RimWorld

RimWorld

Ollie's Invisible Walls
48 Comments
G-Fiti 19 minutes ago 
This mod is just wnat I need for a specific run where I want to keep a rort of optic illusion, thank you!
Ollie_Greenhorn  [author] 20 Jul @ 4:04am 
Updated this for 1.6 and also added UI icons that differentiate it from normal walls :eaglegrin:
Andreas 25 Jun @ 11:38am 
Will this work in 1.6?
cyu4770 17 Jun @ 9:31am 
this is rad, thank you!
Ollie_Greenhorn  [author] 10 Jun @ 11:25pm 
o dam thats freaky then good luck with that
LiterallyBeenVibing 10 Jun @ 7:16pm 
i have an opening at the front of my base but they refuse to go in it, they only mine my walls
Ollie_Greenhorn  [author] 10 Jun @ 6:06pm 
yea it's just a normal wall but it's got an invisible texture - raiders will notice it and mine it.

unrelated to my mod: raiders will mine through your walls no matter what if there's no free path into your base, so having a front gateway with the door open is what lures the raiders towards your entrance if that's what you're thinking about maybe
LiterallyBeenVibing 10 Jun @ 2:51pm 
do raiders notice this wall and try to mine it? i need a mod to fix my walls because it dosent matter how thicc i make them raiders will just mine through it.
QraTz 19 May @ 5:45pm 
nvm, adding <isEdifice>false</isEdifice> under the <building> tab on the defs fix it to my liking, sharing to anyone interested :steamhappy:
QraTz 18 May @ 3:04pm 
i wish it could be placed over other buildings, like if it was a cable what block pathfinding, so i could make artificial paths for my pawns to follow
MercuryDoll 23 Apr @ 11:47pm 
HAS THE MEMORY GONE ARE YOU FEELIN NUMB OR HAVE I BECOME INVISIBLE (thank you for sort of continuing one of owl's mods, its a great one for aesthetics)
Ollie_Greenhorn  [author] 14 Mar @ 10:34am 
@Vine Atronach omg thank you that comment made my day when i first saw it (i thought i replied, i just noticed i didn't!)
Vine Atronach 6 Mar @ 10:25am 
Oh wow! This is so clever, and your rec room pic really makes me want to start a new lower tech save and put it to use. (Looked through your workshop cause your lava lamp description said you were gonna make more deco mods, and lo! You have been! :D)
Felios 1 Jan @ 12:21am 
OK haha thanks for trying. Have you looked to see what OwlChemist did in his outdated mod? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556318562
Ollie_Greenhorn  [author] 30 Dec, 2024 @ 5:37pm 
my idea doesn't look promising lol. yeah i just have no idea how to adjust that, i wish i did though cause i also hate that slowdown
Ollie_Greenhorn  [author] 30 Dec, 2024 @ 5:32pm 
@Felios maybe, i noticed that too but i'm not completely sure how to fix it cause i'm real dumblike. i have an idea though
Felios 30 Dec, 2024 @ 4:18pm 
My colonists have a noticeable slowdown when passing through these ghost doors. Did that start in 1.5?
TracerFoxTEK 8 Jun, 2024 @ 2:43pm 
Woot! Thank you Ollie!
Ollie_Greenhorn  [author] 8 Jun, 2024 @ 1:20pm 
updated to 1.5 cause i saw a cute mod on the workshop and stopped being lazy
@Arky mua mua mua mua
Arky 5 Jun, 2024 @ 3:23pm 
I laughed with the "mua mua mua mua "

Damn four kisses. What a lucky person
Ollie_Greenhorn  [author] 15 May, 2024 @ 3:41pm 
I'd be surprised if 1.5 broke this somehow, I'm too lazy to add the 1.5 tag but it should be fine.
minestar64 15 May, 2024 @ 2:28pm 
does this work in 1.5?
wobbed dot com 17 Nov, 2023 @ 6:47pm 
Perfect! I wanted to build a flooded underground lake with no visible supports but OC's invisible walls don't bear weight. Then there was another mod with invisible pillars but they automatically deconstructed when I drew shallow water over them in godmode. But your mod's walls are loadbearing and also stick around when I swap the ground out for water, so they're perfect for the task! Thanks!
Narada 27 Oct, 2023 @ 4:24pm 
sorry for the dumb question, but how do raiders see these walls? can they still be attacked or will they just go through them without pause like there is nothing there?
Atomicbean 10 May, 2023 @ 4:46pm 
This is... exactly... what I was looking for. Thank you.

In particular, this is absolutely amazing for cave base design and nature base design, as well as "military camps", that one mod that adds buildable houses that are just beds, medieval stuff, etc.

Like, one of the things I wanted to do was use the tents mod with the neolithic fortifications mod and ideology stuff to make a sort of "war camp" style base, but without this I'd be forced to still make it "normal" and not have large openings, and not be able to separate stuff like a research room from the hospital from the kitchen... but now I can just spam invisible doors everywhere and achieve exactly that sort of design.

Similar stuff for like a dwarven cave base, or a nature base with no "walls" period.

Even for more standard bases, you can now actually "separate" stuff like a research lab and a hospital without actually having them visibly be separate rooms, etc.
Ollie_Greenhorn  [author] 21 Apr, 2023 @ 7:44pm 
@Neronix17 took me ten days to care but i did it hehe
Ollie_Greenhorn  [author] 11 Apr, 2023 @ 5:08pm 
@Neronix17 thanks for spotting that i should do that
Neronix17 11 Apr, 2023 @ 10:20am 
Hey just an FYI, that having Name="Wall" on the def breaks mods relying on the vanilla wall being marked as that. So if you can remove that attribute or change it to something unique so it doesn't do so that'd be great thanks.
KemonoAmigo 1 Apr, 2023 @ 3:56pm 
This is actually a godsend separator for rooms. I always fill my entire base with Always Open wooden doors everywhere just to separate rooms and it always bothered me since 2016.

No longer.
Ollie_Greenhorn  [author] 28 Oct, 2022 @ 3:42am 
I'm away in another country so I can't update my mods just yet but I believe they work in 1.4 without any changes, leave a comment if it doesn't work but by mid November I'll be back and can add the little 1.4 tag
Pookage 25 Oct, 2022 @ 12:56pm 
Yess - this solves my open-plan house-design woes! No more 'undignified bedroom' maluses for houses with a kitchen! +1 to the call for a 1.4 patch!
Frettzo 23 Oct, 2022 @ 3:13am 
Hi, any plans for 1.4? Thank you!
ben 8 Sep, 2022 @ 5:04pm 
Excellent idea!
Lavoroxan 8 Sep, 2022 @ 3:56am 
Yeah the doors trick worked, nice mod.
stormy 7 Sep, 2022 @ 10:04pm 
It's super helpful for my roleplay soon
Ollie_Greenhorn  [author] 7 Sep, 2022 @ 4:13pm 
@Copper Boltwire That sounds like a good idea but to be honest I don't know what assemblies or comps are 😅

@Lavoroxan I just use doors myself to get around that :O
Lavoroxan 7 Sep, 2022 @ 11:58am 
Any way to make it so that they don't change the look of a wall (from "single block" to connected)
Copper Boltwire 7 Sep, 2022 @ 7:48am 
Well, yeah, it allows temp to pass to other rooms, and yet separate rooms, unlike what embrasures do.
These invis walls, are they made using assemblies?
If so, why not make a comp or something, then it would be easy to just make the vent and other structures in the future. like it would only take 10 minutes to make a new structure + what ever time it takes to boot up game and the upload the mod.

And the cool thing about making it a Comp would mean other people could make addon mods for your mod :D
Ollie_Greenhorn  [author] 7 Sep, 2022 @ 5:48am 
would an invisible vent be a good idea? i'd need peer pressure to open modding files again lol
Copper Boltwire 6 Sep, 2022 @ 6:00am 
Okay, cool, then this will be a must have in my personal collection ^_^
draco 6 Sep, 2022 @ 4:22am 
A mod we didn't know we needed o7
Ollie_Greenhorn  [author] 6 Sep, 2022 @ 4:18am 
@Copper Boltwire I copied the vanilla def for walls so I think so? I know it's stuffable with wood at the very least. lmk
Copper Boltwire 6 Sep, 2022 @ 3:57am 
Can this wall also be stuffed? Forgot to ask before... (For the sake of making use of other mods materials that got buffs)
Copper Boltwire 6 Sep, 2022 @ 3:56am 
This will go great with the Glowstone mod!
stroke 3 Sep, 2022 @ 10:53am 
That's very cool
Ollie_Greenhorn  [author] 3 Sep, 2022 @ 1:14am 
@MrXarous <3
MrXarous 2 Sep, 2022 @ 9:53pm 
You might can get a fast door in your ThingDef ParentName="ucp_invisibledoorbase" go to <statBases> and add <DoorOpenSpeed>7.5</DoorOpenSpeed> and iirc it takes it to like 0.1s to open. Since it's stuffable and that will affect the speed just put something like 10.0 or whatever. There will be just a small pause as the pawn moves across the cell.
rex6564 2 Sep, 2022 @ 8:59pm 
dope