RimWorld
Fences And Floors (Continued)
165 Yorum
NightTalon65 13 Ağu @ 17:55 
oh somehow I entirely missed that image thanks
Mlie  [yaratıcı] 11 Ağu @ 22:05 
@NightTalon65 The description has that information
NightTalon65 11 Ağu @ 15:02 
is this safe to add mid save?
Monkey 22 Tem @ 10:18 
Alright.
Again many thanks for your effort. :steamthumbsup:
Mlie  [yaratıcı] 22 Tem @ 8:39 
@Monkey No, but it requires machining research
Monkey 22 Tem @ 8:12 
Thank you for putting in the work for us Mlie. :D
On a side note: could it be the "chainlink fence gate" is missing in the 1.6 update somehow?
Mlie  [yaratıcı] 14 Tem @ 12:01 
@MEB Updating all my mods, see discord for progress
MEB 14 Tem @ 12:00 
@Mile 1.6 please!
Mockingcrow 13 Tem @ 12:34 
Just fyi, after 50/50 deactivating mods, I discovered this mod, either outright, or in conflict with another mod, was causing errors regarding the dev buttons, in that the console was saying the keys could not be found when clicking them. I tried moving it to higher and lower on my load order, to see if that resolved, but negative.

I understand this is a 1.5 mod, so just wanted to give a heads up, it appears to not work with 1.6.
TheBronzeWarrior 1 Eyl 2024 @ 13:48 
@Sirbakat you could also just edit those values yourself in the files
sirbakat 7 Ağu 2024 @ 3:28 
Ah ok, thanks. I just thought you knew something I might be missing coz I'm a complete rim baby. Greatly apreciate your efforts with these mod updates.
Mlie  [yaratıcı] 6 Ağu 2024 @ 23:16 
@sirbakat I cant really answer for the design decisions of the original author
sirbakat 6 Ağu 2024 @ 20:56 
I don't understand the benefit of the steel grate. It has filth and cleaning time maxet at 100%. How is a .4 cleanliness score better than a paved tile with 80% cleaning time and no -1 beauty? Shouldn't grate have fith of 30% or less like straw matting to simulate dirt falling through?
Tsunatus 4 Haz 2024 @ 22:17 
I am using clean pathfinding but none of the values i can modify will make them use the panels
Tsunatus 4 Haz 2024 @ 22:16 
Is there a recommended mod to force my pawns to actually use these floors.
I have a 3x3 corridor with the middle being entirely sensor panels but none of the pawns wish to use this and would rather use my hex steel tiles. It is somewhat driving me insane as they would rather take a longer path to reach the destination.

I made the sensor panels be like freeways in my colony and they would rather circumnavigate my entire colony then walk on the panels.
Mlie  [yaratıcı] 21 May 2024 @ 14:10 
@The Mercenary No, all fences in the mod are impassable
Merc 21 May 2024 @ 12:58 
Quick question, can you cross chainlink fences or the High Security ones?
Sakujo 19 May 2024 @ 12:03 
@Angel Soulstar, Vanilla Furniture Expanded - Architect, has Cell Walls and doors. They can't be attacked by prisoners.
Mlie  [yaratıcı] 11 May 2024 @ 22:59 
@ozfresh Nothing has been changed in the mod, you may be thinking of another mod
ozfresh 11 May 2024 @ 16:44 
Didn't the steel grating floors used to be stuffable? i really need to find where I got the stuffable steel grating floors. This is the only mod I can find with them, but they aren't stuffable. Please HelP!
Mlie  [yaratıcı] 29 Nis 2024 @ 3:32 
@Angel Soulstar Please post links to mods that need updating on the Discord server
Angel Soulstar 29 Nis 2024 @ 2:17 
Hi @Mlie, I don't know if it's the best way to ask for it but I've been looking for something fitting for my prisons layout, I used this mod back in days but it's not supported anymore : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2566693272&searchtext=Prison+Walls

Do you know if you could something similar or make a continuation for it ? Do you take comission for this ?
Mlie  [yaratıcı] 26 Nis 2024 @ 23:18 
@Yoko Yes
Yoko 26 Nis 2024 @ 15:30 
are you able to shoot through the chainlink fence?
Korvon 21 Nis 2024 @ 12:11 
FUUUUUDDDggge just saw the note about fast pawns.... was wondering why my speed demon was stuck..... well crap can't really use this mod now.... are there any other floor options that can speed up the rest of my pawns without screwing up my speed demon?
CheifCommissar 21 Nis 2024 @ 2:15 
i agree, i just use tons of security gates to shoot through, but i hate seeing the red X's when i forbid them from use and that also stops them from being repaired.
place3786 8 Nis 2024 @ 7:10 
Is it possible to make security fences able to be shot through? maybe on a mod option toggle so that if some want them to be able to shot through they can turn it on and for the people who do not want to shot through they can leave it off? I just love the look and feel of security fences as my outer defensive wall but not being able to shot through it means i cant use if in my builds that way. I imagine the wall having shooting holes built into it or a scaffolding to allow pawns to stand near the top and shot over. Thanks for the mod and the consideration.
Mlie  [yaratıcı] 13 Mar 2024 @ 3:27 
@Kriegsbestie Yes, see the note above regarding fast pawns
Mlie  [yaratıcı] 2 Eyl 2023 @ 23:04 
@leaningoakranch The high security fence cannot be shot through, the others can.
Aetherlock 2 Eyl 2023 @ 16:43 
Excuse me if this has been asked before, but can you shoot/stab through the chain link and security fences. I was thinking these would make a good quick option for a murderhole kind of thing. Let raiders pour into fenced in area. Have colonist lock gate behind them. Shoot everyone inside. Like a killbox setup, but without having to build actual walls.
ShyGuySpirit 10 Tem 2023 @ 16:52 
Thanks
Mlie  [yaratıcı] 10 Tem 2023 @ 14:59 
@ShyGuySpirit They should
ShyGuySpirit 10 Tem 2023 @ 11:25 
Can this hold prisoners? Chainlink and High Security Fence? I figure the other two don't already.
Sebastian Cigar 21 Mar 2023 @ 5:46 
oh
okay then. well, thanks for the tip
Mlie  [yaratıcı] 20 Mar 2023 @ 23:07 
@Don Sebastian Afaik that issue is a vanilla pathing issue and not something I can fix. Thats is why I mention it in the description
Sebastian Cigar 20 Mar 2023 @ 16:57 
Sebastian Cigar 20 Mar 2023 @ 16:49 
here's the log I sometimes get when my pawns are stuck 'Standing'
https://controlc.com/918faea4

annnd I can't seem to be getting the same issue with robots for now.

also, afaic, it's not savefile-corrupting as some people say. you can even avoid the crash by pausing the game and recalling the bots when you realize your game is lagged out.
the freeze will pass after that, but the game will remain laggy until you restart it

also, I'm not 100% sure this issue with robots has to do with sensor panels. it might be a separate issue altogether
Sebastian Cigar 20 Mar 2023 @ 16:39 
the issue with robots that was reported last july is still relevant
it has do with these sensor panel things from this mod and their walkspeed bonus, I think

if you have a lot of sensor panels, multiple entrances to a room and/or a pawn that is too fast, you'll get an issue where the pawn is stuck 'Standing' indefinitely. sometimes they'll get unstuck, plot a crazy detour path for themselves and then follow it. the game won't crash tho

the robots from robots++ mod won't plot anything. if they get this error, this will cause a crash too.

will post logs later
Mlie  [yaratıcı] 18 Mar 2023 @ 1:07 
@Zandala They are considered cleaner in the same way as sterile tiles only at a lower value. They still take filth.
Zell 17 Mar 2023 @ 23:46 
Do the grated floor panels actually do anything? Dirt and animal filth still seem to fall on them, and the details of it show it having no lowered filth amount.
Garminseeker 6 Kas 2022 @ 12:42 
@Mlie oh wow, thank you, I was about to try find out how to make a personal patch for this mod to do that, but that is alot easier and more convenient
Mlie  [yaratıcı] 6 Kas 2022 @ 12:39 
@Gunseeker I built a whole mod for organizing the architect menu, perhaps you can use that for getting the menu the way you want it?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2138635288
Garminseeker 6 Kas 2022 @ 12:33 
A suggestion, you should make this mod (or a patch for this mod) to put all of the fences in the regular structures tab instead of its own "Fences" tab in order to avoid the extra architect menu clutter.
Mlie  [yaratıcı] 17 Tem 2022 @ 3:39 
@Hyperion Any logs?
Hyperion 17 Tem 2022 @ 3:09 
If you use Robots++ be aware that the game crash if T4+ robots move over the sensor panels floor. Well for me anyway.
GhostZach 20 Mar 2022 @ 19:00 
Thank you for the update.
Mlie  [yaratıcı] 13 Oca 2022 @ 7:26 
@Angry Looking at the game-code it seems that since the change to terrain-speed in B19, having negative speed-limits on terrain causes issues with fast pawns. Not sure there is anything I can do about it without messing with the pathfinding of the game. Something Id rater not as its very complex.
Angry 9 Oca 2022 @ 7:48 
As soon as I removed (dev mode) the hediff that gave him the 80% speed increase he went down to 5.23 c/s and pathed from the same point to the same destination with no issues.
Angry 9 Oca 2022 @ 7:42 
@Mlie

https://imgur.com/3p04Nh4

The red dot is a pawn with 80% speed increase.

He is trying to path to the blue which is shown by the grey line.

The thin yellow line is the path he should take to get there, it passes trough many sensor panels.

Most pawns have no issue doing the same path. The average pawn speed in this colony is 4.7 c/s while the affected pawn is 10.94 c/s)