RimWorld

RimWorld

Retractable Defenses
73 Comments
Homi555 2 Dec, 2023 @ 6:32am 
I compiled the Mod for Version 1.4.
Seems to work without changes and problems. (as far as I could test as I never used it before)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3102866619
Commander Lulz 13 Nov, 2023 @ 2:26am 
@.json if you could update this to 1.4, you'd be a legend. One of the most useful mods for Rimworld.
l33tboi 29 Jun, 2023 @ 11:32pm 
this has been an essential mod for me, and now i finally updated my base game to 1.4 it's sorely missed :( please update to 1.4! (:

and thank you for even creating this mod!
HexTheMoaf 19 Feb, 2023 @ 7:26pm 
Please update
PonyKisser:3 11 Dec, 2022 @ 1:39pm 
Cant open or interact with the gate or portcullis even when manning a security console?
speel117 13 Nov, 2022 @ 4:43pm 
please update to 1.4
Coles Team member 23 Oct, 2022 @ 10:20pm 
Please update to 1.4
VelxraTV 21 Oct, 2022 @ 2:16pm 
Please update to 1.4
света кейпоп 31 Aug, 2022 @ 2:45am 
thanks a lot, i for myself configured that and work, requiered to close porcullis to be able to make my thing with medieval castle gates, where portcullis quicly closes behind the back of raiders, and so do second portcullis so that they are trapped in there and my bowmen kill them
But for that i need to come out of outer walls and close them
Would be cool if you somehow implemented the lever things from doors expanded to open and close portcullis
.json  [author] 30 Aug, 2022 @ 6:18pm 
@света кейпоп it should be in the Defs\ThingDefs_Buildings\Building_Structure.xml
You should be able to modify hit points under the <MaxHitPoints></MaxHitPoints> tag.
света кейпоп 30 Aug, 2022 @ 9:07am 
Why do portcullis and gates have so little hp?
If it is intended, could you tell me in what files i can configure that for myself?
KYPHAGXpX999 20 May, 2022 @ 1:27pm 
I've got the same problem as @Geronimo, there is something wrong with the texture if you build multiple walls together. Dark "squares" appear on the walls. It doesn't happen if you build just 1 layer of walls. It only appears if you try to double or triple wall.


I really wish I knew how to fix this, because it looks very ugly when it happens. The mod still works, it's just the texture that's the problem.

@Mlie, can you help? Please?
Mlie 20 Mar, 2022 @ 1:51pm 
@.json Pushed a fixed version to the GitHub, hope it helps!
A V.O.I.D Representative 17 Mar, 2022 @ 2:48pm 
well, i wanted this mod so baddly yet MissingMethodException has come back to bit my ass again
VelxraTV 3 Dec, 2021 @ 11:45pm 
=(FGR)=Sentinel 21 Nov, 2021 @ 4:55pm 
I can confirm that the gate/portcullis thing is happening for me too. Kind of sad since I was hoping to use them for something and I need to rework a design plan that's several ingame years in the making at this point.
Ignus 'Vam 8 Oct, 2021 @ 1:07pm 
Same issue as Wixard, can't interact with the gate/portcullis, debug log screams about "MissingMethodException" seems it can't find the right click menu to interact with it?
Tedious Crow 3 Oct, 2021 @ 1:14pm 
I can't open the gate or portcullus, am I missing something? There's no button when I click on them
VelxraTV 3 Sep, 2021 @ 2:24pm 
could you create some pop out turrets as well? I have been craving for good half life 1 pop out turret mod and this seems like the right place to ask.

https://www.youtube.com/watch?v=mkdBBGX1uVU
Mr TeaPot 21 Aug, 2021 @ 1:18pm 
to 1.3 plz
badhaiku 19 Jul, 2021 @ 11:01pm 
This works for 1.3
Azraile 10 Dec, 2020 @ 4:16am 
Can you make walls that you toggle up and dow on command instead of just down when maned.....so you can set them down and they will stay down?
TEK 26 Nov, 2020 @ 11:25pm 
Seems interesting,is this mod CE Compatible?
.json  [author] 28 Oct, 2020 @ 8:59pm 
@Nin Thanks for looking into this! I'll make sure to have it fixed as soon as I can.
Arvalaan 27 Oct, 2020 @ 1:20pm 
Found the solution in your source code but I have no idea how to compile it in VS Code (running into some weird error).

Anyhow, in the SubmersibleWall.cs file, you list the cases, but at case 'OpenGate' you list the action to Open, same for closed, same for the Portcullis. Should be an easy fix I'd think?
Arvalaan 27 Oct, 2020 @ 12:54pm 
@.json It seems that the Medieval parts start in the wrong "state". They start 'closed'. This makes the labels appear incorrect. For example, the closed portcullis's action label is "Lower steel closed portcullis". Same for the medieval gate.
platinumhawkzz 11 Oct, 2020 @ 4:51am 
Is there a guide on how to use it?
Armorguy1 8 Oct, 2020 @ 12:51pm 
Man, killboxes have never been this easy with this mod! I like it.
Armorguy1 14 Sep, 2020 @ 10:50am 
Nevermind found it. changed max hitpoints from 300 to 900 as per what reinforced walls uses.
Armorguy1 14 Sep, 2020 @ 9:38am 
Hey, I wanna beef up the hitpoints a bit, what should I change to make it so? Is it in the "base_" ones or do I need to change a multiplier somewhere? I want to make it correspond to this mod where steel walls are 1800. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1929389479
it would be awesome if you could add a slider for that though, just like the other mod does.
.json  [author] 14 Sep, 2020 @ 5:42am 
@Armorguy1 Yeah I have other plans for the mod. I'll get to implementing more content once I get more free time.
Armorguy1 14 Sep, 2020 @ 4:42am 
Noice! Any plans for retractable embrasures?
.json  [author] 13 Sep, 2020 @ 10:20pm 
@Armorguy1 I haven't tested with sos but the stuffeable is based on normal walls.
Armorguy1 13 Sep, 2020 @ 6:25am 
does this work with sos and are they stuffeable?
Nilruin 13 Sep, 2020 @ 5:26am 
I would say to just have the drawbridge create temporary bridge tiles, but that might be FPS intensive if you have enough of them being opened and closed by colonists.
OttersHoldHands 13 Sep, 2020 @ 1:25am 
@.json Might be possible inside the z lvl mod.
.json  [author] 11 Sep, 2020 @ 7:41pm 
@ziggydfsm that sounds like a difficult task. I'll keep that in mind though might be in a future update whenever I figure out a possible solution to it.
ziggydfsm 11 Sep, 2020 @ 5:27pm 
Anyway you could make retractable floors, that I switch back and forth between a bridge and water/impassable water? Like a draw bridge
OttersHoldHands 10 Sep, 2020 @ 12:51am 
Well, this is interesting :D
Voryn Dagoth Ur 9 Sep, 2020 @ 7:39am 
perhaps it was grounded turrets or something?
Neons class 8 Sep, 2020 @ 11:14pm 
I think the mod your referring to is the vanilla expanded mod the one with security
.json  [author] 8 Sep, 2020 @ 7:52pm 
@NullObject What was that mod by chance? So I could take a look and patch it up!
IsopropylPod 8 Sep, 2020 @ 3:50pm 
The latter, I believe I had another mod which also added retractable walls (and retractable turrets)
.json  [author] 7 Sep, 2020 @ 11:31pm 
@NullObject I'll make sure to update the description for the walls to say that the utility console is in the security tab! Or did you mean the utility console wasn't even showing up in the security tab until you enabled god mode? Because in that case, I'm sorry I don't know what went wrong for that it should've worked.
IsopropylPod 7 Sep, 2020 @ 12:54pm 
Never mind, I found it using god mode in the security tab, for some reason it isn't unlocked with the rest of the retractable stuff
IsopropylPod 7 Sep, 2020 @ 12:53pm 
What does it mean by utility console? I don't see it in any construction menu and the comms console doesn't seem to have an option to man
Kamikaze_dalek 5 Sep, 2020 @ 9:57pm 
*Plans anti-sapper turret traps* :sentry:
JessieFeathers 5 Sep, 2020 @ 3:02pm 
thank you for the update!
delo 5 Sep, 2020 @ 10:25am 
mmmm yes trap rooms
sandor1000 5 Sep, 2020 @ 9:57am 
time to make a gas chamber