RimWorld

RimWorld

75 ratings
Sloped Walls
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1
File Size
Posted
Updated
2.042 MB
30 Apr, 2020 @ 4:55pm
9 May, 2020 @ 11:35am
2 Change Notes ( view )

Subscribe to download
Sloped Walls

In 1 collection by The Great Glumbini
BoeDankle's Rimworld Mods
10 items
Description
Sloped Walls

Can be safely added and removed from saved games. For best results, deconstruct all sloped walls before removing the mod.

This mod adds climbable, sloped walls, also known as berms, that can be used in building strategic thresholds. If you're familiar with the Embrasures Mod, these are functionally the polar opposite of those. These walls block line of sight completely, and thus cannot be shot through, but they can still be climbed over rather easily. This allows you to create defensive thresholds, ambush zones for your melee fighters, control the range of engagement and much, much more. Also it's important to note that these walls do not mess with the enemy AI, and they are perfectly capable of traversing these walls despite lacking "line of sight", as long as they have a walkable path over the obstacle, they will behave normally. They do not support roofs, are slightly weaker than regular walls, cost 4 resources (all materials available to walls) and can be found under the Structures tab.

There are 2 different variants of these walls, and they work slightly differently from each other.

Walls: Less path cost and easier to walk over, can also be stood on. While standing on it, you must be near the edge of the wall to shoot off of it, however, edges provide no cover to those standing on them. There are no ranged bonuses from firing from a wall, other than having a safer and smoother retreat.

Ridges: More path cost that is applied on each tile, as those crossing it must climb up and down each wall, or maintain balance while walking over the narrow top. Cannot be stood on, therefore you must finish crossing it before you can take any offensive actions.

Known Issues:

After more extensive testing, I've encountered an issue that may occur from using double-thick sloped walls to cover an entrance, which seems to confuse "some" of the incoming attackers. When this happens, some attackers will press on and climb the wall as is normaly expected, but some may stop moving forward until provoked in some way. This doesn't seem to always happen, as I have had 2 infestations climb the walls during their attack without problem, but during the most recent infestation, some of the insects seemed to bunch up in one of the corners of my chokepoint rather than climbing over the wall, and one spelopede even started attempting to dig through. This didn't affect every attacking insect but it affected a large number of them. Before doubling my wall, I was using a single thick wall for quite a while and that seemed to work fine without any issues, so just to be safe I would recommend only using a single thick wall when completely covering an entrance to avoid any AI pathing issues. In light of this, I have devised a sort of blueprint for using these in entrances safely without running any risk of AI confusion, please refer to the last image in the previews.


34 Comments
A Green Banana 14 Oct, 2023 @ 6:38pm 
this can be used to make kill boxes have no exit for more loot from raiders.
Mlie 22 Sep, 2021 @ 1:16pm 
Kamorzy 22 Jul, 2021 @ 5:47pm 
Does this work on 1.3?
ZX Zero 18 Sep, 2020 @ 9:11am 
Work on 1.2?
That Soup Guy 31 Aug, 2020 @ 8:44pm 
Are you planing on updating this to 1.2?
123nick 24 Aug, 2020 @ 9:54am 
how balanced are they? i remember embrasures being like, really stupidly OP. and im not that much of a balance freak overall, imo, but old embrasures would let you easily take on hordes of enemies with very little defensive investment. is this any similar? d
pgames-food 10 May, 2020 @ 8:13am 
ah ok thanks for clarifying :)
The Great Glumbini  [author] 9 May, 2020 @ 6:19pm 
(Cont.) The purpose of the picture is to show the placement of the barricades and sandbags, which will allow vision to bleed through so attackers can see what's on the other side of the wall in order to avoid confusion. Placing them in that manner will prevent attackers from peaking around your walls to use them as cover and shoot through the opening. Since the barricades and sandbags will provide a much more difficult path, raids will prefer to walk over the wall as intended. Modded structures that block pathing but not vision, such as embrasures or fences, can also be used to the same effect. This doesn't seem to be necessary if you use single thick walls in an entry, but I recommend it as a precaution if you wish to use thicker walls to ensure that raiders can still "see" over the wall enough to issue a walk order past it.
The Great Glumbini  [author] 9 May, 2020 @ 6:11pm 
Sorry, I think I need to clarify the picture. The walls offer cover on both sides, I only labelled the sides as "cover" and "no cover" to show that my defenders are on the north side. Attackers will come from the south side, following the blue path. Once they pass over to the top side, my defenders will start shooting at them as they have "no cover". Before they pass the wall, my defenders will not shoot at them because they are "covered".
pgames-food 9 May, 2020 @ 4:27pm 
hi if only 1 side of the wall give cover, maybe cool to have a slightly different texture on the cover side a symbol, in case used in middle of battle and easy to see which way gives cover?