RimWorld

RimWorld

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Walls are solid
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Mod, 1.4, 1.5, 1.6
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430.842 KB
2 Dec, 2022 @ 1:58pm
22 Jul @ 12:11pm
19 Change Notes ( view )

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Walls are solid

Description
In Vanilla Rimworld, there's very little use for breaching weapons, as even bare fists are enough to drill through a mountain, let alone walls and doors. This mod fixes that, by nerfing every damage type against buildings, except for the ones used by breaching weapons. I recommend carrying a breach axe from now on!

For balancing purposes, turrets get damage multipliers to revert the nerf, so they should take normal damage. Big 'unclaimable' stuff like crashed ship parts and big mechanoid cluster buildings also get them so they are not so tedious to smash down.

New in version 1.3: Escaping prisoners and visitors will now bash walls instead of mining!


Technical Stuff:
This is possible by using tags from the game itself: buildingDamageFactorPassable and buildingDamageFactorImpassable. Impassable buildings are basically solid walls, and passable is everything else (eg: doors)

Default settings, can be changed in the Settings menu:
"Melee Sharp" damage: Cut, Stab, Poke, Scratch and Bite
Impassable: 10%
Passable: 40%
"Blunt" damage: Blunt, Crush
Impassable: 30%
Passable: 50%
"Ranged" damage: Bullet, Arrow
Impassable: 20%
Passable: 20%
"Explosion*" damage: Bomb
Impassable: 80%
Passable: 100%

*The bomb damage type is special, as it already has a default damage bonus against buildings, namely 4x against Impassable, and 2x against Passable. Walls are defined to receive 2x damage against Bomb and Thump, so the calculated value for a frag grenade damage is 50 x 4 x 2 = 400, enough to completely destroy a slate wall in one shot!
By changing the bonus to 0.8, grenades should now deal 80 damage to walls, and 100 to doors. Antigrain warheads deal, on point-blank, 418 damage to walls, this may be changed.

Additionally, weapons shaped like maces, clubs or hammers (precisely, weapons with a 'head' part that deals 'Blunt' damage) will be patched to deal a new damage type called "BluntCrushing", it works like vanilla Blunt.
"Hammer" damage: BluntCrushing
Impassable:150%
Passable: 200%
For reference, here is the damage types for breaching weapons, untouched by this mod:
"Thump Cannon Bullet" damage: Thump
Impassable:1500%
Passable: 750%
"Breaching Axe" damage: Demolish
Buildings: 1000%
Impassable:75%

The Breaching Axe def uses a third tag, buildingDamageFactor, that seems to be multiplied before buildingDamageFactorImpassable, so it deals a lot of damage to buildings, but only 10% of that to pawns.

For the 'digging out' issue, there's a Harmony Transpiler that forces pawns to bash walls by making they think they can't mine.


Frequently Asked Questions:
Will it stop naked prisoners and escaping pawns from obliterating everything in their path?
Now thanks to @wilki24, pawns will always bash instead of mining, meaning they won't deal much damage to any wall.

What about mountain bases?
Natural and smooth stone walls are the same as regular ones, except that they don't take 2x more damage against explosions and the thump cannon's blast.

What about infestations' digging?
They will deal regular mining damage to stone (80) and half the normal damage to built walls (from 40 to 20).

What about modded walls?
Should be patched automatically. If you find an odd one, let me know.

What about modded weapons?
Most modded weapons use the same damage types as vanilla, so there's no issue. If a mod has custom damage types, you can tell me in the comments.

Is it compatible with CE?
Combat Extended already has a patch that makes bullets and arrows deal very little damage to all buildings.

Feedback about the values is welcome.

This mod was heavily inspired by Aelanna's Fists Aren't Made of Steel, and is therefore incompatible with it (it does the same thing).
Popular Discussions View All (1)
1
19 Dec, 2022 @ 1:04pm
transpiler code for canMine bools
ogre
207 Comments
Victor  [author] 23 Jul @ 10:53am 
@Anon it isn't? Did you enable the "Revert Changes on" patch?
Anon 23 Jul @ 10:31am 
The Insect Burrow wall that was added in Odyssey should be breakable by all weapons to suit the game design of the quest areas it appears in.
Victor  [author] 22 Jul @ 12:12pm 
@capet Valois Bourbon fixed.
capet Valois Bourbon 21 Jul @ 8:02pm 
It doesnt work for the mod Medieval Walls,but 1.5 it works.
Victor  [author] 21 Jul @ 6:03am 
@Maya Fey fixed it.
Maya Fey 20 Jul @ 12:34am 
I think the 1.6 update added a bug for people who still play 1.5, cause I kept getting an error on launch that went away when I deleted the 1.6 folder.
Victor  [author] 19 Jul @ 7:14am 
@kongkim Yes there's a mod option for that, and what is counted as solid should be everything your pawns can't step over.
kongkim 19 Jul @ 3:56am 
A small update to the mod so in an items/walls /objects info said if it counted as a solid or not would be really nice :)
kongkim 19 Jul @ 2:49am 
Are there a way to set in the option so buildings and Turrets still take damage, but wall less?
wildbuffalo 18 Jul @ 4:02pm 
its ok, I was just a bit confused