RimWorld

RimWorld

Layered Wall Destruction
367 Comments
Dankukus Oct 24 @ 1:50pm 
nevermind my bad for not looking at the patch
Dankukus Oct 24 @ 1:14am 
CE embrasures get turned into regular loophole/breached walls, then repaired into regular walls - a little annoying, a fix would be neat
PlutoMayhem Oct 23 @ 6:50pm 
It's because the original author cannot handle all of the patches on their own...
하나 Oct 23 @ 10:03am 
Why does it say "additional patch mod is must required" even though this mod is original?
theBlind Oct 22 @ 12:39pm 
Just want to add that RimPy sorted the mod and new dependency without issues for me as well.
Dlitz Oct 22 @ 6:14am 
Rimsort said it was due to a dependency duplication caused by the Steam Workshop. Anyway, thank you for your reply.
Keshash  [author] Oct 22 @ 5:37am 
Can't replicate the issue, sorts ok for me. Sorting rules should be pretty clear for this too...


<loadBefore>
<li>seromas.layereddestruction.patches</li>
</loadBefore>

<loadAfter>
<li>Keshash.LayeredWallDestruction</li>
</loadAfter>
Dlitz Oct 22 @ 5:14am 
Found an issue: when this mod is used together with Layered Wall Destruction - Additional Patches, Rimsort cannot sort properly due to a circular dependency.
Keshash  [author] Oct 22 @ 3:54am 
@Straelum skipping stages sometimes is an intended feature
Keshash  [author] Oct 22 @ 3:54am 
Update:
* Resolved conflict with CE - thanks to @Shashlichnik!
* Additional patches mod is now a dependency, as I cannot maintain all patches alone
* Fires and sappers now skip all layers and destroy the wall instantly.
Deankiller Turnupseed Oct 17 @ 9:06pm 
please update
Straelum Oct 15 @ 7:53pm 
Sometimes skips stage 2 and goes straight to empty.
BigBoy_Liam Oct 10 @ 10:59pm 
I've been getting missing textures over a lot of my mods, reinstalling seems to fix it. anyone know what might be causing it? I've recently started using rimsort but it was intially working fine.
Artintrex Oct 4 @ 12:48am 
LWD - Additional Patches seem to patch CE correctly even if this one's fails.
Rigben Sep 30 @ 3:39pm 
@Rose_420 if you are talking about what I think in the bottom right in all those toggles find the one for auto expand home area and turn it off.
Rose_420 Sep 26 @ 8:46pm 
i love this mod i just want to say i have one thing i would say is a bug if u have any walls u want to keep out of your main home area its basically impossible because when they change states to a half destroyed wall it remakes the base home area i want to keep my main colonist out of the main gate and make my war slaves maintain my front wall but each attack resets the base home area
Dankukus Sep 22 @ 11:49pm 
has issues with CE and CE armoury 1.6
Dlitz Sep 21 @ 11:11pm 
It will cause conflicts if used with CE 1.6.
MauziTheTechnikCat Sep 21 @ 2:01pm 
Hey @Keshash i just want to inform you that the Comabt Extended patch for the newest stable version 1.6.7.0.0 is broken, as it seems it cant find the CE mod.
I tested it with all DLC and only Harmony, CE and Layered Wall Destruction.
I hope its an easy fix, as i really like the mod.

Here is the relevant error log:


[Layered Wall Destruction] Patch operation Verse.PatchOperationFindMod(Combat Extended) failed
file: D:\Spiele\Steam\steamapps\workshop\content\294100\3024527775\Patches\Combat Extended.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Daemonjax Sep 19 @ 9:08pm 
I like the visuals, but I'm not so keen on the gameplay changes, so I'll probably change it up for personal use. Thanks for including the updated source with the mod!
Lippen Sep 12 @ 8:25am 
@Seromas Thanks for the info :)
pillbug2 Sep 9 @ 10:25pm 
Hello, is this still incompatible with Walls Are Solid? Thank you!
Seromas Sep 7 @ 4:00am 
@Lippen There is a already a chance that walls get instantly destroyed. And this chance is voluntarily set to 0 form some specific sturdy walls (from mods)
Lippen Sep 6 @ 6:18am 
Any plans to add so that there is still a chance that walls get completely destroyed? :)
Seromas Sep 1 @ 3:54pm 
There is a small error causing the Medieval Overhaul castle wall patch to not work properly, when adding the "LayeredDestruction.CompProperties_LayeredDestruction" comps you forgot to add the Inherit="False" tag. This makes the castle wall inherit the base game wall destruction comps.
Albo_Mora Sep 1 @ 9:13am 
can you patch medieval overhaul? the palisade when broke turn into wooden wall
Seromas Aug 31 @ 4:13pm 
I made a patch for Rebuild: Doors and Corners and Reinforced Walls (continued)
https://steamcommunity.com/sharedfiles/filedetails/?id=3559751556&tscn=1756678470
Keshash  [author] Aug 15 @ 1:54am 
@PsychoticDreemurr The source code is there in the mod files. Including the sources for art. Also, you don't need source code to make a patch, it's just XML and drawing textures
PsychoticDreemurr Aug 12 @ 10:37pm 
@Keshash The only source code available is from 2 years ago, and you have to search for it independently. I understand that you're doing this for free, but when a lot of people request support for a mod and you tell them do add it themselves, the least you can do is make it possible and accessible.
Fahrenheit Aug 3 @ 3:29am 
Amazing mod, thanks a lot!
тетеря, блин Jul 30 @ 3:42pm 
not sure if this mod causes the errors (menu), but here's the log:

Error in static constructor of GenStepSettings.SettingsImplementer: System.TypeInitializationException: The type initializer for 'GenStepSettings.SettingsImplementer' threw an exception. ---> System.InvalidCastException: Specified cast is not valid.
[Ref 32B493E8]
<0x2c70bb25ef0 + 0x00057> <unknown method>
--- End of inner exception stack trace ---
[Ref C63754E9]
(wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <51fded79cd284d4d911c5949aff4cb21>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00028] in <ed371ab4349b419183d9be3af652e6dc>:0
- POSTFIX LayeredDestruction.patch: Void LayeredDestruction.StaticConstructorOnStartupUtilityPatch:Postfix()

https://gist.github.com/HugsLibRecordKeeper/172b447593114bb1237729aa2688501a
Arlington Jul 28 @ 4:43am 
@LetTheMossReclaimYou the author said you as in you make the compat yourself
LetTheMossReclaimYou Jul 27 @ 11:59am 
Get to work, modslave
Keshash  [author] Jul 27 @ 10:46am 
could be in 2 days if you start making it right now
LetTheMossReclaimYou Jul 27 @ 9:49am 
When is this adding support for Rebuild Doors and Corners?
тетеря, блин Jul 25 @ 12:49pm 
would be super cool to have the texture generated each time depending on its health. I mean, to avoid the walls looking the same and copypasted having the same amount of HP. at least two variations would add a lot to the looks.
Arlington Jul 24 @ 5:45am 
does this work with the gravship walls from odyessy?
Ada ⚢ Jul 22 @ 11:55pm 
does this work with stuff added by Aoba's Fortified mod series?
Azerbaijan_Technology Jul 19 @ 10:09pm 
Does it need an update for odyssey vaccum mechanics? I remember Ce embreasure requiring a xml update to prevent it from functioning as airtight spaceship hull.
Keshash  [author] Jul 19 @ 2:24am 
What do you mean by original id?
Gryn Jul 18 @ 7:57am 
how about new dls? is work with new walls?
WiFiN Jul 15 @ 1:08am 
This mod is awesome. Wish it was in the base game. Although I wish there was an "overkill" logic that checks if damage inflicted in single tick is greater than the total health of all destruction stages - if so it destroys the wall completely, skipping intermediate stages.
тетеря, блин Jul 14 @ 10:19am 
another neat mod to have compatibility for:

https://steamcommunity.com/sharedfiles/filedetails/?id=3522208443

(thanks anyways, super cool mod, the community should be super grateful for this one, imo)
Rohzdear Jul 14 @ 2:25am 
I'd also like to see compatibility with 'ReBuild: Doors and Corners' and 'ReBuild: Embrasures'.
Farbott Jul 13 @ 1:24am 
Hope compatability is coming for the new gravship hull soon
PsychoticDreemurr Jun 25 @ 11:23pm 
I'd like to request support for "ReBuild: Doors and Corners"
Keshash  [author] Jun 20 @ 4:47am 
1.6 introduced reduced ticking frequencies, so rubble might get a longer timer now, since its gonna be less impactful for performance
exBeNN Jun 19 @ 5:33pm 
absolute must have mod, such a great detail to have
Puff_JOOB Jun 19 @ 2:50pm 
Love the mod, makes way more sense than walls just crumbling into dust when destroyed.

Would it be possible to add a config for the walls decaying over time? I kinda wish the ruins and rubble would stick around longer than a few hours