RimWorld

RimWorld

Costly Walls
15 Comments
OptimusPrimordial  [author] 16 Jul @ 12:39am 
Either we get hostile vehicles, some other top tier mod comes out or Tynan stops releasing dlc so I'm not back here needing to update everything again and again. If none of those points are met there's not much point putting in the effort for a game I'm not playing.
OptimusPrimordial  [author] 16 Jul @ 12:39am 
Nope. I made a much better wall mod with different kinds of walls from thatch to wattle and daub to sheet metal but never uploaded it.
I took a break from Rimworld in anticipation for the vehicle framework only to find the weaponised vehicles being a cheat the ai never uses. I know it's on the to do list but still hasn't happened.
I would have come back if the dlc could excite me but Biotech races felt less distinct than alien race mods, Anomaly is a one and done isolated experience not worth the price and Odyssey seems to be an amalgamation of different mods I've already played.
Maybe there's some game changer of a mod released since I last touched the game a few years back but I haven't checked and I'm sure it'll take a couple months for all the good mods to get their 1.6 update anyway.
moo 15 Jul @ 8:15pm 
Hi @OptimusPrimordial,

Are you planning to bring this to 1.6?
Perogie 28 Apr, 2023 @ 5:54pm 
@OptimusPrimordial. Thanks for the update. Keep doing what you're doing. I will await with anticipation.
OptimusPrimordial  [author] 27 Apr, 2023 @ 11:22pm 
The replacement wall mod is being done right now. Once that's finished I'll upload updates to my old mods though I'm not sure about this one. Could be used along with the newer wall mod but I'll have to get some time with the mod when its done to say whether this will still have a purpose.
Perogie 27 Apr, 2023 @ 2:27pm 
@OptimusPrimordial. Now that Soil Relocation Framework has been updated to 1.4 are there any plans to get Costly Walls updated? I don't even use tent mods. I just like the challenge of walls costing more.
OptimusPrimordial  [author] 8 Nov, 2022 @ 9:19pm 
Yeah, it's not great. I was working on a mod adding onto my growverhaul mod making walls require nails or mortar and a bunch of custom walls for people who want thatch or wattle and daub but then 1.4 happened and the soil relocation framework is on hold so I decided to play other games.
lol 8 Nov, 2022 @ 5:23am 
This is a great idea, but really brakes balance as the walls of the ruins on the map add a lot to the colony wealth at the very beginning. Unfortunately
Vingaard 20 Sep, 2021 @ 6:11am 
I really enjoy the extra challenge this mod provide. So thank you for a great mod!

However I have a request as well. Would it be possible to make the spawn rate of rock chunks 100% instead of the vanilla's 25%, when mining a rock tile?
As to both provide more materials for the costlier walls, and to limit the 'direct usefulness' of mountaint bases.

I understand that you're probably busy, so no expectations!
Maikeru 5 Sep, 2021 @ 9:28am 
Absolutely amazing work. I am thankful for your dedication.
OptimusPrimordial  [author] 31 Aug, 2021 @ 7:08pm 
The goal isn't to make walls worth while, it's to make tents worth while by making walls much worse.
Hcup 31 Aug, 2021 @ 6:49pm 
Without increasing the wall hp as well this isn't worth it for just using the tent.
5katz 31 Aug, 2021 @ 5:04am 
you missed one thing though, is it 1.2 Compatible? :)
5katz 31 Aug, 2021 @ 5:03am 
bro what
condottiere 31 Aug, 2021 @ 2:10am 
Subbed on the strength of your description!