RimWorld

RimWorld

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Architect Expanded - Fences
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Mod, 1.1, 1.2
File Size
Posted
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3.989 MB
Apr 6, 2020 @ 8:08am
Aug 11, 2020 @ 3:48am
11 Change Notes ( view )

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Architect Expanded - Fences

In 1 collection by Nif
Nif's Mods
8 items
Description

A bit of misleading info on Cover percent. They're all based on <fillPercent> that has a range of 0-1 that I simply modified into 1-100%. Walls have a <fillPercent> of 1 or 100% in this case. However, since Rimworld does things differently for any <fillPercent> above 0.99 (99%), anything above it defaults back to 75%. In other words, there is no such thing as 100% cover. They are all supposedly 75%; the same as walls. Sorry for any confusion regarding Cover. The other fences below 100% should be accurate though.

LAST EDIT:
I'm taking an indefinite hiatus as I'm getting more busier with life, especially college. You are free to modify and post the mod. Thank you for the support!




An Architect Expanded mod that provides 8 types of fences that blends nicely with the vanilla aesthetic. All of which can be used as defense cover and can be easily modified with the mod settings, along with other options.

Description of each modifiable property of fences or gates can be found at the "Home" tab of the ToolBox settings: Mod Settings > ToolBox > Home. Another guide can be found at the ToolBox Wiki.[github.com]














»Minor Update (v1.3.5.1) [08/11/20]
-Added 1.2 in supported versions.

»Bug Patch (v1.3.5.0) [05/06/20]
-Fixed: GenSpawn.SpawningWipes() and GenConstruct.CanPlaceBlueprintOver() patch of [AE] Fences. It broke the functionality of the Replace Stuff mod.

»Bug Patch (v1.3.4.0) [05/05/20]
-Fixed: GenSpawn.SpawningWipes() returning a null exception, causing floors to be unbuildable.

»Minor Update (v1.3.3.0) [04/21/20]
-Fence gate blueprints are now placable over fences, instead of removing the fences first and building the gate.

Note: As much as I don't like adding mod requirements due to possible future hiccups, Harmony is required to make this update possible. I'm fairly sure many of you have it already installed so this shouldn't be too much of a problem. If you haven't, here's a link to the mod: Harmony.



»Blueprint for gates does not change appearance for vertical versions. It also does not update rotation instantly like doors. However, once built, it rotates immediately to align with the fences.
»This is not compatible with Vanilla Fences and even the Tab version. It still uses the same defName so it will overwrite which ever was loaded first.



Q1: Save game compatible?
A1: Yes.

Q2: Removable from save game?
Q2: Yes. However, if you're still using ToolBox, an error will pop-up. Just open the ToolBox settings and close it to stop it from occurring.

Q3: Will you be adding more fences?
A3: Yes, however, the other fences will act as an add-on. It will not be directly added in this mod.

Q4: Isn't this Vanilla Fences just retextured?
Q4: Well yes, but actually no. I've redone the whole settings and gates. Though I am sorry for taking a year to do all of those. I do things on my own pace.

Q5: Are the fences climbable?
Q5: Well no, but actually yes. By default, all fences cannot be stood or pass through. It can however be changed within the settings: Mod Settings > ToolBox > [AE] Fences

Q6: Can I use this on a save that previously used Vanilla Fences?
A6: You'll 100% get an error and all gates will disappear. The settings will not pass through, thus it will default to the current properties of the fences. The fences will still remain but will have significant damage. In other words, it's possible to transfer, but there will be drawbacks.



»Vanilla Expanded Collection - mods that stays true to Vanilla artstyle and concept.
»Dub's Paint Shop - allows you to paint on buildings.
»[KV] Path Avoid - set places where colonist can and cannot walk on.
»Greenworld Lite - dirt is less dirty and more grassy.
»Gizmo Begone! - allows you to hide the button of a building (gizmo).

Patches:
»Tab Patch - adds a "Fences" tab
»Texture Patch - replaces the texture with the old ones from Vanilla Fences.



If you've uploaded a translation patch for this mod, leave down a link on the comment section. I'll gladly place a link here to your patch.

German:
»Erdnussbrot
Russian (incomplete):
»Romwald [BY]
Portuguese:
»Bambinoff
Portuguese Brazilian:
»Bambinoff
Chinese:
»阿寻 => workshop mod


»Rimworld is owned by Tynan Sylvester.
»Art and Code used for the mod are created by me, Nif.



»GitHub version: Architect Expanded - Fences (v1.2.3.0)[github.com]

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Popular Discussions View All (1)
6
Mar 12, 2021 @ 6:09am
PINNED: Conflicts / Problems
Nif
137 Comments
Lord_Eol Jul 20, 2024 @ 3:54am 
Do any of these fences block non-fencable animals, i.e. rabbits? That's what I really want.
Big Cheese Feb 3, 2024 @ 8:56pm 
Mlie I see you everywhere lol
Mlie Aug 15, 2021 @ 2:14pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2576081324
Hope it helps anyone!
Jiopaba Jul 27, 2021 @ 2:08pm 
For what it's worth Nif, I've discovered while working on the "More Vanilla Fences" mod that really there's nothing special about fences. Literally the only special thing you do with a Fence compared to a Wall is set the XML flag "isFence" if you want it to be specifically impassable to herd animals. Feel free to hit me up if you are going to revive it and want anything I've messed with.
Nif  [author] Jul 27, 2021 @ 10:41am 
I'll reinstall visual studio and see if I can update the ToolBox mod. If there isn't a lot of headache with it, I'll revive this mod as well. No promises tho.
Jiopaba Jul 14, 2021 @ 8:42am 
Hey Nif, since you said we're free to modify and post the mod, I went ahead and rewrote it based on the vanilla Fence def for 1.3 and up, and I've posted it to the workshop under the name "More Vanilla Fences." It sadly doesn't make use of your ultra sexy architect tools to allow people to reconfigure it all in-game, being beyond my skill level, but I mostly just wanted to be able to continue using the fences going forward.

Much credit to you, and thanks for all you hard work! If you've got any problems with the mod, let me know here or on Discord, cheers!

https://steamcommunity.com/sharedfiles/filedetails/?id=2546954423
Nif  [author] Jul 8, 2021 @ 11:54am 
@ALE199-ITA

Yea, my mods would probs become incompatible on next update. I got no time work on em anymore, sadly. That said, I'm happy to see fences on vanilla now. People can now easily make modified versions unlike before.
ALE199 Jul 8, 2021 @ 9:29am 
Yeah there is the pre-view for 1.3, and well, we will have to play vanilla due to incompatibilities...
Also they are making a DLC where they add ideologies.
Nif  [author] Jul 8, 2021 @ 8:01am 
@ALE199-ITA

Wait, seriously? lmao, I haven't been in the Rimworld community for a good long while now. I wanna play again but I'd probs fall in the rabbit hole and end up addicted.
ALE199 Jul 7, 2021 @ 6:38pm 
soo now that farm fences have been added in vanilla, what's the fate of this mod?