RimWorld

RimWorld

112 ratings
Castle Walls Reborn
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.317 MB
28 May, 2024 @ 3:10pm
7 Jul @ 10:13am
14 Change Notes ( view )

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Castle Walls Reborn

Description

This is the rebuild of JangoD'Soul's Castle Walls mod
Original mod can be found here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2526479603

This is a good expansion pack: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3024167916








Q: Why are the Castle walls all separated building?
A: By the nature of what jango wanted, a wall that's bigger then the regular one 1x1 but we can't utility the wall code as it's all for 1x1 only
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Q: Are we getting walkable parapets?
A: No
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Q: CE Compatible?
A: not today


- JangoDsoul: Original creator, Art and coder
- Criz: Continuer, Coder
- Gideon: Continuer, Coder
- Enrico: Continuer, Art
Popular Discussions View All (1)
3
16 Jun, 2024 @ 9:40am
Reduce Structure Costs?
Gideon
88 Comments
Gideon  [author] 10 Jun @ 7:51am 
@Bodacious, exactly what it says on the tin: add castle walls as a new type of wall. They're located in the architect tab named Castle.
Bodacious Cowboy 5 Jun @ 7:08pm 
What does the mod even do?
Gideon  [author] 24 Apr @ 8:50am 
Knewdle/Greisyn, it's been a bit since your initial messages...but something occurred to me...are your towers being loaded up with steel? They do use steel as ammo...
Lord Rugdumph 23 Mar @ 12:10pm 
ooooo cheers!!
Enrico  [author] 23 Mar @ 11:57am 
Check out my expansion pack to modify that component requirement: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3024167916
Lord Rugdumph 23 Mar @ 10:11am 
The defence towers seem to need components to work, there don't be no way to get vanilla components in medieval rimrim D:
троечка 14 Mar @ 5:36am 
Thank you so much for this mod!

Previous versions required an XML extension that was broken and prevented the game from loading. This one doesn't have that issue. A must-have mod because I'm building a castle.
Gideon  [author] 9 Feb @ 9:22am 
It could be. It's certainly fine to share any ideas and experiences, I hope I'm not coming across as discouraging open discourse.

It's possible that a future major revision of this mod could change the names of defs as a way to prevent, assuming that consistently prevents, but this would have to be done with communication to the community as changing a defname would create a permanent incompatibility between the new and old versions of the mod, so people would have to be given advance notice and know that they would need to avoid updating the mod on old saves. It's a fairly difficult change to justify unless the problem is creating widespread issues.
elfxiong 8 Feb @ 4:07pm 
To be honest I don’t expect you to fix it because I feel like this particular issue is beyond your control/not something fixable by mod author. I was just sharing info to see other players who have the issue have anything in common. A new test shows that a dummy mod with only one almost empty Def, ThingDef named JDS_Tower_L_connector, can cause the Uranium vein to turn into L_connector vein after being added mid-save to a barebone save created with only Core enabled. Again, the defname has to be exact for this to happen. It makes me wonder if this is caused by some game cache…
Gideon  [author] 8 Feb @ 10:14am 
I can't bug report an issue that is only present if the mod is installed mid-save. Unfortunately, since mod list changes mid-safe is not safe and is known to cause unpredictable behavior, this is a risk you take when you add something partway through. If you are able to reproduce it with the mod installed from the start, we can definitely call this a bug.