RimWorld

RimWorld

Mechanical Defense 2 - mechanical walls
41 Comments
☯~Shady Divider~☯ Apr 24, 2020 @ 10:02pm 
you're doing gods work Miles, keep it up.
The Archivist Mar 23, 2020 @ 4:28pm 
@mlie thank you so much!
Mlie Mar 7, 2020 @ 10:45am 
I made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2016313260
Hope this helps anyone!
I removed the dependency to the "Base"-mod since it could be replaced with a patch-action instead.
Roeby Mar 3, 2020 @ 9:07am 
anybody knows if this is getting an update to 1.1?
NECEROS Aug 20, 2019 @ 2:29am 
I like this! I would also like the Storage portion, too! "Underground storage" is a great idea
james76543 Jan 20, 2019 @ 6:01pm 
This is just an idea to add later, as I haven't looked at the github and tried to make any of this work, but if you ever feel inclined to add it, it's not a feature I've seen anywhere else! Thanks for updating this mod, I really appreciate your time! :steamhappy::steamhappy::steamhappy:
james76543 Jan 20, 2019 @ 6:00pm 
just a crazy suggestion here - I've used this mod a lot for my playstyle, and I've always wanted to create secret mountain entrances a la Erebor from The Hobbit. My idea is to have a mechanical wall that's constructed with a couple of stone chunks that looks just like the natural wall next to it, so you'd use two limestone chunks (and a few steel and components) to create solid limestone. One difficulty is getting mobs to ignore it and treat it as though it's normal stone, but I was thinking that the main game layer would simply BE normal stone, and when you trigger the mechanical wall the backend code just puts a natural wall there. The mechanical layer would be ignore and not attackable by mobs, so the mobs would treat the natural wall with whatever pathing costs it would normally have.
multiplayer_rocks Jan 20, 2019 @ 2:55am 
Ok, thanks for taking the time to look at it anyway. Unless more people report issues I'll just use a local copy with mod manager meantime because for me, this latest change still reports issue in the debug menu on startup not recognising the tag. Still love the mod and the others you have done - so thanks!
sulusdacor  [author] Jan 19, 2019 @ 11:35am 
i forgot to change it back to the lower case one when messing aorund with that this morinign,sry.
it's now currently <supportedVersions> ... , which does not give any error when i tested.
this latest rimworld version flags the targetversion tag for every other active mod for me when in dev mode.
multiplayer_rocks Jan 19, 2019 @ 8:41am 
I see you have updated again. You have remarked out the targetVersion. Here's the error message which comes up now. Can I just point out I'm using at least one of your other mods the floor paint one and that does NOT give any errors. If it's just "me" having these problems then I'm happy enough to edit the xml/use a local copy

Verse.Root_Entry:Start()

XML error: <SupportedVersions><li>1.0</li></SupportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Mechanical Defense 2 - mechanical walls</name><author>mipen</author><!-- <targetVersion>1.0</targetVersion> --><SupportedVersions><li>1.0</li></SupportedVersions><url>https://ludeon.com/forums/index.php?topic=26276.0</url><description>"Mechanical Defense 2" (MD2)
Ver.: 1.0-1.0.1
multiplayer_rocks Jan 19, 2019 @ 6:43am 
No problem, like I said, "at least for me". The problem for me was the fact that mod manager warned it could crash my game and I was suddenly getting those errors after the update. No biggie, I mentioned it in case others had the same problem and thanks for the mod. It seems it is case sensitive BTW, because I had another mod which has just been corrected and works ok now. If it works for others without any problems then great.
sulusdacor  [author] Jan 19, 2019 @ 5:48am 
steam did not let me update it with targetversion tag and told me to use supportedversions XD
multiplayer_rocks Jan 18, 2019 @ 8:35pm 
Latest update gives red error line message and throws up a yellow warning triangle if using "mod manager". Issue is the line containing supportedversions in the about.xml. If you change it to targetVersion and remove the <li> tags all the errors go away (at least for me anyway).
sulusdacor  [author] Jan 18, 2019 @ 3:40pm 
thx for the info i did not know about that 2nd half.

- removed buildingabstract here
Jdalt40 Jan 16, 2019 @ 5:36pm 
What happens is over time, abstract bases gradually change without notification after updates, your own abstract bases completely ignoring these changes and still going about it the same way as before. This leads to other mods referencing your abstract base instead of the game's abstract base, causing a risk in which they could be missing features due to missing certain fields.
Jdalt40 Jan 16, 2019 @ 5:31pm 
Yeah, this has changed from when this was originally a practice, abstracts were found not to be out of scope when being referenced outside of your mod. This can lead to multiple compatibility issues with other mods loading your buildingBase instead of the base game buildingBase, it's found in the second part of this thread: https://ludeon.com/forums/index.php?topic=19499.50
sulusdacor  [author] Jan 16, 2019 @ 2:46pm 
slightly confused here, because:
every mod "overrides"/creates their own abstract(s). as far as i know this the proper form. there was even a forum thread about it few versions ago urging modders to not forget this, to prevent problems. i don't think this practice/the game structure has changed.

if you dont want the abstract, you can easily go into the xml file and delete the buildingbase abstract section in the MD2_mechwalls_ThingDefs_base.xml with any texteditor program.

so yeah, feel like maybe i'm missing sth here. with what mod does this conflict?
Jdalt40 Jan 15, 2019 @ 8:31pm 
Hey sulusdacor, it seems you are still overwriting BuildingBase as an abstract in this, are you able to remove this?
groovybluedog Nov 11, 2018 @ 11:10am 
THANK YOU <3
james76543 Nov 3, 2018 @ 11:02am 
Awesome thanks!!
sulusdacor  [author] Nov 3, 2018 @ 3:34am 
1.0 updated
james76543 Sep 27, 2018 @ 7:30pm 
Bummer, I updated all the xmls and it loads but there is some bug with one of the methods that needs to be updated :(
Tal'Raziid Jul 15, 2018 @ 12:32am 
For some reason, the icons for Recess Wall and Open embrasure have become pink boxes with an x in them, instead of the usual button icons they have
sulusdacor  [author] Jan 20, 2018 @ 10:06am 
added modsync
sulusdacor  [author] Jan 19, 2018 @ 3:24am 
Sentient_Worm Jan 18, 2018 @ 7:00pm 
So what modual adds the droids in the picture?
Jdalt40 Jan 7, 2018 @ 8:34pm 
Upload it to pastebin and send the link here
Jdalt40 Jan 7, 2018 @ 8:33pm 
Tal'Raziid please send in your output log, developers cannot help you if you just say it doesn't work. Go to C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data to get your output log
Tal'Raziid Jan 7, 2018 @ 1:35am 
I dunno, i just scrapped the save and readjusted my modlist. Just thought id note that it was the only recent change when the map was messed up
sulusdacor  [author] Jan 7, 2018 @ 1:31am 
just run a colony and save with dev mode and i did not see any change in the world map.
from what mod adds it should not cause any error there.

messed up in what way excatly? output log?
Tal'Raziid Jan 6, 2018 @ 10:59pm 
Yep, definitely only broke after this mod was added
Tal'Raziid Jan 6, 2018 @ 10:49pm 
It seems this mod may be mesisng up the world map when i added it to an existing save.
Tal'Raziid Jan 6, 2018 @ 9:59pm 
I'll not lie, this is something i've been wanting since i started using mods. My cave-temple-complexes shall now be even more deadly
sulusdacor  [author] Jan 6, 2018 @ 3:11am 
- added a sentence in the about file to say what the walls are/do, if you scroll your modlist ingame you have a bit of an idea
- linked textures of embrasures+walldown fixed (updated pictue too)
- added source code download

- added the required base mod here

forgot a bunch of stuff with my last mods it seems. getting excited about stuff working is not an excuse^^
Tal'Raziid Jan 5, 2018 @ 9:31pm 
You should set MD2-base as a required mod instead of just stating it in the descrip. Makes for a smoother way to sub to everything needed, and people who cant read cant complain
Nianor Jan 5, 2018 @ 7:36pm 
Awesome! I found this mod a while back, but it was already outdated, and I was hoping someone would ressurect it!
sulusdacor  [author] Jan 5, 2018 @ 1:27pm 
just noticed when doing the picture, that i totaly forgot to update the linkable textures...

thats why the embrasures and wall if down looks a bit wonky. i will do that as soon a possible.
lloki Jan 5, 2018 @ 12:27pm 
Now it's much better :) I have to try it :)
sulusdacor  [author] Jan 5, 2018 @ 10:19am 
you are kinda right i was a bit lacklust in terms of descriptions/info on my last mods. i have to fix that asap.
thx for letting me know ;)
lloki Jan 5, 2018 @ 8:12am 
You could add also an original description - I had to click in two links to check what does they do :P