RimWorld

RimWorld

Architect Expanded - Fences
137 Comments
Lord_Eol 20 Jul, 2024 @ 3:54am 
Do any of these fences block non-fencable animals, i.e. rabbits? That's what I really want.
Big Cheese 3 Feb, 2024 @ 8:56pm 
Mlie I see you everywhere lol
Mlie 15 Aug, 2021 @ 2:14pm 
Jiopaba 27 Jul, 2021 @ 2:08pm 
For what it's worth Nif, I've discovered while working on the "More Vanilla Fences" mod that really there's nothing special about fences. Literally the only special thing you do with a Fence compared to a Wall is set the XML flag "isFence" if you want it to be specifically impassable to herd animals. Feel free to hit me up if you are going to revive it and want anything I've messed with.
Nif  [author] 27 Jul, 2021 @ 10:41am 
I'll reinstall visual studio and see if I can update the ToolBox mod. If there isn't a lot of headache with it, I'll revive this mod as well. No promises tho.
Jiopaba 14 Jul, 2021 @ 8:42am 
Hey Nif, since you said we're free to modify and post the mod, I went ahead and rewrote it based on the vanilla Fence def for 1.3 and up, and I've posted it to the workshop under the name "More Vanilla Fences." It sadly doesn't make use of your ultra sexy architect tools to allow people to reconfigure it all in-game, being beyond my skill level, but I mostly just wanted to be able to continue using the fences going forward.

Much credit to you, and thanks for all you hard work! If you've got any problems with the mod, let me know here or on Discord, cheers!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2546954423
Nif  [author] 8 Jul, 2021 @ 11:54am 
@ALE199-ITA

Yea, my mods would probs become incompatible on next update. I got no time work on em anymore, sadly. That said, I'm happy to see fences on vanilla now. People can now easily make modified versions unlike before.
ALE199 8 Jul, 2021 @ 9:29am 
Yeah there is the pre-view for 1.3, and well, we will have to play vanilla due to incompatibilities...
Also they are making a DLC where they add ideologies.
Nif  [author] 8 Jul, 2021 @ 8:01am 
@ALE199-ITA

Wait, seriously? lmao, I haven't been in the Rimworld community for a good long while now. I wanna play again but I'd probs fall in the rabbit hole and end up addicted.
ALE199 7 Jul, 2021 @ 6:38pm 
soo now that farm fences have been added in vanilla, what's the fate of this mod?
noeL 4 Jun, 2021 @ 3:34am 
how'd you get the ground so green
Bequaze13 25 May, 2021 @ 6:17pm 
I answered my own question, for those wondering, is seems anything with a base 100% cover can not be shot over. If you go into toolbox and change it to 99% fill it can be shot through.
Bequaze13 25 May, 2021 @ 6:10pm 
Hey, is there a way to switch or at least see which ones can be shot over?
Dezinator 25 May, 2021 @ 12:50pm 
Hello, can you add camp fences (logs which stand side by side with sharp ends on the top) I use the tend an zombiland mod, which means they shouldnt be passable (only a gate->door) but able to shoot throug. Can you made this? It would be such a nice survivalist camp 8D
King Wrynn 20 Apr, 2021 @ 11:22am 
I was using regular walls (without roof) for my animal pens... up til now! Exactly what I was looking for :steamthumbsup:
Animal Mind 15 Mar, 2021 @ 12:01pm 
Hello. Feel free to update russian translation frome here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2425558958
Draconicrose 11 Mar, 2021 @ 12:31pm 
I like this mod but I wish the chainlink fence had better "corner" graphics when attaching to a wall or gate.
brightsideguy 14 Feb, 2021 @ 11:51am 
Man Vektor, I'd love that feature too.

And from what little I know about the code, I'll guess that's some C# work to be done. And the author is on hiatus.
Vektor T 13 Feb, 2021 @ 4:38pm 
Hey, I love your mod, but can I give you a suggestion? Since you can shoot over the fence but not walk over it, it's very easy to exploit it against animals or melee raiders. It's better to just build a fence in front of your sandbags than a barbed wire, for example. Can you make it that humans can climb (walk speed penalty) it but animals can't? Is that possible?
reeses4brkfst 7 Feb, 2021 @ 11:09am 
I agree with @Owlchemist - reduce the HP of gates by a small amount. This will help w/ enemy AI path finding. Great mod!
Owlchemist 27 Jan, 2021 @ 7:24pm 
Love this mod! One tiny lil' balance suggestion: maybe gates and fences shouldn't have the exact same HP. I'd think the doors would be considered weak point, if only by a small amount?
Strawcave 23 Jan, 2021 @ 7:16am 
These fences are really great, thank you! Love how they fit vanilla art style.
Hun Alexander 21 Jan, 2021 @ 8:08pm 
Could you patch the door opening speed faster
or add the option on Toolbox mod..?
my english is bad..
Nif  [author] 18 Jan, 2021 @ 12:21am 
@BlackCorsair
Anything with the cover of 100% is as equivalent as a wall, such as closeboard.
BlackCorsair 17 Jan, 2021 @ 11:16am 
what about temperature control? Usual doors and for example closeboard gate are same in dividing temperatures from two different rooms or not?
superman81906 28 Dec, 2020 @ 4:50pm 
How do I modify the cost of each fence?
Nif  [author] 22 Dec, 2020 @ 1:37am 
I'm taking an indefinite hiatus as I'm getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support!
FoxoManiak 12 Dec, 2020 @ 3:53pm 
Can anyone know whats up with the creator of this mod? I've posted a really wierd bug in the discussion but no reply happened.
ELLIOTTCABLE on Discord 5 Nov, 2020 @ 9:13am 
Ditto @saltyswallow, although the same is additionally true when next to a single fence-tile:

__X_ doesn't render right, instead rendering as __X .

Similarly, fences don't attach to adjacent non-fence walls, which I wish they would!
platinumhawkzz 13 Oct, 2020 @ 3:31am 
As a small issue, the fence gates don't link properly if they are next to a corner block of a fenced area, there's a blank space in between.
Nekromantik 12 Oct, 2020 @ 12:57pm 
Ok then, nice! :steamhappy:
Nif  [author] 10 Oct, 2020 @ 9:15pm 
@Nekromantik

Nah, the fences don't spawn in enemy bases. You, as player, is the only one capable of making it.
Nekromantik 10 Oct, 2020 @ 8:52am 
i would like to get an option in mods like this, to take some fences out, or to get a pack that fits to a medival playthrough. Maybe that is not a Problem. Does the chainlink appear in enemy-bases? cause if not then my suggestion eould be totally nonsense. ^^*
Videogameplayer 29 Sep, 2020 @ 11:55am 
No worries, Nif. All the best and thanks for all the fences :)
fatburner 13 Sep, 2020 @ 9:24am 
All i wanted was a simple fence :)
Nishe 5 Sep, 2020 @ 5:36am 
Came here wondering about similar problems to what others have raised.
Sad to hear you've given up development on the mod Nif, but I respect the decision, and would like to thank you for making such an awesome mod in the first place.
Your mod is the only one that brings a variety of high quality fences to the game in a way that is balanced and fits the vanilla aesthetic perfectly. You made rimworld fences great, so bravo sir.
Nif  [author] 29 Aug, 2020 @ 4:28am 
I'm sorry if I'm not actively replying anymore. As I have stated before, I've left this mod as is and will no longer update, apart for heavy bugs.

Regarding the visual hiccups--this has been a general problem since Vanilla Fences and is something I have no power over. The game's core engine for linking buildables is very limited. Previously, I tried different visual techniques to solve it, but to later find drawbacks. The same happened with Heart of Mud's idea; it was something I've tried since beginning versions.

The only possible solution I've come close to is by making a half fence that you can build on top of the linkable one, to alleviate the empty space on corners. However, I never really got to do it as my PC burned down and lost my files before I even got started.

The mod is open for modification and reupload of said modified version. I am very grateful to the many people had supported this mod. However, it is time for me to pass the baton to someone else.
The Bard of Hearts 28 Aug, 2020 @ 7:20pm 
Hello, Nif. Thanks for the mod work. It's very appreciated. I agree with Heart of Mud, whole heartedly, that something desperately needs to be done about corners. Your mod is the only fence mod that even comes close to being usable (in my opinion), but the doors not connecting and posts not connecting in various positions really breaks it down. I'm only saying something because I really like the mod so far and everything you've done. Just really hoping this visual tick problem is fixable.
sealjo 21 Aug, 2020 @ 1:09am 
If I change the fences to be climbable, can animals climb as well like they can over sandbags? Would like fences to control my animals but I want my pawns to be able to climb them.
Videogameplayer 11 Aug, 2020 @ 4:28am 
Hi, Nif. I don't know if it's been said before but the depth of your mod settings is commendable. The power and utility of the fences are pretty much fully adjustable and it's great. One thing I could complain about though is the appearance of gates when positioned in a vertical fence. The view we see fences from is like a 45 degree angle, but the gates are drawn as if viewed from directly above, and it's kinda unsightly. Gates arranged horizontally are drawn at the same angle as the fences though so no issue there. It bugs me enough that I only build horizontal gates :X

One last suggestion related to a previous post about corner pieces: instead of being a solitary post in the middle of the tile like how it is right now, you could draw single/corner fence/wall sections as a square with a post at each corner (same as how a 4 tile square section of fence looks) so it visually fills the tile & appears to connect to adjacent tiles.
Nif  [author] 11 Aug, 2020 @ 3:53am 
»Minor Update (v1.3.5.1) [08/11/20]
-Added 1.2 in supported versions.
Nif  [author] 9 Aug, 2020 @ 8:36pm 
@Shoggoth
Yea, I'll be updating. I haven't yet checked the changes in 1.2, though there shouldn't be anything mod breaking. I probs just have to update compatibility.
Shoggoth 9 Aug, 2020 @ 8:47am 
In anticipation of the 1.2 release, will you update the mod?
Nif  [author] 24 Jul, 2020 @ 5:09am 
@[o-t] King of Xanth
Yep.

@Tacwire

That's not really an easy problem. In modding, we usually just use and modify the base program of the game. The reason for that--is because of how difficult and problematic it is to implement your own. In this case for instance, I simply reused the code for walls. Making a new class for the fences would not only take time but will also affect the range of compatibility. Not to mention, for some reason, performance is also significantly affected. I can say as I have tested before. This was also the very reason why I cancelled on making an elevation mod that adds cliff, land bridges, etc.

TL;DR
I'm sorry. It isn't something that I can change.
Tacwire 23 Jul, 2020 @ 11:25am 
I noticed that fences do not attach to gates if they are corner objects. Is this something that can be changed? It doesn't look as good as I wanted it to.
https://imgur.com/a/fGMdN9b
[o-t] King of Xanth 22 Jul, 2020 @ 10:31pm 
Do the appropriate fences (farm fences, in this specific case) block windmills?
Mysterius 22 Jul, 2020 @ 3:11pm 
Changing the fill percent worked indeed. Tiles started to collect snow when the next snowfall happened. Thanks :).
Nif  [author] 16 Jul, 2020 @ 5:51pm 
@Mysterius

That's due to fill percent (or cover in this case). Since it's as equivalent of a wall, it considers itself as a whole block.

I have not tested a lot around that scenario before, so the current solution I know of is lowering fill percent (cover in settings). And by guess, Passability may also work—changing it to "PassThroughOnly" or "Standable".

Around making this mod, I have not encountered a way to filter snow display though XML. It's most likely decided in the games core engine.
Mysterius 16 Jul, 2020 @ 6:55am 
Hello Nif. Question : why do some fences block snow? See screen : the farm fence doesn't block snow under it, but closeboard does.
https://pix.moncabanon.com/images/RimWorldWin64_1yywIyfRln.png

Is there any way to tweak this ? I know it may sound minor but.. y'know, that's some OCD shit :D