RimWorld

RimWorld

98 ratings
Pavimentum
   
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Mod, 1.4, 1.5
File Size
Posted
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22.286 MB
30 Mar @ 4:37am
8 Apr @ 11:55pm
2 Change Notes ( view )

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Pavimentum

Description
Greetings, fellow Humanoids!

Rimworld realy does not have a lot of things to walk on.
Think about it, It is the Year of our Lord 5500, and yet, the best we can do is overpriced checkerboard?
If you have the privilege to walk, you may have felt the limit of things to walk on, because I certainly have.

Using my A(r/u)tistic skills to draw new floors, and Slomow's wonderfull ability to implement them, we can present to you,
our first colaberation of sorts, **Pavimentum!**

It realy is just a simple mod that extends your average floor options, be it Wood or Stone, but also a small amount of additional concretes (currently two). Noteworthily, however, is this mod's new type of floors, namely "Cheamfloors", made out of Chemfuel - like the name suggests -, these floors are easy to lay and come with an good amount of cleanlyness, making them suited for all sorts of application! They are also very easy to clean! Just beware that they are rather easy to catch fire...

Since this mod ONLY adds new walkables to the game, you realy do not have to worry about compatibility, meaning that it can unproblematicly be used with CE, and the like! Should there be issues anyway however, feel free to tell us!
Do so respectfully and helpfully please, we are just two simple hobby modders...

Regardless of that, We hope you'll enjoy our collection!
Also, sorry for the horrible teaser images, I have always been bad at those...

Currently Included:
- Seven (7) Stone Floors
- Three (3) Wood floors + variations and rotations
- Three (3) Concretes
- Six (6) Chem/Plastic Floors + all colourable like carpets!
+ I will likely make more as I find time to make them!

Update 1.1:
-Added Wideslabs and three (3) additional Variations of it.
-Our Concretes are now under one Dropdown designator,
this might change at some point again,
but for now this is our way ofl decreasing visual clutter in the Architect Menu.
-Added compatibility with Fortifications: Industrial by Aoba:
-Pavimentum concretes will utilize FI's Concrete resource instead of Steel, if said mod is installed.
-Additionally, our stone floorings now have FI Concrete versions, if said mod is installed.
46 Comments
Holgast 3 Jun @ 1:08am 
oh boy, more stone floors that I can add mod compatibility to
Hyou  [author] 19 May @ 2:25pm 
@Victor
Not realy, The mod is more intended to be for Building and spicing up your base visually, there are no slowdown floors in the mod.
Victor 19 May @ 2:22pm 
Are there any floors that slow pawns down? I'm looking for something to build in my happy raider welcoming box
Hyou  [author] 25 Apr @ 11:48am 
@Yekaterinnana
That is indeed a weired bug.
I have no Idea what could cause this.
Yekaterinnani 24 Apr @ 7:30pm 
I added the mod mid-saved game, and the steel deposits become deposits of tribal vynil floor (faded green), not the color of the deposit, but the resource itself becomes a floor of this mod, when removing the mod my deposits already give steel again, I will try as soon as I can verify if it happens alone without any other mod (=
Yekaterinnani 24 Apr @ 7:30pm 
Hello, I didn't know that removing or putting mods in mid-game can cause problems with deep drilling, since I had never experienced it before, I have not added or removed mods for generating minerals or stones and mineable resources in the middle of the game (I don't know if that's what causes deep drilling errors)
Hyou  [author] 24 Apr @ 2:05pm 
Curious. I run Pavimentum with my personal Load Order, aswell as completely vanilla with only the mod, and in both cases, everything is fine, which means, this must be a mod conflict, unless you just run the game without the mod that colours deep resources to begin with, in which case every deep resource is marked as green to begin with.

Another question. Did you add or remove any mods mid-game?
That can commonly cause deep-drill bugs.
Again, what is the expected result of the deep resources?
I am asking because the overlay is supposed to mark them as green from vanilla.
Hyou  [author] 24 Apr @ 1:50pm 
@Yekaterinnani
I am very confused about what the problem even looks like.
Do you mean that if you activate the deep resource overlay, the resource tiles are green?
That would be normal.
I will check this out on my rig, with my current load order and with just vanilla and my mod enabled, Just give me some time.

I will likely have to ask Sakura to look over the code, as she made it, but maybe I changed something and something else broke? Weired.
Yekaterinnani 24 Apr @ 11:33am 
I removed the mod and the problem was solved :c, i like so much the floors you added!! they are really unique, i was really excited about the mod, i hope you can fix the problem c=
Yekaterinnani 24 Apr @ 10:50am 
hi, i have the same problem as @inikini, now all my steel underground deposits converted to Tribal Vinyl (faded green color).

Hugslib log:
https://gist.github.com/HugsLibRecordKeeper/00051010c5300bf84e999dc0ddd53d5b