RimWorld

RimWorld

Progression: Verticality
222 Comments
BTAxis 7 Oct @ 11:42pm 
This mod disables the mining shaft building from Medieval Overhaul, for obvious reasons, but it does not hide the building from the research tree. That led to some confusion on my part, because the research screen shows I unlocked the building, but it's not in evidence in the Architect. If possible, the research unlock should be hidden too.
GoofyGuy73 6 Oct @ 5:28pm 
oh me dumb
GoofyGuy73 6 Oct @ 5:27pm 
how i learn stairs
EfeTheCaptain 4 Oct @ 1:26pm 
So I'm left with bunch of items stuck on another level and my pawns won't recognize the main base when they enter a new base.
JoeOwnage 21 Sep @ 6:54pm 
Nekomimi 11 Sep @ 2:31am 
With Ancient Urban Ruins does cross-Z-Level combat work?
toetruckthetrain 9 Sep @ 12:15pm 
would there be a way to make multifloors work with VTE's air ducts? they have the stuff in for the power transferring between floors
ferny  [author] 7 Sep @ 6:35am 
v16 - updated MO patch to ensure compatibility
ferny  [author] 7 Sep @ 4:44am 
v15 - updated to 1.6
RandomEdits 21 Aug @ 3:37pm 
@Darian Stephens
Damn... I wish I knew that sooner. Thanks buddy!
Naturtok 20 Aug @ 1:55pm 
Oh rad, thanks!
ferny  [author] 20 Aug @ 12:45pm 
@Naturtok Should work already. Just not gonna officially update it unless the main mod updates.
Naturtok 19 Aug @ 10:34pm 
Any plans on updating this to 1.6 w/ the dev version of multifloors? This mod makes it way easier to use the Ancient Urban Ruins mod since it replaces the super bloated verticality thing it introduces with multifloors. No biggie either way, the Urban Ruins mod is neat but by no means a necessary addition to my modlist.
Darian Stephens 31 Jul @ 9:58pm 
@RandomEdits
MultiFloors has an option in its settings to flip where pawns arrive for stairs, specifically for mods like this!
RandomEdits 17 Jul @ 4:40am 
Actually, I think I know what the problem is. Because the original intent was to always orient the stair case face the same way as the one connect, flipping the texture doesn't actually flip where the pawns will end up on. That sucks...
WalrusMan 11 Jul @ 10:51pm 
Mainly excited for an update so I can get rid of that ugly ass schedule tab in the ruins mod. But really though, I've never used any Z level mods for this game. As you imply, I figured it'd be hella janky and unstable. Maybe that'll be the case for 1.6 lol iirc they changed some stuff with regards to map layers. Interested in trying it though.
ferny  [author] 8 Jul @ 11:11am 
@S.S.Mogeko Will check on that error
S.S.Mogeko 8 Jul @ 9:29am 
Also, Unsure if this is intentional or not but with this mod and MultiFloors, the restrictions for ladders and stairs needing a roof overhead is missing. I can understand for ladders and stairs going down but not for those going up.
S.S.Mogeko 8 Jul @ 9:11am 
Getting an error:
Could not resolve cross-reference: No Verse.ThingDef named AM_Exit_Staircase_LargeElevator

Only required mods loaded and AUR.
ferny  [author] 3 Jul @ 10:24am 
@RandomEdits That's a report for the MultiFloors guy, not me
RandomEdits 3 Jul @ 8:35am 
For some reason when the pawns move to another level, they get spit out to the wrong side of the stairs.
ferny  [author] 21 Jun @ 2:31pm 
v11 - new thumbnail
Vex 20 Jun @ 12:48pm 
@Fantasy System
Blatant self advertisement, but https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2934265284 works for getting power between levels.
M1911A1 Oversize® 17 Jun @ 10:30pm 
can you make it work with dubs bad hygenie please
Thurnis Haley 13 Jun @ 1:58pm 
Can somebody help me get pawns to work on other floors? I can tell them which floor to sleep, eat, meditate, and relax on ... how the hell do I get them to get in the basement and mine?
Glasst1ger 12 Jun @ 11:12pm 
There is this line in the 1.6 patchnotes:

Fix: Prioritized work/job queue is now cleared on entering a map portal.

Will this break multifloors?
Lapinwarrior10 9 Jun @ 2:29pm 
Is it possible to add the option of entirely removing the ancient urban ruins ruin-level system and making ruin floors connected using multi-floors or is it technically not possible? Thanks in advance!
Fantasy System 9 Jun @ 4:08am 
How do I get power between levels?
Small Bob 8 Jun @ 8:50am 
Is it safe to delete this mod in the middle of the game?
ferny  [author] 13 May @ 1:31pm 
@lunaemoth Just delete the Medieval Overhaul patch file
lunaemoth 12 May @ 7:34pm 
hey! what would i need to change if i wanted to add back the medieval overhaul mineshaft?
do I look like i'm nervous?!? 30 Apr @ 12:58pm 
@Hebrux
You should delete the the map with the dev mode enabled, I believe theres a button on the stairs, after that you should reload your game just in case
Hebrux 30 Apr @ 10:31am 
If I want to remove all my stairs and z levels, including the second floor map, how do I do that?
I've removed the stairs but I still see the second floor map
GeekyRaptorStudios 29 Apr @ 2:56am 
hey um... can you add back in the elevator you removed from urban ruins but only visually and industrial tech level made of steel. I kind of like the urban ruins elevator but don't mind if it's only brought back through the sprite.
pls. I like that elevator's graphic.
Cubile Oddity 11 Apr @ 3:01pm 
i thought it was you my bad
ferny  [author] 11 Apr @ 5:57am 
@Cubile Oddity No idea man, that's a question for the multifloors dev
Cubile Oddity 10 Apr @ 3:00pm 
okay so it is just bad luck and do the vertical pipe transport plasma from the shield generator mod ?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2540563802
ferny  [author] 10 Apr @ 3:05am 
@Cubile Oddity Pretty sure yep
Cubile Oddity 9 Apr @ 5:08pm 
are compacted mineral generated in sub surface level ? i didn't find mineral while strip digging under my base
ferny  [author] 9 Apr @ 12:41am 
@slayerofdemons Unfortunately no, you kinda just have to give up on that
slayerofdemons 9 Apr @ 12:37am 
If I have an existing multi-floor base made with the AUR system, will this allow me to transition that existing base somehow? I.e. build multifloors stairs between levels originally created with AUR?
ferny  [author] 8 Apr @ 6:27am 
v10 - added elevator research project, added smithing requirement for vertical pipe
ferny  [author] 7 Apr @ 3:58pm 
@owl I'm referring to thematically, they make no sense given the existence of multifloors. So they're removed.
owl 7 Apr @ 3:29pm 
I realize that sounded a little odd, it's totally possible I have some other weird mod that is making MO mine shafts behave how I've described. But for me, its just a building you place, and add bills to gather stuff from.
owl 7 Apr @ 3:28pm 
Hi, are we sure Mine Shafts in MO do what you've said they do here? For me, they just let me mine materials. No Z-levels or anything like that. I'd prefer they not be removed here, but I'm otherwise interested in this.
Slamurmum 6 Apr @ 1:35am 
<3
ferny  [author] 4 Apr @ 6:07am 
v9 - fixed chute
ferny  [author] 4 Apr @ 6:07am 
@daferalmasys fixed
daferalmasys 3 Apr @ 9:37am 
Where is my Chute? I can't find it anywhere in the architect menu. It doesn't even appear in God mode.
branch? 1 Apr @ 9:02pm 
It's too bad the Safe House scenario from Ancient Urban Ruins, the underground parking garage stairs are not the same as the MultiLevel ladders.