RimWorld

RimWorld

Ranch Fence
23 Comments
Genaeve 10 Mar, 2020 @ 11:27am 
I know that this mod isn't "updated" for 1.1, but it works perfectly fine. It's my favorite fence mod, and I'm using it with absolutely no problems.
Genaeve 1 Mar, 2020 @ 8:59pm 
Just wondering if this going to be updated. I know there are others out there, but, I really like this one.
Joth91 28 Jan, 2020 @ 6:16pm 
Yeah, vertical fences not working. A bit of an inconvenience. I really like this mod since it adds one fence and not 10 different kinds that clutter everything up, but the vertical fence not connecting is a bit of an issue
Holzwurmjg 27 Aug, 2019 @ 7:12am 
Thank you for your work. Looks great and works, animals run around obedient and no longer across the field. The only thing I think is visually stupid are the gates because they are optically wider when the fence runs Verikal and the colonists always want to build a roof on narrow surfaces.

Google Translation
Galvenox 10 Jun, 2019 @ 3:13pm 
hey, any update on vertical fences?
imPyre  [author] 7 Apr, 2019 @ 8:56pm 
I'll take a look, thanks for letting me know.
[GG]Blazemonkey 6 Apr, 2019 @ 6:38pm 
The only thing that bugs me about this mod is that the gates on vertical fences appear horizontal. I'll probably cook up something if the creator doesn't sort it out soon.
[GG]Blazemonkey 20 Mar, 2019 @ 7:17pm 
I just installed this mod and I can see gates just fine. I haven't used any prior mods however.
Mysterius 16 Mar, 2019 @ 6:43am 
Fence gates are invisible for me too.
pgames-food 26 Feb, 2019 @ 8:03pm 
hey jaxx, you just gave me an idea :)

what about an actual "fencing" mod, where someone is trained in the art of Fencing (with a pointy sword / stick) as a melee weapon :)
Jaxx - pshoooo 26 Feb, 2019 @ 3:37pm 
i'm still hoping for someone to make a fencing mod that provides some AI assistance to manhunter animals trying to get in, because any kind of fencing mod is OP as hell for them since they have no idea how to break in them.
pgames-food 25 Feb, 2019 @ 9:25pm 
i think some pathing issues made some colonists take longer to defend the base back then, and i also thought when i got raided, that the raiders would spend more time hitting the fence instead, so i didnt move mine to the fence first :)
imPyre  [author] 25 Feb, 2019 @ 8:31pm 
Specifically I use the embrasures that come with Rainbeau's Concrete mod (it also allows wooden embrasures). They don't have 2500hp like the ones in the most popular concrete mod, and unlike the embrasures in the Embrasures mod Rainbeau's are "reversible," which is as it should be. The tactical advantage of an embrasure really only happens when you're close to the wall, and your enemy is farther away, and his mod accomplishes this perfectly. If the raiders get to your embrasures first, they can really destroy your colonists as they try to get to their stations. If your colonists and the raiders are both next to the wall, cover drops a bit for both (until it's more like sandbags) which has the added benefit of preventing stalemates. I also like that it goes really well with his fertile fields mod, which is pretty easy to tweak, and isn't crazy overpowered. It also gives you other ways for getting sand/gravel for making cement.
imPyre  [author] 25 Feb, 2019 @ 8:31pm 
Well the fences in this one don't add much cover, but I haven't messed with regular core settings for walls. If you dotted walls and filled the holes with fences, the walls provide most of the cover. I suppose breaking them down isn't a priority so long as you can shoot through them. I don't imagine it's an unfair way to use them, but as I said before, I use embrasures for this purpose.
pgames-food 25 Feb, 2019 @ 6:56pm 
fences and some walls can be a double-edged sword.... i built some around 1 side of my base, to keep brawlers out and to allow me more time to shoot at them..... but, their shooters used it as cover, and the firefight between both sides lasted for a long time with about 10% of shots going through :)
imPyre  [author] 25 Feb, 2019 @ 5:54pm 
Is it possible you were using the fence mod I based this on and have been loading that one and this one? They are incompatible, I suppose I should fix that.
imPyre  [author] 25 Feb, 2019 @ 5:50pm 
I'm not sure, in the original mod the gate was broken, but I actually fixed it as far as I could tell. Is anyone else having this issue?
Silent Service 25 Feb, 2019 @ 3:02pm 
very good for a wild west playthrough
ShazamKnight 25 Feb, 2019 @ 1:21pm 
The gate is invisible in my game, is this a bug or?
imPyre  [author] 24 Feb, 2019 @ 4:12pm 
@test, I'll play around with it and see if I can't make it less OP, though honestly in my experience the fence creates as many problems as it solves.
I've had two bases lose colonists to fire because the fence being large draws raiders to it with matches, and it burns well enough to make fires a bigger problem. Taking the time and resources to build a fire break all the way around it is a significant time/resource sink. Furthermore, I (as well as many others) use a mod that adds embrasures (because why wouldn't you build a wall with holes in it if raiders were a problem) which makes using the fence that way seem like a rather silly idea.
But I get your point, especially with it being so cheap.
test 24 Feb, 2019 @ 2:34am 
Original mod was OP mainly because manhunter animals can't do anything if pawns are behind the fence, and fence can be shot through
pgames-food 23 Feb, 2019 @ 10:47pm 
people playing the https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1119081000 wild west related mods might like it too :)
imPyre  [author] 23 Feb, 2019 @ 10:31pm 
This work is a derivative based on ItchyFlea's fence mod. Here are the changes I've made.

- Updated for 1.0, cleaned up deprecated xml and fixed errors
- Removed wire fences and visual fences
- Fixed roof issues and removed shadows from fences
- Decreased cost from 8 to 2
- Decreased hitpoints (to be more similar to a wooden door than a wall)
- Increased work required (Again, more like a door than a stool)
- Decreased cover from 30% to 10%. (Hide behind anything else preferably)