RimWorld

RimWorld

Layered Wall Destruction
343 Comments
Seromas 1 Sep @ 3:54pm 
There is a small error causing the Medieval Overhaul castle wall patch to not work properly, when adding the "LayeredDestruction.CompProperties_LayeredDestruction" comps you forgot to add the Inherit="False" tag. This makes the castle wall inherit the base game wall destruction comps.
Albo_Mora 1 Sep @ 9:13am 
can you patch medieval overhaul? the palisade when broke turn into wooden wall
Seromas 31 Aug @ 4:13pm 
I made a patch for Rebuild: Doors and Corners and Reinforced Walls (continued)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3559751556&tscn=1756678470
Keshash  [author] 15 Aug @ 1:54am 
@PsychoticDreemurr The source code is there in the mod files. Including the sources for art. Also, you don't need source code to make a patch, it's just XML and drawing textures
PsychoticDreemurr 12 Aug @ 10:37pm 
@Keshash The only source code available is from 2 years ago, and you have to search for it independently. I understand that you're doing this for free, but when a lot of people request support for a mod and you tell them do add it themselves, the least you can do is make it possible and accessible.
Fahrenheit 3 Aug @ 3:29am 
Amazing mod, thanks a lot!
тетеря, блин 30 Jul @ 3:42pm 
not sure if this mod causes the errors (menu), but here's the log:

Error in static constructor of GenStepSettings.SettingsImplementer: System.TypeInitializationException: The type initializer for 'GenStepSettings.SettingsImplementer' threw an exception. ---> System.InvalidCastException: Specified cast is not valid.
[Ref 32B493E8]
<0x2c70bb25ef0 + 0x00057> <unknown method>
--- End of inner exception stack trace ---
[Ref C63754E9]
(wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <51fded79cd284d4d911c5949aff4cb21>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00028] in <ed371ab4349b419183d9be3af652e6dc>:0
- POSTFIX LayeredDestruction.patch: Void LayeredDestruction.StaticConstructorOnStartupUtilityPatch:Postfix()

https://gist.github.com/HugsLibRecordKeeper/172b447593114bb1237729aa2688501a
Arlington 28 Jul @ 4:43am 
@LetTheMossReclaimYou the author said you as in you make the compat yourself
LetTheMossReclaimYou 27 Jul @ 11:59am 
Get to work, modslave
Keshash  [author] 27 Jul @ 10:46am 
could be in 2 days if you start making it right now
LetTheMossReclaimYou 27 Jul @ 9:49am 
When is this adding support for Rebuild Doors and Corners?
тетеря, блин 25 Jul @ 12:49pm 
would be super cool to have the texture generated each time depending on its health. I mean, to avoid the walls looking the same and copypasted having the same amount of HP. at least two variations would add a lot to the looks.
Arlington 24 Jul @ 5:45am 
does this work with the gravship walls from odyessy?
Ada ⚢ 22 Jul @ 11:55pm 
does this work with stuff added by Aoba's Fortified mod series?
Azerbaijan_Technology 19 Jul @ 10:09pm 
Does it need an update for odyssey vaccum mechanics? I remember Ce embreasure requiring a xml update to prevent it from functioning as airtight spaceship hull.
Keshash  [author] 19 Jul @ 2:24am 
What do you mean by original id?
Gryn 18 Jul @ 7:57am 
how about new dls? is work with new walls?
WiFiN 15 Jul @ 1:08am 
This mod is awesome. Wish it was in the base game. Although I wish there was an "overkill" logic that checks if damage inflicted in single tick is greater than the total health of all destruction stages - if so it destroys the wall completely, skipping intermediate stages.
тетеря, блин 14 Jul @ 10:19am 
another neat mod to have compatibility for:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522208443

(thanks anyways, super cool mod, the community should be super grateful for this one, imo)
Rohzdear 14 Jul @ 2:25am 
I'd also like to see compatibility with 'ReBuild: Doors and Corners' and 'ReBuild: Embrasures'.
Farbott 13 Jul @ 1:24am 
Hope compatability is coming for the new gravship hull soon
PsychoticDreemurr 25 Jun @ 11:23pm 
I'd like to request support for "ReBuild: Doors and Corners"
Keshash  [author] 20 Jun @ 4:47am 
1.6 introduced reduced ticking frequencies, so rubble might get a longer timer now, since its gonna be less impactful for performance
exBeNN 19 Jun @ 5:33pm 
absolute must have mod, such a great detail to have
Puff_JOOB 19 Jun @ 2:50pm 
Love the mod, makes way more sense than walls just crumbling into dust when destroyed.

Would it be possible to add a config for the walls decaying over time? I kinda wish the ruins and rubble would stick around longer than a few hours
Billo J Dahka 18 Jun @ 5:45pm 
Rebuild and medieval 2 support?
󠀡󠀡 18 Jun @ 3:59pm 
please support rebuild
Keshash  [author] 18 Jun @ 6:18am 
Fixed the issue, thanks for reporting
Wednesday 17 Jun @ 5:48pm 
When deconstructing walls, I get an exception and the pawn stays in "standing" for a few seconds. I reproduced it with only Harmony, Core, DLCs, and this mod enabled on 1.6

JobDriver threw exception in toil MakeNewToils's initAction for pawn Hendricks driver=JobDriver_Deconstruct (toilIndex=2)
System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing
gh0stashes 16 Jun @ 9:58pm 
Drag-selecting the deconstruct order in god mode to instantly deconstruct buildings results in only one thing being destroyed and the following error showing up:

Root level exception in OnGUI(): System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)

The full error is in a discussion post for you.
Komyeta 16 Jun @ 1:41pm 
You're amazing, thanks for the update, and the detail to prevent auto restore outside of home is great!
ƎNA 16 Jun @ 6:23am 
Quickly, though...
Keshash  [author] 16 Jun @ 3:30am 
* Updated for 1.6
* walls that were not in home area no longer get marked for restoring
ƎNA 16 Jun @ 2:44am 
1.6?
Geobeetle 17 May @ 6:00pm 
Apparently if you restore a wall with an item on the tile the item gets deleted. Glad I figured this out when the item was just a raider's Pila, and not one of my charge rifles
Deankiller Turnupseed 11 May @ 2:38pm 
is this compatible with performance optimizer?
Komyeta 6 May @ 9:26am 
@Legion , Home zone or not, any wall owned by the colony that turns into a damaged one still becomes automatically marked for "restoring" regarless of it being in home or not. So pawns with the construction job will still go towars them to try and restore them automatically. Which can be dangerous in many situations.
Legion 2 May @ 5:51pm 
You can disable automatic home zones, people.
Komyeta 25 Apr @ 7:02pm 
I agree with krod, it can be pretty annoying to have my builders compulsively going to restore random walls around the map, it would be neat if the feature that automatically sets walls to berestored only triggers if the structure is within a home zone.

The only work around i have found to prevent this was by using the "Give up your buildings" mod to just turn the walls into a no faction entity
Bed Betch 22 Mar @ 12:38am 
When a fire breaks out and the wall is updated it autosets the area around that wall as a "Home" area which is really annoying when a flashstorm happen and a wooden wall you placed a year ago keeps becoming a home area
parkinson flick 23 Feb @ 1:24pm 
Plz add compatibility with rebuild:isaac:
XGGJI1 22 Feb @ 12:03am 
@I3eauLeBoi Bro I'm using both of these mods , and they still work fine with the vanilla textures replaced. It might be that wall or the materials come from another mod that doesn’t have a patch. BTW, you can switch back to the vanilla textures in Rebuild mod’s settings.
SiaNKs 9 Feb @ 3:45pm 
Can we get your knowledge on How to add another mod to work with this one? there are many amazing mods that add Walls but sadly we dont know how to connect them with this mod, since you're busy, someone else might make update, then you can take it from them and continue modding it with extra code in it
Deankiller Turnupseed 24 Jan @ 10:36pm 
is this not compatible with some things float?

Error in static constructor of SomeThingsFloat.SomeThingsFloat: System.TypeInitializationException: The type initializer for 'SomeThingsFloat.SomeThingsFloat' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
...
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- POSTFIX LunarFramework.Bootstrap: Void LunarFramework.Internal.Patches.Patch_Verse_StaticConstructorOnStartupUtility:CallAll_Postfix()
- POSTFIX LayeredDestruction.patch: Void LayeredDestruction.StaticConstructorOnStartupUtilityPatch:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
KalashVodka 21 Jan @ 2:18pm 
Will walls are solid patch be a possibility, or does it seems technically impossible as of now?
Keshash  [author] 16 Jan @ 5:38am 
planning, but i have very little free time nowadays and it's hard to maintain all of the mods properly :(
lloki 16 Jan @ 5:17am 
This looks amazing, but opposite to @Prinz Meini, I can't really resign from ReBuild: Doors and Corners anymore :P Are you planning to add compatibility?
Prinz Meini 10 Jan @ 1:06pm 
Just came across ReBuild: Doors and Corners, but I prefer your mod till they are compatible :) hopefully some day
TeH_Dav 9 Jan @ 2:27pm 
I'm getting an error when this mod tries to patch VFE Architect. It's trying to patch xpath="Defs/ThingDef[defName="VFEArch_LogWall"]/comps, but the folder in VFE Architect for that particular wall has changed to ThingDefs_Buildings.