RimWorld

RimWorld

Decaying Structures
57 Comments
Kathanon  [author] 14 Jul @ 6:27am 
Update:
- Support for RimWorld 1.6.
Kathanon  [author] 9 Aug, 2024 @ 12:09pm 
Seems I included that in the 1.5 update, but forgot to mention it in the comment. Sorry about that, @Amroth.
ジョージ様 9 Aug, 2024 @ 8:56am 
Is the feature that @Amroth suggested currently in work? I'm curious, because this is why i subscribed to this mod, but am not actively using it. Especially in bigger bases my constuction-pawns just run around to fix walls that got 5HP damage ;-;
Kathanon  [author] 16 Apr, 2024 @ 3:20am 
Updated for RimWorld 1.5.
Amroth 3 Jan, 2024 @ 4:28pm 
Neat :D I'll subscribe to this thread so I'll get notified!
Kathanon  [author] 31 Dec, 2023 @ 11:12am 
Sure, I could add that.
Amroth 31 Dec, 2023 @ 5:52am 
Is it possible to apply this to only player-owned structures *that are outside of "home" designated area*?

I basically want to see structures that I built decay after I abandon them, but it's tedious to have to constantly fix walls within my base.
Kathanon  [author] 6 Nov, 2023 @ 10:22pm 
Thanks for the tip! I added it to the description. :)
Kathanon  [author] 9 Oct, 2023 @ 11:39pm 
For the source code, there is a github link in the about.xml file.
K147 9 Oct, 2023 @ 11:17pm 
thank you! :D
Kathanon  [author] 9 Oct, 2023 @ 8:59pm 
Update:
* Added option for applying the damage in larger chunks.
K147 9 Oct, 2023 @ 4:28pm 
hey, could you add an option to change how often decay happens? if not, would you be alright with including the source in the mod so that I could change it myself? I really like the concept of the mod but like other people have pointed out, the walking around repairing 1-2 hp from a perimeter wall eats up too much time
Singrana 29 Sep, 2023 @ 1:48pm 
i would rly like a mod that can give a low % chance each day of destroying structures outright (and having my colonists re-build the empty tile again) to spend resources instead of endlessly just dealing small damage often that just takes up a lot of walking time from my colonists
Kathanon  [author] 11 Aug, 2023 @ 12:14am 
That sounds interesting, but I have way too many other projects going on at the moment. Maybe later.
jeffg10-TheDanceMaster 10 Aug, 2023 @ 6:53pm 
You should make sandstorms from the sandstorm mod deal lots of rapid damage to structures, and maybe other destructive weather effects from mods like regrowth
Kathanon  [author] 27 May, 2023 @ 1:46pm 
:) Thank you!
ReadableName 27 May, 2023 @ 6:58am 
jokes aside, great mod. pairs well with complex jobs to toggle repairing. adds a lot to my medieval modpack
Kathanon  [author] 26 May, 2023 @ 5:35pm 
:D
ReadableName 26 May, 2023 @ 5:27pm 
how to win decaying structures
1. empty ancient danger
2. move into the ancient danger without claiming walls, thus not decaying the walls
3. ???
4. profit.
Kathanon  [author] 5 May, 2023 @ 6:35pm 
Thank you for coming back and letting me know. And thanks for the kind words. :)
morpheusak 5 May, 2023 @ 6:09pm 
@Kathanon
Sorry, looks like I spoke too soon. I thought for sure that my error spam was from Decaying Structures, but it looks like I spoke too soon. It's something else. Sorry. :(
morpheusak 5 May, 2023 @ 5:43pm 
@Kathanon
Hi, great mod. Lots of great mods actually. Think I caught a bug. I get this when abandoning a settlement:

Actual Error [docs.google.com]

Here's the hugs log, for what it's worth:

Hugs Log [docs.google.com]

The settlement abandons itself correctly, but then later on, presumably when the game checks to see what should decay, it starts throwing up a red error every few seconds while the game is unpaused.

Also of note, I get a similar sort of error about the collection being modified and the enumeration operation not executing when I try to change the mod setting for decay only affecting player-owned buildings.

Thanks.
Kathanon  [author] 27 Nov, 2022 @ 4:42pm 
@lol
That is a good idea, I'll probably make a mod like that.
VolatileGlitchAviator 26 Nov, 2022 @ 7:55am 
thank you Kathanon for adding the decay thing for ancient strucutures n_n
VolatileGlitchAviator 26 Nov, 2022 @ 7:50am 
ancient dangers being around for centrays, or they were finely starting to crumble after decaying for centrays, maybe give ancient dangers a per structure decay hp randomizer so every wall is of a differnt hp, just as you land on the planet, or walk onto the map with it,
VolatileGlitchAviator 26 Nov, 2022 @ 7:48am 
I honestly didnt think of it like that Diskorruptd that also make sence for in terms of the reverse side of the coin I guess it really depends on the kind of story your going for,
Kathanon  [author] 24 Nov, 2022 @ 4:46am 
@DisKorruptd
Well, that seems pretty niche to me, but if more people ask for it, I will add it anyway. :D
DisKorruptd 24 Nov, 2022 @ 4:31am 
is it bad I now want the inverse where ONLY ancient dangers decay so like, your builders have to keep the danger sealed until you're ready to face what's inside
Kathanon  [author] 23 Nov, 2022 @ 9:14pm 
@VolatileGlitchAviator
I've added an option to exclude ancient dangers from the decay. Default is now that they do not decay.
Kathanon  [author] 23 Nov, 2022 @ 12:33pm 
@Atlas
Presumably it has some effect, but it shouldn't be noticeable. The more buildings, the more impact of course, but each building is considered every 600 ticks, so I'd not expect it to be noticeable even if you covered the map in buildings.
𝓐𝔱𝔩𝔞𝔰 23 Nov, 2022 @ 12:13pm 
does this affect performance at all? Does it work with lots of buildings?
Kathanon  [author] 14 Nov, 2022 @ 12:49am 
@Vardath
I updated the description so people do not have to go searching in the comments for that anymore.
Vardath 13 Nov, 2022 @ 6:25pm 
Oh.... just read the comments and you are awesome! going to look for those options now.
Vardath 13 Nov, 2022 @ 6:24pm 
Could you add random damage as an option? I feel that all structures getting the same amount of damage is immersion breaking. Maybe a brick falls out and nothing happens, maybe the whole wall falls down. I think between 0 and 1 damage per day with the likelyhood of 0 being much higher seems reasonable, but with adjusters so you could give unlimited damage if you are feeling weird.
Kathanon  [author] 1 Nov, 2022 @ 6:56am 
@VolatileGlitchAviator
That is probably a good ide to add a separate option for. For now, if you enable the option "Only player-controlled", then the ancient danger won't break down.
VolatileGlitchAviator 31 Oct, 2022 @ 3:54pm 
Would it be also possible to exclude ancient dangers walls? (donno if such a thing is possible) cause its pretty funny when all the walls decay and the mechs are released attacking my colony and wiping it out..... (not really) Q_Q I mean if they were ancient they have been around alot longer then ive been on the planet they shouldnt be decaying anyways,
Rye! 29 Oct, 2022 @ 6:02pm 
@Kathanon I appreciate you!
Kathanon  [author] 29 Oct, 2022 @ 9:16am 
@Trim
I could add another option for that. I'll look into it.
Rye! 29 Oct, 2022 @ 6:28am 
I think fences and gates should be excluded. For some reason, them decaying, and being rebuilt, makes it so pens aren't recognized
Rye! 28 Oct, 2022 @ 5:04pm 
Also, this mod with damage indicators is honestly really beautiful. Once a day, a wave of damage over structures. Beautiful!
Rye! 28 Oct, 2022 @ 4:10pm 
Ayyyy, noticed the new options. You a real one, and honestly, that's cool of you. 10/10
Kathanon  [author] 26 Oct, 2022 @ 7:03pm 
Updated to 1.4.

@Trim
It turns out I already included a random variance, but because to was rolled separately for each little damage step (~0.2 damage per step at max speed), it quickly averaged out. I have reworked it to be more impactful and added an option to set how much to vary it.
LarsSvengard 27 Sep, 2022 @ 3:36pm 
@FungalFish cool
Kathanon  [author] 23 Sep, 2022 @ 12:59pm 
@Trim
Oh, I see - that is a good idea.
FungalFish 23 Sep, 2022 @ 12:21pm 
Sometimes when a colony dies, I leave the game on at 4x speed and go do chores, then come back to see what's happened to my ruins. This will fit nicely.
Rye! 23 Sep, 2022 @ 9:09am 
@Kathanon Yes, but no. My thinking is that having all buildings decay at the same rate makes it so most things disappear around the same time, if they're at the same amount of hp. Maybe if the slider was given a low and high amount, the range could be .5 to 2, or 1 to 3, etc damage per day, making it so everything would decay at a slightly different and random rate, making the decaying process feel more "natural?" Idk if it's possible, but it'd feel neat :)
Kathanon  [author] 23 Sep, 2022 @ 5:23am 
@Trim
I do not quite understand what you mean for "ranged slider"? There is currently a setting for choosing how fast things should decay - is this something different?
Rye! 22 Sep, 2022 @ 9:12pm 
heya homie, what's it like being a beautifully great creator? must be fantastic, knowing how to code and all, plus being that beautiful, whoa man. watch out, whatever gender op is attracted to, we've got a hot one!
now, charming aside ;) would it ever be possible to add an option that makes it so only things outside of the home area would be affected?
That, and I feel that having a ranged slider for the decay amount would help add a variety for how fast/slow things decay. would feel neat
but I'm just some dude with ideas, you're the beautiful one here ;)
Kathanon  [author] 22 Sep, 2022 @ 2:57pm 
@The Feast
I expanded the description a bit.
I think I was tired when I put it up - probably couldn't think of anything better to write. :P
Zzo 22 Sep, 2022 @ 2:15pm 
I'd been wanting to do scenarios where the ruins will be in some state of decay after a while passed, before someone else comes to rebuild- but (in vanilla) the only damage really comes from raiders so this fits that need nicely, I think.