RimWorld

RimWorld

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Expanded Roofing (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
1.179 MB
18 Mar, 2020 @ 12:22pm
20 Jul @ 1:18pm
8 Change Notes ( view )

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Expanded Roofing (Continued)

Description

Update of Why_is_thats mod https://steamproxy.com/sharedfiles/filedetails/?id=1512478761
Uploaded to Steam by CrunchyDuck from the GitHub-repository https://github.com/AaronCRobinson/ExpandedRoofing
Later updated to 1.1 and 1.2 by me
Then continued by KiameV for 1.3: https://steamproxy.com/sharedfiles/filedetails/?id=2568893936
Then NigrumMortis to 1.4: https://steamproxy.com/sharedfiles/filedetails/?id=2879451927

- Added a power-bar to the solar roof controller to visualize current power as well as show if there are need for more controllers.



[discord.gg]
[github.com]


Adds customizable roofing, with transparent greenhouse roofing and photovoltaic solar roofing. Reworked from Vendan's original idea.
A direct port of the Github version made by AaronCRobinson.[github.com] I take no credit for anything made in this mod.
Works on 0.19.0 as well as 1.0.0.

Features
- Transparent roofs that let almost all light through
- Solar roofs and controllers that can be used to generate power
- Removal of thick roofs
- Thick roofs (which require maintenance as of Late A17/B18)
- 4 new techs to research for each of these features.
- Disables settings when `Don't Tempt Me!` is enabled (Vassteel Rydex's request)

Solar Roofing and Controllers explained
- Each controller has a max output of 2500w
- Each solar tile produces 200w during full sun
- There is no limit to the number of controllers connected to a section of tiles

Roof Maintenance
- Maintenance required for thick roofs (only)
- Maintenance is a long tick (once every 2000 ticks)
- Maintenance is required after 5000 ticks (~167 days)
- After 7500 ticks collapses can occur by MTB event. (~250 days)
- MTB event is set for 3.5 days.
- These numbers are subject to change.

Compatibility
- Is compatible with any existing B19 save with no other roofing mods
- It's recommended to have this mod load early in your mod load order

Notes
- New designators are in the `Zone` tab
- Due to how roofs are implement, it's easiest to rezone default roofing to new types

Translations
- English
- Turkish (by Slevilex)
- Russian (by Garr Incorporated, updated by lex1975)
- French (by Jozay)
- Chinese (by Rosenmund and 不为人知的汉子)
- Japanese (by mundane_m)

Acknowledgements

Thank to Erdelf for getting me back on track and Xen for designator artwork.

Special thanks to Pardeike's amazing non-destructive patching library, Harmony.

[github.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: solar power, transparent
Popular Discussions View All (2)
1
21 Sep, 2024 @ 7:32am
Thin rock roofs
3 Ducks In a Man Suit
0
21 Jul @ 1:25pm
New roof types?
Chaplain Roach
338 Comments
Rafal_Mazurek 1 Oct @ 5:03am 
Warrning for larger colonies: performance of this mod is terrible, 100ms spikes multiple times per second on ExpandedRoofing.ClosestThingReachableHelper.ClosestThingReachableWrapper. I needed to remove this one
Mlie  [author] 27 Sep @ 12:21am 
@Rigben Its a bit out of scope for my maintaining of the mod but you should be able to change the research tier either locally or via a patch
Rigben 26 Sep @ 11:08pm 
@Mlie If it is not to complicated would it be possible to get a mod option to remove the pre-requisite research for the Thick Roof removal and maybe the construction? While setting up a medieval playthrough I realized I will not be able to unlock those because of not having any tech above medieval.
Mlie  [author] 26 Sep @ 10:50pm 
@Ellrich Yes, that is a feature I havent been able to fix with the changes in 1.6. They still technically work however
Ellrich 26 Sep @ 3:15pm 
Hmm, i remember that back in 1.4, the transparent roof would actually allow light to come through ( as in graphically ). Now it seems to just LOOK like normal ( opaque ) roof, although it does say the area is lit and plants do grow under it.
Mlie  [author] 25 Sep @ 8:27am 
@Rose_420 There is nothing in the mod that would block the vanilla code for roof collapse
Rose_420 25 Sep @ 8:17am 
if i deleted the jobs_work xml and the Workgiverxml would i be able to use the roofs without the possible collapse or can u add a setting to turn it on and off i dont like thing randomly falling and destroying thing because im also using drones and once u get contruction drones and i can have my colonist do other things the roofs collapse and destroy things please and thank you
Nik.rul 16 Sep @ 10:51pm 
I created an issue on GitHub, please take a look. :machiko:
Nameless 14 Sep @ 11:47am 
Hello @Mlie! It is never enough said of how much of a service you are providing to the Rimworld community! We are always very grateful! Unfortunately, I have an issue with this mod similar to the one described by @Rounin Power. Can you please kindly have a look at that in case you find time?
Mlie  [author] 4 Sep @ 9:50pm 
@BlueberryMuffin They behave the same way as normal thick roofs (mountain roofs)