RimWorld

RimWorld

Walls are solid
207 Comments
Victor  [author] 23 Jul @ 10:53am 
@Anon it isn't? Did you enable the "Revert Changes on" patch?
Anon 23 Jul @ 10:31am 
The Insect Burrow wall that was added in Odyssey should be breakable by all weapons to suit the game design of the quest areas it appears in.
Victor  [author] 22 Jul @ 12:12pm 
@capet Valois Bourbon fixed.
capet Valois Bourbon 21 Jul @ 8:02pm 
It doesnt work for the mod Medieval Walls,but 1.5 it works.
Victor  [author] 21 Jul @ 6:03am 
@Maya Fey fixed it.
Maya Fey 20 Jul @ 12:34am 
I think the 1.6 update added a bug for people who still play 1.5, cause I kept getting an error on launch that went away when I deleted the 1.6 folder.
Victor  [author] 19 Jul @ 7:14am 
@kongkim Yes there's a mod option for that, and what is counted as solid should be everything your pawns can't step over.
kongkim 19 Jul @ 3:56am 
A small update to the mod so in an items/walls /objects info said if it counted as a solid or not would be really nice :)
kongkim 19 Jul @ 2:49am 
Are there a way to set in the option so buildings and Turrets still take damage, but wall less?
wildbuffalo 18 Jul @ 4:02pm 
its ok, I was just a bit confused
Victor  [author] 18 Jul @ 2:26pm 
Basically Combat Extended already adds several multipliers for reducing the damage that buildings take, it even uses a different multiplier that is in the game, so adding this mod would further reduce damage types like Bullet against buildings. You can still use this mod though, I think. I suppose it'd be better to just add a warning if CE is detected, sorry for the inconvenience.
wildbuffalo 18 Jul @ 2:04pm 
whats the patch for CE that does this since they are incompatible with eachother?
Xeonzs 17 Jul @ 2:05pm 
I actually also appreciate that option.
Good suggestion, good addition!
Victor  [author] 17 Jul @ 11:49am 
@Venality I added an option that adds a x0 multiplier for ranged damage types against natural walls, enjoy.
cat 12 Jul @ 7:15pm 
appreciate it bro! most modders wouldn't go out their way to patch so much tyty
Venality 12 Jul @ 1:12pm 
Can you make a mod that prevents natural walls from taking damage from weapons? I hate having missiles or stray bullets chip away at mountains and ruining the natural look of the world yk
Pneuma 12 Jul @ 7:12am 
youre so hot
Victor  [author] 12 Jul @ 7:03am 
@cat I just tested, and it seems the buildings patch wasn't applying to the broken walls, so I added a few lines, should work now.
cat 12 Jul @ 3:00am 
does this function w/ layered walls destruction ?
Victor  [author] 8 Jul @ 3:16pm 
Indeed it was
Seb 8 Jul @ 9:51am 
In DamagesModded_Patch.xml, the Integrated Implants patch is missing a ] in the xpath.

Here:
<xpath>Defs/DamageDef[defName="HemoBite" or defName="StabToxic"</xpath>
Victor  [author] 7 Jul @ 2:38pm 
@ alf.lord51 Thanks for pointing it out, there was a missing quote mark, should be fixed now. I need to patch all of them because patching comes after inheritance.
alf.lord51 7 Jul @ 9:51am 
patch for Vanilla Genetics Expanded failed
only these needs patching(others inherit from CutBase, Bite or Bomb): GR_Acid, GR_ToxicExplosion, GR_ToxicGas, GR_HairballExplosion, GR_DistortionDamage, GR_PermanentBurn
Victor  [author] 1 Jul @ 5:58pm 
Yes, I'm trying to rewrite some stuff but from my tests it still works fine
Colqhoun 1 Jul @ 4:44pm 
does this work in 1.6?
Flyte95 26 Apr @ 6:12am 
Hey. For me Pawns arent attacking Walls or Doors at all, but just mine them. Doing 40 damage to Doors and 80 to Walls each hit. Any idea how to fix that?
Ostrich 19 Apr @ 3:15am 
any plans to release legacy build versions like 1.3?
ZabuZabusado 27 Jan @ 5:14pm 
any plan to fix the issue of pawns mining instead of attacking the walls?
Victor  [author] 14 Jan @ 4:52am 
@Krysák There are plenty of other mods that do that, I wanted to avoid conflicts
Krysák 13 Jan @ 7:46pm 
How about fire? Shouldn't the wall be fireproof?
SUKSUKI 7 Jan @ 5:55pm 
It's really fun mod that CAI raids are now idiots and I am happy to see their dumb moves loool, keep smashing iron walls dumb
whitespacekilla 1 Jan @ 8:13am 
CAI has a soft incompatibility with this mod. You can use them both together fine but the authors of CAI 5000 want your walls to be vanilla strength. The explanations about path cost are false/mumbo jumbo.
Victor  [author] 4 Nov, 2024 @ 3:45pm 
I'm sorry, I don't know how that mod works, and since this mod just uses very simple operations, I think compatibility must be done on their end
nonna 4 Nov, 2024 @ 9:22am 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>
Futstub 1 Nov, 2024 @ 12:02pm 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>
Ambir 30 Oct, 2024 @ 6:16am 
I like this mod. My only big issue about it is when a raider shows up with a wooden club and somehow destroys my granite wall because those are coded like breach axes. I have no qualms about a mace doing that, but a primitive club digging through a granite wall in a couple of strikes feels very uncalled for.
Bob 18 Oct, 2024 @ 9:19am 
They can still dig for some reason
Jetstream 24 Aug, 2024 @ 10:45pm 
What about shamblers? a horde of those entities attack walls and doors just like a dude with a breaching axe, are they affected too?
basiilik9 30 Jun, 2024 @ 9:23am 
AHHHHHHHHHHHHHHAAOFLKGOOFOHGGKLKFLÖHGLÖPÜPOOPÜGPKHÄÄ
Stuff 13 Jun, 2024 @ 6:35pm 
hey, does this work with yayo's combat 3?
挽墨 25 May, 2024 @ 4:32am 
Can you make it compatible?
Glitterworld Destroyer 4 - Mechanoid Addon
Goosey, the Whimsical 12 May, 2024 @ 3:04am 
well they can still mine out, so.....
Victor  [author] 7 May, 2024 @ 6:37am 
@Rbd25 I just did a quick test, and with a minimal modlist my mod seems to work fine, both loading before and after Layered Wall Destruction, did you test it?
Rbd25 7 May, 2024 @ 5:26am 
Just a compatibility note, when using this mod alongside "Layered Wall Destruction" this mod does not function, the author of Layered wall destruction has acknowledged this also.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3024527775 , Layered wall destruction
Victor  [author] 7 May, 2024 @ 4:49am 
That's just how the game is coded, prisoners and other pawns trying to escape will mine out their surroundings, this mod should patch the escaping prison behaviour, making the game think that the prisoner is incapable of mining, as in these cases they punch instead.
Goosey, the Whimsical 7 May, 2024 @ 4:05am 
where a mf'n prisoner pull a pickaxe from? And if they are mining with their hands how does the game decide between punching through a wall and mining through a wall? Like what exactly does this mod affect if prisoners can mine out?
Victor  [author] 6 May, 2024 @ 2:43pm 
@Goose They don't punch, they mine, it's their mining speed, and each hits deals 40 damage.
@Lambdadelta breach axes are unaffected by this mod, its damage type has a big multiplier to building damage
@Gadget Hmm I haven't properly experienced the content of the new DLC, maybe I could patch the entities to deal the same damage type as hammers
@犬走椛 I'm not sure what you mean, I need to investigate that
@master.of.herb Hmm, maybe I could patch the power arm to deal hammering damage?
Goosey, the Whimsical 6 May, 2024 @ 1:27pm 
Does anyone know how long it takes to punch through a steel wall without this mod? There was a prison break and this fella punched his way out suspiciously fast...
Lambda 20 Apr, 2024 @ 5:05am 
Having a weird issue where enemies with breach axes are rapidly destroying the armored walls from Vanilla Furniture Expanded - Architect module (despite the fact that the armored walls are meant to be highly resistant to breaching damage), and I'm not sure which end the issue on. Any ideas?
Gadget 18 Apr, 2024 @ 8:49am 
i think this mod could use tweaking for anomaly. two gorehulks showed up outside my base and couldn't break through my wall because they were using their fists, turning them from demanding threats into something to be addressed later.