RimWorld

RimWorld

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Mechanical Defense 2 - mechanical walls
   
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Mod, 1.0
File Size
Posted
Updated
1.596 MB
5 Jan, 2018 @ 4:45am
19 Jan, 2019 @ 11:25am
7 Change Notes ( view )

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Mechanical Defense 2 - mechanical walls

In 1 collection by sulusdacor
Mods Revived
6 items
Description
not doing anymore updates for any rimworld mods.

I did not create this mod!

This is just an update of the original Mod[ludeon.com]. the description and all content is taken from there.


"Mechanical Defense 2 - mechanical walls" (MD2)"

This mod aims to add new and wonderful technologies for your colony to utilise. From autonomous droids to do your every bidding to coal-burning power generators, you'll find all your technological thirsts satiated here! This mod incorporates a modular structure, meaning there are many different independent modules that you can choose from, so that you can play with the features that you want and leave out the ones you don't. Just remember that all modules require MD2Base to be installed and loaded before them in order to work.

>>Mechanical Walls - walls that be raised or lowered to allow access. (Idea courtesy of this post[ludeon.com])

Details:

requires MD2 - base

- adds mechanical walls
- adds 1 research projects for the structure

mechanical walls have 3 states: extended (normal wall), embrasure (you can shoot through), lowered (you can walk through).
to switch between the states you need to power them (take 15 power). if they have no power you can not switch!

Ludeon forum topic:
https://ludeon.com/forums/index.php?topic=38010

Dropbox: https://www.dropbox.com/s/6h0qlctmlog1yzc/MD2_mechanicalwalls_v1.7z?dl=0

GitHub: https://github.com/sulusdacor/MD2_mechanicalwalls/releases

source code for modders: https://www.dropbox.com/s/e2otcdv20g6kdrf/MD2_mechanical_walls_b18_source.7z?dl=0

Dropbox link to folder with old mods in forum topic for the mod.
Changelog in forumtopic or about folder of mod.
41 Comments
☯~Shady Divider~☯ 24 Apr, 2020 @ 10:02pm 
you're doing gods work Miles, keep it up.
The Archivist 23 Mar, 2020 @ 4:28pm 
@mlie thank you so much!
Mlie 7 Mar, 2020 @ 10:45am 
I made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2016313260
Hope this helps anyone!
I removed the dependency to the "Base"-mod since it could be replaced with a patch-action instead.
Roeby 3 Mar, 2020 @ 9:07am 
anybody knows if this is getting an update to 1.1?
NECEROS 20 Aug, 2019 @ 2:29am 
I like this! I would also like the Storage portion, too! "Underground storage" is a great idea
james76543 20 Jan, 2019 @ 6:01pm 
This is just an idea to add later, as I haven't looked at the github and tried to make any of this work, but if you ever feel inclined to add it, it's not a feature I've seen anywhere else! Thanks for updating this mod, I really appreciate your time! :steamhappy::steamhappy::steamhappy:
james76543 20 Jan, 2019 @ 6:00pm 
just a crazy suggestion here - I've used this mod a lot for my playstyle, and I've always wanted to create secret mountain entrances a la Erebor from The Hobbit. My idea is to have a mechanical wall that's constructed with a couple of stone chunks that looks just like the natural wall next to it, so you'd use two limestone chunks (and a few steel and components) to create solid limestone. One difficulty is getting mobs to ignore it and treat it as though it's normal stone, but I was thinking that the main game layer would simply BE normal stone, and when you trigger the mechanical wall the backend code just puts a natural wall there. The mechanical layer would be ignore and not attackable by mobs, so the mobs would treat the natural wall with whatever pathing costs it would normally have.
multiplayer_rocks 20 Jan, 2019 @ 2:55am 
Ok, thanks for taking the time to look at it anyway. Unless more people report issues I'll just use a local copy with mod manager meantime because for me, this latest change still reports issue in the debug menu on startup not recognising the tag. Still love the mod and the others you have done - so thanks!
sulusdacor  [author] 19 Jan, 2019 @ 11:35am 
i forgot to change it back to the lower case one when messing aorund with that this morinign,sry.
it's now currently <supportedVersions> ... , which does not give any error when i tested.
this latest rimworld version flags the targetversion tag for every other active mod for me when in dev mode.
multiplayer_rocks 19 Jan, 2019 @ 8:41am 
I see you have updated again. You have remarked out the targetVersion. Here's the error message which comes up now. Can I just point out I'm using at least one of your other mods the floor paint one and that does NOT give any errors. If it's just "me" having these problems then I'm happy enough to edit the xml/use a local copy

Verse.Root_Entry:Start()

XML error: <SupportedVersions><li>1.0</li></SupportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Mechanical Defense 2 - mechanical walls</name><author>mipen</author><!-- <targetVersion>1.0</targetVersion> --><SupportedVersions><li>1.0</li></SupportedVersions><url>https://ludeon.com/forums/index.php?topic=26276.0</url><description>"Mechanical Defense 2" (MD2)
Ver.: 1.0-1.0.1