RimWorld

RimWorld

WallStuff
296 Comments
Askesis 23 Aug @ 3:04am 
Could you consider adding the nutrient dispensers from VNPE:PP please? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530651481
thesoupiest 21 Aug @ 9:45am 
A Murphy bed that folds against the wall becoming fully passable when not in use would be great for cramped gravships
Aboliax 19 Aug @ 1:47pm 
Ahh that's my bad you're right. I had used other wall versions prior to looking for the chargers so I was expecting them to be split into wall and non-wall versions but they're under the same drop down for chargers.
Arcjc  [author] 19 Aug @ 12:47pm 
@Aboliax that's weird cos I have that and use that option and it doesn't break

@Michiko, they do now updated to add that
Aboliax 16 Aug @ 1:56pm 
Found a bug with Niilo's QoL incase anyone else has this issue. The wall chargers become uncraftable if the "Group Mechnoid Chargers" option is enabled. Will mention there too, but wanted to post here as turning this off seems to fix it.
Deminus 13 Aug @ 4:25am 
suspected it shouldn't. thank
Arcjc  [author] 13 Aug @ 3:32am 
@Deminus it shouldn't do but I'll add a tag so that goes away in the next update
Deminus 13 Aug @ 2:57am 
Hi I don't have the Ideology DLC and is getting a red error whit this mod (the SleepAccelerator thet come whit that DLC)

WallStuff] Patch operation Verse.PatchOperationAdd(Defs/MemeDef[defName="Transhumanist"]/addDesignators) failed
file: G:\Steam\steamapps\workshop\content\294100\1994340640\1.6\Patches\SleepAccelerator_Patch.xml

Will that create any problem for me if I run this mod?
Dejsving 11 Aug @ 9:33am 
Arcjc, Thank you, then I'll change the setting, otherwise everything is on fire, I've hung up the TVs in the hospital so that all sorts of people don't get bored.
Michiko 10 Aug @ 3:34pm 
I've not tried it yet, but does the in wall vent work for oxygen on gravships?
Rain 10 Aug @ 7:28am 
can we see a patch to allow placement on smoothed ice walls?
Nimn 7 Aug @ 3:45pm 
Ok so potential incompatibility with the rim effect renegade mod. The research bench from that mod isn't recognising either the base game analyzer or the wall one. With and without the patch and after a reload. Even built a new one of each in case. The research tab says the wall is needed and i made sure it was in the radius. I can attribute all the other issues i had to my brain not working. Still, no actual complaints about the mod. Using it well and no issues with the mod itself, only unexpected incompatibilities with others.
Arcjc  [author] 7 Aug @ 8:07am 
@Devjsving, there's multiple comments below discussing the same "problem" :)

To summarise, it's impossible to have more than one "true" Multi-Analyzer, I patch most of them but for some mods they use different ways to recognise things and I can't handle all of them (happy to accept people providing patches in the Github btw !) for those cases there's a config in the mod settings which allows you to revert back to the base Multi-Analyzer being the true one and the wall mounted one just being a research boost.
Dejsving 7 Aug @ 6:55am 
Arcjc, there are 2 problems:
1) If there is a mod, the hi-tech research bench does not see the usual multi-analyzer.
2) The rimatomics mod, on the contrary, does not see your multi-analyzer.
The main problem is the first one, of course. But if you can fix the second one, it will be great.
Nimn 6 Aug @ 11:28am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2519492373&searchtext=obsidia should be it. All the other submods are factions or races so i see no reason to think this isn't the right one. Thanks for trying, most don't even go that far so i'm grateful.
Arcjc  [author] 6 Aug @ 10:30am 
Ahh ok that makes sense, can you link me to that mod and I'll take a look, see if I can figure out a way around it
Nimn 6 Aug @ 9:43am 
Probably should have clarified it, i forget obsidian is a material now. My bad.
Nimn 6 Aug @ 9:42am 
Not material, the grav walls for the obsidia expansion mod. I suspect it may be because they have cables built in but that doesn't explain the other parts. A wall is a wall and it's a grav wall so i don't see how only those specific parts don't work. Really could just be a "dumbass there's a power cord here remove it first" case. Which would mean a hard no go on that specific wall type.
Arcjc  [author] 6 Aug @ 9:39am 
I've got a fix for a missing texture for the Wall mounted Replimat from the Replimat mod and also a fix for the Nano Repair cloud not fixing items on Outfit stands, I'll release that tomorrow when I've finished checking it works
Arcjc  [author] 6 Aug @ 9:37am 
@Nimn Hmm I'll have a look, I've def got batteries all over my Grav walls on my playthrough and I can't imagine the material matters.

You can't have a conduit existing beneath the wall when placing a Wall Battery or a Circuit breaker (Maybe a power switch as well) however so that might be what you're seeing

This is because they already include a power conduit in them, this probably makes it incompatible with any of the mods that include conduits inside grav walls by default, I'll have to see if I can fix that

@Welchs, If there's any errors in your logs you can send over I can take a look, but as a usual fix it's because something is messed up in the settings, so if you delete your mod settings for this mod (There's instructions in other comments earlier) then that usually fixes it.
Nimn 6 Aug @ 2:55am 
Possible incompatibility. I can put aa turrets from the defenses mod on the obsidia grav walls and the coms console from here, the laser fences work too, but trying to put the in wall battery doesn't want to work. Most of the wall mounted items work actually, just a few don't want to fit in certain different wall types. Otherwise a must have, i plan to keep this on my list.
Welchs 1 Aug @ 5:12am 
i cannot change mod settings.
Dakan 31 Jul @ 9:37am 
Changing the option in the mod and restarting fixed the issue. Thank you!
Arcjc  [author] 30 Jul @ 10:59am 
Had to split my comment:

There's a config parameter in the mod settings that allows you to decide if you want to use my replacement logic or just leave it as vanilla, that "should" make it compatible with anything, but if a mod has complicated requirements like it needs a specific connection etc. then that would require a patch to be written.

From looking at their code (I'm not sure if the one I've found on Github is the right one) my patch *should* be working, it might be worth moving WallStuff to after Rim Effect in your load order see if that helps
Arcjc  [author] 30 Jul @ 10:59am 
@Dakan, there's no way to make both work to unlock tech, it would require a change to a part of the game that's way out of the scope of my little mod, amusingly there's a discussion in the Rimworld Discord from last year of someone trying to figure out a way to do it because of my mod and I've never seen an answer, the other "add a different multi analyser" mods I've looked into don't even bother and just assume you're going to have at least one of the OG one around somewhere.
Dakan 30 Jul @ 9:28am 
Love the mod but the multi-analyser doesn't work with the rim effect mods. It looks like it connects to the spacer research bench, but it doesn't unlock the research from that mod series.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3473370247

Could you possibly change the patching to make the vanilla multi-analyser work along with the wall mounted version?
.puddi 25 Jul @ 11:05am 
Feature request:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3530651481
Add wall versions of the simple, fine and lavish dispensers for this mod.
gh0stashes 23 Jul @ 3:42am 
Could you consider adding a Wall Mounted Nutrient Paste Dripper? The kind you get from VE Nutrient Paste Expanded.
Arcjc  [author] 19 Jul @ 12:15pm 
@alienated_one yeah that’s a bug from a long time ago now, I need to change over everything to the new wall mount system 1.5 brought in but it will likely break a lot of saves so I’ve been reluctant to do it
Fenc 18 Jul @ 7:19pm 
oooh, alright then, thank you @Arcjc
alienated_one 18 Jul @ 6:24pm 
Strange thing happened. I was using the new Vanilla Rimworld replace wooden walls for Marble Walls, and when I got the the vanilla rimworld wall lights, it would take them off the wall, but when the mech chargers were on the wall, it didnt remove them....so they were basically hanging in mid air?
Arcjc  [author] 18 Jul @ 5:47pm 
@Fenc there’s a value in the settings to revert that, you can’t have both, the way Rimworld works doesn’t support that
Fenc 18 Jul @ 3:39pm 
this mod makes it to where only the wall multi analyzer works, and the vanilla one doesnt count anymore when needed for a research project
Arcjc  [author] 15 Jul @ 4:15pm 
@Holt, if you can post the error I can take a look but there’s nothing on my end with a minimal mod list so it’s likely an incompatibility with another mod.
The only other thing to try is deleting the mods settings file as sometimes that can cause problems
Holt.G.Haus 15 Jul @ 12:33am 
I'm running into a RED error when I try to load this mod. Does anyone else run into this issue? any ideas why it could be ?
aef8234 14 Jul @ 3:08pm 
It might work fine with odyssey but there's some sort of mod conflict I can't produce a log for because this specific mod interacts with another mod that I've reduced to 87 possible mods that causes the game to fail to initialize.

I've had this happen before specifically for 1.6 and I THINK it might be either hugslib, or something from Vanilla Expanded.

Or it could be something leftover from 1.5. I honestly cannot tell.
Apraxas 14 Jul @ 6:35am 
Yeah. For those who might be wondering if this mod works fine with the ships, it does. My gravship took off with multiple structures from this mod on my ship and landed with them perfectly fine. And they all work as designed. 10/10
Dallas Dog 13 Jul @ 3:11pm 
@+1碗米饭 I lifted off earlier with wall lamps from vanilla Rimworld and wall coolers/heaters from vanilla temp expanded. They all remained on the ship. So it worked 100% effectively for me. I need to install this though.
Arcjc  [author] 13 Jul @ 11:57am 
@cap_wacky that’s by design ( and the only way to handle it otherwise you can’t have a wall mounted mural analyzer only) there’s a config option to swap it in the settings
cap_wacky 13 Jul @ 7:34am 
One minor issue I noticed here. When this mod is installed "Wall Mounted Multi-Analyzer" became the required facility to research things instead of a regular Multi-Analyzer. Not the end of the world as you can just have a regular and wall mounted one for extra research speed when you are at that stage of the game, but still worth noting and potential fix when time allows.
Caustic buff when 12 Jul @ 5:40pm 
Question: with Odyssey, the only stuff that can be carried by the gravship is the stuff that is placed onto the gravship substructure, a special kind of flooring. Will the wall stuff such as turrets be carried by the ship as well, considering they are attached to the wall rather than the flooring? I want to line my ship's outer walls with turrets and mow down everything that gets in the way.
Apraxas 10 Jul @ 3:38pm 
Hellyeah
Arcjc  [author] 10 Jul @ 10:01am 
Updated to 1.6, not done any great deal of testing, but no red errors and things seem to be okay !
Apraxas 8 Jul @ 5:25am 
Thanks for the reply Arcjc. That's way more than enough for me. Thank you. And I can't wait either. 3 more days!
Arcjc  [author] 8 Jul @ 2:35am 
Will absolutely be updated to 1.6, not 100% sure when as I've just been busy since the beta got released but it will be updated (Can't wait to play Odyssey !)
Apraxas 7 Jul @ 8:04am 
Not rushing you Arcjc, will this mod be updated to 1.6 in the near future?
Arcjc  [author] 11 Jun @ 3:20am 
@FlyIN_11 There's another mod that already adds that (and with better graphics than I can manage !)
FlyIN_11 8 Jun @ 8:06am 
can you add the wall vitals monitor?:owl_think:
Arcjc  [author] 25 Apr @ 5:44am 
@Muffintitan I don't have the location to hand but it should be in a previous comment somewhere, all the settings are in an xml file in your Rimworld user folder if you delete that it will create a new one and reset everything to normal.
Muffintitan 24 Apr @ 5:09pm 
to add for celerity, my issue is coming from the replicator. i can interact with the other mod settings. just none for the replicator (besides add item, but even then its only a bugged list)