RimWorld

RimWorld

NaturalFloors
35 Comments
Mlie 3 Oct, 2021 @ 12:00pm 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2618631108
Hope it helps anyone!
K10 25 Jul, 2021 @ 9:45pm 
1.3 if you have the time pls
Jeremie 3 Jul, 2021 @ 8:50am 
1.2 pls ~
LST Theunknown 4 Aug, 2020 @ 12:18pm 
@marc and @Thewonderslug fyi I have made an official Bug Report :)
demarcus 16 Jul, 2020 @ 3:22pm 
@Thewonderslug I was having a similar issue with a different mod. I think its best to just use simply soil or some terraforming mod instead of this, as its broken
Thewonderslug 16 Jul, 2020 @ 12:59pm 
Not sure what mod this one was having a conflict with, but after reloading all my mods one at a time, I found that when i add this one, if I click on production tab for the build menu, I loose the left side arctect menu I.E. it acts like it closed, but the items show, but i can't use them, also sub menus like when you click on a turret or other building are gone, it all works fine if i turn on dev mode, but not with it off? its weird,
DisKorruptd 5 Jul, 2020 @ 3:37pm 
any chance you can add compatibility with that Hygiene mod to allow using water from it for the water tile construction?
demarcus 6 Jun, 2020 @ 9:47pm 
Seems to conflict with plantable wild berries (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1527882769) , im only using about 20 mods. Removes a bunch of ui elements on buildings and furniture and messes with the architect menu plus other stuff probably. just commenting for anyone who may use that mod as well, it seemed to occur when i enabled that
Jammy791 31 May, 2020 @ 5:40pm 
I had same issue as mentioned before, architect disappears when production tab is selected. when production is selected no other actions can be done, clicking pawns or items on the ground does nothing
SunRod 30 May, 2020 @ 6:16pm 
Yeah... That happened to me as well...
DaReinhardt 30 May, 2020 @ 7:54am 
Had to remove this mod from my list. Caused a weird bug that made me unable to access the production tab of my building menu while not in godmode. on top of that had massive XML erros.
Ikswotok 10 Apr, 2020 @ 11:10pm 
XML error: <acceptFilth>false</acceptFilth> doesn't correspond to any field in type TerrainDef.
https://gist.github.com/d7c030f51fa6483a39a25d15f2ab27a6
dariooo512  [author] 6 Mar, 2020 @ 3:37pm 
1.1 update out. Please report here or on Github for any issues.
Sorel_Kainz 18 Feb, 2020 @ 1:59am 
Is it possible to fill in shallow water with sand?
Dad 24 Dec, 2019 @ 8:11am 
@deathcaster you're so right man. Mod makers just need to make as many of the variables in their mods changeable in settings so we can tweak them to our wishes.
dariooo512  [author] 15 Dec, 2019 @ 2:20pm 
@deathcaster the thing with making OP mods is that since we also use our mods in our gameplay we dont want to "ruin" our own games. If you disagree with me you always have the opportunity to form my git and make your own mod as broken as you like. Also don't forget the blackjack and hookers ;)
Overquoted 6 Dec, 2019 @ 1:04am 
Just installed the mod and it causes some errors if it is loaded too high. I dropped it to the very bottom of my list and the error disappears. The error occurs with multiple mods, not just the Doormat mod.

Could not resolve cross-reference: No Verse.SoundDef named BulletImpactMetal found to give to Verse.ThingDef DoorMatBigRed (using undefined sound instead)
Verse.Log:Warning(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
deathcaster 26 Nov, 2019 @ 6:12am 
I respect modders for the time and work they do. However, I find it odd that many mod authors feel this or that is to OP. Why do you care if something like rich soil is OP, rimworld is a single player game, how I play or you play should not make any difference. Just my opinion.
Valsalan 12 Nov, 2019 @ 8:42pm 
You wouldn't happen to have something like this for walls, would you?
dariooo512  [author] 7 Nov, 2019 @ 2:25pm 
We think allowing the player to spawn rich soil is too OP and would break the gameplay
Mistletoe The Bard 31 Oct, 2019 @ 1:56am 
@groovybluedog I wouldn't say it's the best one, since I think fertile field is a bit more balance. However, with rich soil this would otherwise be the most lite-terrain mod, which doesn't required us to read through everything from the workbenches.
groovybluedog 29 Oct, 2019 @ 8:20pm 
Also sad that there's no rich soil :(
This is otherwise the best terrain mod but missing the crucial soil ingredient!
Mistletoe The Bard 27 Oct, 2019 @ 9:28am 
Also, why not rich soil? xD
Mistletoe The Bard 27 Oct, 2019 @ 1:27am 
Can I lay any of these on any type of floor? (soil/water on sand, stoney, water, soil) Also, what's the racial per rich soil per nutrient value?
dariooo512  [author] 2 Apr, 2019 @ 1:37pm 
@Sh33p I will try to implement a patch with Imassable Chest-deep water, if it adds value to the mod and not making it overpowered (being able to building a wall of deep water to keep raiders out may be a little OP)
dariooo512  [author] 2 Apr, 2019 @ 1:32pm 
@JustEnder󠀡󠀡󠀡󠀡󠀡 I think so, please tell me if it broke with the latest updates
Unexpected Katz 6 Feb, 2019 @ 7:48pm 
Is there a chance for deep water to be impassable (with maybe cost of like 3000 water per tile), or compability patch with "Imassable Chest-deep water" by DropbearNinja?
SPACE ME 22 Nov, 2018 @ 2:00pm 
can you farm on the dirt floor inside a mountain base?
Forever Young 10 Nov, 2018 @ 12:08am 
Wow this mod help me to build a moat , thank you
dariooo512  [author] 18 Oct, 2018 @ 12:54pm 
Cat_Herder i'm sure that could be done with small effort. I think the buff could be very low, like +1 or +2
dariooo512  [author] 18 Oct, 2018 @ 12:50pm 
BlueTheFurry I like your concept but i also like al lot the concept of having to risk someone to get some water if the biom i'm in does not have any. It ads some kind of challenge to the game.

If i will decide to include your idea i think the deep well will cost a ton of steel and components, just so risking people to get water could remain the only choice in early game. Tell me what you think btw.
dariooo512  [author] 18 Oct, 2018 @ 12:44pm 
Updated to 1.0
Cat_Herder 18 Oct, 2018 @ 9:51am 
Nice mod, Would be neat if wells had a chance for a small mood buff like "dropped coin in wishing well" or "Refreshing drink from pure well" or something but I literally have no idea if that could be done.
CrusadingPriest 17 Oct, 2018 @ 8:56pm 
Update for 1.0 Please!!!!:steamhappy:
BeanSlinger419 17 Oct, 2018 @ 6:43am 
If you dont have a Water source
then why not a Deep well?
It costs slightly more (Maybe some Steel?) but you can place it pretty much anywhere (Except Stone)