RimWorld

RimWorld

Walls are solid
222 Comments
Observer_003 26 Sep @ 8:06pm 
Grenades still deal full 400 damage to vanilla walls while they deal 100 damage to doors.Is there something wrong with my game?
lpoxb 13 Sep @ 9:26am 
I belive there is soft conflict with Vanilla Furniture Expanded - Architect. Armored wall should have been resistant to breaching, but the raid broke it in an instant.
Draco137955 5 Sep @ 6:43am 
is this compatable with tools 'o Plenty? specificaly the pick and the rock drill are where my curiosity lies. i like to do mountain bases and would prefer if i could still dig even if that means making the picks mandantory.
Solaire 2 Sep @ 3:18pm 
defoliator ships and psychic droner ships are getting the resistance. is it intended?
Samaj 31 Aug @ 1:18pm 
It seems that the mech Tunneler (checked only for friendly ones) does not have any bonus for walls and deals pitiful damage to walls. As a "tunneling" mech I thought it should have a breaching bonus?
plaerjilion_RUS 24 Aug @ 10:17pm 
I found error with compatibility. I write about it in discussion
Victor  [author] 14 Aug @ 1:16pm 
@orzelek16 ok I partially fixed your problem, the mod wasn't actually replacing the Bomb damage factors, and I added a patch for [RH2] Rimmu-Nation² - Weapons, but now I need to add the new damage types for the "Revert Changes..." patch, so I'm thinking about rewriting it to be easier, or maybe even automatic, to add more modded damage types, as it currently only adds the basegame damages.
orzelek16 14 Aug @ 11:45am 
After a bit more tinkering around (due to insta kills on 1k hp turrets) I found out that your Bomb damage type is not getting applied - so mod like 2035 Armories would have weapons with bomb type that do a lot of damage to turrets. PAtching operation should not have name of patched node in the xpath to work properly.
orzelek16 10 Aug @ 3:51pm 
I have noticed my walls vanishing when under attack even with bomb damage reduced to 5% in this mod. I figured out that it's the Rimmu-Nation mod that adds weapons that have 4x damage multiplier to buildings that are not modified by multipliers set here. Can you take a look if it could be made compatible? (Rimmu-Nation adds it's own damage defs for those weapons with 4x building damage multiplier)
Victor  [author] 27 Jul @ 7:46am 
No idea, what is the mod that changes prison break behaviour? The prison break command needs them to be prisoners first, and I don't think the type of wall makes any difference for the prison break's code. If you can reproduce the problem, try disabling that specific mod, and see if it fixes it. Otherwise, you can try a binary search: disable half of the mods (not including this one), and see if they still mine the walls, if they don't, try with the other half, and keep halving the list until you find which one is causing it.
Предплечье 26 Jul @ 8:56am 
Had 4 prisoners, double passion mining lvl 12, single passion lvl 4, no passion lvl 2 and one incapable of mining:

Enclosed in a cubicle I couldn't even activate prison break (they were unresponsive to command), so after activating it I placed a wall in front of a door to create enclosed box. Tried with prison made from both vanilla granite walls first and then modded concrete walls - either of them took around 2-3 dmg from their hits, it seems they weren't mining this time

Not sure how to recreate what I had otherwise, I have a mod that makes escape from prison an actual escape so they won't be trying to fight heavily armed guards and turrets unarmed. It changes their logic but not values of damage dealt to walls or anything, I think. Maybe it was a random lag or something?
Victor  [author] 26 Jul @ 7:35am 
In the basegame, they mine to escape, dealing 40 damage per hit. High mining skill makes them hit faster. This mod makes the game think they are incapable of mining, in which case they just bash.
Victor  [author] 26 Jul @ 7:33am 
Perhaps the pawn was mining instead of bashing? There's a code that prevents it but maybe it didn't work in your game? From my tests it is still working but if you could find a way to reproduce it, it'd be a great help. I test it by putting a prisoner in an enclosed box and using a dev command called "T: Start Prison Break"
Предплечье 26 Jul @ 7:20am 
Used my colonist to fist vanilla granite wall and concrete wall from mod - he did less than 1% with single hit, while prisoner bashed it by 10-15% for some reason. They got no special traits like wall-buster or something (not sure it even exists) no gear (prisoners after all) and not even high mining. Maybe I'm simply missing something? I don't even have any weapons near my prison and I don't have any breach weapons at all
Предплечье 26 Jul @ 7:13am 
Hi, @Victor I do have Diagonal walls as well, but could it be the reason? What I have is a Concrete wall made from concrete of Fortifications industrial mod, in terms of HP it's tougher than granite but my escaped prisoners bashed through it with bare fists. I'm not sure as to what other info I should give
Victor  [author] 23 Jul @ 10:53am 
@Anon it isn't? Did you enable the "Revert Changes on" patch?
Anon 23 Jul @ 10:31am 
The Insect Burrow wall that was added in Odyssey should be breakable by all weapons to suit the game design of the quest areas it appears in.
Victor  [author] 22 Jul @ 12:12pm 
@capet Valois Bourbon fixed.
capet Valois Bourbon 21 Jul @ 8:02pm 
It doesnt work for the mod Medieval Walls,but 1.5 it works.
Victor  [author] 21 Jul @ 6:03am 
@Maya Fey fixed it.
Maya Fey 20 Jul @ 12:34am 
I think the 1.6 update added a bug for people who still play 1.5, cause I kept getting an error on launch that went away when I deleted the 1.6 folder.
Victor  [author] 19 Jul @ 7:14am 
@kongkim Yes there's a mod option for that, and what is counted as solid should be everything your pawns can't step over.
kongkim 19 Jul @ 3:56am 
A small update to the mod so in an items/walls /objects info said if it counted as a solid or not would be really nice :)
kongkim 19 Jul @ 2:49am 
Are there a way to set in the option so buildings and Turrets still take damage, but wall less?
wildbuffalo 18 Jul @ 4:02pm 
its ok, I was just a bit confused
Victor  [author] 18 Jul @ 2:26pm 
Basically Combat Extended already adds several multipliers for reducing the damage that buildings take, it even uses a different multiplier that is in the game, so adding this mod would further reduce damage types like Bullet against buildings. You can still use this mod though, I think. I suppose it'd be better to just add a warning if CE is detected, sorry for the inconvenience.
wildbuffalo 18 Jul @ 2:04pm 
whats the patch for CE that does this since they are incompatible with eachother?
Xeonzs 17 Jul @ 2:05pm 
I actually also appreciate that option.
Good suggestion, good addition!
Victor  [author] 17 Jul @ 11:49am 
@Venality I added an option that adds a x0 multiplier for ranged damage types against natural walls, enjoy.
cat 12 Jul @ 7:15pm 
appreciate it bro! most modders wouldn't go out their way to patch so much tyty
Venality 12 Jul @ 1:12pm 
Can you make a mod that prevents natural walls from taking damage from weapons? I hate having missiles or stray bullets chip away at mountains and ruining the natural look of the world yk
Pneuma 12 Jul @ 7:12am 
youre so hot
Victor  [author] 12 Jul @ 7:03am 
@cat I just tested, and it seems the buildings patch wasn't applying to the broken walls, so I added a few lines, should work now.
cat 12 Jul @ 3:00am 
does this function w/ layered walls destruction ?
Victor  [author] 8 Jul @ 3:16pm 
Indeed it was
Seb 8 Jul @ 9:51am 
In DamagesModded_Patch.xml, the Integrated Implants patch is missing a ] in the xpath.

Here:
<xpath>Defs/DamageDef[defName="HemoBite" or defName="StabToxic"</xpath>
Victor  [author] 7 Jul @ 2:38pm 
@ alf.lord51 Thanks for pointing it out, there was a missing quote mark, should be fixed now. I need to patch all of them because patching comes after inheritance.
alf.lord51 7 Jul @ 9:51am 
patch for Vanilla Genetics Expanded failed
only these needs patching(others inherit from CutBase, Bite or Bomb): GR_Acid, GR_ToxicExplosion, GR_ToxicGas, GR_HairballExplosion, GR_DistortionDamage, GR_PermanentBurn
Victor  [author] 1 Jul @ 5:58pm 
Yes, I'm trying to rewrite some stuff but from my tests it still works fine
Colqhoun 1 Jul @ 4:44pm 
does this work in 1.6?
Flyte95 26 Apr @ 6:12am 
Hey. For me Pawns arent attacking Walls or Doors at all, but just mine them. Doing 40 damage to Doors and 80 to Walls each hit. Any idea how to fix that?
Ostrich 19 Apr @ 3:15am 
any plans to release legacy build versions like 1.3?
ZabuZabusado 27 Jan @ 5:14pm 
any plan to fix the issue of pawns mining instead of attacking the walls?
Victor  [author] 14 Jan @ 4:52am 
@Krysák There are plenty of other mods that do that, I wanted to avoid conflicts
Krysák 13 Jan @ 7:46pm 
How about fire? Shouldn't the wall be fireproof?
SUKSUKI 7 Jan @ 5:55pm 
It's really fun mod that CAI raids are now idiots and I am happy to see their dumb moves loool, keep smashing iron walls dumb
whitespacekilla 1 Jan @ 8:13am 
CAI has a soft incompatibility with this mod. You can use them both together fine but the authors of CAI 5000 want your walls to be vanilla strength. The explanations about path cost are false/mumbo jumbo.
Victor  [author] 4 Nov, 2024 @ 3:45pm 
I'm sorry, I don't know how that mod works, and since this mod just uses very simple operations, I think compatibility must be done on their end
nonna 4 Nov, 2024 @ 9:22am 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>
Futstub 1 Nov, 2024 @ 12:02pm 
Is there any chance you get an idea how to make this work with "[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War"?

It somehow has trouble to calculate path costs of attackers because of this mod. And I'd really like to use both... :>