RimWorld

RimWorld

Walls are solid
216 Comments
Victor  [author] Aug 14 @ 1:16pm 
@orzelek16 ok I partially fixed your problem, the mod wasn't actually replacing the Bomb damage factors, and I added a patch for [RH2] Rimmu-Nation² - Weapons, but now I need to add the new damage types for the "Revert Changes..." patch, so I'm thinking about rewriting it to be easier, or maybe even automatic, to add more modded damage types, as it currently only adds the basegame damages.
orzelek16 Aug 14 @ 11:45am 
After a bit more tinkering around (due to insta kills on 1k hp turrets) I found out that your Bomb damage type is not getting applied - so mod like 2035 Armories would have weapons with bomb type that do a lot of damage to turrets. PAtching operation should not have name of patched node in the xpath to work properly.
orzelek16 Aug 10 @ 3:51pm 
I have noticed my walls vanishing when under attack even with bomb damage reduced to 5% in this mod. I figured out that it's the Rimmu-Nation mod that adds weapons that have 4x damage multiplier to buildings that are not modified by multipliers set here. Can you take a look if it could be made compatible? (Rimmu-Nation adds it's own damage defs for those weapons with 4x building damage multiplier)
Victor  [author] Jul 27 @ 7:46am 
No idea, what is the mod that changes prison break behaviour? The prison break command needs them to be prisoners first, and I don't think the type of wall makes any difference for the prison break's code. If you can reproduce the problem, try disabling that specific mod, and see if it fixes it. Otherwise, you can try a binary search: disable half of the mods (not including this one), and see if they still mine the walls, if they don't, try with the other half, and keep halving the list until you find which one is causing it.
Предплечье Jul 26 @ 8:56am 
Had 4 prisoners, double passion mining lvl 12, single passion lvl 4, no passion lvl 2 and one incapable of mining:

Enclosed in a cubicle I couldn't even activate prison break (they were unresponsive to command), so after activating it I placed a wall in front of a door to create enclosed box. Tried with prison made from both vanilla granite walls first and then modded concrete walls - either of them took around 2-3 dmg from their hits, it seems they weren't mining this time

Not sure how to recreate what I had otherwise, I have a mod that makes escape from prison an actual escape so they won't be trying to fight heavily armed guards and turrets unarmed. It changes their logic but not values of damage dealt to walls or anything, I think. Maybe it was a random lag or something?
Victor  [author] Jul 26 @ 7:35am 
In the basegame, they mine to escape, dealing 40 damage per hit. High mining skill makes them hit faster. This mod makes the game think they are incapable of mining, in which case they just bash.
Victor  [author] Jul 26 @ 7:33am 
Perhaps the pawn was mining instead of bashing? There's a code that prevents it but maybe it didn't work in your game? From my tests it is still working but if you could find a way to reproduce it, it'd be a great help. I test it by putting a prisoner in an enclosed box and using a dev command called "T: Start Prison Break"
Предплечье Jul 26 @ 7:20am 
Used my colonist to fist vanilla granite wall and concrete wall from mod - he did less than 1% with single hit, while prisoner bashed it by 10-15% for some reason. They got no special traits like wall-buster or something (not sure it even exists) no gear (prisoners after all) and not even high mining. Maybe I'm simply missing something? I don't even have any weapons near my prison and I don't have any breach weapons at all
Предплечье Jul 26 @ 7:13am 
Hi, @Victor I do have Diagonal walls as well, but could it be the reason? What I have is a Concrete wall made from concrete of Fortifications industrial mod, in terms of HP it's tougher than granite but my escaped prisoners bashed through it with bare fists. I'm not sure as to what other info I should give
Victor  [author] Jul 23 @ 10:53am 
@Anon it isn't? Did you enable the "Revert Changes on" patch?
Anon Jul 23 @ 10:31am 
The Insect Burrow wall that was added in Odyssey should be breakable by all weapons to suit the game design of the quest areas it appears in.
Victor  [author] Jul 22 @ 12:12pm 
@capet Valois Bourbon fixed.
capet Valois Bourbon Jul 21 @ 8:02pm 
It doesnt work for the mod Medieval Walls,but 1.5 it works.
Victor  [author] Jul 21 @ 6:03am 
@Maya Fey fixed it.
Maya Fey Jul 20 @ 12:34am 
I think the 1.6 update added a bug for people who still play 1.5, cause I kept getting an error on launch that went away when I deleted the 1.6 folder.
Victor  [author] Jul 19 @ 7:14am 
@kongkim Yes there's a mod option for that, and what is counted as solid should be everything your pawns can't step over.
kongkim Jul 19 @ 3:56am 
A small update to the mod so in an items/walls /objects info said if it counted as a solid or not would be really nice :)
kongkim Jul 19 @ 2:49am 
Are there a way to set in the option so buildings and Turrets still take damage, but wall less?
wildbuffalo Jul 18 @ 4:02pm 
its ok, I was just a bit confused
Victor  [author] Jul 18 @ 2:26pm 
Basically Combat Extended already adds several multipliers for reducing the damage that buildings take, it even uses a different multiplier that is in the game, so adding this mod would further reduce damage types like Bullet against buildings. You can still use this mod though, I think. I suppose it'd be better to just add a warning if CE is detected, sorry for the inconvenience.
wildbuffalo Jul 18 @ 2:04pm 
whats the patch for CE that does this since they are incompatible with eachother?
Xeonzs Jul 17 @ 2:05pm 
I actually also appreciate that option.
Good suggestion, good addition!
Victor  [author] Jul 17 @ 11:49am 
@Venality I added an option that adds a x0 multiplier for ranged damage types against natural walls, enjoy.
cat Jul 12 @ 7:15pm 
appreciate it bro! most modders wouldn't go out their way to patch so much tyty
Venality Jul 12 @ 1:12pm 
Can you make a mod that prevents natural walls from taking damage from weapons? I hate having missiles or stray bullets chip away at mountains and ruining the natural look of the world yk
Pneuma Jul 12 @ 7:12am 
youre so hot
Victor  [author] Jul 12 @ 7:03am 
@cat I just tested, and it seems the buildings patch wasn't applying to the broken walls, so I added a few lines, should work now.
cat Jul 12 @ 3:00am 
does this function w/ layered walls destruction ?
Victor  [author] Jul 8 @ 3:16pm 
Indeed it was
Seb Jul 8 @ 9:51am 
In DamagesModded_Patch.xml, the Integrated Implants patch is missing a ] in the xpath.

Here:
<xpath>Defs/DamageDef[defName="HemoBite" or defName="StabToxic"</xpath>
Victor  [author] Jul 7 @ 2:38pm 
@ alf.lord51 Thanks for pointing it out, there was a missing quote mark, should be fixed now. I need to patch all of them because patching comes after inheritance.
alf.lord51 Jul 7 @ 9:51am 
patch for Vanilla Genetics Expanded failed
only these needs patching(others inherit from CutBase, Bite or Bomb): GR_Acid, GR_ToxicExplosion, GR_ToxicGas, GR_HairballExplosion, GR_DistortionDamage, GR_PermanentBurn
Victor  [author] Jul 1 @ 5:58pm 
Yes, I'm trying to rewrite some stuff but from my tests it still works fine
Colqhoun Jul 1 @ 4:44pm 
does this work in 1.6?
Flyte95 Apr 26 @ 6:12am 
Hey. For me Pawns arent attacking Walls or Doors at all, but just mine them. Doing 40 damage to Doors and 80 to Walls each hit. Any idea how to fix that?
Ostrich Apr 19 @ 3:15am 
any plans to release legacy build versions like 1.3?
ZabuZabusado Jan 27 @ 5:14pm 
any plan to fix the issue of pawns mining instead of attacking the walls?
Victor  [author] Jan 14 @ 4:52am 
@Krysák There are plenty of other mods that do that, I wanted to avoid conflicts
Krysák Jan 13 @ 7:46pm 
How about fire? Shouldn't the wall be fireproof?
SUKSUKI Jan 7 @ 5:55pm 
It's really fun mod that CAI raids are now idiots and I am happy to see their dumb moves loool, keep smashing iron walls dumb
whitespacekilla Jan 1 @ 8:13am 
CAI has a soft incompatibility with this mod. You can use them both together fine but the authors of CAI 5000 want your walls to be vanilla strength. The explanations about path cost are false/mumbo jumbo.
Victor  [author] Nov 4, 2024 @ 3:45pm 
I'm sorry, I don't know how that mod works, and since this mod just uses very simple operations, I think compatibility must be done on their end
nonna Nov 4, 2024 @ 9:22am 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>
Futstub Nov 1, 2024 @ 12:02pm 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>
Ambir Oct 30, 2024 @ 6:16am 
I like this mod. My only big issue about it is when a raider shows up with a wooden club and somehow destroys my granite wall because those are coded like breach axes. I have no qualms about a mace doing that, but a primitive club digging through a granite wall in a couple of strikes feels very uncalled for.
Bob Oct 18, 2024 @ 9:19am 
They can still dig for some reason
Jetstream Aug 24, 2024 @ 10:45pm 
What about shamblers? a horde of those entities attack walls and doors just like a dude with a breaching axe, are they affected too?
basiilik9 Jun 30, 2024 @ 9:23am 
AHHHHHHHHHHHHHHAAOFLKGOOFOHGGKLKFLÖHGLÖPÜPOOPÜGPKHÄÄ
Stuff Jun 13, 2024 @ 6:35pm 
hey, does this work with yayo's combat 3?
挽墨 May 25, 2024 @ 4:32am 
Can you make it compatible?
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