RimWorld

RimWorld

ImpassableFurniture
41 Comments
T.N.Tobin 22 Jan, 2022 @ 6:22am 
so.... are you going to update this to the new Rimworld or should I look elsewhere?
Ickerion Kane 5 Nov, 2020 @ 2:51pm 
Do industrial things like rollers, hydroponics, rimefeller and so on count as furniture? Or they're considered to be wall-like objects in terms of architecture? Cause I certainly remember that some buildings are passable only on their periferic tiles, not allowing to go to the centre of it...
Mlie 16 Jun, 2020 @ 2:58pm 
Made an update of this for Rimworld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2132654529
Hope this helps someone!
Genaeve 4 Mar, 2020 @ 12:49pm 
Hihi @Erdelf Just wondering if you are planning an update. I really like this mod a lot. It helped me out with a lot of furniture and equipment mods that I have but didn't have impassable implemented. I was wondering if you were planning on cleaning it up for 1.1
Triel 30 Dec, 2019 @ 10:34am 
wall then off with tables!
skycrossercat 26 Dec, 2019 @ 8:54am 
It helps nothing to argue with author here (and I don't know why he is so easily triggered, I see no offense in author's response). Set the passability to impassable means nothing go through and works like wall, that's based on the vanilla setting. Make your own version to tweak the mechanic if you think this mod is not what you need.
erdelf  [author] 26 Nov, 2019 @ 11:53pm 
I mean.. he developed the game, and I'm merely applying his systems. It appears you find fault with some of them, so yeah.
Do0m[y] 26 Nov, 2019 @ 1:25pm 
So, basically, anybody that disagrees with the "logic" of your mod is wrong and they're confused, Interesting. I'm sorry, even we both disagree, you apparently can't provide a better explanation whatsoever and you are not polite since the beginning. You, sir, are an "interesting" individual, really. And yes, believe it or not, and I'm sorry, but your logic is "interesting' too... sir.
erdelf  [author] 26 Nov, 2019 @ 8:56am 
The game doesn't share your logic either.
Do0m[y] 26 Nov, 2019 @ 6:03am 
Nice. So, no "Hello" no nothing, Interesting. Alright then!

Well, apparently, you're not aware that there is a difference between being impassable and being unreachable, but I think it's simply because, you and me, don't share the same logic obviously, that's why.

Oh, well...
Bye.
erdelf  [author] 25 Nov, 2019 @ 11:51pm 
I'm not sure what you are expecting me to fix exactly... a pawn can't reach something if there's no path to it.. and if you make something impassable.. a pawn can't go through it.

The game has no concept of walls, walls are just buildings that are impassable.
If a pawn needs to go onto a field of the building to do something, it by definition can't do it if you make it impassable.
Do0m[y] 25 Nov, 2019 @ 12:38pm 
Hello Erdelf,

There are three major problems with your mod:
One: It blocks the air conditioner if there is a shelf in front of it.
Two: We can't pick up things from those shelfs.
Three: We can't use some workbench.

Apparently, your mod just blocks everthing because a furniture is in fact considered as a wall.
So, the question is: Can you, please, fix those problems? Thank you in advance.
Theron Iscarin' 16 Nov, 2019 @ 4:09am 
adore this mod! always annoyed me, making a bar in my colony and having people walk through it.

just curious though... im using Vault-Tec - Handy things for your vault! mod, and for the "Exterior Vault Plating, its a wall, and pawns walk right through it. i cant find it in the mod setting to make it impassible. all of the other vault walls were there.

am i doing it wrong?
Karmapowered 25 Jul, 2019 @ 12:15am 
Thank you for your reply. The mod seems even better than I expected.
erdelf  [author] 25 Jul, 2019 @ 12:11am 
dynamic, can be changed whenever.
Karmapowered 24 Jul, 2019 @ 3:53am 
Looks like an interesting mod, thank you for creating it.

Just one question please : are the impassible furnitures to be set once and for all at the beginning of the game, or are they dynamic in that they can be changed/switched during the game ? Is switching furniture dynamically even recommended (to avoid pathing nightmares or save corruption issues for the game) ?

Your insight would be very welcome.
-=©P=-Olaf-Opossum 13 Feb, 2019 @ 11:03pm 
Works fine for me. Even with Extended Storage.
Natalo77 10 Feb, 2019 @ 9:07am 
Any hard incompatibilities
Splashwettyy 8 Feb, 2019 @ 1:59pm 
sounds like a really cool mod but i life my life thank you
Kuzako_Avali TTV 30 Jan, 2019 @ 9:32am 
@erdelf Correct, they just don't appear on the list to enable them being impassable.
erdelf  [author] 30 Jan, 2019 @ 12:42am 
@Jet, how does that show ? They aren't on the list ?
Kuzako_Avali TTV 29 Jan, 2019 @ 6:31pm 
One mod I don't see support for with this is Extended Storage and Extended Storage Extended. Would like to see this fixed.
Other_Olly 23 Nov, 2018 @ 12:28pm 
t appears to me that you need to load this mod at the end if you want impassible buildings added by other mods (e.g. fences) to be put on the impassible list automatically. Otherwise it seems you need to add them manually. If all that is correct, it might worth documenting.
MercuryDoll 12 Nov, 2018 @ 12:59am 
might be noteworthy that in the event you change the settings, the mod turns all things, even walls, as passable for a tick, which results in temperatures of all rooms being reset to current outside temperature. Just in case someone's wondering why the meat in their fridge started rotting and plants in the greenhouse died ¯\_(ツ)_/¯
LisanAlGaib 16 Feb, 2018 @ 3:56pm 
I think that's outside of the scope of this mod. An ideal mod would be one that fixes pathing, but I haven't been able to get one made.
Beschi 7 Feb, 2018 @ 10:30am 
It could be a way like "path avoid" to increase pathing cost of furniture dramatically. I use it too but even on "forbid pathing" they cross over.
erdelf  [author] 6 Feb, 2018 @ 1:23pm 
that is nothing to fix. Items that are impassable don't count for stuff like this. As with minifyEverything, I don't really want to make that specific changes, I'll think about a generic one.
Beschi 6 Feb, 2018 @ 12:31pm 
I was waiting so long for this mod, thank you. Now I got a problem. If you make shelfs and so on impassable, then your orbital trade beacon no longer includes the items on them. Do you see a way to fix this?
erdelf  [author] 5 Feb, 2018 @ 2:30am 
Updated to respect original passability.
erdelf  [author] 5 Feb, 2018 @ 1:56am 
Yeah... default can not really be recommended.
HELLO 4 Feb, 2018 @ 10:21pm 
Everything has changed to make it passable, Walls, furniture, doors and even generators.
And all the areas were outdoors
averybee12390 4 Feb, 2018 @ 3:34pm 
Sweet
erdelf  [author] 4 Feb, 2018 @ 3:03pm 
to be exact, I just released it ^^
averybee12390 4 Feb, 2018 @ 2:43pm 
So an update that adds in production may soon be released?
kuba_mar 4 Feb, 2018 @ 2:41pm 
Does it include lamps?
erdelf  [author] 4 Feb, 2018 @ 2:29pm 
Seems like you are in luck. The guy who requested this initially made a change in his request to include all buildings.
averybee12390 4 Feb, 2018 @ 2:29pm 
Dangit, I hate it when they walk through my production things.
erdelf  [author] 4 Feb, 2018 @ 2:27pm 
In the rare possibility that you are serious.... Production things are not furniture. So it doesn't do anything to them.
averybee12390 4 Feb, 2018 @ 1:41pm 
How does it effect production things?
erdelf  [author] 4 Feb, 2018 @ 3:27am 
Graves are not furniture. So it doesn't do anything to them.
gasses888 4 Feb, 2018 @ 2:07am 
how does it effect graves? And such?