RimWorld

RimWorld

Cyclone Wire
69 Comments
Dester 13 Jan, 2023 @ 8:31pm 
Any 1.4 update planned?
ozma64 10 Aug, 2021 @ 3:44am 
1.3 update?
Whole Grain Milk Prime 5 Feb, 2021 @ 9:53am 
The razor wire traps are very questionably balanced they do way to much damage and while i'm currently happily exploiting this feature the fact that it can 2 shot any human means that it's easy mode for raids just a simple tunnel full of razor wire and it kills every single raider because it routes them through as they don't have to destroy any terrain to get in
brunayla  [author] 3 Mar, 2020 @ 8:41am 
An update will be coming when I can sit down and see what has changed.
ozma64 1 Mar, 2020 @ 2:36pm 
1.1 update?
NerdCuddles 15 Sep, 2019 @ 3:20pm 
Can you make the texture better?
narf03 18 Jun, 2019 @ 4:37pm 
extremely overpowered, just need very little resource to set it up and it will kill anything that trying to walk pass it, animals, thrumbos, rambos, robots, anything.
EmGooser 1 May, 2019 @ 2:59pm 
So, just curious why are trenches 50% flammable? (i think I got the trenches from your mod, if not sorry for the confusion)
Thelockenessmonster 23 Oct, 2018 @ 11:02am 
for some reason it is stil saying the mod is 0.19 in my modlist
brunayla  [author] 19 Oct, 2018 @ 7:41am 
mod version
Galli4nt 19 Oct, 2018 @ 3:31am 
Where you put Version 1.0 in the description do you mean this is version 1.0 of the Mod or it's rimworld version 1.0 compatible as it's still showing red for me in my mods list?
brunayla  [author] 3 Oct, 2018 @ 5:09am 
It is becuse the will is linking to the wire. It is only a graphical problem.
Torres 2 Oct, 2018 @ 5:57pm 
Hi there I'm using this concrete mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=795240891

And when I build any of the wire fences from this mod next to my embrasures it turns the graphic from the embrasure into some sort of solid wall block?

PIC HERE: https://i.imgur.com/DGnbmvY.jpg

I can still fire through the embrasure though.
"The" SeanMacLeod 26 Sep, 2018 @ 5:04pm 
Okay, you try running through a barbed-wire fence irl, see how much skin you lose.
Vril 26 Sep, 2018 @ 9:42am 
Seriously overpowered, 1 steel and 1 wood for substantial amount of damage?
"The" SeanMacLeod 15 Sep, 2018 @ 8:20pm 
@brunayla
Thank you! :steamhappy::happy_creep::bigGrin:
brunayla  [author] 15 Sep, 2018 @ 8:02pm 
Now updated to Beta 19
"The" SeanMacLeod 16 Jan, 2018 @ 4:31am 
As a lifelong Star Trek fan, I would definitely be wary of Fazor Wire.
Hot Handed? 15 Jan, 2018 @ 11:08pm 
are the textures hand drawn?
brunayla  [author] 20 Nov, 2017 @ 6:33pm 
cyclone wire is a chain link fence and fazor wire is barbed wire
Cynblue 20 Nov, 2017 @ 10:51am 
what is the difrence betwene razoe wire and cyclone wire
Havoc 26 Sep, 2017 @ 5:35am 
I might have found a fix for the razor wire traps, double or triple layer, cover every entrance... i think your guys might not trigger them (like deadfall traps, which have a % chance)
"The" SeanMacLeod 12 Jul, 2017 @ 7:54pm 
You'd avoid a big coil of wire with razors stuck on it, too
Haekel 12 Jul, 2017 @ 5:09am 
Okay, so, I've been using the Razor Wire Traps for a while now, and enemies just seem to avoid them. Even animals. Can someone confirm they are still working?
Uncertain 1 Jun, 2017 @ 5:28pm 
No, but they are supposed to look vaguely like trenches.
brunayla  [author] 29 May, 2017 @ 8:32pm 
I am not great with artwork
Leonidas 29 May, 2017 @ 6:14pm 
The razor wire looks pretty good. The trenches are ghastly.
~Nols~ 22 Oct, 2016 @ 1:46pm 
Is there going to be an update on the textures?
Mi_Llamo_Jeff 20 Oct, 2016 @ 9:27am 
Alright thanks brunayia, love the mod otherwise
brunayla  [author] 20 Oct, 2016 @ 6:41am 
Look for :
<statBases>
<MaxHitPoints>280</MaxHitPoints>
<WorkToMake>180</WorkToMake>
<Flammability>1.0</Flammability>
</statBases>

and change Flammability to less then 1.0
or wait a bit and I will push out a change. Right now it is set the same as walls.
Mi_Llamo_Jeff 19 Oct, 2016 @ 5:51pm 
Would anyone know how to lower how flammable the wire and trenches are? I had them catch fire and even with help from rain i couldnt put them out
Zesty the Hermit 5 Oct, 2016 @ 7:59pm 
Woopsie I misspelt Mod ^^"
Zesty the Hermit 4 Oct, 2016 @ 9:56pm 
what sma342 said its a neat mode but the trench texture is raather, ehh sorry to say negative things but Utter shit. ^_^"
Bunkier 27 Sep, 2016 @ 9:45am 
You need better textures. I can try to make some but i need to know the size of the image.
Lauri7x3 20 Sep, 2016 @ 2:17pm 
well it does its job.. but dude.. these are rly ugly
brunayla  [author] 20 Sep, 2016 @ 12:23pm 
I have the code. I need to make the graphics.
DC9595 20 Sep, 2016 @ 12:15pm 
I feel like the advantage of trenches would be that they require no materials to create.
brunayla  [author] 18 Sep, 2016 @ 7:04pm 
What would these trenches do?
brunayla  [author] 15 Sep, 2016 @ 7:12am 
@TuefellHundenIV Thank you. have you looked at any of my other mods?
[95th] Lt. TuefelHundenIV 14 Sep, 2016 @ 10:38pm 
After having used this mod quite a bit in current long running colony I have to say it works amazingly well. The only element I haven't tested is the trap barb wire because colonists are stupid. However the regular stuff and the normal fencing are awesome. Five strand deeep with cyclone fencing lanes.
Popo Bigles 10 Sep, 2016 @ 3:04pm 
thx
brunayla  [author] 10 Sep, 2016 @ 2:43pm 
Oh. It should work like the deadfall trap. I will look into it.
Zesty the Hermit 10 Sep, 2016 @ 1:42pm 
Militarybro Yes it deals Damage if you use the one with Trap in the name, Also Brunayla I found a issue when rearming the Traps. Some times when you Rearm the traps they will keep the look of when they were triggered.
Popo Bigles 10 Sep, 2016 @ 10:36am 
does the wire do damage.
if so im going to make a traditional prison
[95th] Lt. TuefelHundenIV 9 Sep, 2016 @ 12:48pm 
Whatever you decide to do I will give it a whirl in my game. God knows I get big enough attacks to test them.
brunayla  [author] 9 Sep, 2016 @ 5:43am 
I think that I might make a razor wire trap that works like the deadfall but looks like and slows pawns like the razor wire.

@TuefelHundenIV You can make anything passthrough only and have a movement cost.
<pathCost>240</pathCost>
<pathCostIgnoreRepeat>false</pathCostIgnoreRepeat>
<passability>PassThroughOnly</passability>
Bucketsmith 9 Sep, 2016 @ 1:52am 
I've got the same problem for a 'tripwire flare' thing I want to build. I've thought about making it a turret, but I'm afraid those would create a performance drain. Especially if every tile of a wall of razorwire is its own turret.
[95th] Lt. TuefelHundenIV 9 Sep, 2016 @ 1:27am 
Hmm what about possibly making it a very short ranged turret? That way it can have a weapon and attack pawns in its range. However the catch is I am not certain if you can make a pawn moving through a turret be slowed or not.

I have tested the razor wire and fencing and it seems to be working to me.
brunayla  [author] 8 Sep, 2016 @ 7:32pm 
It looks like I can make it re armable like the deadfall trap or destroyed like the IED. There seems not to be an auto reset without people resetting them.
Red1 8 Sep, 2016 @ 3:20pm 
ahh ok