RimWorld

RimWorld

Walls are solid
Showing 11-20 of 20 entries
< 1  >
Update: Jul 6 @ 12:23pm

[Auto-generated text]: Update on 7/6/2025 4:23:32 PM.

- Added 1.6 tag
- You can now edit the multipliers for each kind of damage, I added a list of defnames in the menus for what I considered for each category, there are two sliders for each category, one for what the game calls 'Passable' and one for 'Impassable, the latter being basically walls and giant buildings, like the ones from mech clusters.
- Changed how the patch for damaging buildings normally works, should be more consistent now, so only walls and doors get the damage reduction.

Update: Mar 17, 2024 @ 9:01pm

[Auto-generated text]: Update on 3/18/2024 1:01:16 AM.

Added 1.5 tag.

Update: Feb 17, 2023 @ 1:58pm

[Auto-generated text]: Update on 2/17/2023 6:57:57 PM.

V1.4

- Now it uses a ForEach that loops through all weapon Defs. Since this is a regular xpath operation, it is not impacted by translations. It is however slower than the previous method, which can mean a few extra seconds of loading time, at most.

Update: Jan 10, 2023 @ 12:52pm

[Auto-generated text]: Update on 1/10/2023 5:51:56 PM.

V1.3.1

- Added multipliers for more mech cluster buildings, and for Hives as well.
- Added mod settings: It's now possible to disable the compensating multipliers for specific buildings. Doing so will make it so you'll always have to carry a breaching axe around, and turrets will be much tougher, including yours.

I tried adding a different implementation of the damage multipliers, this time applying directly to walls and doors. Should be compatible with modded structures, but since it requires adding each def individually, I can't possibly add every modded one, so for now it's only recommended if you are not using any modded weapons.

Update: Dec 25, 2022 @ 12:37pm

[Auto-generated text]: Update on 12/25/2022 5:37:45 PM.

V1.3
Courtesy of @wilki24:
- Added Harmony dependency.
- 'Digging out' colonists such as escaping prisoners and visitors won't use the mining job to break walls anymore. They will bash with their weapons instead.




- Kept the patch for reducing mining damage against walls, but changed the factor from 0.25 to 0.5. The only case I can think of it mattering is when insects mine out of their hives, so they will now deal half of the damage they would against built walls.

Update: Dec 18, 2022 @ 3:11pm

[Auto-generated text]: Update on 12/18/2022 8:10:58 PM.

V1.2.1

- Fixed problem that emerged when not using DLCs.

Update: Dec 17, 2022 @ 10:19am

[Auto-generated text]: Update on 12/17/2022 3:19:11 PM.

V1.2

- Fixed the patch from last version, should now work as intended.

- Added multiplier for reduced mining damage to walls, should affect modded walls too. This means escaping prisoners will deal less damage to walls when trying to break out.

Update: Dec 15, 2022 @ 6:59am

[Auto-generated text]: Update on 12/15/2022 11:59:55 AM.

V1.1

- Added damage multipliers to:
Buildings the player can't claim, which includes ship chunks, crashed shuttles, collapsed rocks, defoliator ships and big mechanoid buildings.
Turrets, both player made and from mechanoids.

They will now take roughly the same ranged, explosive and blunt damage as in the base game.

Update: Dec 2, 2022 @ 3:00pm

[Auto-generated text]: Update on 12/2/2022 8:00:15 PM.

V1.0

Ready for going public.

Update: Dec 2, 2022 @ 1:58pm

[Auto-generated text]: Initial upload.