RimWorld

RimWorld

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Electric Fences and Floors (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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825.937 KB
22 Jun, 2020 @ 1:14pm
6 Jul @ 12:41pm
10 Change Notes ( view )

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Electric Fences and Floors (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
953 items
Description

Update of BookBurners mod
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1103101448

- The doors cannot be linked to the fences since the game only allows linking to impassable objects



[discord.gg]
[github.com]



Electric fences have been used as perimeter security measures during the whole span of the 20th century ranging from stun fences to lethal perimeter defense.

This mod aims to do just that :)

Electric fence is connected to you power grid and and the more power the grid has, the more damage the fence does. Injuries ranging from small burns to instant deaths with corpses set on fire by electrical currents.

mod contains:
- electric fence: works as a power conduit that tan be climbed (like sandbags) but does burn damage to anything potentially hostile that might try (animals and neutral factions included) when connected to power
- electric fence gate: gate that can be opened by anyone but that does damage to potentially hostile factions
- plasma version of the fence which has different power calculation which favours large stable power gains
- stun floor panels

mechanics:
fence does damage based on positive power gain in the power grid and on power stored in the batteries in the power grid. The more power stored in the grid, the more efficient the fence is.

alternate DL 1.8: https://www.dropbox.com/s/pzkw3fwkpcxxfnd/ElectricFence.rar?dl=0

My other stuff
Chemical plant: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1596662653
Dickbutt mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1128770769



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: electricity, defense
77 Comments
Mlie  [author] 20 Jul @ 8:33am 
@_Hark_green Ofc, either as a separate mod or as a pr for this mod
_Hark_green 20 Jul @ 6:29am 
Hello, may I have your permission to create a Chinese Localization for your mod?
Snuggl 16 Jul @ 6:22am 
That's... alot of energy! 😆 Thanks! I shall try it again with more stored energy.
Wheat Tail 16 Jul @ 2:39am 
@Snuggl, I've charged 70 batteries and fence onehitted megasloth. So yeah, just charge batteries.
Mlie  [author] 15 Jul @ 10:29pm 
@Snuggl As the previous user mentions, it all depends on how much energy you have stored
Snuggl 15 Jul @ 6:06pm 
The damage is really weak for the power it consumed. Wooden or metal spikes make way more damage and don't cost any energy.
Wheat Tail 14 Jul @ 9:54am 
@Mlie, sure. I've looked into code and found the formula. Seems it relies on stored energy rather than pure energy output so batteries is everything because numbers of stored energy for effect being taken is counted on thousands.
Mlie  [author] 14 Jul @ 7:36am 
@Wheat Tail I did not design the mod so cannot say
Wheat Tail 14 Jul @ 6:45am 
Hmm. I built a fence powered solely with geothermal generator, all 3600W goes to the fence. It deals less than 2 damage. Is that suppose to be like this or am I did something wrong? It can't stop even a rat from eating damn crop...
electry 22 Jun, 2024 @ 8:23pm 
Sorry ... original autor, not you.