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Seamless Doors

Seamless Doors Ever notice the hard visual cut where your carefully-laid floor meets a doorway? Are your pawns incapable of using a tile cutter or do they just not care about the little details? Well this mod fixes that. [b]Seamless Doors[/b] renders the floor tiles on either side of a door as smooth half-panels blending into the doorway itself — so marble floors stay marble, wood stays wood, and your base actually looks like it was built by someone who cares. You get a half half look, as if the floor was laid exactly to the actual door and not underneath the whole door. Because who would lay a carpet that is sticking out of your room? How it works Two Options to choose in Mod Settings: [list] [*] Default - On terrain (place only the door, but optionally place a floor to override the half/half look) [list] [*] When a floor is placed next to a door or a door next to a floor, it will extend the floor to the half of the door. If a floor is on both sides, they are joined seamlessly. [*] Placing a floor on the tile of the door overrides this, so you can place a carpet for example or whatever you wish. [*] No floors next to the door should preserve the terrain texture as it was, e.g. sand, stone, whatever. One side with floor, the other not -> only the half to the door is filled. [/list] [*] Option 2 - On floors (have to place a floor on the door tile) [list] [*] When a door sits on a constructed floor tile, the neighbouring floor textures are extended as half-tiles into the door cell [*] Only activates on constructed (player-placed) floors — bare dirt and rock are left alone if you want some doors without floors [/list] [*] North/South doors blend the tiles above and below; East/West doors blend left and right [*] Also works with floor on one side and no floor on the other side, will render it exactly to the door [*] Fully dynamic: updates automatically when floors are placed, removed, or the map reloads. [/list] Known Issues Please feel free to comment with issues you find while using this mod or suggestions. I will try to work on them. [list] [*] Shadows are not drawn on the half of the floor outside of a roofed area (bug with vanilla method of drawing shadows for floors) [*] Odyssey gravship floors facing out might look weird due to their substructure - odyssey adds an extra edge to all exterior tiles of the ship floor (by default disabled some features for these terrains and substructures) [/list] Compatibility [list] [*] Should work with any floor and door mod — no hardcoded textures, uses each floor's own material directly (if you find one where that isn't the case, please let me know) [list] [*] Examples (also recommended): [list] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3532342422]Doors Expanded Continued[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3223646936]Basic Double Doors[/url] [*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3532930325]Perspective: Doors[/url] [/list] [/list] [*] C# Harmony patches, no conflicts should be possible. Uses an optional proxy floor xml that just renders a see through floor that we can change to fix seams. [*] Safe to add or remove mid-save. It might throw an error on loading a save without it, but it's harmless and won't appear again. If you used the proxy floor setting (default), the floor will be replaced with "Soil"/Dirt on removal. Fix it by placing a floor on top and removing it, original under terrain is restored. [/list] [b]Purely visual. No gameplay changes (except improving it).[/b] Requirements RimWorld 1.6. No additional mods required. Might work on older versions as well, didn't test for that.