RimWorld

RimWorld

2,534 ratings
Fortifications - Neolithic
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.605 MB
Feb 6, 2021 @ 2:05am
Jun 27 @ 11:11pm
14 Change Notes ( view )

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Fortifications - Neolithic

In 1 collection by AOBA
Fortification mods
9 items
Description
[discord.gg]
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It has always been a problem to make their settlements secured since human existence, so this is the reason why people in each era have used their own wisdom to build various of fortifications.




Changelog :
=====2/10 update=====
Fixed English description by Bullet Magnet

=====2/8 update=====
Added Chinese translate

=====2/7 update=====

added ditches

Cavalry Spike will now hurt those who trying to pass it.

[discord.gg]
Popular Discussions View All (4)
10
Jan 30, 2023 @ 2:54pm
Cavalry Spikes kinda OP
SteveZero
9
Aug 26, 2024 @ 1:56pm
Missing textures
Azzkiy
1
Apr 27, 2021 @ 5:13am
word Frame
Zerstrick
302 Comments
Tigertycoon Sep 7 @ 9:58am 
Is there anything that can be done about the Animals?
i use the palisade with Scorpions and Cavalry Spikes in front of them. That leads to the fact that animals always walk over these and constantly kill themselves slowly.
jacobellinger Sep 5 @ 4:19pm 
do enemies target these with fire? i'm not talking about fire based weapons i mean the annoying thing enemies do by somehow just starting fire to your walls and your crops?
亡涯 Sep 4 @ 6:11am 
有一个结构没有中文翻译
Vlad Draculea Aug 13 @ 8:51pm 
can ditches be flooded with water if connected to water source?
Zef Aug 8 @ 1:57am 
This is amazing for jungle areas combined with the dinosaur biome mod.

Constant supply of wood, and the pallisades and cavalry spikes really offer so much value
Carl Jul 23 @ 12:49pm 
does anyone have an addon mod for this that upscales the textures?
The Professor Jul 22 @ 11:42am 
Bit confused, why does the larger/heavier palisade gate that can be unlocked by research have far fewer hitpoints than the default small palisade door? Is this intended?
BadOaks Jul 11 @ 1:04pm 
I'm getting the gate half-open problem as well and the problem seems to be that the def is using the "mover" texture for the single door rather than the double one. I was able to fix it by manually changing the graphic data texpath from "FT_PalisadeDoor_Mover" to "FT_PalisadeDoubleDoor_Mover".

By the way, thank you AOBA for this mod! I really enjoy it :)
LoopKat Jul 10 @ 2:54pm 
Should also note that I'm on 1.5, not the 1.6 preview
LoopKat Jul 10 @ 2:35pm 
Also experiencing the palisade gate door texture issue. The gate still functions correctly, but half of the texture on each door seems to be invisible when closed, making it appear as if it's constantly open