RimWorld

RimWorld

NANAME Floors
69 Comments
bishop149 6 Oct @ 1:11am 
So unfortunately I don't think this works with Better Architect Menu which essentially replaces the "Floors from the Building menu". I can't find a way to get the new UI to come up. Am I missing something?
Sir Dhyne 27 Sep @ 5:58pm 
Gravship substructures don't appear to be fully working properly. They seem to be having the same issues as bridges as they qualify as foundations, not floors, but the mod still appears to try to be changing the graphic and is unable to do so fully. Definitely looking forward to a bridge update, if not a separate mod.
LS  [author] 6 Sep @ 1:14am 
@WhiteMantis
It's fixed.

@Chigagad
Ah, I see. maybe someday this mod will support mask rotation, so I'll fix it when that happens. It could be when version 1.7 is released though.
Chigagad 5 Sep @ 3:22pm 
When I place the masked tiles on a gravship the orientation of the mask will stay like it was when it was placed instead of rotating with the ship. E.g. the rounded upper left will always stay in the upper left. So sadly not usable on a gravship atm but I love it for base building!
WhiteMantis 5 Sep @ 1:44am 
My colonists are all techist, but can't build hex tiles even though I claim not to have one. Vanilla hex tiles build just fine, though.
LS  [author] 25 Aug @ 9:19pm 
@ferby
The root cause is unknown, but for now, I added some null checks. Hopefully, this will solve the problem.
ferby 25 Aug @ 9:22am 
Encountered an issue with this mod whereby it was preventing my colonists from doing jobs while assigned to the Unrestricted zone. I think this may be a mod conflict. Someone very helpful in the Rimworld Discord server helped identify NANAME to be the cause. Here are my logs: https://gist.github.com/HugsLibRecordKeeper/f68a0208ba5ebb2d2d9281f1b2e1a241
https://gist.github.com/HugsLibRecordKeeper/7df70ddec7c322e51ad0a269f5c5db25
LordBeef21 13 Aug @ 8:46am 
Does this work with bridges? That would be incredible.
Zork Badfellow 11 Aug @ 4:30pm 
Not to be demanding, but I would kill for you if we got a NANAME bridges mod.
Darius Wolfe 6 Aug @ 5:54pm 
Noted, I'll take a look at that.
LS  [author] 6 Aug @ 10:29am 
@Darius Wolfe
You can create a mask image and put it in the folder, and the mod will recognize it.
Darius Wolfe 5 Aug @ 8:03pm 
Any chance you'd be willing to add half-and-half that aren't diagonals? Maybe even quarter tiles to complement half-and-half?
LS  [author] 28 Jun @ 4:42pm 
@Abara
Due to my lack of technical skills when I first created this, the mask images are four separate images, but with my current skills, I should be able to rotate a single image and achieve what you are suggesting.
The problem is that there are derivative mods now, so I have to consider backward compatibility... Well, I'll think about it.
Abara 28 Jun @ 4:17pm 
Hello, I think it would be convenient if forms that have several directions could be rotated using Q and E, so as not to click in the menu each time. Also, for compactness in the menu, such forms could be somehow reduced, for example, draw all the icons to the size of one, although it seems that this may not be convenient, or display only one, demonstrative and next to it a sign that there are others in it, something like the icon of looped arrows
Enrico 24 Jun @ 12:04pm 
Fantastic, can confirm this bug is gone :)
LS  [author] 24 Jun @ 11:59am 
@Enrico
I checked just now and did not see any such problem. Does the problem still exist? It may have disappeared due to the large-scale code changes that were made.
Enrico 24 Jun @ 11:23am 
Seems good now, nice! It would also be cool if you could look into the issue where two blended terrain tiles placed neighboring eachother will always have the same direction. My Smooth Terrain mod currently works arround this by never placing blended terrains next to eachother if they have different orientations, but the terrain could be smoothened even further if this wasn't necessary.
LS  [author] 24 Jun @ 10:29am 
@Enrico
The basic information of the blended terrain has been changed back to that of the cover terrain. And since I found a problem with the floor paint, I fixed that too.
I hope this time there won't be a shortage of tests.
Enrico 24 Jun @ 9:15am 
Diagonal floors are no longer placed on the top layer, they just take over the terrain layer now.
Enrico 24 Jun @ 9:14am 
Awesome, but now man-made diagonal floors are no longer removable, even without the Smooth Terrain mod. 😅
LS  [author] 24 Jun @ 1:49am 
@Enrico
Fixed
Enrico 23 Jun @ 10:59am 
Polluted soil <-> polluted rich soil have a purplish effect, at least in the 1.5 build that I test.
LS  [author] 23 Jun @ 10:56am 
@Enrico
Which terrain combinations cause visual bugs?
Enrico 23 Jun @ 10:18am 
Masterful work once again, but the pollution shader remains slightly off, but only in certain cases: https://i.imgur.com/lICf35l.jpeg
LS  [author] 23 Jun @ 7:16am 
Updated:
The terrain blending method has been revised to accommodate cases where the base terrain and cover terrain have different shaders. Blend versions of all terrain shaders in vanilla are now available, resulting in a more natural appearance than before.
Also, unless texture compression is turned off, flickering of pixels at the edges of tiles has been almost completely eliminated.
Enrico 22 Jun @ 11:19am 
Appreciate it! 🙏
LS  [author] 22 Jun @ 11:12am 
@Enrico
Man-made tiles are also polluted, but this may be because some shaders do not have corresponding blend shaders written for them. I'll deal with it.
Enrico 22 Jun @ 10:29am 
Or can man-made tiles get polluted as well? Not sure, don't interact much with that feature.
Enrico 22 Jun @ 10:28am 
I guess it makes sense why this bug exists because you didn't plan for the cover texture to be able to be polluted, considering you only planned for man-made cover tiles
Enrico 22 Jun @ 10:21am 
Hmm poluted <-> polluted transitions still render as black on my end: https://i.imgur.com/Bdn8BhF.png
LS  [author] 22 Jun @ 10:14am 
@Enrico
Should be fixed now
Enrico 22 Jun @ 9:15am 
thanks for the update tho!
Enrico 22 Jun @ 9:15am 
Bug: Polluted tiles are rendered as black btw
kongkim 22 Jun @ 6:56am 
Sweet :D
LS  [author] 22 Jun @ 6:55am 
Updated to 1.6
LS  [author] 22 Jun @ 4:25am 
@DRYWALL EATER
I plan to change the conditions under which the shape selection menu appears in an update, but the slanted bridge probably doesn't look the way you want it to.
You need to draw a slanted bridge texture.
DRYWALL EATER 20 Jun @ 8:27pm 
is there a way to use this with bridges? Since they are in the structure tab instead of floors, I do not have the mask menu.
kongkim 20 Jun @ 2:26pm 
Hi @LS looking forward to a 1.6 :D
Enrico 18 Jun @ 4:14pm 
That's a great tip! I'll look into adding custom masks for even better blending. I wasn't aware that half-opacities were possible.
LS  [author] 18 Jun @ 4:04pm 
@Enrico
Just thought, this mod uses the sharp diagonal mask image in NANAME Floors, right? NANAME Floors automatically recognizes mask images in the folder, and mask images accurately recognize alpha channel. Wouldn't it have been better to prepare a faded diagonal texture and use that?
1.6 will be supported sometime soon.
Enrico 18 Jun @ 11:58am 
1.6 update would be so sick rn :lunar2019coolpig:
Enrico 18 Jun @ 11:25am 
welp, I made a world gen mod that automatically smoothes the world based on NANAME Floors: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3502765685
Enrico 18 May @ 4:52pm 
it's working quite well for me, except for the part that two diagonal floors next to eachother will always match their rotation. this is annoying, but I can work around it, I can safely say now that my game no longer has any blocks.

imagine if you could write a worldgen mod that automatically smoothes out sand -> water transitions! that would be incredible, since those seem to look the blockiest.
LS  [author] 18 May @ 3:40pm 
@Enrico
I tried to get it to work (locally) with the TerraIn mod, but terrains have a tendency to “bleed” into the surroundings, so it was difficult to get the clean mix that was desired.
Enrico 13 May @ 4:54pm 
maybe it doesnt work bc of that terrain mod? not sure
LS  [author] 13 May @ 4:33pm 
@Enrico
Nope, you always have a choice of orientation.
Enrico 13 May @ 3:55pm 
tho it seems that two diagonal floors next to eachother will always match eachothers orientation?
Enrico 13 May @ 3:54pm 
nvm works pretty well with "TerraIn" by Boeker
Enrico 13 May @ 3:22pm 
i'd love for this to work with Terraform Rimworld!
LS  [author] 29 Jul, 2024 @ 11:45pm 
Update:
Added 1.4 compatibility