RimWorld

RimWorld

Wall corners
46 Comments
kongkim 17 Jul @ 3:33pm 
Made a new update of the mod for 1.6
Hope people like it :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528294884
VelxraTV 30 Aug, 2021 @ 11:44am 
needs the 1.3 update
Dropdeadfred 20 Jul, 2021 @ 4:15pm 
Any word on 1.3?
Arswind 22 Jun, 2021 @ 10:11pm 
Mr Birdman could you make a patch for Vanilla Expanded Spacer ? Thanks https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2028381079
Birdman  [author] 18 Apr, 2021 @ 6:09pm 
"Updated" to 1.2, but in reality this should never have broken compatibility.
BlackCorsair 13 Feb, 2021 @ 8:43am 
how to rotate them, why there is no info about that...
Exspes 23 Jan, 2021 @ 9:58pm 
Also still works with 1.2
Exspes 7 Apr, 2020 @ 6:36am 
It still works on 1.1 without issue.
Lee Meowth 3 Mar, 2020 @ 6:05pm 
My Base is so ugly. Everything is so rectangular without this mod.
Scrubje 2 Mar, 2020 @ 7:33am 
1.1 :p0tato:
big-gunn 26 Feb, 2020 @ 11:20am 
Update for 1.1?
Bosh 26 Feb, 2020 @ 3:02am 
1.1?
Madas 9 Feb, 2020 @ 10:11am 
really nice mod, corners add a nice aesthetic to bases, would love if you could add some functionality with glass + lights or open the windows for glass corners, would be amazing for smoothing glass biodomes/greenhouses
Birdman  [author] 19 Jan, 2020 @ 8:54pm 
@bonesbro
Doors and anything else sadly can't tell walls they should join up.
I made the artwork with the same solution in mind. Placing a square end to soften stuff out. Still not ideal.
bonesbro 19 Jan, 2020 @ 8:26pm 
@Birdman - Take a look at https://imgur.com/gJsSsCc . Walls that link only on the left/right stay as \ pieces which look great from some directions and bad when the wall is headed the other way. I generally work around those using beveled walls, like you can see on the far right.

The ones that link only on the top/bottom turn into a little V which isn't great but isn't terrible either. Although if you want the wall to end with a full diagonal (like the little wall in the middle at the very top of the screenshot) the V isn't optimal and I ended up making that one a square end.
Birdman  [author] 19 Jan, 2020 @ 5:34pm 
@Smash Phil
I removed the shadow flag because of self-shadows.
Do you know of an alternative?
Birdman  [author] 19 Jan, 2020 @ 5:32pm 
@Bonesbro
Atm it's not possible to set walls to discrete directions because they lose their linking properties. So I can't until someone fixes that.
Post me a pic on your situation/idea and I might be able to improve on the current design.
Smash Phil 13 Jan, 2020 @ 9:56pm 
are you ever gonna fix shadows? They are nonexistent for any of the corners added. If you have any questions about them feel free to ask me or any other modder in the discord channel #mod-development
bonesbro 2 Jan, 2020 @ 10:24am 
I've really been enjoying this mod and my current base uses them very heavily. It's nice to break away from squares everywhere. If you have spare time, would you consider adding a Diagonal Wall 2 that simply has different sprites when linked on only on side? Right now we can build diagonal walls with cutouts for doors that look ok from some angles, but from other angles they're quite wrong.

Alternatively, maybe just create four "diagonal endcap" that's explicitly NE/SE/NW/SW so we can place them in the places where normal wall linking screws up? Pity you can't LinkFlags a door...
nomoretime 11 Nov, 2019 @ 6:26am 
@Birdman! I would love to but it is very long do you have any emails discord or any SNS or at least steam friends?? P.S. already sent a friend request sry for the late reply
Birdman  [author] 8 Nov, 2019 @ 3:12pm 
@nomoretime, It's definitely caused by another mod. Likely CE. Please send me your modlist so I can make a patch.
nomoretime 8 Nov, 2019 @ 12:06am 
@Birdman! for you def log hope it fixes
nomoretime 8 Nov, 2019 @ 12:05am 
Config error in diagonal: has multiple damage multipliers for damageDef Bomb
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Birdman  [author] 7 Nov, 2019 @ 6:44pm 
Check if it isn't other mod or something else entirely.
Zaimine Zatchet 7 Nov, 2019 @ 5:59pm 
no,the app just crashes,like it closes itself
Birdman  [author] 7 Nov, 2019 @ 12:30pm 
Give me some logs.
Zaimine Zatchet 6 Nov, 2019 @ 3:04pm 
causes my game to crash before spawning in
nomoretime 6 Nov, 2019 @ 2:09pm 
Am I the only one getting problems with CE cause bunch of red lines came I when I added wall conners..
Venusgate 5 Nov, 2019 @ 11:33pm 
This mod feels very good to use, but the corner shadows can drive me crazy
Seliah Strider 31 Oct, 2019 @ 11:57pm 
I was super confused when I saw your name and avatar cause its exactly the same as my brother's XD Although his is spelt with a Y
Birdman  [author] 31 Oct, 2019 @ 1:10pm 
Patched. There should be a few red errors and experimental diagonals may disappear.
Birdman  [author] 31 Oct, 2019 @ 12:08pm 
@handsomegrape, nope. The thing with walls is that they are defined by how they connect with eachother. You can't say "chair, you are now wall" and chairs connect to walls. By extension, walls can't be rotated as it's fully automated.
Kinda sucks. It's possible there may be a workaround, but I'll get there later.

@FloppyDolphins, nope. 0% code. 2% xml. 98% texture shenanigans.
Kinami 31 Oct, 2019 @ 9:35am 
Does this work with modded walls? As in, is it compatable with modded walls?
Winnie the pooh 31 Oct, 2019 @ 9:21am 
Wait !? That's illegal
handsomegrape 31 Oct, 2019 @ 6:21am 
@Birdman! I see, well I don't think you have to be much of an artist to do what I mentioned, but I'm not the one who has played around with stuff so I dunno. The way I'm thinking is, what if the corner piece would be like an object, so you can rotate it (basically just a triangle), but it also connects to walls on 2 axises. Would that be doable?

Looking at that second picture again, they don't connect to regular walls do they? You made straight top down walls to go with the diagonals from the looks of it.
CaroShio0083 31 Oct, 2019 @ 2:40am 
It won't work diagonal walls unless devs patch it for this means. Since this experimental don't try unless you want re-download rim world.
정구지 31 Oct, 2019 @ 12:25am 
wait this is illegal
Birdman  [author] 30 Oct, 2019 @ 7:01pm 
@Mistletoe The Bard, not hard per se, but it's been dozens of pixel shifting iterations already to get weird stuff out. It's still not right.

@handsomegrape, the game treats walls differently from say, chairs. Most stuff has 4 cardinal orientations. For each material type, walls have a single atlas with 16 variations chosen based on N-S E-W adjacency. If the game could recognize diagonal adjacency it would be far easier.
Currently they are 100% solid. Passthrough is nice and could play well, but to get the illusion of solidity diagonals would need to be backed up by a real wall. This would mean adding another thing and I currently feel it would be too metagaming and break overall immersion.

Thanks for the feedback. I'm not an artist. I just get bugged by ugly mismatches.
ObscureNickname 30 Oct, 2019 @ 6:37pm 
Hold on chief that shits illegal shut it down.
handsomegrape 30 Oct, 2019 @ 2:36pm 
@Birdman! Hmm yeah I guess they're more of a top down view now than the regular walls, I haven't looked at the wall sprites, is there something weird about how they're drawn? I know they're meant to connect to eachother if adjacent.

Looking at your first picture, they didn't really tilt inwards either, it's like you cut it in half. Couldn't you just take a regular wall sprite and tilt it, if you want to keep the perspective?

Do they count as walls though? Or do they walk through them, does heat escape etc?
Dusty Lens 30 Oct, 2019 @ 7:55am 
Isn't this illegal?
Mistletoe The Bard 29 Oct, 2019 @ 8:51pm 
What is the difficulty of making corners so hard in Rimworld I wonder? Like all the other mod seems to make it looks really ugly. @Birdman! seems to be doing it though!
Birdman  [author] 29 Oct, 2019 @ 8:42pm 
@handsomegrape
I'm very close to perfect diagonals. Very little jaggedness, but sadly lost most of the perspective effect (see new picture).
Just finishing the transition pieces from diagonal walls into regular walls.
handsomegrape 27 Oct, 2019 @ 5:49am 
I hope you do manage to fix it, I've seen two other mods try the same thing and in all cases you end up with those ugly jagged edges, not really a point to it when it ends up looking like that IMO.
Mistletoe The Bard 26 Oct, 2019 @ 8:29pm 
Also, round corner sounds great.
Mistletoe The Bard 26 Oct, 2019 @ 8:28pm 
Love the approach of this type of corners, the more rounded shape really fit well compare to other mods which just cut the block in half diagonally sharply. Hope someone will do a gloomy version of this as well.