RimWorld

RimWorld

Log Walls 1.0-1.5
71 Comments
tanyfilina 25 Jun, 2024 @ 1:31pm 
A dependency on the mod that is not updated, although it works in 1.5 ok, but still... :(
Harry_Robinson1  [author] 25 Jun, 2024 @ 1:24pm 
I have thought about this before, it does make sense since especially these walls originally were made out of logs in the only update that required you to craft planks, IIRC. Unfortunately I don't really know how to do this, and it would make a mod that was previously standalone have a dependency.
tanyfilina 25 Jun, 2024 @ 1:10pm 
(I mean, untreated logs from Simple Chains: lumber, lol)
tanyfilina 25 Jun, 2024 @ 12:48pm 
One idea I've had when I just encountered this problem was to make the log walls just a texture variation of a usual wall if built with logs (and make them buildable with logs)
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:37pm 
I tried modifying my mod and running some tests, but I found out both the mods I had compatibility issues with aren't updated for 1.5. I decided to load it up anyway with Colonist Deco, but I actually can't get that mod to work, it loads fine, but none of it's items show up in game, meaning i can't test if changing the defs fixes things.


Looking at the way Colonist's Deco works, it seems to use a job that specifically works with vanilla walls, but I'm not entirely sure. I need to do some research on this,
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:35pm 
Okay it seems if I use the standard wall defs, it causes all vanilla walls to become log walls, and Colonst's Deco still doesn't work with them. I think the best bet is patching Colonist's Deco to support this mod.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:11pm 
Oh, the issue in the mod could be decoLocationType>Wall</decoLocationType>

Changing this to decoLocationType><li>Wall</li><li>WallLog</li></decoLocationType> would probably fix the issue. But first I'll test if using the base Wall definitions breaks VE - Medieval still, if it doesn't I'll just update my mod.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:06pm 
Maybe this is more complex than I thought, Log Walls already have <isPlaceOverableWall>true</isPlaceOverableWall>, so they should support these attachments.
Harry_Robinson1  [author] 25 Jun, 2024 @ 12:04pm 
Taking a quick look at their mod, it seems their wall attachable options are coded differently to the vanilla wall torch. Vanilla uses <isAttachment>true</isAttachment>, which my mod is designed around, whereas Colonist's Deco uses <canPlaceOverWall>true</canPlaceOverWall>, which functions differently.

I have a feeling the log walls deliberately don't support over wall objects as reference to how the original log walls in Alpha 4 didn't support power conduits, but it could also have been a mistake by me when I rewrote the mod. I'll see if I can implement support for over wall objects as it would be pretty convenient to have.
Harry_Robinson1  [author] 25 Jun, 2024 @ 11:53am 
I'll need to look into it, I seem to remember finding that using the base wall definition caused compatibility issues with VE - Medieval and Crystalloids Rewrite, which were popular mods at the time, which lead me to rewrite the mod completely to avoid them. It might be possible that I can use the base definitions now.
tanyfilina 5 Jun, 2024 @ 11:32pm 
Hello! Although Log Walls now support the vanilla wall torches, seems like they don't support wall decorations from Colonists' Deco . Mlie who currently maintain Colonists' Deco, says that it is because Log Walls don't use the base wall-definitions. Would it be possible to change that? Neolithic wall decorations would look very good on log walls.
Harry_Robinson1  [author] 31 May, 2024 @ 11:19am 
That was actually a lot easier than I expected.

Log walls now show related blueprints such as doors, like vanilla walls, and they support wall attachments. You can now click a log wall blueprint with a door and just replace it instantly, previously the blueprint had to be cancelled manually.

Hopefully this doesn't break older versions, if anyone is still running 1.0 and has issues please report them.
Harry_Robinson1  [author] 31 May, 2024 @ 10:50am 
Updated to run in 1.5 without a warning. Log walls don't seem to support the new wall torches though, so I'll work on publishing another update to fix that.
Harry_Robinson1  [author] 5 May, 2024 @ 10:00am 
At some point, it should just be as simple as changing the version number but I probably won't do it until I feel like playing Rimworld again. In the meantime it should work just fine, even if it shows a warning.
Kizzycocoa 13 Apr, 2024 @ 4:49am 
Will you be updating this for 1.5?
Harry_Robinson1  [author] 5 Nov, 2023 @ 5:40am 
Indeed it does, it works fine regardless but I just pushed a quick update to give it official 1.4 support so it won't show any errors.
TurtleShroom 7 Oct, 2023 @ 5:41pm 
This Mod still works in V1.4 .
Harry_Robinson1  [author] 25 Sep, 2021 @ 6:12am 
Changing the Name="Wall" to Name="LogWall" seems to have resolved all issues with the mod regardless of load order, so it should now be fully compatible with all mods including Crystalloids and Vanilla Expanded.
Harry_Robinson1  [author] 25 Sep, 2021 @ 6:01am 
Thank you for the tip, I'm not the most skilled modder. Could I just change that to something else to fix the issue?
Neronix17 24 Sep, 2021 @ 9:11pm 
@Harry_Robinson1: It's because you have Name="Wall" on your wall def, essentially replacing the vanilla wall for anything that inherits from it using ParentName="Wall" which is loaded after this. This would also have been the case on 1.0-1.2.
Harry_Robinson1  [author] 24 Sep, 2021 @ 4:51pm 
That's strange, I've never noticed that, must be 1.3 only. Good thing loading this after works though. You're welcome!
Zahnloli 24 Sep, 2021 @ 4:22pm 
Found an isse with this mod. It causes mods after it, that call on the vanilla wall, to only be able to be build out of woddy materials.
Examples I found were "VFE: Security" Short Wall and "[O21] Seamless Embrasures" Embrasures. Suppose that's also down to rewriting the vanilla def.
Fix for new is simply loading this one later, so not too bad. Thanks for the 1.3 update!
Harry_Robinson1  [author] 12 Sep, 2021 @ 4:06am 
Should be up now, I still can't fix the issues with those two other mods but it should work fine otherwise in 1.3. Sorry for the delays, I've been busy and totally forgot about this.
TurtleShroom 8 Sep, 2021 @ 11:31am 
Any news on the update?
Harry_Robinson1  [author] 11 Aug, 2021 @ 12:04pm 
I'll fix the version number soon, I just got back from holiday today. I'm still working on fixing compatilbility with Crystalloids and Medieveal though.
Kinetic Kimo 1 Aug, 2021 @ 6:37pm 
I've been using this in 1.3 and it seems to work fine. Any chance of getting the version number updated? I'm trying to use a mod sorter and it's complaining that this isn't compatible with 1.3. ^^;
Harry_Robinson1  [author] 22 Jul, 2021 @ 10:00am 
I did a bit of rewriting last night, I'm sure I can get it figured out though. In the meantime, it should work fine in 1.3 aside from those two compatiblity issues.
TurtleShroom 22 Jul, 2021 @ 7:50am 
Okay. Please let me know when you figure something out.
Harry_Robinson1  [author] 21 Jul, 2021 @ 6:07pm 
It should work perfectly with 1.3, however I have noticed some compatibility issues in all versions with Vanilla Expanded Medieval (cobblestone walls have broken textures) and with the Crystalloids Rewrite (crystalline walls cost 8 crystal instead of 5). I determined that this is because of the mod's code, I rewrote it a few patches ago but the mod still replaces the walls def instead of patching it, so it causes some issues with those 2 mods that add extra walls. I'll work on fixing it when I have time, as I would need to work out how to patch defs.
TurtleShroom 21 Jul, 2021 @ 9:50am 
Does this Mod work with V1.3 ?
The Bard of Hearts 20 Jul, 2021 @ 7:11pm 
+1 for a 1.3 update! :steamhappy:
suboptimal 17 Nov, 2020 @ 4:05pm 
Note on IronSquid501's mod of the mod, make sure to have Log Walls load *after* Simple Chains: Lumber. If Log Walls loads first, for whatever reason, changing "Woody" to "RawWoody" in the .xml had no effect.
IronSquid501 21 Oct, 2020 @ 1:26am 
Here's a quick guide on how to self-patch it for Simple Chains: Lumber, as I wanted to do the same:
Go to Steam > steamapps > workshop > content > 294100 > 1628354420 > Defs > ThingDefs and open LW-LogWall in Notepad. Scroll down until you see the word Woody. It should look like:
<stuffCategories>
<li>Woody</li>
</stuffCategories>
Replace it with RawWoody. Keep in mind that log walls made from Simple Chains: Lumber's wood will be darker than those made from vanilla wood.
Wi-Fi Mero 5 Oct, 2020 @ 10:32am 
A mod that makes woodworking more realistic
Harry_Robinson1  [author] 5 Oct, 2020 @ 8:26am 
I have no idea what that is
Wi-Fi Mero 5 Oct, 2020 @ 4:53am 
Does this have a patch for Simple Chains:Lumber?
Harry_Robinson1  [author] 3 Sep, 2020 @ 5:02am 
Okay so I found out that I can update this mod itself to support 1.0, 1.1, and 1.2, and therefore the 1.1 and 1.2 versions are no longer necessary, just use this version.
Harry_Robinson1  [author] 2 Sep, 2020 @ 2:36pm 
@Lobo It's updated. :)
Mr-Bandit 19 Mar, 2020 @ 3:12am 
it works ok for 1.1 - no errors, but it counts as 'heavy wall" so need heavy bridges if building on water/goo. maybe that needs to be changed down the line...
Lobo 6 Mar, 2020 @ 11:16am 
miss this for 1.1! please can you update it? thanks :)
Mr-Bandit 29 Feb, 2020 @ 1:09am 
ok, thx! :)
Harry_Robinson1  [author] 28 Feb, 2020 @ 10:51pm 
@Mr-Bandit It should work fine already though it'll throw up a yellow error saying it's made for an older version. I'll make a proper 1.1 version next time I get interested enough to play Rimworld.
Mr-Bandit 28 Feb, 2020 @ 4:31pm 
1.1?
Deathwishkomodo 9 Sep, 2019 @ 10:27am 
@Luinithil it is confirmed that it dose work with that mod, even tho Expanded Woodworking already does come with the log walls so you would be winding up with two log walls, the only alteration I see from the The Expanded wood working the base vanilla logs get turned into mixed lumber.
Harry_Robinson1  [author] 26 Jan, 2019 @ 4:07am 
@Luibthil No idea. Assuming Expanded Woodworking doesn't remove the basic wood item from vanilla, it'll be fine. Try it, tell me about any incompatibilities and I'll try to fix them.
Luinithil 26 Jan, 2019 @ 3:40am 
Compatibility with Expanded Woodworking?
Harry_Robinson1  [author] 25 Jan, 2019 @ 1:53pm 
25/1/19 Update: Fixed Log Wall HP statistics.
Harry_Robinson1  [author] 25 Jan, 2019 @ 6:28am 
@Robbie Rotten. you are welcome, Number One
404 24 Jan, 2019 @ 4:45pm 
Thanks for the info!
Harry_Robinson1  [author] 24 Jan, 2019 @ 4:38pm 
@Robbie Rotten Nope, as @GenBOOM said it's an extra wall.