RimWorld

RimWorld

Layered Wall Destruction
322 Comments
PsychoticDreemurr 25 Jun @ 11:23pm 
I'd like to request support for "ReBuild: Doors and Corners"
Keshash  [author] 20 Jun @ 4:47am 
1.6 introduced reduced ticking frequencies, so rubble might get a longer timer now, since its gonna be less impactful for performance
exBeNN 19 Jun @ 5:33pm 
absolute must have mod, such a great detail to have
Puff_JOOB 19 Jun @ 2:50pm 
Love the mod, makes way more sense than walls just crumbling into dust when destroyed.

Would it be possible to add a config for the walls decaying over time? I kinda wish the ruins and rubble would stick around longer than a few hours
Billo J Dahka 18 Jun @ 5:45pm 
Rebuild and medieval 2 support?
󠀡󠀡 18 Jun @ 3:59pm 
please support rebuild
Keshash  [author] 18 Jun @ 6:18am 
Fixed the issue, thanks for reporting
Wednesday 17 Jun @ 5:48pm 
When deconstructing walls, I get an exception and the pawn stays in "standing" for a few seconds. I reproduced it with only Harmony, Core, DLCs, and this mod enabled on 1.6

JobDriver threw exception in toil MakeNewToils's initAction for pawn Hendricks driver=JobDriver_Deconstruct (toilIndex=2)
System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing
gh0stashes 16 Jun @ 9:58pm 
Drag-selecting the deconstruct order in god mode to instantly deconstruct buildings results in only one thing being destroyed and the following error showing up:

Root level exception in OnGUI(): System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)

The full error is in a discussion post for you.
Komyeta 16 Jun @ 1:41pm 
You're amazing, thanks for the update, and the detail to prevent auto restore outside of home is great!
ƎNA 16 Jun @ 6:23am 
Quickly, though...
Keshash  [author] 16 Jun @ 3:30am 
* Updated for 1.6
* walls that were not in home area no longer get marked for restoring
ƎNA 16 Jun @ 2:44am 
1.6?
Geobeetle 17 May @ 6:00pm 
Apparently if you restore a wall with an item on the tile the item gets deleted. Glad I figured this out when the item was just a raider's Pila, and not one of my charge rifles
Deankiller Turnupseed 11 May @ 2:38pm 
is this compatible with performance optimizer?
Komyeta 6 May @ 9:26am 
@Legion , Home zone or not, any wall owned by the colony that turns into a damaged one still becomes automatically marked for "restoring" regarless of it being in home or not. So pawns with the construction job will still go towars them to try and restore them automatically. Which can be dangerous in many situations.
Legion 2 May @ 5:51pm 
You can disable automatic home zones, people.
Komyeta 25 Apr @ 7:02pm 
I agree with krod, it can be pretty annoying to have my builders compulsively going to restore random walls around the map, it would be neat if the feature that automatically sets walls to berestored only triggers if the structure is within a home zone.

The only work around i have found to prevent this was by using the "Give up your buildings" mod to just turn the walls into a no faction entity
Bed Betch 22 Mar @ 12:38am 
When a fire breaks out and the wall is updated it autosets the area around that wall as a "Home" area which is really annoying when a flashstorm happen and a wooden wall you placed a year ago keeps becoming a home area
parkinson flick 23 Feb @ 1:24pm 
Plz add compatibility with rebuild:isaac:
XGGJI1 22 Feb @ 12:03am 
@I3eauLeBoi Bro I'm using both of these mods , and they still work fine with the vanilla textures replaced. It might be that wall or the materials come from another mod that doesn’t have a patch. BTW, you can switch back to the vanilla textures in Rebuild mod’s settings.
SiaNKs 9 Feb @ 3:45pm 
Can we get your knowledge on How to add another mod to work with this one? there are many amazing mods that add Walls but sadly we dont know how to connect them with this mod, since you're busy, someone else might make update, then you can take it from them and continue modding it with extra code in it
Deankiller Turnupseed 24 Jan @ 10:36pm 
is this not compatible with some things float?

Error in static constructor of SomeThingsFloat.SomeThingsFloat: System.TypeInitializationException: The type initializer for 'SomeThingsFloat.SomeThingsFloat' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
...
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- POSTFIX LunarFramework.Bootstrap: Void LunarFramework.Internal.Patches.Patch_Verse_StaticConstructorOnStartupUtility:CallAll_Postfix()
- POSTFIX LayeredDestruction.patch: Void LayeredDestruction.StaticConstructorOnStartupUtilityPatch:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
KalashVodka 21 Jan @ 2:18pm 
Will walls are solid patch be a possibility, or does it seems technically impossible as of now?
Keshash  [author] 16 Jan @ 5:38am 
planning, but i have very little free time nowadays and it's hard to maintain all of the mods properly :(
lloki 16 Jan @ 5:17am 
This looks amazing, but opposite to @Prinz Meini, I can't really resign from ReBuild: Doors and Corners anymore :P Are you planning to add compatibility?
Prinz Meini 10 Jan @ 1:06pm 
Just came across ReBuild: Doors and Corners, but I prefer your mod till they are compatible :) hopefully some day
TeH_Dav 9 Jan @ 2:27pm 
I'm getting an error when this mod tries to patch VFE Architect. It's trying to patch xpath="Defs/ThingDef[defName="VFEArch_LogWall"]/comps, but the folder in VFE Architect for that particular wall has changed to ThingDefs_Buildings.
Scurvyez 4 Jan @ 4:48am 
@Hehodas What are you talking about? The game cannot go beyond 900 tps (ticks per second). The code just doesn't allow it.
I3eauLeBoi 3 Jan @ 10:04am 
Incompatible with Rebuild mod sadly.
That mod changes vanilla textures. Darn.
Hehodas 16 Dec, 2024 @ 10:32am 
The performance cost of this when wall are broken is insane. We're talking 1100 to 400 TPS here
fyodord 15 Dec, 2024 @ 5:51am 
Can restore wall job be moved from Construct to Repair please? (Or moved to be a whole new job). Because after a terrible raid I'd like to only repair what I have left and not construct new walls but with this mod I'll miss repairing half destroyed walls.
FillySwit 14 Dec, 2024 @ 9:44pm 
same would love a compatibility with rebuild
mkvltra 11 Dec, 2024 @ 2:31pm 
Would be cool to have compatibility with ReBuild: Doors and Corners. Great mod.
reinypro 26 Nov, 2024 @ 12:10am 
is this compatible with the liberator in rimatomics?
Zanx 23 Nov, 2024 @ 7:50am 
ohh yeah plz, this would be my top 5 mod, if it were compatible with (Rebuild Doors and Corners)
This mod adds so much in terms of immesiveness :D
Flat 18 Nov, 2024 @ 8:33pm 
@Futstub Im pretty sure it is, walls are solid just reduces damage to walls from non-breaching sources
Giggles 18 Nov, 2024 @ 6:25am 
Would love compat with Rebuild Doors and Corners! Awesome mod!
Futstub 8 Nov, 2024 @ 11:35pm 
So this is not compatible with Walls are Solid?
SuperBoyOk 18 Oct, 2024 @ 5:45pm 
Someone needs to make a patch for this mod for a TON of modded walls, since this mod makes Combat Extended feel so good
Tark 13 Oct, 2024 @ 10:14am 
had a breached wall on a mechanoid nest that i didn't notice until my save had gone a year, and when someone walked by the mechanoids ran out of the nest and murdered everything great.
Clashgore 30 Sep, 2024 @ 3:26am 
Is creator alive? i would like to talk with him about GrimWorld walls problems :(
tinfoil hat bird 28 Sep, 2024 @ 10:05am 
+1 for rebuild compat
BunnyMuffin 24 Sep, 2024 @ 8:50am 
Love the mod, also have the request of compatibility for Rebuild: Doors and Corners please.
jeffg10-TheDanceMaster 19 Sep, 2024 @ 12:01am 
Can we get compatibility for "Rebuild: Doors and Corners"? The two mods seem like they would go hand in hand perfectly.
Sasha Fox #SaveTF2 15 Sep, 2024 @ 11:50am 
This mod seems to be upset with Betterloading for changing how Postfixed works
󠀡󠀡 11 Sep, 2024 @ 5:33pm 
please make comparability for Doors and Corners
Stellar ❤️💙💛 11 Sep, 2024 @ 1:16am 
I noticed that when damaged piece of a wall like loophole wall is under over-wall cooler you can't fix it and it considers room outside until you move cooler first and then you need replace or deconstruct whole piece of wall and build new one!
[ ] 5 Sep, 2024 @ 7:31pm 
compatability for walls from Rebuild: Doors and Corners ?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3262718980