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Currently, there is an issue if you want to create more open area structures, where if the structure generates on top of a mountain, the roof of said mountain remains, which can create massive floating overhanging mountain, in areas where it is undesired.
Given that this overhead mountain creates a bunch of problems, it would be useful to have some way of marking "keep roof clear" areas, either with zoning, or a custom dev-mode roof tile that gets replaced with a cleared roof tile on generation.
Having a simple "force exact roof tiles" option is not good enough, as there might be places where you want to allow natural terrain mountain to blend into your structures, if say, you have a vault that is partially embedded into one.
This issue is very problematic if you want to create structures that have features such as an air field, heli pad, artillery positions, or anything else that requires an open sky. Having a bunch of floating unremovable mountain causing "cave ins", is another issue, not to mention how it also allows infestations to generate in these areas.
For now, I have found a hacky work-around, which is to assign roofing to the areas I want "cleared", so the "tiles" get marked with "1" in the roofGrid, then I can select that part of the export and do a ctrl+f replace all in selection, where I replace "1" with a bogus number like "9". Upon generation, the roof tiles marked this way, "carve" out any overhead mountain that may exist in those tiles. Not ideal, but it indicates that a custom roof type might be a solution if implemented properly.
I did try to just make a custom RoofDef, but unfortunately, the ID defaults to "1" in the export. Still, this is in itself an improvement, cause I can set my custom RoofDef to canCollapse = false, so it wont cause collapsed roofing everywhere. It does impact any preview screenshots tho, given that it will create shadows all over and such, but this does at least work.
Activity
totrider commentedon Mar 14, 2025
For now, I have found a hacky work-around, which is to assign roofing to the areas I want "cleared", so the "tiles" get marked with "1" in the roofGrid, then I can select that part of the export and do a ctrl+f replace all in selection, where I replace "1" with a bogus number like "9". Upon generation, the roof tiles marked this way, "carve" out any overhead mountain that may exist in those tiles. Not ideal, but it indicates that a custom roof type might be a solution if implemented properly.
I did try to just make a custom RoofDef, but unfortunately, the ID defaults to "1" in the export. Still, this is in itself an improvement, cause I can set my custom RoofDef to canCollapse = false, so it wont cause collapsed roofing everywhere. It does impact any preview screenshots tho, given that it will create shadows all over and such, but this does at least work.