RimWorld

RimWorld

Animal Hide Walls(Outdated see description)
37 Comments
Vega_Kotes  [author] 2 Jun, 2020 @ 6:13pm 
Thanks Velcroboy333. I've changed the description to make sure people can see your updated link right away. I don't know if I'll ever come back to the game but it's awesome that you updated this.
velcroboy333 2 Jun, 2020 @ 1:57pm 
Updated for 1.1 here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2117056140

@Vega_Kotes Let em know if you're ever come back to The Rim and want to take over again.
Doc O´malley 6 Apr, 2020 @ 4:28am 
actualy the only thing what is not working is the tent flaps.. and the walls are not supporting roof but will trap air so if you put instead of tent flap normal door it will create room (just that the only support for roof will be the door)
Vega_Kotes  [author] 3 Apr, 2020 @ 6:32am 
Honestly no. I've lost interest in Rimworld but as I have listed anyone is free to take this mod and update it themselves. I've got no qualms about that.
Hurgablurg 2 Apr, 2020 @ 3:45pm 
Do you have any plans to update this?
Doc O´malley 7 Mar, 2020 @ 7:04am 
yeee it aint working :/ you can build it just for looks but it is not making rooms so its still outside evn tho its inside
Brownbear 14 Feb, 2020 @ 3:51pm 
Update this please
darthdud0 30 Nov, 2019 @ 1:43am 
can someone update this mod and tell me? i wanted to do a tribal run with hide tents and caves.
darthdud0 30 Nov, 2019 @ 12:40am 
thanks trying an ice colony and there ain't no wood up there. :)
GenBOOM 31 Jan, 2019 @ 10:14pm 
does seem to work but it throws up some xlm errors on the debug log
https://pastebin.com/fWYiBMjt
Ashnal 22 Jan, 2019 @ 9:52pm 
Seems to work
GenBOOM 22 Jan, 2019 @ 6:46pm 
any idea if this is okay with 1.0?
Seti 9 Oct, 2018 @ 1:43pm 
tested with b19
works fine
_♣Caligula♣_ 10 Sep, 2018 @ 2:01am 
Do you plan to update this for b19 or 1.0?
Vega_Kotes  [author] 15 Jun, 2018 @ 9:22pm 
There's still some duplicated code I've been too lazy to remove (doesn't seem to hurt anything) and the B18 update ruined how I linked walls to the doors but I changed up the art so it mostly works as it should.
Jacky Treehorn 15 Jun, 2018 @ 3:48am 
Is this updadet or working as intended ? As it's the only mod I found that just gives you vanilla like 'tents' without anything else..
gasses888 26 May, 2018 @ 1:01pm 
you have your Buildings_HideWall in 2 places. both of which havedifferent conent in them. i assume the one in the ThingDefs_Buildings folder is the intendedone because the tent flap has leathery and fablic as stuff catagories. while the copy in the def directoryonly has fabric as a stuff catagory.
Will5052 22 Apr, 2018 @ 12:51pm 
what is that floor?
Vega_Kotes  [author] 19 Apr, 2018 @ 9:44pm 
I'll take a look at it some time but I think it might be from Redundant code. Should be harmless otherwise.
Nicorc 19 Apr, 2018 @ 9:07pm 
<canOverlapZones>false</canOverlapZones><stuffCategories><li>Leathery</li><li>Fabric</li></stuffCategories><costStuffCount>2</costStuffCount><building><isInert>true</isInert></building><damageMultipliers><li><damageDef>Bomb</damageDef><multiplier>2</multiplier></li></damageMultipliers></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Nicorc 19 Apr, 2018 @ 9:07pm 
<uiIconPath>Things/Building/HideWallIcon</uiIconPath><statBases><MaxHitPoints>75</MaxHitPoints><WorkToBuild>15</WorkToBuild></statBases><leaveResourcesWhenKilled>false</leaveResourcesWhenKilled><altitudeLayer>Building</altitudeLayer><passability>Impassable</passability><blockWind>true</blockWind><castEdgeShadows>true</castEdgeShadows>
<fillPercent>1</fillPercent><coversFloor>false</coversFloor><placingDraggableDimensions>1</placingDraggableDimensions><tickerType>Never</tickerType><rotatable>false</rotatable><selectable>true</selectable><neverMultiSelect>true</neverMultiSelect><terrainAffordanceNeeded>Heavy</terrainAffordanceNeeded><holdsRoof>true</holdsRoof><designationCategory>Structure</designationCategory>
<staticSunShadowHeight>1.0</staticSunShadowHeight><blockLight>true</blockLight>
Nicorc 19 Apr, 2018 @ 9:07pm 
So I recently started receiving this error (I have tried disabling all other mods and it remains):
XML error: Duplicate XML node name designationCategory in this XML block: <ThingDef ParentName="BuildingBase"><defName>Hide_Wall</defName><label>Hide Tent Wall</label><designationCategory>Structure</designationCategory><description>Bits of leather and textiles arranged to keep out the weather. Poorly suited to defense.</description><graphicData><texPath>Things/Building/HideWall</texPath><graphicClass>Graphic_Single</graphicClass><linkType>Basic</linkType><linkFlags><li>Custom1</li></linkFlags></graphicData><designationCategory>Structure</designationCategory><blueprintGraphicData><texPath>Things/Building/HideWall_Blueprint</texPath></blueprintGraphicData>
Vega_Kotes  [author] 3 Mar, 2018 @ 11:38pm 
Okay it's working again. Like it's supposed to. Haha...ha....ugh...
Ashnal 26 Dec, 2017 @ 10:32am 
So for soem reason, the hide walls require wood to build. They also have the same options for building as normal walls. Something si wrong here.
Telemak 19 Dec, 2017 @ 9:51am 
With Cuppro's more stones you can build stone hide walls I think. So I have made claystone yurts.
Thelockenessmonster 1 Dec, 2017 @ 3:31am 
can you make it so human leather walls give buffs like the clothing for bloodlust
sarah.buisson 25 Nov, 2017 @ 4:09am 
you can build-it in wood , is that volonteer?
Dubious 23 Nov, 2017 @ 3:10pm 
You mean b18. Rimworld's in Beta now, Woo!
Vega_Kotes  [author] 23 Nov, 2017 @ 6:38am 
So it's updated but the tent flap won't connect to the walls anymore and I can't figure it out. The things been driving me insane so I'm leaving it be for now. If anyone knows how linkflags are supposed to work in a18 vs a17 please let me know.

In other news if you still want the a17 version I have it here.
https://www.nexusmods.com/rimworld/mods/201/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D201%26preview%3D&pUp=1
Vega_Kotes  [author] 22 Nov, 2017 @ 10:44am 
I'll see about updating this sometime tonight. I can't imagine it'll take too much. But I'm off to work for now. Check back tomorrow haha.
Meaphet 22 Nov, 2017 @ 12:36am 
Are there plans to B18 this? Tribal with wood walls doesnt seem right
DrDogSurgeon 21 Nov, 2017 @ 1:03pm 
update?
Vega_Kotes  [author] 19 Sep, 2017 @ 7:23am 
@DaKI and @chrtwist I've noticed that error and I think I know the cause. But it doesn't appear to actually harm anything for now so I've been kinda lazy in fixing it.

@branch? The flooring is from another mod. Might be Medieval Times. It's hay flooring.
branch? 19 Sep, 2017 @ 2:42am 
What's the flooring?
Christian Seagaard 6 Sep, 2017 @ 8:31am 
Same error here. :-)
DaKi 2 Sep, 2017 @ 5:39am 
I get this error....XML error: <rotatable>true</rotatable> doesn't correspond to any field in type GraphicData.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
DaKi 2 Sep, 2017 @ 5:39am 
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()