RimWorld

RimWorld

MBS Faux Rock Wall
177 Comments
Bucketsmith  [author] 30 Jul @ 11:59am 
No problem!
I was updating some tags that got changed and done some technical wizardry for my own peace of mind.
I couldn't see anything missing related to the drag build feature (as best as I could understand it) but I'm glad it is working for you again now!
ephemeraltoast 30 Jul @ 11:42am 
After the hotfix it's working perfectly. Thanks!
Bucketsmith  [author] 30 Jul @ 4:34am 
I could not replicate the issue you are having.
Are you sure it's not a problem with a game setting locally, or your mouse?
I've released a hotfix on some minor things I tweaked, see if you still have the issue.
ephemeraltoast 29 Jul @ 11:24pm 
Hi, the walls are working in 1.6 except that I cannot place long segments by clicking and dragging anymore. Works fine when I place them one tile at a time. Only a minor annoyance, just FYI.
Bucketsmith  [author] 21 Jul @ 4:25pm 
Thanks to Jiopaba there is now compatibility with ReGrowth textures!
Bucketsmith  [author] 19 Jul @ 3:14am 
There aren't any textures in my mod. It all points to vanilla textures.
I take it the rock type there has been altered by ReGrowth in a way that is incompatible with Faux Rock Walls.
Toby 19 Jul @ 1:10am 
Not my mod and the textures aren't from here :^)
Vanyor 18 Jul @ 6:34pm 
@Toby Makes sense. The "normal" rock textures are from [1.5] ReGrowth: ReTextures mod but the middle ones, the one from your mod, I have no idea were they are from XD

I don't have a lot of modding experience but Is it possible to make a patch to use the textures from regrowth mod? Or just changing the load order will be enough?
Toby 18 Jul @ 6:10pm 
Neither of those textures look like vanilla, so you probably have one mod that replaces the vanilla rock texture, and another that changes what texture the vanilla walls use which doesn't change the path for the walls in this mod
Vanyor 18 Jul @ 4:47pm 
Hello, thank you for mod! I don't know how to explain but I've built some marble faux rock wall and they are ugly af. Not the same as the normal wall. Any tips?

https://imgur.com/a/i3kLjoP
Bucketsmith  [author] 14 Jul @ 3:30pm 
I never really understood the patching stuff and I had help last time for Engraved Walls.
It's really not the behaviour I would expect it to have if you comment out the entire file...
Jiopaba 14 Jul @ 3:13pm 
Oh lol, you beat me to it slightly. I was getting a black screen on boot with the mod enabled and I was doing a binary search to narrow down which one it was. When I realized this mod had updated in the last few hours and might be a likely culprit I came here to report it and of course the fix has been out for ten minutes.

I've actually run into that "Empty patch" issue myself in the past, it really needs a better handler. There's no reason it should cause the game to behave like that.
Bucketsmith  [author] 14 Jul @ 3:03pm 
v3.9.1 hotfix for the hard crash the latest mod version was giving
Bucketsmith  [author] 14 Jul @ 11:12am 
v3.9 Should *actually* fix the vacuum problem
Bucketsmith  [author] 14 Jul @ 3:20am 
v3.8 should fix the walls not being airtight for building on an asteroid.
Bucketsmith  [author] 14 Jul @ 3:13am 
That's alright, I don't really get a lot of bugs on this mod since it's a simple one. It's the only one I'm maintaining right now.
But sometimes I get a lot of comments and then things get buried and it gets harder for me to track,
I get a separate notification for the bug thread on steam so that's easier to get back to. :)
Jiopaba 13 Jul @ 7:42pm 
Oh, sorry about that Bucketsmith. I've been running around commenting on a bunch of mods and most of them don't even have discussions enabled, so I missed that one. Thanks for the quick fix, cheers!
Bucketsmith  [author] 13 Jul @ 7:10pm 
Should be fixed now, thanks for reporting. Please stick it in the Bug reports thread next time, it is easier for me to keep track.
Jiopaba 13 Jul @ 5:18pm 
Hey Bucketsmith, the line "<placingDraggableDimensions>1</placingDraggableDimensions>" will need to be removed from both places it appears in MBSFauxRock.xml, as it's deprecated and will throw a red error on bootup.
ephemeraltoast 12 Jul @ 9:52am 
Will do, thank you!
Bucketsmith  [author] 12 Jul @ 6:03am 
Should be a simple version number update.
Let me know if anything is broken.
Lordlory95 12 Jul @ 5:05am 
1.6?
ephemeraltoast 11 Jul @ 5:50pm 
Love my beautiful fake stone walls for de-uglifying mining projects. 1.6 update would be greatly appreciated!
Jiopaba 6 Jul @ 2:20pm 
Way late to this, but in case anyone else has @Naucetaaq's problem, you can use the "Give up your building (Continued)" mod maintained by Mlie to surrender the faux walls, making them indistinguishable to raiders. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2564783983
Bucketsmith  [author] 26 Mar @ 7:51am 
It's been asked before and I had a look at it even when I first made this mod, but that's hardcoded in the game and I could not circumvent it.
Raids target anything you've build as a player.
I suppose Tynan believes that's for balance reasons because then any player could build walls that entirely circumvent their base and raiders would never be able to enter.
Naucetaaq 26 Mar @ 7:40am 
Can you add an option to have raids ignore the walls like the real natural walls? I want to use this for a bit of beautification of my map but they seem to have an interest in smashing them.
Bucketsmith  [author] 2 Jan @ 12:54pm 
Go ahead and make a request, if you want!
Nico 1 Jan @ 7:59pm 
Regrowth Compat would be amazing
Bucketsmith  [author] 18 Aug, 2024 @ 6:27am 
I thought I fixed it, but no.
I can't seem to find what makes this behaviour happen.
It might be something that is not visible in the XML tags and might need coding to fix, which I can't do.
Bucketsmith  [author] 17 Aug, 2024 @ 3:23pm 
@Jiopaba give it a go and tell me if it works.
Bucketsmith  [author] 17 Aug, 2024 @ 2:37pm 
There must be something in the base defs that my walls are missing right now.
I will try 'isPlaceOverableWall' when I get the chance.
Jiopaba 17 Aug, 2024 @ 1:50pm 
I take that back... specifically REMOVING paint from a smoothed faux rock wall (but not a rough faux rock wall) will also delete a torch that is attached to it.

Hah, sorry to clutter up the comments so much. Maybe I should have made a thread.
Jiopaba 17 Aug, 2024 @ 1:49pm 
Across four targets: regular rough rock, regular smoothed rock, faux rough rock, and faux smoothed rock, painting does not affect the placement of Wall Torches.

The only action I can find that just sort of deletes a placed wall torch out of existence is smoothing faux rough rock walls into faux smooth rock walls.
Jiopaba 17 Aug, 2024 @ 1:09pm 
The effect doesn't happen to vanilla walls for smoothing. I haven't got the Engraving mod in my install, and I haven't tried Painting. I'll definitely give that a shot when I get a chance and see if it happens when painting regular/faux rock walls that are smoothed or not.
Bucketsmith  [author] 17 Aug, 2024 @ 12:10pm 
Hmm. supportsWallAttachments is set to true ofr the faux walls, regular and smoothed.
Does this happen with other walls from vanilla or another mod, that you can smooth, paint, engrave or something similar?
Jiopaba 17 Aug, 2024 @ 10:30am 
So here's an obscure one that may not have an easy solution.

If you place a vanilla Wall Torch on a regular rough rock wall and smooth it, the torch will remain.

If you place a vanilla Wall Torch on a faux rough rock wall and smooth it, the torch will disappear.
Bucketsmith  [author] 19 May, 2024 @ 10:03am 
That mod has C# code and I'm not a programmer. I don't know how how I could make my mod compatible.
It would probably be easier for cupro to make his mod compatible.
Bucketsmith  [author] 16 May, 2024 @ 10:51am 
Okay, thanks, I'll have a look!
Bucketsmith  [author] 15 May, 2024 @ 3:27am 
Please provide a workshop link to the latest version so I can take a look.
G-Fiti 14 May, 2024 @ 3:48pm 
Hey, would it be possible to have the faux rock walls made from cupros stones to show their custom textures instead of the vanilla ones?
Asuna 16 Apr, 2024 @ 1:45pm 
@Bucketsmith
Thanks, it works now!
Bucketsmith  [author] 16 Apr, 2024 @ 4:13am 
Should be fixed now!
I've gone over the vanilla xml code and it should be matching for any features added by 1.5 and Anomaly, not just wall lights.
I don't own any of the DLC so I can't fully test any DLC mechanics related to building/walls.
Asuna 15 Apr, 2024 @ 11:33pm 
@Bucketsmith
Just wanted to let you know that you cannot build the 1.5 wall lights on your faux walls (both smoothed and unsmoothed), it says "building cannot support attachment"
Bucketsmith  [author] 14 Apr, 2024 @ 3:47am 
Should be working on 1.5, let me know!
✪Kurosendo 14 Apr, 2024 @ 3:14am 
1.5?
Bucketsmith  [author] 15 Jul, 2023 @ 9:04am 
Thanks!
The behaviour to attack player-made structures is not something I can alter with mods, I don't think. It would be way too OP if I could! Tynan specifically changed it so they will sap your walls if you build lengthy trap tunnels, to break how OP that approach is.
BIG SOUP 15 Jul, 2023 @ 6:42am 
Nvm, just read through the comments that they will treat it like a player-built structure and go for attacking them. Oh well. More turrets and traps in these spots it is then.
BIG SOUP 15 Jul, 2023 @ 6:40am 
Seems like a lifesaver for me who decided to settle in the Geological Landforms lone mountain but some things stick out too much or need filling. Thank you!

Question though, will these be targeted by types of raiders that can dig through the walls? I'm pretty sure they don't usually target the natural walls between the outside space and my base and go straight for the doorways or exposed walls, but these may be counted as "owned" or unnatural.
Bucketsmith  [author] 10 Mar, 2023 @ 5:23am 
It was already working with 1.4, ya muppet! I only added the ability to paint 'em :D