No it didn't. It was just a lazy way to implement sub-levels on a map which is something entirely different from having actual Z levels code wise and mechanically.
@@themachine03 oh for sure, but I doubt he'll do that at this point, it would change the gameplay too drastically for most people. Most people are completely content with the tower defense esque combat and the way killboxes are setup. Actual Z levels with multistory combat would upset this too much I think for Tynan the dev to consider it. Personally I absolutely loathe the tower defense mechanics in this game but alas it is what it is.
@@BrutusAlbionwhat avenues do you see multi story combat opening up? Scaling over walls? Tunneling beneath them? Guard towers? More complex roof collapse mechanics?
@@radicalfishstickstm8563 My man you're already listing them. Yes, yes yes! Multistory combat means you can actually make walls and shoot from the walls meaning you can make much more realistic bases and defenses that are similar to reality. Build a castle and have your pawns shoot down arrows for example. Build a military base with guard towers and put machine guns on them to beat back the horde of savages.
Marriages don't work on the other floors. Sometimes pawns get stuck pathing to it outside when the couple getting married don't go. Also, if you use something that overhauls research, don't use with this mod. I went to try out another mod at the same time, Research Reinvented, and it messed with the multi floor mod by putting the stairs behind electricity. That might not be a problem for the average player but I like playing Medieval Overhaul, and that makes multifloors LITERALLY unusable. Also, i think some mods may break the ability to see the whole map for the undergrounds, as in my medieval playlist i have fog of war, which I prefer tbh. Wish it were default like that
addendum: marriage DO work on multifloors, you just have to manually trigger them via the marriage spot, something I rarely do cause I like odd number room sizes, and 1x2 does not fit in anything divisible by 3 and look nice.
It's cool but still not exactly what I wished for. I want to be able to build guard towers and actual walls that can be defended. This is still nice to have though just to make more compact bases. I do wonder, what happens when you demolish the lower floors? Do the top floors collapse?
Problem will always lay in a fact that multi z levels in Rimworld are pointless unless the game being optimized, multithreaded and unfucked programming wise. Game literally dies on one map if its "too big" and without mods like Fishery it literally runs on a timer where tps/fps death is inevitable - adding second and next levels to it is simply pointless at this stage.
Thank you so much bro i've been searching for this kind of mods for 3 days
3 days? you were lucky to start searching that soon, people have been waiting for this for years
I think rimworld hinted to adding multi level stuff in base game because of the anomaly tunnel event thingi.
No it didn't. It was just a lazy way to implement sub-levels on a map which is something entirely different from having actual Z levels code wise and mechanically.
@BrutusAlbion would be cool if they add it to core in future updates though
@@themachine03 oh for sure, but I doubt he'll do that at this point, it would change the gameplay too drastically for most people.
Most people are completely content with the tower defense esque combat and the way killboxes are setup.
Actual Z levels with multistory combat would upset this too much I think for Tynan the dev to consider it.
Personally I absolutely loathe the tower defense mechanics in this game but alas it is what it is.
@@BrutusAlbionwhat avenues do you see multi story combat opening up? Scaling over walls? Tunneling beneath them? Guard towers? More complex roof collapse mechanics?
@@radicalfishstickstm8563 My man you're already listing them. Yes, yes yes!
Multistory combat means you can actually make walls and shoot from the walls meaning you can make much more realistic bases and defenses that are similar to reality.
Build a castle and have your pawns shoot down arrows for example. Build a military base with guard towers and put machine guns on them to beat back the horde of savages.
hell yeah
Marriages don't work on the other floors. Sometimes pawns get stuck pathing to it outside when the couple getting married don't go.
Also, if you use something that overhauls research, don't use with this mod. I went to try out another mod at the same time, Research Reinvented, and it messed with the multi floor mod by putting the stairs behind electricity. That might not be a problem for the average player but I like playing Medieval Overhaul, and that makes multifloors LITERALLY unusable.
Also, i think some mods may break the ability to see the whole map for the undergrounds, as in my medieval playlist i have fog of war, which I prefer tbh. Wish it were default like that
addendum: marriage DO work on multifloors, you just have to manually trigger them via the marriage spot, something I rarely do cause I like odd number room sizes, and 1x2 does not fit in anything divisible by 3 and look nice.
You could ask Ferny to patch that in his progression series of mods. That's exactly what they exist for.
@@Zaire82 thats actually a really good idea. Ferny is deffo in the top 10 mod devs for rimworld rn
It's cool but still not exactly what I wished for. I want to be able to build guard towers and actual walls that can be defended.
This is still nice to have though just to make more compact bases.
I do wonder, what happens when you demolish the lower floors? Do the top floors collapse?
Problem will always lay in a fact that multi z levels in Rimworld are pointless unless the game being optimized, multithreaded and unfucked programming wise. Game literally dies on one map if its "too big" and without mods like Fishery it literally runs on a timer where tps/fps death is inevitable - adding second and next levels to it is simply pointless at this stage.
The up section looks meh tbh but under totally cool and realistic rocks
Lagging as hell if your map is Large size
Yeah it's like having a second settlement