RimWorld

RimWorld

Razor Wire (With Damage)
Showing 11-20 of 25 entries
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Update: Oct 27, 2018 @ 2:55pm

Update on 10/27/2018 5:55:56 PM.
- Increased razor wire cost from 2 to 3 Steel.
- Increased amount of work to make razor wire with the machining table from 180 to 200.
- Increased amount of work to make razor wire by hand from 540 to 650.

In the works: After springing 3 - 4 times, wire obstacles will be "trampled" and destroyed, requiring replacement.

Update: Oct 26, 2018 @ 10:18pm

Update on 10/27/2018 1:18:28 AM.
- Increased wire obstacle damage from 4 to 6.
- Decreased wire obstacle spring chance from 75% to 55%.

Update: Oct 26, 2018 @ 10:16pm

[Auto-generated text]: Update on 10/27/2018 1:16:59 AM.

Update: Oct 25, 2018 @ 8:21pm

Update on 10/25/2018 11:21:50 PM.
- The Smithing tech is now required to craft razor wire.

Update: Oct 25, 2018 @ 11:51am

[Auto-generated text]: Update on 10/25/2018 2:51:46 PM.

Update: Oct 20, 2018 @ 6:21pm

[Auto-generated text]: Update on 10/20/2018 9:21:24 PM.
- Increased barricade health from 350 to 375.
- Increased barricade worktomake from 500 to 600.
- Investigating issue where making wire on a machine bench is a smithing job, instead of a crafting job.

Update: Oct 18, 2018 @ 1:05pm

Update on 10/18/2018 4:05:25 PM.
- Updated to version to 1.0; no functionality changes, please report any issues!

Update: Sep 8, 2018 @ 5:09pm

Update on 9/8/2018 8:09:14 PM.
- Wire Barriers added!
- Texture overhaul, now using the appropriate sized templates.
- Fixed misspelling that meant structures were not taking the correct amount of work to build.

Update: Sep 4, 2018 @ 8:06am

Update on 9/4/2018 11:06:07 AM.
Just some minor code housekeeping. Discovered an innocuous error being thrown regarding a soundDef, will investigate.

Update: Sep 3, 2018 @ 7:33pm

Update on 9/3/2018 10:33:10 PM.
- Reduced Wire Obstacle pathing cost from 275 to 200. It now takes roughly 4.5s for a normal, healthy pawn on favorable flooring to cross a single wire obstacle (from about 5.5s).
- Enabled <pathCostIgnoreRepeat> for Wire Obstacles to reduce viability of corridors completely full of wire obstacles. After crossing the first obstacle, pawns will now cross other contiguous obstacles significantly faster (though not still at full speed). To counter this, simply add a gap between lines of wire obstacles.