RimWorld

RimWorld

Razor Wire (With Damage)
100 Comments
ozfresh May 4 @ 12:41pm 
Update to 1.5 please!
Pyra May 4, 2024 @ 9:01am 
I've been using this on 1.5 for a while now and only came across one bug so far. If you have concertina wire built against a wall and try to place something on that wall above it, in my case a wall light or wall torch, the pawns will stand around and do nothing because they can't reach the build task. Removing the task to build the wall light/torch will free the pawns and they will return to normal. the bug does not happen if there is a space in between the wall light/torch and the concertina wire.

My uneducated guess is that their task assignment tells them that it is a viable build task as if it were just sandbags in the way but the wire itself stops the pathing from taking place.
greensike Apr 14, 2024 @ 3:29pm 
Just tested it with 1.5 seems ok, there are a few errors regarding specifically this mod in the debug but it behaves the same as 1.4 so who knows
Octavia Nov 30, 2022 @ 1:16pm 
Yeah, been using this on 1.4 for weeks, it seems fine.
reven29 Oct 27, 2022 @ 2:07am 
i did some testing with it and it "seems" like its still working
9 year old = Marry material Oct 26, 2022 @ 1:45pm 
Update when??
reven29 Oct 25, 2022 @ 7:41am 
just curious if anyone knows if this is working or being updated?
Renier Mar 30, 2022 @ 4:22am 
@Anti-Personic Bullet

Barbed Wire needs to be strapped down otherwise you can just put a thick blanket on it and push it. The author of CE probably considered this "base" you put the longer tracks of wire in to keep it in position.
Killsy Mar 21, 2022 @ 4:55am 
I love the mod to bits but there is 1 issue I've found: the game comes to an absolute crawl once raids larger than 15 people reach the barbed wire. Tps are basically non existent and frames drop to 5fps or less on good days
Cloverrrrrrrrrrrrrrrrrrrrrrrrrrr Aug 28, 2021 @ 9:25am 
For anyone who still needs to know: yes, the barrier can indeed be shot through.
Videogameplayer Aug 12, 2021 @ 12:11pm 
balance issues aside, the wire obstacle does great at representing what it is. I don't think I've seen any mod do it as well as you have here! I wish they'd deteriorate a bit when passed over, though. Got to ask about wire barricades: obviously since they can't be walked over they can't apply damage like the wire obstacles do, so I'm wondering; when it's attacked to make a breach, do the attackers take damage? If not then in what way is it functioning as razor wire compared to a simple impassable fence? Thanks
Lord Freedom Aug 7, 2021 @ 5:19am 
1.3 nice! I wasn't sure if this was still being updated. Combining this mod with Seamless Embrasures makes for very strong defenses (realistic too). Thank you! <3
Sons of Lorgar[SWE] Aug 4, 2021 @ 11:34pm 
will/does this need update to 1.3?
qux May 4, 2021 @ 10:54am 
Anti-Personic Bullet Apr 9, 2021 @ 7:31pm 
In CE the single strand has a cover height of 0.18m, is that intentional? I don't really think one strand of razor wire would protect you much from gunfire...
PewPewKitty~♡ Mar 6, 2021 @ 11:24am 
Nifty, thanks!
Pim Mar 4, 2021 @ 1:05am 
Hey, your mod is great, really enjoy it!

I have a suggestion, it would be cool if we could electrify these. It could be a mid game research thing. Maybe by putting a 1x1 box-like item in proximity to a row of barbed wire could electrify the whole row. And maybe it could then give little to no damage, but have a 50% chance of stunning an enemy when they pass over it.
Kyrox Feb 20, 2021 @ 11:38am 
I'm rocking the obstical wire for my killbox and honestly, I don't even need turrets. I've got maybe 25 tiles that enemies crawl through of this stuff and by the time they get to the end, they're all just bleeding out and dead.

The wire also seems to take no damage passively from hurting others. Not sure if I've done something wrong, but this is really overpowered.
nana_the_ninja Jan 19, 2021 @ 5:01pm 
Materials Needed:

3 steel = 1 concertina wire
30 steel = 10 concertina wires
1 concertina wire = 1 concertina wire obstacle
3 concertina wires = 1 concertina wire barrier

Concertina wire(s) are made at the machining table.

Neat mod, thanks for making it!
Roytulin Jan 7, 2021 @ 6:22pm 
Just a note after reading through the description, appreciate the history put into it, would be even better if it also states the in-game required resources for manufacturing the spools :)
Vaeringjar Sep 23, 2020 @ 6:42pm 
Can the barricade be shot through?
Ashleymatrix Aug 10, 2020 @ 6:06pm 
i know 1.2 is pretty new but i really hope this gets updated soon :)
Aarmik May 28, 2020 @ 9:46pm 
I really like the mod. It's a great concept and looks good.

My only problem is that raiders, insects and other enemies tend to be hellbent on destroying any wire i place outside my settlement. I tried placing some away from my settlement and a part of the raiders always seem to run over there to destroy them before attacking my settlement effectively dividing up their forces. They also seem to like bashing the wire barricades that I have in range of my turrets, leading to them getting mowed down by my turrets while they pointlessly try to destroy some barbed wire.
N7Huntsman  [author] Apr 14, 2020 @ 10:50pm 
@dastorm If I recall correctly, this it just the base Rimworld trap code--but you're welcome to use anything you like.
DSD Apr 4, 2020 @ 4:50am 
Can I use some of this mod's code for a poisoned version?
Sunlight88 Mar 20, 2020 @ 12:54pm 
Thank you!
Sunlight88 Mar 15, 2020 @ 1:35pm 
Can you please update this to 1.1? :)
[TBU]LostInTheWired Mar 12, 2020 @ 4:54pm 
I really wanted it as well. Looking over it, it seems to be mostly xml definitions and I didn't notice any major changes for those files on the move to 1.1. I just edited the About.xml and added 1.1 as a supported version and I haven't run into any issues in 1.1 so far.
Xplicita Mar 10, 2020 @ 9:41pm 
Was looking forward to this being updated
Rob Feb 27, 2020 @ 5:19am 
if you still mod would be awesome to get a 1.1 version eventually
four12 Feb 26, 2020 @ 11:14am 
Would most definitely enjoy a 1.1 update when you have time!
Nattnissen Feb 25, 2020 @ 5:02am 
Will this get a 1.1 update?
Texotic Jan 14, 2020 @ 6:04pm 
@Headshotkill The issue seems to lie in the most recent update of Combat Extended if you're also using that - specifically a 216 damage "bruise" which is occasionally applied to the torso, completely annihilating all but the strongest of creatures.

Thing is, too, it seems to be more than just a mod incompatibility. Vanilla spike traps, bows and arrows, and creature teeth and bites can apply that 216 damage "bruise" just the same as any modded weapon - in my experience it happened with OC Defense guns from the Glittertech, notably thanks to their super high fire rate...

In fact, thinking on it, this glitch seems to apply only to sharp damage, and particularly against armored opponents or those with armored flesh, in the case of elephants, thrumbos, or (modded) dragons. I'm even lead to believe that the new RHA/MPa armor system may have something to do with it, as this bug was never an issue with the previous CE armor system.

What do you think, @N7Huntsman? Let's figure this out.
OOClay Dec 22, 2019 @ 1:14am 
headshot i think the insta kill happens with eather a mod conflict or a load order one as when that happen to me changing the load order made the obstacle go back to doing little damage after adding/removing mods
Headshotkill Dec 11, 2019 @ 3:40pm 
Your mod is absolutely fantastic and puts much needed crowd control into the game that makes tribal zerg rushes less OP.

... however...

I understand concertina wire barricade functions as a shoot/see-through wall and concertina obstacle functions as a movements slowing object and trap.
The problem is the trap behaviour of the concertina obstacle, it's too powerfull often killing people in one hit by obliterating their torso. I'm not sure if other people using this mod also experience this behaviour or if it's another mod conflicting with this one.
酱油菜,请指导 Sep 10, 2019 @ 6:37am 
蛇腹形铁丝网-
配方:1根蛇腹形铁丝网
健康:150;损伤:6(55%的可能性);钝性损伤抗性:15%;爆炸损伤脆弱性:200%。
。它的安装成本低,速度极快,重量轻,便于部署,因此它非常适合外围和临时营地。虽然它仍然可以克服一些困难,但它仍然对步兵构成了障碍,并使他们暴露在迎面而来的炮火之下。虽然没有适当的工具很难造成破坏,但容易受到爆炸物的破坏,使单一的障碍不足以严重阻碍敌人的前进。
蛇腹形铁丝网-
配方:3根蛇腹形铁丝网
健康:350;钝性损伤抗性:20%;爆炸损伤脆弱性:175%。
虽然建造起来更费时间,但它构成了一个巨大的屏障,敌人不能越过它而不首先造成一个缺口,这使得它对建造围墙、囚犯关押区或临时野外工程很有用。
保存游戏兼容性(M)
Stucka_ / Luca Aug 29, 2019 @ 3:48am 
wouldnt it be less vournebal for explosions ? i mean its a wire. it doesnt habe much area to be affected by explosions.
in ww1 that was a big problem because it would just bend around but not brake
PingusDingus Aug 7, 2019 @ 12:19am 
Thank you for this. Suggestion: Should be additionally craftable at both smithys and fabrication bench. Smithys should have 3x Spool of Concertina Wire bill. Machining should have 5x Spool of Concertina Wire bill. Lastly Fabrication bench should have 10x Spool of Concertina Wire.
N7Huntsman  [author] Jun 24, 2019 @ 6:10am 
@Stk That's more a behavior related to that prisoner not "knowing" about your colony's traps, even big, obvious ones like a wall of razor wire. As a result, they plot the most direct patch to the edge of the map and go right through it.

I can't really address that issue on my end, but a possible workaround may be too have a little guy somewhere with a prisoner sleeping spot you transfer them to before releasing them. That way, they're either outside of the wire when your release them, or are at least leaving via a route that doesn't have any wire in the way.
stk2008 Jun 23, 2019 @ 5:21am 
hi there wondering if you could help.
I have got a prisoner who insists on walking over this stuff every time no matter what and some times gets hurt.

My colonists always walk around it what am I doing wrong? :(

Thanks

https://i.imgur.com/KbVoC5N.jpg
Zola Apr 13, 2019 @ 12:37pm 
@N7Huntsman thanks for the quick reply :)
N7Huntsman  [author] Apr 13, 2019 @ 12:32pm 
@Zola You shouldn't have any issues.
Zola Apr 13, 2019 @ 12:32pm 
Playing it safe, is this mod compatible with [1.0] Combat Extended?
N7Huntsman  [author] Apr 12, 2019 @ 7:57pm 
@Odd The only tech requirement is Machining. I haven't used that other mod, so I can't say how the two interact.
Oddworld86 Apr 4, 2019 @ 6:28am 
Hi N7 is your mod compatible with Hadcore SK? In terms of ressources requirement I mean?
N7Huntsman  [author] Feb 4, 2019 @ 1:02pm 
@Natalo Shouldn't be. Used to be some odd behavior because of some stuff that other mods changed, but the should no longer occur.
Natalo77 Feb 4, 2019 @ 12:51pm 
Any hard incompatabilites?
N7Huntsman  [author] Dec 15, 2018 @ 6:42am 
The trap only causes damage when a pawn tries to cross it, but the wire obstacle is like sandbags--pawns can cross it, but they can't stand on top of it.
SquirrelWizard Dec 15, 2018 @ 12:26am 
does the wire do damage to things caught in it, or only when pawns try to path over it?
N7Huntsman  [author] Nov 4, 2018 @ 9:55am 
While pawns can pass through/climb over them, like sandbags, they can't actually stand on the tile where the wire is located.