RimWorld

RimWorld

Mechanical Defense 2 - mechanical walls
41 kommentarer
☯~Shady Divider~☯ 24. apr. 2020 kl. 22:02 
you're doing gods work Miles, keep it up.
The Archivist 23. mar. 2020 kl. 16:28 
@mlie thank you so much!
Mlie 7. mar. 2020 kl. 10:45 
I made an update of this for RimWorld 1.1
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2016313260
Hope this helps anyone!
I removed the dependency to the "Base"-mod since it could be replaced with a patch-action instead.
Roeby 3. mar. 2020 kl. 9:07 
anybody knows if this is getting an update to 1.1?
NECEROS 20. aug. 2019 kl. 2:29 
I like this! I would also like the Storage portion, too! "Underground storage" is a great idea
james76543 20. jan. 2019 kl. 18:01 
This is just an idea to add later, as I haven't looked at the github and tried to make any of this work, but if you ever feel inclined to add it, it's not a feature I've seen anywhere else! Thanks for updating this mod, I really appreciate your time! :steamhappy::steamhappy::steamhappy:
james76543 20. jan. 2019 kl. 18:00 
just a crazy suggestion here - I've used this mod a lot for my playstyle, and I've always wanted to create secret mountain entrances a la Erebor from The Hobbit. My idea is to have a mechanical wall that's constructed with a couple of stone chunks that looks just like the natural wall next to it, so you'd use two limestone chunks (and a few steel and components) to create solid limestone. One difficulty is getting mobs to ignore it and treat it as though it's normal stone, but I was thinking that the main game layer would simply BE normal stone, and when you trigger the mechanical wall the backend code just puts a natural wall there. The mechanical layer would be ignore and not attackable by mobs, so the mobs would treat the natural wall with whatever pathing costs it would normally have.
multiplayer_rocks 20. jan. 2019 kl. 2:55 
Ok, thanks for taking the time to look at it anyway. Unless more people report issues I'll just use a local copy with mod manager meantime because for me, this latest change still reports issue in the debug menu on startup not recognising the tag. Still love the mod and the others you have done - so thanks!
sulusdacor  [ophavsmand] 19. jan. 2019 kl. 11:35 
i forgot to change it back to the lower case one when messing aorund with that this morinign,sry.
it's now currently <supportedVersions> ... , which does not give any error when i tested.
this latest rimworld version flags the targetversion tag for every other active mod for me when in dev mode.
multiplayer_rocks 19. jan. 2019 kl. 8:41 
I see you have updated again. You have remarked out the targetVersion. Here's the error message which comes up now. Can I just point out I'm using at least one of your other mods the floor paint one and that does NOT give any errors. If it's just "me" having these problems then I'm happy enough to edit the xml/use a local copy

Verse.Root_Entry:Start()

XML error: <SupportedVersions><li>1.0</li></SupportedVersions> doesn't correspond to any field in type ModMetaDataInternal. Context: <ModMetaData><name>Mechanical Defense 2 - mechanical walls</name><author>mipen</author><!-- <targetVersion>1.0</targetVersion> --><SupportedVersions><li>1.0</li></SupportedVersions><url>https://ludeon.com/forums/index.php?topic=26276.0</url><description>"Mechanical Defense 2" (MD2)
Ver.: 1.0-1.0.1
multiplayer_rocks 19. jan. 2019 kl. 6:43 
No problem, like I said, "at least for me". The problem for me was the fact that mod manager warned it could crash my game and I was suddenly getting those errors after the update. No biggie, I mentioned it in case others had the same problem and thanks for the mod. It seems it is case sensitive BTW, because I had another mod which has just been corrected and works ok now. If it works for others without any problems then great.
sulusdacor  [ophavsmand] 19. jan. 2019 kl. 5:48 
steam did not let me update it with targetversion tag and told me to use supportedversions XD
multiplayer_rocks 18. jan. 2019 kl. 20:35 
Latest update gives red error line message and throws up a yellow warning triangle if using "mod manager". Issue is the line containing supportedversions in the about.xml. If you change it to targetVersion and remove the <li> tags all the errors go away (at least for me anyway).
sulusdacor  [ophavsmand] 18. jan. 2019 kl. 15:40 
thx for the info i did not know about that 2nd half.

- removed buildingabstract here
Jdalt40 16. jan. 2019 kl. 17:36 
What happens is over time, abstract bases gradually change without notification after updates, your own abstract bases completely ignoring these changes and still going about it the same way as before. This leads to other mods referencing your abstract base instead of the game's abstract base, causing a risk in which they could be missing features due to missing certain fields.
Jdalt40 16. jan. 2019 kl. 17:31 
Yeah, this has changed from when this was originally a practice, abstracts were found not to be out of scope when being referenced outside of your mod. This can lead to multiple compatibility issues with other mods loading your buildingBase instead of the base game buildingBase, it's found in the second part of this thread: https://ludeon.com/forums/index.php?topic=19499.50
sulusdacor  [ophavsmand] 16. jan. 2019 kl. 14:46 
slightly confused here, because:
every mod "overrides"/creates their own abstract(s). as far as i know this the proper form. there was even a forum thread about it few versions ago urging modders to not forget this, to prevent problems. i don't think this practice/the game structure has changed.

if you dont want the abstract, you can easily go into the xml file and delete the buildingbase abstract section in the MD2_mechwalls_ThingDefs_base.xml with any texteditor program.

so yeah, feel like maybe i'm missing sth here. with what mod does this conflict?
Jdalt40 15. jan. 2019 kl. 20:31 
Hey sulusdacor, it seems you are still overwriting BuildingBase as an abstract in this, are you able to remove this?
groovybluedog 11. nov. 2018 kl. 11:10 
THANK YOU <3
james76543 3. nov. 2018 kl. 11:02 
Awesome thanks!!
sulusdacor  [ophavsmand] 3. nov. 2018 kl. 3:34 
1.0 updated
james76543 27. sep. 2018 kl. 19:30 
Bummer, I updated all the xmls and it loads but there is some bug with one of the methods that needs to be updated :(
Tal'Raziid 15. juli 2018 kl. 0:32 
For some reason, the icons for Recess Wall and Open embrasure have become pink boxes with an x in them, instead of the usual button icons they have
sulusdacor  [ophavsmand] 20. jan. 2018 kl. 10:06 
added modsync
sulusdacor  [ophavsmand] 19. jan. 2018 kl. 3:24 
Sentient_Worm 18. jan. 2018 kl. 19:00 
So what modual adds the droids in the picture?
Jdalt40 7. jan. 2018 kl. 20:34 
Upload it to pastebin and send the link here
Jdalt40 7. jan. 2018 kl. 20:33 
Tal'Raziid please send in your output log, developers cannot help you if you just say it doesn't work. Go to C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data to get your output log
Tal'Raziid 7. jan. 2018 kl. 1:35 
I dunno, i just scrapped the save and readjusted my modlist. Just thought id note that it was the only recent change when the map was messed up
sulusdacor  [ophavsmand] 7. jan. 2018 kl. 1:31 
just run a colony and save with dev mode and i did not see any change in the world map.
from what mod adds it should not cause any error there.

messed up in what way excatly? output log?
Tal'Raziid 6. jan. 2018 kl. 22:59 
Yep, definitely only broke after this mod was added
Tal'Raziid 6. jan. 2018 kl. 22:49 
It seems this mod may be mesisng up the world map when i added it to an existing save.
Tal'Raziid 6. jan. 2018 kl. 21:59 
I'll not lie, this is something i've been wanting since i started using mods. My cave-temple-complexes shall now be even more deadly
sulusdacor  [ophavsmand] 6. jan. 2018 kl. 3:11 
- added a sentence in the about file to say what the walls are/do, if you scroll your modlist ingame you have a bit of an idea
- linked textures of embrasures+walldown fixed (updated pictue too)
- added source code download

- added the required base mod here

forgot a bunch of stuff with my last mods it seems. getting excited about stuff working is not an excuse^^
Tal'Raziid 5. jan. 2018 kl. 21:31 
You should set MD2-base as a required mod instead of just stating it in the descrip. Makes for a smoother way to sub to everything needed, and people who cant read cant complain
Nianor 5. jan. 2018 kl. 19:36 
Awesome! I found this mod a while back, but it was already outdated, and I was hoping someone would ressurect it!
sulusdacor  [ophavsmand] 5. jan. 2018 kl. 13:27 
just noticed when doing the picture, that i totaly forgot to update the linkable textures...

thats why the embrasures and wall if down looks a bit wonky. i will do that as soon a possible.
lloki 5. jan. 2018 kl. 12:27 
Now it's much better :) I have to try it :)
sulusdacor  [ophavsmand] 5. jan. 2018 kl. 10:19 
you are kinda right i was a bit lacklust in terms of descriptions/info on my last mods. i have to fix that asap.
thx for letting me know ;)
lloki 5. jan. 2018 kl. 8:12 
You could add also an original description - I had to click in two links to check what does they do :P