RimWorld

RimWorld

Stronger Walls
84 Comments
Allifreyr  [author] 28 Jul @ 10:55am 
@GHOSTDRAGON120, You were correct, there was a bug when using the 1.5 version. It works now, my apologies :celeste_strawberry:

@Legendary_Boi Were you also using the 1.5 version?
GHOSTDRAGON120 28 Jul @ 12:59am 
you mod makes my game go black screen and if i run it bye it self it errors and turns off
i did roll back 1.5
Legendary_Boi 25 Jul @ 11:46am 
adding this mod crashed my modlist
Allifreyr  [author] 18 Jul @ 4:26pm 
@j4adams Does it work again when you remove this mod only?

I'll see if I can somehow re-create this bug but I've never encountered this
j4adams 18 Jul @ 3:28pm 
hey just letting you know when i launch the game with your mod i get blacked screened when the game launches the music still works and i see my cursor. but everything else is black.
Allifreyr  [author] 15 Jul @ 10:29am 
@jamer125 In the next update, I'll be increasing the cap. I'm also considering adding a toggle to remove the cap entirely (essentially by setting it to its maximum value) if there's interest.

For anyone who wants to customize the mod further, editing the files yourself is also quite straightforward.
Jamer125 15 Jul @ 8:40am 
I just forced the mod through and it works fine for me on 1.6. My only issue is I was hoping to raise plasteel's durability past this mod's new cap which is 1200. I would like to see like 10,000-20,000 health or so basically indestructable. At vanilla, mechs break through their 800 health in just a few seconds.
Espiovvv 11 Jul @ 11:16am 
Thank you!!
Allifreyr  [author] 11 Jul @ 10:18am 
@Espiovvv I can and will look into both updating the mod for 1.6 and adding a couple of features after the weekend
Espiovvv 11 Jul @ 4:14am 
1.6?
[岗] Señiorita woofers 20 Nov, 2024 @ 9:04am 
does this also affect mountain?
DarkNova 15 Oct, 2024 @ 12:22am 
Thx

At the beginning I had thought about doing the patch myself because I wanted to customise the titanium a bit since it had the same value as plasteel with the Mod active but somehow I didn't quite understand it
But that's more because I play a lot more modded and don't know much about writing mods, so it's a bit more difficult for me
Allifreyr  [author] 14 Oct, 2024 @ 4:23pm 
Thanks for the reminder!

I will look into adding Titanium when I update the code for Expanded Insectoids 2 :)
DarkNova 14 Oct, 2024 @ 12:26pm 
Would it be possible to add Titanium from Glitter Tech?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2558099206


Because I saw that you support Vanilla Expanded Insectoids
Insectoids got a new mod in 1.5 called Vanilla Expanded Insectoids 2
Talsbreath 17 Apr, 2024 @ 1:44am 
I had a similar issue with the bioferrite walls but it was fixed by relaunching the game for me.
Allifreyr  [author] 14 Apr, 2024 @ 6:47pm 
@Ashe Ferro Interesting, thanks for letting me know. Good that it was resolved, going to test rocket man to see how it interacts with XML extensions and my mod
Ashe Ferro 14 Apr, 2024 @ 5:55pm 
I moved XML extensions much further up and placed your mod just before rocket man and it's working now, thanks a ton!
Ashe Ferro 14 Apr, 2024 @ 5:51pm 
@Allifreyr
I'll try moving it lower on my mod list then and see try a couple of things while I'm at it
Allifreyr  [author] 14 Apr, 2024 @ 5:31pm 
@Ashe Ferro Works flawlessly on my end, just tested it multiple times

Could be another mod that might be overwriting the changes you are making in my mod?

Can you try to re-adjust the values for Bioferrite again and change the order of where my mod is?

It might seem counterintuitive, since mods have priority the higher they are on the list HOWEVER when it comes to overwrites, then the last mod to load will overwrite other changes above them.
So might work to move my mod lower on the list rather than keeping it high on that list. Otherwise just experiment by moving it lower or higher
Ashe Ferro 14 Apr, 2024 @ 12:47pm 
I subscribed and tweaked settings/restarted the game but none of my bioferrite walls update, all my steel stuff got buffed but bioferrite seems untouched
DemonsxHunter 21 Jan, 2024 @ 7:26am 
Awesome, i'v been looking for this mod
Allifreyr  [author] 21 Jan, 2024 @ 7:07am 
@DemonsxHunter Yeah, the mod is compatible. As in, when a steel wall for an example reaches 0 health (Regardless if my mod makes the max health 100 or 1000), then the mod [Layered Wall Destruction] will kick in and leave behind "Steel loophole wall", "Steel breached wall", "Steel rubble", etc.. Once a colonist repairs one of those to full, it will become a steel wall again with 20/X health that the colonist can then repair back to max health.

However my mod doesn't adjust the max health of the specific walls from that mod, "Steel breached wall" for an example. It is set at 200 by that mod
Allifreyr  [author] 21 Jan, 2024 @ 7:01am 
@TacoLite Cheers! No worries, getting detailed comments is always fun :)

Yeah it depends on the mod but most mods can adapt the philosophy of allowing as many configurations as possible, not everything can be configured/adjusted but still, giving the user more options is almost always better
TacoLite 20 Jan, 2024 @ 6:52pm 
@Allifreyr It's nice to see people pick up the torch and carry on. He sparked an idea and you made a fire out of it. It's hot stuff.

Especially because you can never truly account for all scenarios when making a mod that will be used by strangers. Instead of saying Steel is X because that's the most realistic, you can say Steel is somewhere between X and Y, go wild. And if people think Y isn't enough, they can make the mod local and assign Y as whatever top-end they want.

I've always thought that's what makes good design. Setting a theme, and then letting the user / player define the details within it. Of course that's easier said than done and doesn't work for all mods. It's a design philosophy that's better suited for simpler, more open ended mods, but it's still my favorite.

I won't take any more of your time now. But if an idea crosses my mind, I might pitch it here in the comments for you to consider. Cheers, mate.
Allifreyr  [author] 20 Jan, 2024 @ 6:30pm 
@TacoLite Yeah, I was in the same position two years ago. Only thing that I found that came close was a mod from NECROS, but their mod only "fixed" steel. So my only option was to throw it together myself. Currently the mod should be able to sit neatly in most mod lists, as you can adjust the walls to be as weak or strong as you'd like
TacoLite 20 Jan, 2024 @ 6:26pm 
@Allifreyr For sure, for sure. I'm running a 240+ mod blender right now. There isn't really anything in there that makes walls feel any weaker, but I was going through my mod list and trying to find what tiny little thing felt out of place. It was walls. Specifically defensive structure durability. I'm glad you made this. It's one of those simple things that has far reaching implications. Small changes, big waves.
Allifreyr  [author] 20 Jan, 2024 @ 6:12pm 
@TacoLite Haha yeah, realistically. Building that takes AWHILE and is very expensive

But I agree, for maintaining healthy gameplay in vanilla, then those values sort of make sense. But Rimworld is known for it's vast mod community and everyone is running a unique combination of mods, many that increase firepower. But the vanilla walls and their default values always seemed very very useless when you are running 100+ or 200+ mods in your playthrough :S
TacoLite 20 Jan, 2024 @ 5:58pm 
@Allifreyr Steel is for sure an underdog in the defensive department when talking Vanilla Rimworld. From my experience in construction, all of the stone and metal walls in Vanilla Rimworld are extremely under powered - as a sacrifice for greater game balance. While I understand the need to limit the scope of certain realistic aspects to maintain healthy gameplay - that doesn't mean myself or select others agree with the default values on the Rim.

Speaking tangentially, total work required to create [Stone & Metal] walls is very, very generous. I've never laid concrete - and I don't want to. I've seen those boys out there many times and I want nothing to do with building it up or breaking it down lol.
Allifreyr  [author] 20 Jan, 2024 @ 5:35pm 
@TacoLite Yeah no problem! Glad to help!

I personally didn't run into as much problem with stone walls as I did with metal walls, like steel being only 300 hp, making it pointless as a defensive material
TacoLite 20 Jan, 2024 @ 5:24pm 
@Allifreyr Thank you for your time in both development and responding to my questions. I updated to 1.2 and tested out some of the changes. Things appear to be working as expected.

I also peaked at the XMLs to see what exactly you added and it's also what I was expecting. I'm glad you took the time to add the Vanilla stone types - it just makes more sense to have everything consolidated in one package.

For whatever reason the [Stone & Metal] walls being made of proverbial glass on the Rim just irks me the wrong way. I don't even use CE either, which from what I've read amplifies the issue.

Again, thank you very much.
Allifreyr  [author] 20 Jan, 2024 @ 11:55am 
@TacoLite Hi! I've added all of the vanilla stone types (Granite, Limestone, Marble, Sandstone & Slate) :)

Their health and flammability are now adjustable in the mod settings menu, Their default values are unchanged at this point, but now people can buff or nerf the values of stone walls to their liking.

Thank you for the suggestion, I agree that stone isn't that far off to warrant a separate mod. The mod initially started off as metal only but Jade and walls from Vanilla Expanded Insectoid & Vanilla Expanded Classical got added later. So I've also removed "metal" from the mod name

Let me know if you have any other questions or requests :)
TacoLite 20 Jan, 2024 @ 1:08am 
(Part 2)

I've been reading through the comments to gauge the feasibility of doing it myself, but you already have a mod page that covers this topic for metal, and stone isn't such an off shoot that it warrants a separate mod. And to be completely honest, I would intend to use your mod as a skeleton which feels like intellectual theft - so ask first, and all that.

To be very straight forward and leave no room for confusion: I'm asking if you will consider supporting vanilla stone types. If not, do you give me permission to use your mod as a basis for developing a version that does support stone types?

Regarding all outcomes, thank you for taking the time to create this fantastic mod. And additional thanks for reading through all this.
TacoLite 20 Jan, 2024 @ 1:08am 
(Part 1)

Felt like I had to be crazy searching for a mod like this. I couldn't be the only one that felt like walls are practically made of glass in this game, and that metal walls are flammable - yeah right. This is a wonderful idea that you've realized. Thank you for taking the time and effort away from your day to day life to bring us this must-have mod.

On the off-chance you're reading comments over a year later, would you consider expanding this concept to the vanilla stone types like Marble, Granite, etc?
Allifreyr  [author] 28 Nov, 2022 @ 2:20pm 
Anytime! Let me know if there are any more mods you want support for. Will try to add them whenever I have some free time
pickpickpickpickpickpickpickpick 27 Nov, 2022 @ 7:36pm 
You're an angel!
Allifreyr  [author] 27 Nov, 2022 @ 3:53pm 
I've updated the mod to include an in-game settings menu for both health and flammability of the walls. I've also added support for all Vanilla Expanded walls.

The mod now requires " XML Extensions mod " to function. Sorry for any inconveniences.

You might need to unsubscribe and resubscribe for the update to apply

Enjoy!
Allifreyr  [author] 18 Nov, 2022 @ 3:44pm 
@pickpickpickpickpickpickpickpick Yeah more or less. At least xml mods. You can also always open other mods folder and see their structure, can usually find the name of everything from there. I just find using the in-game debug to be quicker
pickpickpickpickpickpickpickpick 18 Nov, 2022 @ 2:23pm 
Ok ok, I get it. You need to basically load up the game with just the mods you're trying to patch and work backwards from there. Then you trial and error it until it works, but most mod structures are copied from other Mods or Vanilla defs, there's rarely a scenario where I'm writing from scratch I presume
Allifreyr  [author] 18 Nov, 2022 @ 1:23pm 
@pickpickpickpickpickpickpickpick You don't generally need to specify which mod folder you are trying to patch or anything like that. "VFEI_Chitin" acts just like vanilla material, the game will load all of your mods, their respective xml's and such regarding stats and such, and add it to the game. Your "Patches" xml will run after that and find stuff such as Chitin and change the stats or whatever you might be trying to patch.

Easiest is to go in-game with developer setting on, go into god mode or whatever. And click the inspect icon on the top of your screen. Hover over any item/structure in the map and you'll get more info about it. Such as the "stuff" name "VFEI_Chitin". That way you can find names of stuff you might want to edit
pickpickpickpickpickpickpickpick 17 Nov, 2022 @ 6:42pm 
Thanks a lot for your help, I'm currently trying to piece together a large mod pack, and I want to figure out patching so I can fix any errors that come up myself, without requesting Mlie to do thing for me a million times lol
pickpickpickpickpickpickpickpick 17 Nov, 2022 @ 6:42pm 
Where did you find the skills to do this? While I understand what's going on at a glance, I don't entirely understand how you figure out what applies what patch to what. How does the game know where and what "VFEI_Chitin" is, don't I need to specify the mod directory?

Or at the very least specify the folder that VFEI is in?
Allifreyr  [author] 17 Nov, 2022 @ 5:08pm 
I can't really upload it for my mod (yet) since it would break the mod for everyone that doesn't have VFE Insectoid installed. I could potentially do a check to see if you have it installed but that would need to wait until later.

You should be able to do the same for other materials, you would just need to find the name (like "VFEI_Chitin") and do the step above or change it in their mod
Allifreyr  [author] 17 Nov, 2022 @ 5:07pm 
Seems like you can patch it in my "Patch_StrongerMetalWalls.xml" file.

Just add:

<!-- Stronger Chitin Walls -->
<li Class="PatchOperationConditional">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors/MaxHitPoints</xpath>
<match Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors/MaxHitPoints</xpath>
<value>
<MaxHitPoints>2</MaxHitPoints>
</value>
</match>
<nomatch Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="VFEI_Chitin"]/stuffProps/statFactors</xpath>
<value>
<MaxHitPoints>2</MaxHitPoints>
</value>
</nomatch>
</li>

before

</operations>
</Operation>

in the file and save
Allifreyr  [author] 17 Nov, 2022 @ 4:53pm 
Part 2:

Haven't looked at the mod too deeply but if the new Insectoid's health is calculated by that resource, then you might accidentally buff them. I doubt that's the case but you never know ¯\_(ツ)_/¯

You can usually do similar things with other VFE mods and maybe even Rimsenal. I can probably take a better look at it in December, but I hope this might at-least help you get going for now :)
Allifreyr  [author] 17 Nov, 2022 @ 4:53pm 
@pickpickpickpickpickpickpickpick Ofc, anytime. You gotta commend modders like Mlie for being so dedicated.

Go to "Steam\steamapps\workshop\content\294100\2589723053\Patches" for my mod and open up "Patch_StrongerMetalWalls.xml" in an editor like notepad. Look for <MaxHitPoints> and change those values to your liking. 1 = 300 hp, 1.5 = 450 hp and so on. You can see what material they belong to from the comment above those values in the xml file.

I had a quick look at VFE Insectoid after work and figured you should be able to change Chitin values by going to that mod's folder.
Go to "Steam\steamapps\workshop\content\294100\2149755445\1.4\Defs\ThingDefs_Items" folder. In that folder open up "Items_Resource_Leathers.xml". In line 42, you can see <MaxHitPoints>2</MaxHitPoints>. You can change it there in that mod or try to patch it with my mod. Simplest is just to change that value in Items_Resource_Leathers.xml
pickpickpickpickpickpickpickpick 17 Nov, 2022 @ 3:43pm 
Thanks a lot for the response :)

Modding for this game is rough, I have no clue how somebody like Mlie is updating hundreds (if not thousands) of mods.

I don't know where to start, the only guides I've found online (that aren't many hours long) are simple XML patch guides.

What I don't get is how to patch this mod, as opposed to patching vanilla defs.

Do I point to where this mod is located in my steam workshop folder?

If I do end up updating it, I'll let you know and maybe you can include it in your mod, since Rimsenal and VFE are some of the most used mods of all time.

Good luck with work lol! Need that money to afford biotech (which is fucking amazing if you haven't tried it yet, watch some youtube videos on it lol, AmbiguousAmphibian and Hazzor have really good RimWorld videos that arent full playthroughs and are funny).
Allifreyr  [author] 17 Nov, 2022 @ 10:20am 
@pickpickpickpickpickpickpickpick A Mod Option would be really cool, I just need to invest some time to look into how to do it. The mod is super small scale and only changes xml values, I would have to create a C# solution for the options part, which would be cool to learn. Just need to find some examples online on how to properly implement it.

Patching it yourself shouldn't really be hard at all. Just look at what my mod does, find the values in those mods and do something similar in the xml.

You can either copy my mod locally and change the values or just change mine directly. Only thing is that if I were to update my mod, it could potentially overwrite your changes on my mod if you change mine directly, so just make a copy/backup of the file and you should be 100% fine. Not 100% on how that works though.
I would offer to do this myself if I had free time but I'm in the middle of crunch at work until December. Hope this has been helpful in some manner, cheers! :espresso:
pickpickpickpickpickpickpickpick 17 Nov, 2022 @ 8:59am 
That's super awesome. It would be nifty if it used Mod Options to change the stats, for convenience and playtesting sake, (although I'm comfortable doing it manually), it's still an incredibly useful mod without that feature.


Would be cool if it also messed with materials added in Mods, tho again, doesn't make this mod any less useful without those features. ( How hard would it be to add Chitin from VFE Insectoids, and Foerum from Rimsenal Federation, if I were to patch it myself?).
Allifreyr  [author] 17 Nov, 2022 @ 8:34am 
@pickpickpickpickpickpickpickpick It makes any wall using these materials stronger, so it can affect modded walls that use the same material.

You can go to Steam\steamapps\workshop\content\294100\2589723053\Patches to change the values for yourself, if you want to rebalance this mod around other mods. Fyi, i, that file, 1 = 300 hp. so 1.5 is 450hp and so on.