RimWorld

RimWorld

2,071 ratings
Layered Wall Destruction
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
7.037 MB
23 Aug, 2023 @ 5:09am
18 Jun @ 6:18am
11 Change Notes ( view )

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Layered Wall Destruction

In 1 collection by Keshash
My CE addons
11 items
Description
Overview
A mod that aims to make urban combat more interesting by introducing multiple stages of destroyed walls. Now, when a raider knocks out all HP in your normal wall, instead of disappearing completely, it will turn into a worse version of itself, creating chaotic bunkers and passageways inside your rooms.

To restore a downgraded wall, a pawn with Construction work assigned must come and repair it. Walls that belong to your faction are automatically marked for restoration. Currently, only supports man-built walls. Natural rocks and smoothed mountains are not affected.

To compensate for additional staying power, HP of normal walls is slightly reduced. Also, generates filth respective to wall's materials.

Destroying walls is an unstable process. Sometimes you hit a pillar, sometimes you knock out a weak panel. When a normal wall is destroyed, it will downgrade into either stage 1A or stage 1B. The, when those stages are destroyed, it will downgrade into stage 2. There is also a chance that wall will immediately double-downgrade into stage 2.

Stage 1A: Loophole wall
An impassable wall that has many small holes in it, which makes it possible to shoot through. Behaves like CE's embrasure, but worse in terms of cover. Degrades into rubble once destroyed.

Loophole walls can be visually discerned by their multiple holes, but mostly intact profile.

Stage 1B: Breached wall
A wall that can be crawled under or climbed over, but can't be shot through. Blocks sight, but allows passage. Inspired by Sloped Walls mod. Degrades into rubble once destroyed.

Breached walls can be visually discerned by large passages going through them from one side to another.

Stage 2: Rubble
The final stage before total destruction, wall rubble allows both walking and shooting over. Essentially, a worse sandbag. In CE, will only give minor cover to feet and legs. Incapable of holding a roof. Rubble deterioates after a short period of time, so make sure to save what's left before it's trampled away into nothingness.

When Rubble is destroyed, tile becomes empty just like in vanilla. If you have autorebuild turned on, a blueprint for the original wall type will be placed.

Rubble can be visually discerned by much lighter colors and smaller shadows, as well as blobby irregular texture of collapsed materials.

Compatibility
Disables the effect fo "Walls Are Solid". Will try to fix
If a mod has a new type of wall that wasn't patched for this system, those walls will behave like in vanilla.

Supports walls from
* Combat Extended (embrasure)
* Combat Extended Armory (reinforced wall and embrasure)
* Medieval Overhaul (log and castle walls and embrasures)
* VE: Architect (log and armored walls)
* ED Embrasures
* Reinforced Walls Plus





FAQ
Q: Does restoring require resources?
A: No, currently it doesn't. Same as you would've repaired HP for free.

Q: Is this compatible with CE?
A: Yes

Q: Does it work without CE?
A: Yes, but I never play vanilla and might've miss something about it.

Q: Author disappeared/lost passion/presumably killed/has lame opinions, may I update/modify/maintain this mod?
A: Yep, you are free to do so.

Q: Safe to add/remove midgame?
A: Safe to add midgame. Safe to remove midgame, but you will get a harmless one-time error and all walls in broken stage will disappear. To be extra safe, restore all walls in advance, then go to dev mode -> debug actions -> show more actions -> destroy clutter to remove new filth types. Then save and remove the mod from list.


Thanks to Turkler for providing a compatibility fix with Harkon's Embrasure mod
Popular Discussions View All (7)
1
16 May @ 4:05pm
error on startup
Deankiller Turnupseed
1
13 May @ 7:54pm
Error on startup. Error in static constructor...
Black Jesus
3
27 Jun, 2024 @ 10:55am
Are there any way to modify the chances of walls being instantly destroyed, the timeframe for rubbles to be restored and the health multiplier for the walls?
󠀡󠀡
322 Comments
PsychoticDreemurr 25 Jun @ 11:23pm 
I'd like to request support for "ReBuild: Doors and Corners"
Keshash  [author] 20 Jun @ 4:47am 
1.6 introduced reduced ticking frequencies, so rubble might get a longer timer now, since its gonna be less impactful for performance
exBeNN 19 Jun @ 5:33pm 
absolute must have mod, such a great detail to have
Puff_JOOB 19 Jun @ 2:50pm 
Love the mod, makes way more sense than walls just crumbling into dust when destroyed.

Would it be possible to add a config for the walls decaying over time? I kinda wish the ruins and rubble would stick around longer than a few hours
Billo J Dahka 18 Jun @ 5:45pm 
Rebuild and medieval 2 support?
󠀡󠀡 18 Jun @ 3:59pm 
please support rebuild
Keshash  [author] 18 Jun @ 6:18am 
Fixed the issue, thanks for reporting
Wednesday 17 Jun @ 5:48pm 
When deconstructing walls, I get an exception and the pawn stays in "standing" for a few seconds. I reproduced it with only Harmony, Core, DLCs, and this mod enabled on 1.6

JobDriver threw exception in toil MakeNewToils's initAction for pawn Hendricks driver=JobDriver_Deconstruct (toilIndex=2)
System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing
gh0stashes 16 Jun @ 9:58pm 
Drag-selecting the deconstruct order in god mode to instantly deconstruct buildings results in only one thing being destroyed and the following error showing up:

Root level exception in OnGUI(): System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)

The full error is in a discussion post for you.