RimWorld

RimWorld

[RF] Concrete [1.0]
120 Comments
Senryou 16 Apr, 2020 @ 6:03am 
@Mlie You're a legend, thanks
Mlie 2 Mar, 2020 @ 11:04am 
Oakshaft 29 Feb, 2020 @ 3:22pm 
Is there plans to update this at all? I know its an older mod and all so im not sure
Sir Duncan Idaho 20 Feb, 2020 @ 10:00pm 
Please update for 1.1! I get the 'recovered from incompatible or corrupted mod' error with just HugsLib and this loaded.
"The" SeanMacLeod 3 Jan, 2020 @ 9:08pm 
Um, yeah, that's kind of the point of embrasures.....
Videogameplayer 3 Jan, 2020 @ 11:23am 
Well the embrasures seem so strong they feel exploitative to use - especially since you can build them right away. Only 1 in 20 bullets will pass thru an embrasure, so it'd take a row of mini-gun wielding raiders before your defending colonists have any real chance of getting injured. At this point tho you'd be more concerned about the embrasure itself getting destroyed from such sustained fire and exposing the colonist behind it.
I'm attempting to find the mod's xml file to adjust their stats but it's apparently not there with the rest of the xml files belonging to my other mods. Any advice would be great. Thanks!
Awiss 31 Dec, 2019 @ 12:44am 
Embrasures need to be updated.
Videogameplayer 30 Dec, 2019 @ 3:33am 
I like the amount of information in the description of this mod, except that the stats of embrasures are not shown. What is their cover effectiveness? How do they affect enemy AI - do raiders attempt to fire through them and, when being shot at from a colonist through one, do melee foes/mad animals attack the embrasure or a nearby door to get to the colonist? Thanks in advance.
Eudae 31 Oct, 2019 @ 7:20am 
Problem seemed to be that I was trying to use heavy auto turrets from behind embrasures. .75 worked with pawns, will test .85 later.
Eudae 31 Oct, 2019 @ 6:35am 
That said, @cramer, modifying down to .85 didn't seem to help.
Eudae 31 Oct, 2019 @ 6:25am 
For anyone else interested, the file cramer is referring to is:
[steam_folder]\steamapps\workshop\contennt\294100\1539310322\Defs\Buildings_structure.xml
Line: 405
Eudae 31 Oct, 2019 @ 6:19am 
@cramer thanks for that, that's the answer I came here for.
cramer 15 Sep, 2019 @ 10:33am 
If you can't shoot out of concrete embrasures in CE, you could change the fillPercent of embrasures in Building_Structures and lower them from 0.95 to 0.85 or less. Default CE embrasures provide cover up to 0.85, and there seems to be a problem shooting out if embrasures provide greater cover than 0.85.
Awiss 23 Aug, 2019 @ 4:54am 
Thanks for this mod.
Lustique 7 Aug, 2019 @ 8:52am 
@ReaperXGen: Just look at the bill: By default, only limestone has a ✔️, and all other stones have a ❌ in front of them. Just ‘activate’ the other stone types.
In Vitriol 3 Aug, 2019 @ 5:37am 
Did you look in the mod options? Been awhile since i changed it
ReaperXGen 2 Aug, 2019 @ 12:49pm 
how do I change the cement recipe so I can make it from any kind of stone?
CassieIrradiated 17 Jul, 2019 @ 10:45am 
Could you add a Cinder Stool, separate from the normal stool? It would be made of 3 cinder blocks, take 0 work to make, and be slightly worse than the normal stool. I don't know if it's just the south, but we usually just sit on 3 cinder blocks stacked on top of each other if we're working on something outside.
Haineko 9 Jul, 2019 @ 10:57pm 
Morphic -- I believe the limiting factor is the limestone. If you don't have a reliable source of it, getting a bunch of rubble back doesn't help you.
alexanderyou 10 Jun, 2019 @ 1:37pm 
@Ugh Zug I just found the embrasures, they're in the security tab instead of structures like the rest of the ED embrasures. I'm mad it took so long to find...
Morphic 9 Jun, 2019 @ 11:12am 
I've noticed a little exploit with this.
Concrete Tile, Cost:1 concrete. On remove: 1 Crushed rock.
Make 150 concrete, Cost 10 Crushed Rock 10 Pile of Sand 5 Cement.

So, you make 20 concrete tiles which costs 20 concrete. Remove the tiles and voila, you've recuperated the cost of 150 concrete minus the cement.

The only viable way I can see to fix this, if you were to, would be to not give crushed rocks from removing tiles.
Ugh Zug 29 May, 2019 @ 12:36pm 
i have ED-Embrasures installed with this mod and cant find concrete on the options >_<
Amoebanana 16 May, 2019 @ 9:50am 
@I2ID
Thanks for useful notice!
i2ID 5 May, 2019 @ 2:09pm 
CE has had an update yesterday, one of the changes is cover% is cover height.
pawns cannot shoot through the 95%cover (0.95 height) embrasures at the moment.
I have just set mine back to (70%) 0.7 height cover
=)
Ivefan 19 Apr, 2019 @ 3:35am 
I'm having a odd bug where pawns can shoot south to north and west to east but not the reverse.
I have ED Embrasures, CE and this mod, in that load order.
I have not tested any other types but it is the steel reinforced crete that is glitching
Diego 31 Mar, 2019 @ 12:15pm 
Anduin1357 31 Mar, 2019 @ 12:03pm 
Please make a patch to make sandbags actually be built with sand and cloth!
Vladimir Bergholtz 15 Feb, 2019 @ 1:40am 
Thanks, good to know. Still, I think that's a setting people might appreciate /shrug. Oh and when loading the CE embrasures instead of yours, you only get to build vanilla material embrasures + cinder blocks
"The" SeanMacLeod 14 Feb, 2019 @ 5:40pm 
...or look at the URL at the top of the page:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1539310322&tscn=1550185727
The mod ID# is usually between the "=" and the "&".
Vladimir Bergholtz 14 Feb, 2019 @ 3:53pm 
Yea I found the xml file, but only by removing the mod, adding it again and seeing which one of the mod folders got changed most recently, since they are all coded in numbers. I think making the cover rate adjustable should really be a mod option in the game since 95% sounds reaaally over the top. But I really like the processing steps for Concrete etc., that's why I chose this one
E-Claire  [author] 14 Feb, 2019 @ 3:44pm 
@Bob: You should be able to adjust the embrasures simply by editing the mod's XML files. As to "Replace Stuff," I'm afraid compatibility will have to remain as it is. That mod allows you to change the material from which walls are made, from any material from which basic walls *can* be made. The advanced walls in this mod, however, are separate items entirely.
Vladimir Bergholtz 14 Feb, 2019 @ 3:08pm 
Also, compatibility with Replace Stuff would be nice. Right now the more advanced types of walls don't get recognized as building material.
Vladimir Bergholtz 8 Feb, 2019 @ 8:50am 
Would be nice if the cover effectiveness of embrasures could be edited. Im playing with CE and its pretty broken, but I like the looks of your embrasures better :D
Dr Zhivago 14 Dec, 2018 @ 9:44pm 
Could you make it so "Ancient Concrete Barriers" from Vanilla drop concrete instead of steel? I can hardly play the game knowing my concrete barriers drop steel when deconstructed. When you find time between updating your other million mods.
E-Claire  [author] 2 Dec, 2018 @ 4:31pm 
UPDATE:

- Sand piles no longer deteriorate if outside.
misweathering 28 Nov, 2018 @ 10:27am 
ohh I didn't even check that! thanks!
E-Claire  [author] 28 Nov, 2018 @ 10:00am 
@Amphorosxlii: You can adjust the ingredients allowed in the cement recipe in exactly the same way you can adjust the ingredients allowed in any other recipe. If you don't already know how to do that, well, it's a pretty handy thing to learn. :) Just go to the "details" tab for a bill at a workstation, and you'll see a breakdown of what can be used in the bill's recipe, from which you can allow or disallow specific items. In the "cement" recipe, you'll see that all block types are listed, but only limestone blocks are allowed by default. Click on additional block types to allow them, and you'll be good to go.
misweathering 28 Nov, 2018 @ 9:51am 
The description says you can adjust the cement recipe so that you can use any stone type, but there isn't even a listing for this mod in mod options, so how do you do that?
Flesh Forge 26 Nov, 2018 @ 10:09pm 
Poured concrete bridge would be nice, although you can make cinderblocks and do it that way it seems reasonable if you're allowing poured concrete walls.
Skul 9 Nov, 2018 @ 1:32pm 
Ok I'm really stupid, as I'm used to Ed-Embrasure I was just looking in Structure and not in Security. Thanks a lot, love your mods man.
E-Claire  [author] 9 Nov, 2018 @ 1:23pm 
@Skulaanfon: Embrasures are readily available on the "Security" tab of the Architect menu. They have no research requirements. I'm not aware of any conflicts which would prevent them from being accessible.
Skul 9 Nov, 2018 @ 1:10pm 
I have no idea why but I don't see the Embrasure. I don't have Combat extended and don't have any other mod adding Embrasure. I tried installing Ed-Embrasure didn't change anything, then tried to put the mod at the end of the load list and still no change. I have most of the research and can build all the walls and doors.
StarlightSovereign 9 Nov, 2018 @ 6:11am 
"But why would you be trying to use two different mods to add concrete? "
I actually used to do that...
E-Claire  [author] 4 Nov, 2018 @ 1:50pm 
@JyCS: None of the changes made to this mod either yesterday or today would have any impact on your ability to load a saved game.
Youtep 4 Nov, 2018 @ 1:11pm 
you updated today and now impossible to load my save, I thank you or someone else ? {LINK REMOVED}
E-Claire  [author] 4 Nov, 2018 @ 5:51am 
@VineFynn: Good catch on the tool cabinet, though the rock mill recipes *do* have a lower work time than comparable recipes at a stonecutter's table, anyway. ;)
E-Claire  [author] 4 Nov, 2018 @ 5:50am 
UPDATE:

- ... And now, pawns will actually *use* the rock mill. (I'd forgotten to add the relevant WorkGiver to the mod yesterday.)

- Rock mills are now minifiable and movable, and benefit from tool cabinets.
helping 4 Nov, 2018 @ 3:40am 
Also, don't know if it's WAD but it doesn't use tool cabinets either, meaning that it can have a (global) work speed lower than the stonecutter's bench (since by default it is 100%, same as the cutter's, unlike the electrified loom and tailor's bench). Though, I don't know if the rock mill's bills themselves have a lower work time, though.
helping 4 Nov, 2018 @ 3:28am 
The rock mill is broken, it doesn't appear to have a corresponding work priority (so no pawns can actually do bills on it)

Thanks for hearing me out btw!
In Vitriol 3 Nov, 2018 @ 3:45pm 
Great ;)