RimWorld

RimWorld

143 ratings
Architect Expanded - Fences (Continued)
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.859 MB
Aug 15, 2021 @ 2:11pm
Apr 6, 2024 @ 1:16pm
3 Change Notes ( view )

Subscribe to download
Architect Expanded - Fences (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of Nifs mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2050680665

- Did not add the isFence attribute as it causes issues with fences that are impassable
- There is a reworked version of this mod here that uses the vanilla fence code but does not have the option of tweaking the values using the Toolbox.



[dsc.gg]
[github.com]



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.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


18 Comments
Mlie  [author] Dec 21, 2024 @ 10:42pm 
@Karet Please see the Reporting Issues section described above
Blaine Dec 2, 2023 @ 10:11am 
I'm coming back to the game and almost all my mods were not workings, until I found you. Thanks for doing this.
We were kings Sep 3, 2023 @ 3:16pm 
Thanks so much for saving this mod. I friggin love a pasture.
The Bard of Hearts Aug 20, 2023 @ 7:39pm 
ok. So, its just the gate then maybe.
Mlie  [author] Aug 20, 2023 @ 12:31pm 
@The Bard of Hearts Hm, Ive tested this and if I put a fence as a wall it seems to define the room as including the cell and as such no temperature transfer is needed.
The Bard of Hearts Aug 17, 2023 @ 4:26pm 
It used to be that certain fences such as the steel bars and steel gates allowed for both light passage and heat passage while still not being crossable. Once 1.4 hit, that feature got F***ed. Almost all mods that offer items that used to do that no longer have it. For instance, you used to be able to use the steel bars for prison cells and not worry about a vent because the bars would transfer heat anyway. Thats not the case anymore since 1.4. I'm hoping, that you, in all your brilliance, could figure out how to fix it so it does again.
Mlie  [author] Aug 17, 2023 @ 12:46am 
@The Bard of Hearts Sorry, what feature would that be? I havent heard any issues with it at least
The Bard of Hearts Aug 16, 2023 @ 11:37pm 
Does the temperature exchange feature still work with this version? I know 1.4 mucked with the temp exchange things and a lot of mods that offered it no longer have it. But, Mlie is a top flight programmer, so I'm just hoping he magically found a way. :d5_prinny:
XHAlpha Oct 30, 2022 @ 9:14pm 
All gates and doors are currently invisible, not sure if everyone else has this issue
Mlie  [author] Oct 24, 2022 @ 10:23pm 
Will update all my mods, progress on the Discord server