RimWorld

RimWorld

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Layered Wall Destruction
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Mod, 1.4, 1.5
File Size
Posted
Updated
7.020 MB
Aug 23, 2023 @ 5:09am
Apr 14 @ 1:53am
7 Change Notes ( view )

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Layered Wall Destruction

In 1 collection by Keshash
My CE addons
11 items
Description
Overview
A mod that aims to make urban combat more interesting by introducing multiple stages of destroyed walls. Now, when a raider knocks out all HP in your normal wall, instead of disappearing completely, it will turn into a worse version of itself, creating chaotic bunkers and passageways inside your rooms.

To restore a downgraded wall, a pawn with Construction work assigned must come and repair it. Walls that belong to your faction are automatically marked for restoration. Currently, only supports man-built walls. Natural rocks and smoothed mountains are not affected.

To compensate for additional staying power, HP of normal walls is slightly reduced. Also, generates filth respective to wall's materials.

Destroying walls is an unstable process. Sometimes you hit a pillar, sometimes you knock out a weak panel. When a normal wall is destroyed, it will downgrade into either stage 1A or stage 1B. The, when those stages are destroyed, it will downgrade into stage 2. There is also a chance that wall will immediately double-downgrade into stage 2.

Stage 1A: Loophole wall
An impassable wall that has many small holes in it, which makes it possible to shoot through. Behaves like CE's embrasure, but worse in terms of cover. Degrades into rubble once destroyed.

Loophole walls can be visually discerned by their multiple holes, but mostly intact profile.

Stage 1B: Breached wall
A wall that can be crawled under or climbed over, but can't be shot through. Blocks sight, but allows passage. Inspired by Sloped Walls mod. Degrades into rubble once destroyed.

Breached walls can be visually discerned by large passages going through them from one side to another.

Stage 2: Rubble
The final stage before total destruction, wall rubble allows both walking and shooting over. Essentially, a worse sandbag. In CE, will only give minor cover to feet and legs. Incapable of holding a roof. Rubble deterioates after a short period of time, so make sure to save what's left before it's trampled away into nothingness.

When Rubble is destroyed, tile becomes empty just like in vanilla. If you have autorebuild turned on, a blueprint for the original wall type will be placed.

Rubble can be visually discerned by much lighter colors and smaller shadows, as well as blobby irregular texture of collapsed materials.

Compatibility
Disables the effect fo "Walls Are Solid". Will try to fix
If a mod has a new type of wall that wasn't patched for this system, those walls will behave like in vanilla.

Supports walls from
* Combat Extended (embrasure)
* Combat Extended Armory (reinforced wall and embrasure)
* Medieval Overhaul (log and castle walls and embrasures)
* VE: Architect (log and armored walls)
* ED Embrasures
* Reinforced Walls Plus





FAQ
Q: Does restoring require resources?
A: No, currently it doesn't. Same as you would've repaired HP for free.

Q: Is this compatible with CE?
A: Yes

Q: Does it work without CE?
A: Yes, but I never play vanilla and might've miss something about it.

Q: Author disappeared/lost passion/presumably killed/has lame opinions, may I update/modify/maintain this mod?
A: Yep, you are free to do so.

Q: Safe to add/remove midgame?
A: Safe to add midgame. Safe to remove midgame, but you will get a harmless one-time error and all walls in broken stage will disappear. To be extra safe, restore all walls in advance, then go to dev mode -> debug actions -> show more actions -> destroy clutter to remove new filth types. Then save and remove the mod from list.


Thanks to Turkler for providing a compatibility fix with Harkon's Embrasure mod
Popular Discussions View All (5)
1
8 hours ago
Error on startup. Error in static constructor...
Black Jesus
3
Jun 27, 2024 @ 10:55am
Are there any way to modify the chances of walls being instantly destroyed, the timeframe for rubbles to be restored and the health multiplier for the walls?
󠀡󠀡
1
Feb 9 @ 3:41pm
compatibility with other mods
Сталин
307 Comments
Deankiller Turnupseed May 11 @ 2:38pm 
is this compatible with performance optimizer?
Komyeta May 6 @ 9:26am 
@Legion , Home zone or not, any wall owned by the colony that turns into a damaged one still becomes automatically marked for "restoring" regarless of it being in home or not. So pawns with the construction job will still go towars them to try and restore them automatically. Which can be dangerous in many situations.
Legion May 2 @ 5:51pm 
You can disable automatic home zones, people.
Komyeta Apr 25 @ 7:02pm 
I agree with krod, it can be pretty annoying to have my builders compulsively going to restore random walls around the map, it would be neat if the feature that automatically sets walls to berestored only triggers if the structure is within a home zone.

The only work around i have found to prevent this was by using the "Give up your buildings" mod to just turn the walls into a no faction entity
krod Mar 22 @ 12:38am 
When a fire breaks out and the wall is updated it autosets the area around that wall as a "Home" area which is really annoying when a flashstorm happen and a wooden wall you placed a year ago keeps becoming a home area
parkinson flick Feb 23 @ 1:24pm 
Plz add compatibility with rebuild:isaac:
XGGJI1 Feb 22 @ 12:03am 
@I3eauLeBoi Bro I'm using both of these mods , and they still work fine with the vanilla textures replaced. It might be that wall or the materials come from another mod that doesn’t have a patch. BTW, you can switch back to the vanilla textures in Rebuild mod’s settings.
SiaNKs Feb 9 @ 3:45pm 
Can we get your knowledge on How to add another mod to work with this one? there are many amazing mods that add Walls but sadly we dont know how to connect them with this mod, since you're busy, someone else might make update, then you can take it from them and continue modding it with extra code in it
Deankiller Turnupseed Jan 24 @ 10:36pm 
is this not compatible with some things float?

Error in static constructor of SomeThingsFloat.SomeThingsFloat: System.TypeInitializationException: The type initializer for 'SomeThingsFloat.SomeThingsFloat' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
...
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- POSTFIX LunarFramework.Bootstrap: Void LunarFramework.Internal.Patches.Patch_Verse_StaticConstructorOnStartupUtility:CallAll_Postfix()
- POSTFIX LayeredDestruction.patch: Void LayeredDestruction.StaticConstructorOnStartupUtilityPatch:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
KalashVodka Jan 21 @ 2:18pm 
Will walls are solid patch be a possibility, or does it seems technically impossible as of now?