RimWorld

RimWorld

living Walls mod
62 Comments
Sawtooth44 16 Jul @ 11:25am 
i dont mind if it dosent work with grav ships
more interested in some of those old ideas coming to life
quindao  [author] 16 Jul @ 6:13am 
i will look into updating it, however i make no promises on whether or not i can make it work with odyssey gravships, and i wont be able to test till i get odyssey (will prolly pick it up when i get paid later this week)
demondust6 16 Jul @ 4:24am 
Hi, is this getting a 1.6 update? it'd be super useful for a ship of the damned type of scenario where you literally stick people in drain caskets and have them constantly regenerate the walls of the ship whenever they get damaged
Sawtooth44 14 Apr @ 1:57pm 
that living building framework is now on the workshop so now we patiently wait
quindao  [author] 28 Feb @ 4:13am 
i havent had a chance to test that it works for certain and have gotten no responses saying it does or does not so im not gonna do that as there is always the possibility it doesn't so maybe give me useful feedback as to if it works or not rather then complaining that i haven't changed a meaningless number
longshrimp 27 Feb @ 6:47pm 
yeah but if it works on 1.5 then just update it to 1.5 without changing the code
quindao  [author] 3 Feb @ 2:36pm 
cause the code is rather simple so it "should" just work
quindao  [author] 3 Feb @ 2:35pm 
is it actively having issues?
YolographicSight® 3 Feb @ 12:48pm 
can you plase update to 1.5
KelTuze 16 Dec, 2024 @ 10:00am 
У меня нет Biotech, следовательно этот мод не работает, он просит моды которые работают только с биотехом
Sawtooth44 22 Nov, 2024 @ 12:09pm 
i am suddenly interested in this framework and dont know where to find it, googling it dosent help
quindao  [author] 29 Oct, 2024 @ 2:20pm 
im still waiting on living building frame work to be released on steam as its not my mod and is currently github exclusive
BigCat 29 Oct, 2024 @ 1:33pm 
is this going to be updated and living building framework?
Rubus 6 Jun, 2024 @ 9:23pm 
:)))))))))))))))))))))))
quindao  [author] 27 May, 2024 @ 6:19pm 
i do plan on making a rework at some point that makes use of the living building framework once that releases on steam
it infact is planned to do basically that and then some
Rubus 27 May, 2024 @ 6:17pm 
Idea: Buildable Fleshbeast walls and fleshbeast heart that provides blood. Youcouldalsohave colonists throw food into that stomachy bit that grows as well to speed up healing or something.
Sera 17 Jan, 2024 @ 12:06pm 
@sawtooth
true but how often are people going to die close enough to absorb it. Maybe working off your idea we have a vat only for bodies that get 5x the amount of blood because it's all ready dead but that leaves the food wall out to dry with no reason to use it. That's why I offered my idea of they consume a lot but only to repair damage they took.
Sawtooth44 12 Jan, 2024 @ 6:36pm 
difficult but not impossible
perhaps something later down the line
still im just here throwing ideas out to you to see if you get inspired
quindao  [author] 12 Jan, 2024 @ 6:06pm 
that would be incredibly difficult to implement even if it sounds awsome
Sawtooth44 12 Jan, 2024 @ 5:22pm 
technically @Sera we are always losing blood, but we are always regenerating it
what if the bio walls absorbed nearby blood splatters? that would make them pretty nice near the front line (like you use a 2 thick wall with the inside wall being a bio wall), in medical rooms and prisons
Sera 11 Jan, 2024 @ 10:54pm 
I have tested it a bit. So with the new numbers with 9 people I can support 40 walls with a profit of blood. This feels not worth it to make a base with. It's hard to give a number fully but to me personally it feels like 1 bloodpack sound last... I would say a year for the walls fual minimum. Because it's a wall. It's not casting psychic magic or using it's charming powers or gaining skills. Just a wall. No you know I think I know what might work. The wall uses the resource when damaged. A generator does not use fuel when off. We don't lose blood when not hurt. I think the walls should use the same amount they did in your test number BUT only use the respective fuel when damaged and no longer passively lose hp.

what do you think?
quindao  [author] 11 Jan, 2024 @ 2:44pm 
and even the "intended" value was kinda arbitrarily chosen so if it still seems a bit off i would love the feedback
Sera 11 Jan, 2024 @ 2:41pm 
sorry i was gone from the pc. I will close the game update the mod and test. (I will let you know if a few hours *has 254 mods*)
quindao  [author] 11 Jan, 2024 @ 2:23pm 
it should now drain appox 0.1 units of fuel per second per 50 walls
quindao  [author] 11 Jan, 2024 @ 2:21pm 
uploading a fix now
quindao  [author] 11 Jan, 2024 @ 2:21pm 
it apears that the fuel consumption multiplier was left as the test value i was using to make sure the consumption worked after the api update
quindao  [author] 11 Jan, 2024 @ 2:16pm 
this is unintended behavior i will look into why they are draining so fast
Sera 10 Jan, 2024 @ 9:50pm 
Ok these things are way too underpowered. I need like 20 people as nonstop blood bags to keep 3 walls topped up or 1 35x35 farm of rice to keep a tiny room of paste wall. I thought ok turn off decay if no "fuel" that will make it only use fuel when damaged. Nope still will spend a full tank of hemo before the day ends. I have 6 blood walls. maybe at 60 blood walls I go threw a tank a day but not 6.
Alreadyded 7 Jan, 2024 @ 6:37am 
I find the Amoeboid Living Wall to run through fuel WAY to fast, I have it connected to my network, it says it has enough fuel to last over a year, but after 3-4 days its drained.
Sawtooth44 6 Jan, 2024 @ 10:49pm 
various ideas
living doors (already been said but lets keep it all together)
counts as natural for Anima and Gauranlen trees option for living wood
Medieval Overhaul patch so it uses logs rather then planks
make the living wood stuffable so we can use other wood for different stats (i also want to make a giant tree so using different wood as the rings is a stroke of genius)
Bioformed living wall gives a terror rating as its a flesh wall that bleeds
animals/slaves can snack on the walls depending on diet (but only a little bit)
Layered Wall Destruction patch so the walls can heal from there destroyed forms to normal
quindao  [author] 4 Jan, 2024 @ 11:31am 
im aware and tbh i looked into it and they do it via harmony shenanigans that arent quite applicable not to mention they would require extra patching to keep mp compatability
Sawtooth44 4 Jan, 2024 @ 11:12am 
if your looking into how to get the walls to start damaged, take a look at Research Reinvented as it dose that
quindao  [author] 3 Jan, 2024 @ 11:39am 
@primervader from my testing it has limited performance impact even with larger quantiies of walls
and @tleno i will look into the possibility
Tleno 3 Jan, 2024 @ 9:21am 
Any chance of Gauralen tree-connected walls too?
PremierVader 3 Jan, 2024 @ 8:17am 
Ngl that looks cool...hows the hit on the performance?
CORVOID 2 Jan, 2024 @ 8:13am 
Seems this is your first mod. I'm excited to see what more you end up doing! This is cool! You earned your first follower!
quindao  [author] 1 Jan, 2024 @ 12:55pm 
unfortunatly due to how rimworld modding works the living effect has to be linked directly to the structure itself rather then a material doors however would be doable i just currently lack the time to work on the textures that would be needed to implement doors
darkfiretim 1 Jan, 2024 @ 12:49pm 
Would you consider expanding the scope of the mod to something like "Living Mortar" to allow for stuffable walls or other structure types? Living doors could also be very cool.
CheeseWheelGuy 1 Jan, 2024 @ 7:00am 
"Never before have I said "God damnit, I forgot to feed the walls again!" and meant it. And meant that.

-Jontron, rimworld enjoyer
quindao  [author] 31 Dec, 2023 @ 9:32am 
it balanced around the fact that regular walls are 300 health with the living ones being weaker to account for the fact that they regen while being attacked
quindao  [author] 31 Dec, 2023 @ 9:27am 
the bioformed have 500 the other two have 250 but im open to tweaking the numbers
demondust6 31 Dec, 2023 @ 9:26am 
one more curious question: what's the maximum hp value of each wall? I looked at it briefly and it shows the bioform walls only had like 500 hp (which isn't much for the runs I typically like to do). is that normal and can it be scaled at all?
quindao  [author] 30 Dec, 2023 @ 4:04pm 
another update, the walls will now decay down to 10% health when they run out of fuel, this behavior can be disabled in the mod config
quindao  [author] 30 Dec, 2023 @ 10:28am 
the latest update also removed the unused harmony dependancy leftover from earlier on in development
quindao  [author] 30 Dec, 2023 @ 10:19am 
if you make an addon mod feel free to tell me about it in the comments as i plan to feature links to addon mods in the description
quindao  [author] 30 Dec, 2023 @ 10:17am 
update pushed implementing an api allowing other mods to add their own living walls alongside an internal refactor a side effect of these changes is that saves with exisiting living walls will generate a one time error this error is expected and not an issue
quindao  [author] 30 Dec, 2023 @ 9:19am 
@eugene im currently working on just such a thing
Eugene Hoverhand 30 Dec, 2023 @ 3:29am 
Would love this as a framework
KashiKakes 30 Dec, 2023 @ 1:00am 
This is a really cool creative mod, I was hoping you could maybe provide a link to the other mods you mentioned in the description to make sure I grab the right ones.
quindao  [author] 29 Dec, 2023 @ 11:39am 
im currently working on an api that will allow other mods to make their own living walls with minimal code