RimWorld

RimWorld

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[WYD] Reinforced Walls Reworked
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Mod, 1.4, 1.5, 1.6
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1.707 MB
11 Apr, 2024 @ 11:58pm
6 Aug @ 4:13pm
11 Change Notes ( view )

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[WYD] Reinforced Walls Reworked

In 2 collections by Monkey Magic
My Full Build [1.5]
199 items
Additions [1.5]
49 items
Description
A continuation of the Reinforced Walls mod, formerly by Kinetictail. Adds thick walls that can take a pounding, and resist explosive damage. Also includes embrasure versions that allows gunfire through.

Please note that in order to make this viable for 1.5 I had to re-write the mod since iunno how those assembly things work D: Therefore any pre-existing reinforced walls are likely to break*, so if you can deconstruct them in 1.4 (you'll need to revert to a beta for this now) you'll recoup some resources.

The old version of the mod included:

Industrial technology -Reinforced Walls

Reinforced Walls = 15 stuff + 5 steel = wall of 900hp
Embrasures = 15 stuff + 5 steel = wall of 900hp

While the fundamentals behind this idea have been kept, the mod has been reworked for additional balance. The base material cost and hp have been altered to reflect the purpose and design, and additional walls and technology have been added:

Medieval technology: Fortified Walls
Fortified Walls = 20 stuff = wall of 900hp
Fortified Embrasures =15 stuff = wall of 675hp

Industrial technology Reinforced Walls
Reinforced Walls = 12 stuff + 5 steel = wall of 1200hp
Reinforced Embrasures = 8 stuff + 5 steel = wall of 900hp

Check out the following link for the spacer tech end game additions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3220159219


*Tested this on 1.4 swapping from Kinetic's version to my own. The walls remained, although they were in need of repair given my version has a higher heath pool. So maybe duplicate your save files, and test it out first. (There is a one-off error report about the research since it changed, but that can safely be ignored)

Now with My Own Little Stronghold and My Own Little Fortress achievements! (requires Vanilla Achievements mod)



[ko-fi.com]


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link to the original mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2882989451
34 Comments
Monkey Magic  [author] 41 minutes ago 
Cool, lemme know if you see any others doing that. Like I said, I fixed them all locally (probably, I have like 70+ mods D: ) but iunno if any others failed up update the capitalisation of the common folder.
Spelllord 43 minutes ago 
Yeah now its capitalised.
Thanks. :steamthumbsup:
Monkey Magic  [author] 50 minutes ago 
Oh, don't worry about that texture, it's just the icon that shows up when your world is loading. It's nothing important to worry over. If you are playing on Linux , or SteamDeck you are probably having the capitalisation issue.

Hmm, looks like I already went ahead and fixed that for all my Mods locally, but Steam has this issue where it will not update if the only change is a file/folder's letter case. Hmm, lemme try something first...

EDIT: Okay, so I went ahead and created a dummy file to try and fool Steam into thinking the mod has had an actual update. Iunno if this will work for you Linux users - try unsubbing and resubbing too - but if it still does not you can fix it yourself by opening your local files (you can do this from the mod selection screen) and renaming the file "common" to "Common."

That will solve the issue ^^
Spelllord 2 hours ago 
There is no Conflict.
1. Its happening even its the only mod loaded
2. An "Could not load Texture2D at `Things/Building/Icon/WYD...` in any active mod or in base recources" Error ist not high enough that its an Conflict.

I have an idea why its happening now für me and not eralier, I switched back to the Linux version today, it can be that there is a different handling.
And I have seen from a rushed view that most mods I use do there Textures not in Common but in /.
Monkey Magic  [author] 5 hours ago 
@Spelllord - What are you talking about? If there was an error with the texture file path, it would be throwing up red errors stating as much. I would never have uploaded a mod in that state. The mod is working fine.

If you are having an issue, please consider your mod list, and look for a conflict. Try the mod on its own, and you'll see there fault does not lie here. I always enable this mod in my own runs, and there has never been a problem.
Spelllord 12 hours ago 
I have it that the Path to the Textures ist false. My Solution is moving the Textures folder one level higher.
Monkey Magic  [author] 26 Jul @ 4:22pm 
@Electro-Sloth - I'm assuming the "airtight" thing was added by the Odyssey DLC. I'll take a look at it over weekend.

EDIT - I uploaded an update for this earlier today. All the walls that have an airtight vanilla version will be reflected for the fortified, reinforced, and in the case of the companion mod's bulkhead wall. The same does not apply to the embrasures, of course as these are full of holes :P
Electro-Sloth 25 Jul @ 4:38pm 
Small 'bug' I noticed is that the metal walls aren't considered airtight. Like how normal steel walls say that they're airtight in the info tab, but the walls added by the mod, even if it's made of steel, say that they aren't. Would it be possible to fix this? (obviously not including the embrasures lmao)
Monkey Magic  [author] 19 May @ 4:10pm 
@Jack Kenseng - If you are asking if hostile pawns can shoot through the holes in the wall, well since it's a hole both sides can attempt to shoot through it of course.

But, really depends on the AI. Sometimes an attack will come and they will try to bash on the wall, even if they have guns equipped. Other times they will try to shoot through, just the same as your pawns do. Some times it's a mix of both.

The key here is angles. Don't run a wall full of embrasures, that defeats the purpose. Try building one ever three blocks at maximum, so you have wall conver on either side - or better yet, just have a few in the entire wall to focus fire from.

These things aren't designed to make one invulnerable, they are to give them better cover, especially when the enemy is still further away. Up close, the benefit is not so much.
Jack Kenseng 19 May @ 2:26pm 
Will raids shoot at colonists through the embrasures? I seen an 8 year old discussion that they used to totally break the AI. How are things now with said AI?