RimWorld

RimWorld

37 ratings
Tangle Weed
   
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File Size
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7.161 MB
25 May, 2017 @ 6:49am
29 May, 2017 @ 6:49am
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Tangle Weed

Description
This mod adds a new plant called "Tangleweed vine" which is very difficult to walk through. It takes longer to grow than food crops, but not quite as long as trees.

The idea is to use it defensively, to either:

+ Plant it next to your buildings to deter enemies from getting too close.

+ Plant it so that it creates a maze for your enemies to approach your colony through.

Feedback is welcome!!

## Source
https://github.com/bkjohnson/TangleweedMod
46 Comments
Mlie 22 Mar, 2020 @ 2:28pm 
Made an update of this for RimWorld 1.1
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2031800921
Hope it helps anyone!
D42z 12 Aug, 2018 @ 9:56am 
thankss
Rex 19 Nov, 2017 @ 1:33am 
Could you update to B18?
Tzeentch 24 Oct, 2017 @ 4:00am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
indef 18 Sep, 2017 @ 8:27am 
@will Yep. This was a amazing mod, but that issue has ruined it.
Daniel_USA 3 Aug, 2017 @ 10:47am 
There is a new mod called Barbed Wire with actual damage that should do exactly what you wanted to make this do. And it does it without being a reskinned deadfalltrap.
WillRiker 31 Jul, 2017 @ 12:34pm 
the "stagethenattack" not work with this mod, the enemy join the map, regroup, but after starting the attack all enemys are waiting until they leave the map without doing something. with def mode too, I put on "force enemy attack" nothing happends...
Zuz 21 Jun, 2017 @ 3:53pm 
Whenever I try and download this mod I get "Missing file privelages" and can't download it.
Thundercraft 15 Jun, 2017 @ 12:42am 
Also, have you considered an add-on compatibility patch for Seeds Please ? It would be super simple to write, (See this topic's OP [ludeon.com] for how.)
Thundercraft 15 Jun, 2017 @ 12:19am 
@ Arcane_Chill [author]
" Poison is an interesting idea, not quite sure how to make it happen... "

Medieval Times has a "Barricade" which damages raiders who walk through it. This works because it is basically a modified deadfall trap. It has to be reset, though.

Now, if only someone could code a .DLL or something to automatically reset a "poisoned" vine so it would not have to be manually reset...