RimWorld

RimWorld

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Log Walls 1.0-1.5
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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494.975 KB
18 Jan, 2019 @ 11:00am
31 May, 2024 @ 11:16am
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Log Walls 1.0-1.5

Description
Version: 1.34

Brings back the old Log Walls from Alpha 4. Log Walls cost 8 wood, but take a third of the building time and are 105hp stronger. Basically, they are inferior to steel and stone walls, but are a good upgrade to the basic wooden wall if you lack superior materials. They also look great in a boreal forest cabin.

This version is updated to now support 1.0-1.4, and I'll update this post to support new versions.

Originally by ItchyFlea, updated by Harry_Robinson.
71 Comments
tanyfilina 25 Jun, 2024 @ 1:31pm 
A dependency on the mod that is not updated, although it works in 1.5 ok, but still... :(
Harry_Robinson1  [author] 25 Jun, 2024 @ 1:24pm 
I have thought about this before, it does make sense since especially these walls originally were made out of logs in the only update that required you to craft planks, IIRC. Unfortunately I don't really know how to do this, and it would make a mod that was previously standalone have a dependency.
tanyfilina 25 Jun, 2024 @ 1:10pm 
(I mean, untreated logs from Simple Chains: lumber, lol)
tanyfilina 25 Jun, 2024 @ 12:48pm 
One idea I've had when I just encountered this problem was to make the log walls just a texture variation of a usual wall if built with logs (and make them buildable with logs)
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:37pm 
I tried modifying my mod and running some tests, but I found out both the mods I had compatibility issues with aren't updated for 1.5. I decided to load it up anyway with Colonist Deco, but I actually can't get that mod to work, it loads fine, but none of it's items show up in game, meaning i can't test if changing the defs fixes things.


Looking at the way Colonist's Deco works, it seems to use a job that specifically works with vanilla walls, but I'm not entirely sure. I need to do some research on this,
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:35pm 
Okay it seems if I use the standard wall defs, it causes all vanilla walls to become log walls, and Colonst's Deco still doesn't work with them. I think the best bet is patching Colonist's Deco to support this mod.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:11pm 
Oh, the issue in the mod could be decoLocationType>Wall</decoLocationType>

Changing this to decoLocationType><li>Wall</li><li>WallLog</li></decoLocationType> would probably fix the issue. But first I'll test if using the base Wall definitions breaks VE - Medieval still, if it doesn't I'll just update my mod.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:06pm 
Maybe this is more complex than I thought, Log Walls already have <isPlaceOverableWall>true</isPlaceOverableWall>, so they should support these attachments.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:04pm 
Taking a quick look at their mod, it seems their wall attachable options are coded differently to the vanilla wall torch. Vanilla uses <isAttachment>true</isAttachment>, which my mod is designed around, whereas Colonist's Deco uses <canPlaceOverWall>true</canPlaceOverWall>, which functions differently.

I have a feeling the log walls deliberately don't support over wall objects as reference to how the original log walls in Alpha 4 didn't support power conduits, but it could also have been a mistake by me when I rewrote the mod. I'll see if I can implement support for over wall objects as it would be pretty convenient to have.
Harry_Robinson1  [author] 25 Jun, 2024 @ 11:53am 
I'll need to look into it, I seem to remember finding that using the base wall definition caused compatibility issues with VE - Medieval and Crystalloids Rewrite, which were popular mods at the time, which lead me to rewrite the mod completely to avoid them. It might be possible that I can use the base definitions now.