kl. 8:39 
Im also looking for the same kind of mod just like the person below me V
Eclipse 19. juni 2019 kl. 12:13 
Are those bridges floorable?
Flesh Forge 16. apr. 2019 kl. 12:34 
I still wish you'd add a 'platform' construction, basically a heavy buildable terrain that can be built in one operation. It's fine to build on bridges but it's a little bit annoying to click and have it select individual bridge tiles. With your concrete mod you already accept the idea of poured concrete walls, how about poured concrete platforms too.
lilwhitemouse 22. feb. 2019 kl. 16:55 
So vanilla bridges can support Medium structures by default, but your mod changes that to Light? Research is required to get bridges that can support Heavy?
kahikateaforest 10. feb. 2019 kl. 14:05 
I seem to have an issue building walls on top of the heavy boardwalks when build over mud. It says it won't support it. This doesn't seem to be an issue when building walls on the heavey bridge over water. Any idea why this is? The heavy boardwalks seem to be able to be built on over other terrains but not mud, is this intentional?
Luetin 10. feb. 2019 kl. 12:14 
seriously thank you for updating these so clearly heavily appreciated
Harvillain 25. jan. 2019 kl. 15:42 
Is there anyway to change the research level from industrial to medieval? I want to build into the river, which is pretty medieval if not time consuming. I'm playing with tech advancing and Medieval Times so that would be really neat. Didn't see any options in mod settings
"The" SeanMacLeod 18. jan. 2019 kl. 16:51 
Maybe a handcranked winch to raise/lower it in the event of a lack of electricity....
[TG-12th] Shiner 18. jan. 2019 kl. 13:13 
Very cool mod. Have you considered making a drawbridge? Power + switch that would toggle the bridge tiles back to impassable for pawns?
Thomas 4. jan. 2019 kl. 3:20 
...the mod's bridges were made non-destructable to stop them from being "raider magnets" that undermined raid AI.

Would it be possible to add an option to make the bridges destructible again? Turning bridges into unclaimed items could maybe prevent raiders from attacking them as they do not belong to the player, like the walls on a map that are generated at the start of a game. I'm asking this because I'm defending certain chokepoints behind a river but I want my pawns to be able to cross the river at other spots as well (using bridges). However, I do not want raiders to use these bridges, so I would put IED's on them so that they explode when raiders use them. This will force the raiders to find another route that uses my well defended chokepoints.
YeeNilley 26. dec. 2018 kl. 12:55 
@Rainbeau Flambe understood. So still no solution for flooring ontop of bridges. Too bad
E-Claire  [ophavsmand] 26. dec. 2018 kl. 12:51 
@YeeNilley: That's because, for technical reasons, the terrain under bridges and boardwalks is not the base vanilla terrain. (That's why boardwalks and bridges will support construction the underlying terrain might not, and why movement speeds on bridges and boardwalks are often faster than on the underlying terrain.) So yes, you can build floors or carpets under boardwalks, even when you couldn't have built them on the terrain that existed without the boardwalk. But nonetheless, floors or carpets are still built *under* structures, and that can't be altered.
YeeNilley 26. dec. 2018 kl. 12:46 
@Rainbeau Flambe ive been trying to build carpets but because im in marshy areas I cant build carpets on marshy soil. And I cant build them ontop of bridges because it isn't heavy support. So I have been trying to find a solution for this. When I built a boardwalk my people were then able to build a carpet in the space the boardwalk occupied when it wasn't able to before.
E-Claire  [ophavsmand] 26. dec. 2018 kl. 9:22 
@YeeNilley: I'm not quite sure what you're referring to when you say you like the ability to build floors on boardwalks, because you *can't* build floors on boardwalks. It's never been possible. Boardwalks and bridges in this mod are structures, which will always display above floors, carpets or other terrain. What you're describing -- being able to build carpets but not see them -- isn't a bug, but rather, is exactly the behavior you *should* be seeing, as what you're actually doing is building carpets *under* the boardwalks. There's nothing to be "fixed."
YeeNilley 26. dec. 2018 kl. 8:32 
There seems to be a visual glitch with the mod with the wooden boardwalks. I really like the ability to be able to build floors on the boardwalks, its the main reason I downloaded the mod since my colony is near marshes but I still want carpets. My people will build carpet on the boardwalk and the beauty tool sees the carpet but the carpet doesn't visually show up. Minor OCD thing, maybe it can be fixed?
Slothcat 10. dec. 2018 kl. 4:57 
What do you do when the devs implement your orignal mod into the game? Make a new mod that makes them even better!
Kenny Dave 9. dec. 2018 kl. 3:57 
@Rainbeau I get the pseudo bridge tiles (under bridge) even if I deconstruct properly. I can just set the terrain back to normal to allow me to build something else on it. I've only done it with the vanilla bridges I think, when I'm upgrading to advanced bridge.

Another little one, maybe this maybe not: if I build a door, then a boardwalk under it, the pawns deconstruct the door.

Thanks for the mod, it's lovely :)
Firelight 4. dec. 2018 kl. 1:34 
Can you add sterile variants of each bridge? Without being able to place floors on bridges, it's impossible to make a good medical ward on them.
E-Claire  [ophavsmand] 25. nov. 2018 kl. 14:39 
@MightNight: I did originally disable vanilla bridges, but changed that very quickly to the current system where vanilla bridges just have the same restrictions as the mod's bridges, as it allows for better compatibility. And in any event, there's really no need to actually disable the vanilla bridges, as anyone who doesn't want to use them is under no obligation to build them. ;)
MightNight 25. nov. 2018 kl. 13:47 
Any chance you could add an option to "disable" vanilla bridges? Yours look waaay prettier
E-Claire  [ophavsmand] 19. nov. 2018 kl. 15:46 
@Snowmech: Sadly, it's not even just a question of whether I'd "like" to do it; it simply wouldn't be possible. Floor graphics are single large images; think of each tile of a floor as showing a "piece" of the overall graphic image. That's great for creating large floors that don't have obvious repeating patterns, but it makes it impossible for floors to have edges that differ from the base design. The mod's bridges, on the other hand, are buildings that utilize the same sort of graphic "atlas" that walls use, which is why they do have defined edges, and why those edges change when the structure of the bridge is changed. (The difference in how the graphics work was actually a significant factor in why I decided to create the bridges as buildings rather than as floors in the first place.) So there's really no way that a floor graphic could be made to duplicate the look of the bridges.
Snowmech 19. nov. 2018 kl. 15:02 
Ok, thank you. It is a shame though, your bridge tiles do look awesome. Thank you again.
E-Claire  [ophavsmand] 18. nov. 2018 kl. 19:07 
@Snowmech: You can eliminate the weirdness between boardwalk tiles and floor tiles simply by building floors beneath the boardwalk tiles along the edge. But no, I have no plans to create floor tiles that look like the boardwalks or bridges.
Snowmech 18. nov. 2018 kl. 18:59 
Any chance you can make som efloor tiles to go woth your bridges. Building on beach sand is very annoying because of this bleed effect of the sand and or water, between your bridges and any flooring. I would really like to have nice, continuous look to my floors.... and your bridges look great as floors, so having htem as floors anywhere would be great.
E-Claire  [ophavsmand] 11. nov. 2018 kl. 13:15 
UPDATE:

- Made a few adjustments to allow bridges to be properly constructed over frozen water tiles from my "Permafrost" mod.

- A watergazing spot will now be destroyed if the tile on which it's placed dries up.
Rhunin 7. nov. 2018 kl. 7:41 
haha i could imagine that, but it would essentially just be a high HP, flame immune Fence, as they dont support rooves but stop movement (however it might not be that easy as i ithink they allow shots over/through them)
E-Claire  [ophavsmand] 7. nov. 2018 kl. 7:38 
No, bridges can't be burned out from under walls. In fact, even wooden bridges in the mod can't be burned. It's not realistic, but the mod's bridges were made non-destructable back in b18 to stop them from being "raider magnets" that undermined raid AI.

And if I were actually to introduce walls that don't support roofs.... Oh, my god, I can only imagine the constant stream of bug reports I'd have to deal with about the mod's walls being "broken." ;)