RimWorld

RimWorld

Rebuild: Embrasures
43 Comments
vin  [author] Jul 27 @ 12:09pm 
@name Jeff
Thats really weird, it just adds a wall. Would you mind posting an error log and seeing if it happens to you when no other mods are loaded to ensure its not a conflict?
name Jeff Jul 27 @ 12:07pm 
Damn. Putting this in with the ReBuild: Door and corners causes world gen issues on my ongoing save.
vin  [author] Jul 12 @ 5:09am 
@Inrek_Fox
Not broken -fixed, for CE users its just a texture replacement. The embrasures are identical in value. I'd recommend using the regular CE ones which retain my textures but also are open to editing from other mods.
Inrek_Fox Jul 12 @ 5:08am 
Apparently, compability with CE was broken, becasue its no longer patch and replaces them - its now just 2 embrasures in the list for me.
vin  [author] Jul 9 @ 5:14pm 
@Deggial
Sorry, its actually now 1.6, I added full compatibility recently.
Deggial Jul 9 @ 8:10am 
Do I remember it wrong?
Wasn't this mod 1.6-ready?
(Now it's only labeled 1.5!)
vin  [author] Jul 8 @ 3:22am 
new update will result in your embrasures disappearing, but was necessary for compatibility - also updated to make 1.6 fully supported (now draggable)
vin  [author] Jul 2 @ 5:22pm 
@LoopKat
I have to change the def to avoid a incompatibility with other embrasures, if I do that I will have to change the def name, which would give everyone invisible walls. Turkler provided me with some code to do the switch without harming saves. I'm also implementing several patches for other mods and am adding some minor changes here and there. As for versioning, I don't know if its that simple. I decided to release everything at once when I have time so I'm working on it now.
LoopKat Jul 2 @ 5:18pm 
@vin Can't you just make a version folder like other mods, so that 1.5 can stay as-is (even post-update for anyone who doesn't want to update immediately) and the 1.6 version can utilize the new code whenever?
vin  [author] Jul 2 @ 1:22am 
Will be adding full 1.6 support soon, as is it needs a single line change but I don't want to break saves so its been post poned until hopefully tomorrow so I can swap it seamlessly without wiping bases lol.

@Giggles
Glad to hear it man.
Giggles Jul 1 @ 1:51am 
Awesome mod, tysm for making it!
LoopKat Jun 30 @ 11:42pm 
Got around to giving this a go and it seems to offer the same performance as Seamless Embrasures, at least with my colony/modlist. Will probably swap Seamless out for this mod going forward because it's less clutter in the build menu, plus the textures look a bit nicer overall and are definitely more cohesive when you're already using ReBuild. Good mod
vin  [author] Jun 29 @ 5:10pm 
I'm in the progress of working on the new update, adding support for medieval stuff, versioning for 1.6 and minor fixes. Been real busy, will try to get it out soon.
vin  [author] Jun 25 @ 11:30am 
@Arnovitz
I can do that for you I think.
Arnovitz Jun 25 @ 10:59am 
If possible, I would appreciate compatibility with Vanilla Furniture Expanded - Architect's armored walls. Either way, looking forward to the patch.
vin  [author] Jun 23 @ 5:25pm 
I will be uploading a fix for textures, incompatibility for mods, and the 1.6 drag issue hopefully by the end of the week.
vin  [author] Jun 23 @ 5:25pm 
@gh0stashes
I will be uploading a complete fix in a couple of days. If you want the fix now add
"<drawStyleCategory>Walls</drawStyleCategory>" in place of "<placingDraggableDimensions>1</placingDraggableDimensions>".
vin  [author] Jun 23 @ 4:08pm 
@gh0stashes
I'll look into it. Wasn't aware.
gh0stashes Jun 23 @ 12:19am 
Draggable building code was changed slightly in 1.6. These embrasures aren't up to date yet and thus must be placed one at a time, like you would turrets. Could you please look into this?
Icarus Jun 22 @ 6:57am 
Looks like it was [HRK] Vanilla Expanded Extra Embrasures. The naming convention is the same (embrasure).
vin  [author] Jun 21 @ 9:05pm 
@Icarus
What mod was it out of curiosity?
LoopKat Jun 21 @ 6:30pm 
@vin Ty
Icarus Jun 21 @ 6:12pm 
It was a mod conflict. Thanks Vin!
vin  [author] Jun 21 @ 11:46am 
@LoopKat
I tested it on my end and there actually isnt any incompatibilities. They have have had a mod conflict with wall defs.
vin  [author] Jun 21 @ 11:45am 
@Icarus
My mod adds embrasures yes. If you don't see them its a mod conflict.
Icarus Jun 20 @ 7:38pm 
Does this mod or Rebuild: Doors and Corners add any actual embrasures? I don't seem to have any with these two mods.
LoopKat Jun 20 @ 6:21pm 
@vin Thanks for the info. I've heard that Seamless Embrasures uses a performance-heavy method, but I don't think I've ever really seen an impact during gameplay. Then again, I generally don't build massive bases where half the walls are embrasures, so it could very well still hold true. Next time I get back to Rimworld, I'll probably give this mod a go to compare the two

As for the soft incompatibilities with wall armor, if you don't mind me asking, what sort of incompatibilities have you heard of? Anything egregious or more edge cases?
vin  [author] Jun 20 @ 2:33pm 
@LoopKat
Acts a literal wall you can place that uses vanilla methods to make it functional as an embrasure. Seamless embrasures uses, or used, drawerType RealTime with C# in a custom Draw override that would update each frame as if its animated impacting your TPS whenever they're on screen and more so when theres more of them.

There are other embrasure mods that do literally the same thing, but none of them use the wall textures that ReBuild uses. I play with it and like their HD wall textures, but an embrasure if used would just look awful since the textures didn't match. This mod opts for placeable walls as opposed to a wall attachment. I hear that there are some soft incompatibilities when used with wall armor though which is weird.
LoopKat Jun 20 @ 12:28am 
Genuinely curious because the description is fairly sparse, what does this do compared to Seamless Embrasures? Is the main purpose just to add a new embrasure that specifically pairs well with the ReBuild wall textures? Functionally, are these embrasures standalone wall blocks or do they act as a wall 'overlay' similar to the wall armor from ReBuild?
vin  [author] Jun 18 @ 4:32pm 
turkler explained how to fix it, will be pushing an update soon to remedy this (will be a conditional load for non-ce users)
turkler Jun 17 @ 5:05pm 
fyi this mod breaks any mods patching the ce embrasure because it has an overriding def
FelipeGames2000 Jun 17 @ 5:21am 
Tho you can still place Embrasure Walls on Walless Wall Armor
FelipeGames2000 Jun 17 @ 5:19am 
Placing Wall Armor causes pawns to deconstruct the Embrasure Wall, and place the Wall Armor on plain nothing...

It's very jarring
vin  [author] Jun 17 @ 3:55am 
@Wolfette
because i misplaced it in photoshop, thanks for pointing this out, mod is updated
Wolfette Jun 17 @ 12:02am 
Why are the Embrasures higher on the metal walls slightly higher up then on wood/stone walls?
vin  [author] Jun 16 @ 4:45am 
@Опарыш мощный
Yes, for CE its just a simple texture replacement with an identical thingdef. For everyone else it adds a the embrasure to their game new. I tested before my mod and after my mod and there's no errors in transferring. Also, thanks for asking... I realized I needed to give everyone without CE access because of you. I updated the mod, thank you. LOL
Bunuffin Jun 16 @ 4:26am 
@Опарыш мощный come on dude... just read the description
Опарыш мощный Jun 16 @ 12:32am 
I like this one! Will it override CE embrasures?
vin  [author] Jun 15 @ 11:24pm 
@MajorityOfTheInternet
Bradson: "[2:09 AM]
Seamless uses, or used, drawerType RealTime with C# in a custom Draw override. That gets called far more frequently than the default MapMeshOnly
[2:07 AM]
It's essentially as if they were animated, updating overy frame, except with nothing animation related getting computed there
[2:08 AM]
Usually doesn't matter much and only when having them visible on the screen anyway
[2:09 AM]
It takes relatively large amounts of embrasures for this to cause lag"
LouIdZarcs Jun 15 @ 10:34pm 
NICE
vin  [author] Jun 15 @ 8:25pm 
@MajorityOfTheInternet
I think you're referring to seamless embrasures (SE). I wouldn't imagine so, its using vanilla methods via XML. No different than sandbags code wise. In reference to SE I'm told it was the specific implementation method to make the embrasures seamless.

TL;DR you should be fine, mod specific
MajorityOfTheInternet Jun 15 @ 6:56pm 
Nice!
just wondering, would placing too much of them hurt performance? I saw one embrasure mod doing that and I wonder is it just that modder's specific issues or do all embrasures do that
turkler Jun 15 @ 5:26pm 
awesome mod, thank you