RimWorld

RimWorld

Poured Concrete
78 Comments
Estredar 1 hour ago 
Ok, so far they work good but you need to reload the save after building barricades for them to spawn the timer and actually start to cure, a bit like the walls... it seems to fix itself over time and a single reload will fix every built wall or barricade.
Estredar 2 hours ago 
Yay, thanks, i'll look into it immediately, I've got a new mechanitor single pawn colony in a lava field and i can't wait to put some concrete barriers around!
Moxie 21 hours ago 
Sounds good, I'll let you know!
Aelanna  [author] 30 Oct @ 4:50pm 
@Estredar @Moxie - I just uploaded v1.1.0 which should allow barricades to be built out of concrete. Please let me know if you run into any issues!
Moxie 30 Oct @ 3:16am 
I came back just to suggest the barricade change and saw that I'm not alone! Well, I'll just +1 on that and say it makes a lot of sense and would be grandly appreciated!
Estredar 29 Oct @ 9:26pm 
@Aelanna, Thank you!
Aelanna  [author] 29 Oct @ 7:53pm 
@Estredar - I was focused on walls, but I suppose it makes sense for barricades to be buildable out of concrete as well. I'll consider it for the next update!
Estredar 29 Oct @ 3:20pm 
Hi Aelanna, is it as designed that concrete cannot be used to make barricades as they are stuffable with the same things as walls?
Aelanna  [author] 29 Oct @ 7:30am 
@кüй - Thank you for the suggestion, but my goal was to not introduce new workbenches or a lot of intermediate production chain elements, so I am not personally interested in integrating with said mod. All of the code that powers Poured Concrete is extensible in XML though, so anyone is free to create a compatibility mod if they so desire!
кüй 29 Oct @ 1:36am 
I think you should try combining the Industrial Concrete mode. It would be better with the Concrete Making Machine there, more realistic, and I think it would be a nice detail.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2888037450
Democraticly Baked Potato 28 Oct @ 8:30pm 
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Aelanna  [author] 28 Oct @ 8:18pm 
@Steezy Wonder - I pushed up v1.0.3 with an additional safety check, but I am unable to reproduce your error. If this update doesn't fix your issue then I'm going to need your help to narrow down whether this is a mod incompatibility causing it.
Moxie 28 Oct @ 4:33pm 
What a fantastic mod. I like this interpretation of concrete.
Steezy Wonder 28 Oct @ 2:53pm 
System.NullReferenceException: Object reference not set to an instance of an object
[Ref D69992F8]
at PouredConcrete.CurableMapComponent.CleanupCurables () [0x0004b] in D:\git\MiscMods\PouredConcrete\Source\CurableMapComponent.cs:60
at PouredConcrete.CurableMapComponent.MapComponentTick () [0x0001d] in D:\git\MiscMods\PouredConcrete\Source\CurableMapComponent.cs:71
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <46b57716950a4396a6a675575a38c2e7>:0
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch4(System.String)
[Core, Assembly-CSharp.dll] Verse.MapComponentUtility.MapComponentTick(Verse.Map map)
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Map.MapPostTick_Patch3(Verse.Map)
[Harmony, 0Harmony.dll]
[...]
Aelanna  [author] 28 Oct @ 10:55am 
@Steezy Wonder - I'm not sure what I'm supposed to be looking at? You have a lot of mods and a lot of latent load errors, and I am not seeing any errors pertaining to walls or concrete in that log you provided.
Steezy Wonder 28 Oct @ 10:03am 
Still have the error on 1.0.2 with absolutely no concrete on the map
https://gist.github.com/HugsLibRecordKeeper/6ba969de897c1f4605531b7d21312502
Aelanna  [author] 28 Oct @ 8:06am 
@Wolfette - Conceptually though, dried concrete is essentially at "usable strength" and taking the time for it to fully cure is simply a bonus on top. Plascrete at this stage is already stronger than any natural stone, being at the same strength as bioferrite walls while also being non-flammable. Fully cured plascrete is stronger than anything other than uranium or pure plasteel, which is far more expensive and consumes resources that could be used for turrets or equipment.

I feel quite satisfied with the current balance level and am not likely to change the default values in the near future. As has already been mentioned, however, everything in this mod is adjustable via XML (including the drying and curing times!) so if you would like to customize your experience then by all means feel free!
Wolfette 28 Oct @ 3:39am 
@Shō You also have to wait 15 days, a full quadrum to get the full benefit, 10-20% extra hp hardly feels worth it. Vanilla stone walls also go up instantly at full strength to counter act their higher cost and work time.
Shō 28 Oct @ 3:34am 
I think its meant to be more of a abundant resource and plus its stronger than vanilla stone walls when cured so that is the reward, making it any stronger probably wouldn't align with vanilla standards which is from what I can tell is where the dev is at for balance.
Wolfette 27 Oct @ 10:51pm 
Great concept, something I can say in nearly 6,000 hours of playing modded Rimworld I haven't seen. My only gripe is that the difference between dried and cured HP is rather pitiful. Feels like you wait 15 days for a consolation prize. Maybe increase that a bit to make it worth waiting that long?
MissCherrypie 27 Oct @ 9:39pm 
okay thank you
Aelanna  [author] 27 Oct @ 9:24pm 
@MissCherrypie - Yes, they have to be changed individually. XML inheritance in RimWorld does not do value transformation.
MissCherrypie 27 Oct @ 9:21pm 
so i just tweak the 9 values for the wet, dried, and uncured versions for the basic reinforced, and advanced concrete?
Aelanna  [author] 27 Oct @ 9:20pm 
@MissCherrypie - Yes, the base values are overwritten by the individual stuff Defs.
MissCherrypie 27 Oct @ 9:19pm 
I want to edit them all at once without having to tweak the 9 different values, since they all seem to be stemming from one single hp value
MissCherrypie 27 Oct @ 9:18pm 
how would i tweak the hp on the walls? i want to change it to be more competitive with the steal hp buff that "metal doesn't burn" does, but i changed the MaxHitPoints value in the Concrete_0Base.xml and that didn't affect anything. should i instead just change the values in Concrete_10Basic, 20Reinforced, and 30Advanced xml files?
Aelanna  [author] 27 Oct @ 8:48pm 
@Steezy Wonder - Can you verify if the version in-game says v1.0.2? Sometimes Steam Workshop doesn't want to update on its own, you may need to unsubscribe and resubscribe to convince it to re-download.
Steezy Wonder 27 Oct @ 8:39pm 
I still get those errors in the logs that those two mentioned previously, even when I've removed all wet or dry concrete walls from the map.
Morrneyo 27 Oct @ 8:26pm 
A wall that counts ticks until 15 days or curing, that's cool. Is there a Lite version that doesn't require concrete curing?
Aelanna  [author] 27 Oct @ 6:31pm 
@tha peng - Concrete is identical to stone blocks in terms of secondary statistics, so if stone walls are not airtight then concrete would not be either.
Dyldo 27 Oct @ 6:19pm 
CEMENT
DAS CONK CREET BAYBEEE
Astro 27 Oct @ 5:53pm 
CEMENT
DAS CONK CREET BAYBEEE
tha peng 27 Oct @ 3:40pm 
is concrete airtight?
Cactus 27 Oct @ 12:36pm 
cement
das conk creet baybee
地球聯邦宇宙軍 27 Oct @ 11:30am 
flammable?:okita_thinking:
merry christmas!!! 27 Oct @ 10:31am 
I wonder if it's edible...
Reel 27 Oct @ 9:17am 
dats cement baybee!
gunns22 27 Oct @ 4:00am 
$&!! yeah, concrete!
iSimply 27 Oct @ 1:08am 
Would be nice if the drying system work with 'replace stuff' mod
Cryogeni 27 Oct @ 12:23am 
Another W Aelanna mod.
Aelanna  [author] 26 Oct @ 8:18pm 
@AbsolutelyNotSteveJobs - While I agree with the logic, I'm also not a big fan of junk items that serve to only pad out production chains and clog up storage areas. It's also significantly more difficult to make a vanilla Wall drop something other than what it's made of, at least with the misdirection that's already happening in this mod. :)
AbsolutelyNotSteveJobs 26 Oct @ 8:15pm 
I havent check this mod yet but when a deconstructed concrete wall gives me concrete it rubs me the wrong way. When you deconstruct concrete, you dont get it re-usable powder, you get rubble which must then be re-processed into aggrates.
Goldeathorus 26 Oct @ 6:05pm 
Ah, I see. It does seem as if coincidentally none of the modded walls I was using are inheriting the base game wall for some reason. Another thing I had in mind that'd make sense to use it for, though, was the vanilla barricades and columns, since they're fairly similar to walls and are often made of concrete IRL.
Aelanna  [author] 26 Oct @ 5:47pm 
@Goldeathorus - Modded walls that inherit from the vanilla Wall base should get the concrete stuff type automatically. If those mods don't inherit from Wall they ideally should, or alternatively the PC_Concrete stuff category can be patched into them as noted in the mod description.
Goldeathorus 26 Oct @ 5:22pm 
Loving the mod so far. Kind of wish that it was considered the same stuff type as stone bricks so that modded walls could be made out of it, though.
filipfrantz 26 Oct @ 12:05pm 
My favourite concrete mod so far, however i noticed that some wet concrete walls stay stuck on drying "less than a day" forever, and when i reload the save they become dried
thesoupiest 26 Oct @ 9:14am 
Would be cool if wet concrete floors turned into "footprinted floor" if pawns walk over them before they're set, that could then be manually smoothed out
faenadia 26 Oct @ 4:34am 
amazing, Industrial Concrete always annoyed me with how OP concrete there is, i can finally replace it in my modlist
Aelanna  [author] 25 Oct @ 4:01pm 
@Good_name_here @Aria TrG - I just pushed v1.0.2 which should fix this error, please let me know if you encounter any further issues!
videogames1000 25 Oct @ 3:53pm 
Or not, guess im stuck waiting