RimWorld

RimWorld

Tangle Weed
46 Comments
Mlie 22 Mar, 2020 @ 2:28pm 
Made an update of this for RimWorld 1.1
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2031800921
Hope it helps anyone!
D42z 12 Aug, 2018 @ 9:56am 
thankss
Rex 19 Nov, 2017 @ 1:33am 
Could you update to B18?
Tzeentch 24 Oct, 2017 @ 4:00am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
indef 18 Sep, 2017 @ 8:27am 
@will Yep. This was a amazing mod, but that issue has ruined it.
Daniel_USA 3 Aug, 2017 @ 10:47am 
There is a new mod called Barbed Wire with actual damage that should do exactly what you wanted to make this do. And it does it without being a reskinned deadfalltrap.
WillRiker 31 Jul, 2017 @ 12:34pm 
the "stagethenattack" not work with this mod, the enemy join the map, regroup, but after starting the attack all enemys are waiting until they leave the map without doing something. with def mode too, I put on "force enemy attack" nothing happends...
Zuz 21 Jun, 2017 @ 3:53pm 
Whenever I try and download this mod I get "Missing file privelages" and can't download it.
Thundercraft 15 Jun, 2017 @ 12:42am 
Also, have you considered an add-on compatibility patch for Seeds Please ? It would be super simple to write, (See this topic's OP [ludeon.com] for how.)
Thundercraft 15 Jun, 2017 @ 12:19am 
@ Arcane_Chill [author]
" Poison is an interesting idea, not quite sure how to make it happen... "

Medieval Times has a "Barricade" which damages raiders who walk through it. This works because it is basically a modified deadfall trap. It has to be reset, though.

Now, if only someone could code a .DLL or something to automatically reset a "poisoned" vine so it would not have to be manually reset...
Daniel_USA 2 Jun, 2017 @ 11:07am 
@Arcane_Chill

If you look at this mod: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=938052209

The modder has discovered how to add effects such as smoke to other things.

I believe if you took a look at the xml you could figure out how to trigger the "smoke" like the picture in that mod.

You can then use the smoke and change the effects of it so it will make you have a blood filtering debuff and consciousness debuff.
Daniel_USA 1 Jun, 2017 @ 11:03pm 
If you look at the third image, they will path straight through it.

Today I had some raiders actually burn my tangleweed.
Is it possible to make the raider burn the tangleweed a little faster without effecting any other thing in the game?

This will make it so that the tangleweed becomes like a fiery hell.

---

All that sounds cool, the bed of coals idea sounds amazing but I have no idea how that could actually be done in the game.

To be honest the mod seems fine, it isn't buggy and it does it's job great. If I were you I wouldn't be in any hurry to mod it any further.

Arcane_Chill  [author] 1 Jun, 2017 @ 1:28pm 
If you just have a 4x8 zone of it between your colony and some place that your colonists go a lot, will they path around it then or still go straight through?

Poison is an interesting idea, not quite sure how to make it happen. My guess is that it would have to be applied to melee weapons and then if they hit it applies a consciousness debuff or blood filtering debuff, something along those lines. This could be an interesting gameplay mechanic, I'll think about it.

Regarding the hellweed, that could be its own separate mod as a bed of hot coals which has to be refueled with wood periodically. I don't have time to work on that idea because I'm trying to put out a few other mods right now, but I'll try to play around some more with tangleweed pathing.
Daniel_USA 1 Jun, 2017 @ 1:03pm 
Pictures:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565084

Just attacked a bug infestation so I decided to add some more layers of tangleweed

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565106

tangleweed with pathing

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=937565136

tangleweed no pathing animals and caravans always walking through this thing

pawns wont't route around it because it's to long up and down so they will go right through it.
Daniel_USA 1 Jun, 2017 @ 10:03am 
I just thought of something.

Tangleweed V2: Hellweed

Hellweed causes pawns to overheat when walked on.

The longer the pawn stays on the Hellweed the hotter the pawn gets until it passed out and catches on fire!!!!!!!!
Daniel_USA 1 Jun, 2017 @ 10:01am 
Yeah, I'll take a picture. but it is 1 line around my walls and then 4 walls at a distance.

Pawns and animals will just go through it if it is the shortest route.

Pawns are not harvesting or chopping the vines.

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What if the berries could be poison instead of food?

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If I had to harvest the vine I would use it to craft the "tangleweed powder".
Tangleweed powder "smoke" grenades and "smoke" mortars made from plasteel and a little silver that cause movement and conciousness debuff.

Cut tangleweed weapons and fiber sound pretty cool. If you did that, I would suggest making tangleweed "wild" that way in the early game you can harvest the tangleweed to get early game fiber and weapons. This sounds really useful especially if you use caravans and go to new maps.

what if cut tangleweed was used to make a "sandbag".
The sandbag costs 10 cut tangleweed and the "sandbag" causes damage when pawns walk on it.
Arcane_Chill  [author] 1 Jun, 2017 @ 8:07am 
Thank you for all the testing, that's great! Also can you send a screenshot so I can see the shape of your growzones? Your pawns may be walking over them because they are excessively large.

Also if your pawns are intentionally harvesting/chopping them down after they are grown that may be a bug. It never happened in my testing, but maybe I wasn't thorough enough.

I'll look into the berries. I'd probably make the yield smaller than vanilla berry bushes just so that the food is viewed as a nice bonus rather than their primary purpose. If they harvest the "vine" part of the plant, any suggestions on what it should be used for? A weak melee whip-type weapon? A type of fiber for clothes?

Glad to hear the flammability is balanced.
Daniel_USA 31 May, 2017 @ 7:36pm 
so i have been using the vines for about 30 hours testing.

You shouldn't add damage to the vines. Pawns and animals seem to walk on them constantly even when you have path avoid to dangerous.

Instead what you should do is call it done. Tangleweed V1

---
So instead of a damage when you walk on it make it grow like ambrosia or berry bushes.
That way growers don't cut down your vines once they reach maturity.
It should produce a berry or flower that pawns harvest and craft with.

Heck, the vines do so good I wouldn't mind getting blackberries or rasberries off them. "Tangleberries".

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The fire burn time is perfect by the way.
Arcane_Chill  [author] 30 May, 2017 @ 6:39am 
It does not provide any cover.

@bearhiderug I'm not going to try to make it harvestable/craftable until I add all the base features, such as the damage effect when pawns walk over it. If I get all that done then I'll revisit the harvestable idea again.
프로필님의 프로필 29 May, 2017 @ 11:45pm 
It can cover up?
Arcane_Chill  [author] 29 May, 2017 @ 3:25pm 
Glad to hear it! The vines weren't intended to be a crop, but if others feel like animals should at least eat them I will update that.
Daniel_USA 29 May, 2017 @ 2:30pm 
also animals are not eating the vines

(don't know if good or bad thing but I don't mind them not being eaten)
Daniel_USA 29 May, 2017 @ 2:29pm 
no errors! I like the mod because it gives me something else besides making a dump stock for rock chunks.

haven't gotten raided yet but everything looks clean on my end.
Daniel_USA 29 May, 2017 @ 9:28am 
okay i am going to try tangleweed vine right now and i will see if it doesn't cause errors. i will be back!
Arcane_Chill  [author] 29 May, 2017 @ 8:56am 
I'm not quite sure about that. I gave the vines a preperability of "NeverForNutrition", so I don't think that animals would eat them as long as they have a preference for nutritious food.
Daniel_USA 29 May, 2017 @ 8:28am 
will herbavores and omnivores eat vines?
Arcane_Chill  [author] 29 May, 2017 @ 6:52am 
Mod has been updated so raider AI will burn vines. Let me know if there are issues or if you think it should be more sophisticated. Next big step will be having plants apply damage to pawns that walk over them.
Daniel_USA 28 May, 2017 @ 11:02pm 
simply burning them would be the best approach to be honest.
Arcane_Chill  [author] 28 May, 2017 @ 10:54pm 
@Daniel yes I found that a while back but it only showed up as a warning for me - it didn't stop the game or anything. I figured I would patch it when I release an update for the enemy AI.

For this upcoming release I will have all raiders and sappers prioritize simply burning the vines if there are no enemies around to fight. In testing I've gotten them to dig at the vines like they would a rock wall, but the plants get destroyed pretty quickly that way.

I'll be interested in feedback on this since there are so many scenarios that I just can't test. Let me know if you find the AI behavior weird or if you think they should do something differently.
GIFShinobi 28 May, 2017 @ 10:44pm 
Maybe add some canivorous plants that bite the enemies while they walk through it? Just a thought . . .
Daniel_USA 28 May, 2017 @ 9:57pm 
I am getting this error

Config error in PlantTangleWeed: nutrition == 0 but preferability is RawBad instead of NeverForNutrition
Squamata 27 May, 2017 @ 3:59pm 
Love the concept, will keep an eye on it.
Daniel_USA 26 May, 2017 @ 2:50pm 
thanks guys, glad you like my ideas!

Arcane if you take a look at how grass or dandelions are made you can find the "spread" code there.

i have no idea if it is going to be possible to add anything like mood debuff or damage chance to plants though. There is just nothing in the game right now that has it by default that you can clone.

maybe look at how steril tiles are coded. Sterile tiles add buffs to research and surgeries so it might give you an idea on how to add a debuff like -20% melee or -20% shooting instead.
Arcane_Chill  [author] 26 May, 2017 @ 11:09am 
Daniel (cont.): For now I'm not going to try to make the vine harvestable/craftable. If I get the AI balanced to destroy the vines, add in the spreading, mood debuff, and damage chance, then I'll take a look at adding harvest functionality.


Thank​ you both so much for the input! I'll get to work on these ideas, probably starting with testing the raider AI to see how it responds to the vines.
Arcane_Chill  [author] 26 May, 2017 @ 11:08am 
Daniel: Technically the vines do spread, but only within the growzone. All this does is increase the density of them, making it more likely to be slowed when walking through the growzone. Adding the ability for them to expand outside of the growzone was suggested on Reddit, and I think it would be a good idea as well but I'm not sure how feasible it would be to mod. I think that vanilla growzones should have a chance for the plants to spread outside the boundaries, and maybe with the addition of "wild" plants like healroot this will be a possibility. The point is that if I'm able to mod the game so that tangleweed vines can spread to nearby dirt tiles, then I'm going to make the mod work for all plants. Plants would have default spread chances, and I might even make them configurable from the mod settings.


Good idea on the mood debuff! I had only thought of doing damage/scratching.
Arcane_Chill  [author] 26 May, 2017 @ 11:06am 
It's A Trap: Thank you! I definitely want to add the ability for the plants to damage pawns that walk over them, I just need more time to get familiar with the code first. I was able to make this quickly because I could just model it after any of the existing plants, but the damage chance on walkover might take a while.
Hanfi 26 May, 2017 @ 10:59am 
@ Daniel_USA I like your style. ^^ The balance advice is gold.
Daniel_USA 26 May, 2017 @ 10:02am 
Deeper Suggestions:

vines should "spread" like grass or dandelions
Walking on vines gives negative mood modifier "pricked by tangleweed" and negative consciousness.
---------------
Vines should be harvestable and used to craft "tangleweed powder".
Tangleweed powder makes ,tangleweed traps, grenades from plasteel, and mixed into mortar shells so you can lob tangleweed bombs at the enemy.
The tangleweed powder should use the smoke pop belts "smoke" when it is used so it is an area attack.
Tangleweed powder smoke causes damage to sight, movement, and consciousness.
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I know this is a lot of suggestions. I am just hyped about this mod.
Daniel_USA 26 May, 2017 @ 9:28am 
In A17 if a raider has grenades, he will blow up your walls instead of going to go fight.
In A17 if a raider walks into an area where you have a growing zone and there is no threat, he will burn your plants.

What I am saying to do is make it so raiders will recognize the tangle weed as an object you can blow up and catch on fire instead of ignore.

This way you can't just plant an extremely large area of tangleweeds and snipe from a distance.

---------

Yes the AI does that already, but since I don't make mods I don't know if the AI would KNOW that the tangleweed is an object it can burn like a plant OR blow up like a wall.

Yes, the AI should be able to do both. Burn or Blow Up the vines.

The AI should try to burn your vines or blow up your vines if it can.
EffEmmEll 26 May, 2017 @ 8:39am 
By the way, this is a great idea. Rimworld doesn't have enough defensive options, and I think this is a lot more creative and balanced than thinks like embrasures and barbed wire.
EffEmmEll 26 May, 2017 @ 8:38am 
I think Daniel is saying that raiders should match the a17 behavior and intentionally destroy your defenses. I'm not sure, though, because I thought sappers already did this?
Is there a way to add a variety that damages pawns that go through it or applies poison? Making the invaders torch it would be a good way to balance it out, because having too much too close could be a huge liability.
Arcane_Chill  [author] 26 May, 2017 @ 8:26am 
Daniel_USA your sentences confuse me a little. The first sentence makes it sound like you're saying the AI prioritize blowing up walls followed by burning plants. The second sentence is a little vague and doesn't make sense given that (accorsing to the first sentence) the AI already do what you suggest.

Are you suggesting that in addition to burning the plants, the AI bomb them as well? Or are you just saying that attacking the tangle weed vines should be a higher priority than attacking the walls? I apologize if I'm just misunderstanding something.
Daniel_USA 25 May, 2017 @ 3:55pm 
in a17 the AI will blow up your walls and catch your plants on fire.

you should make it so the AI will bomb your plants or catch them on fire.
Choppytehbear 25 May, 2017 @ 2:53pm 
I think a good balance point would be to make it burn easily and fast.
Arcane_Chill  [author] 25 May, 2017 @ 12:24pm 
I've been thinking about adding an extra branch to the AI decision tree that will have them attack and destroy the plants if they are planted in a way that is *too* obstructive, i.e. no available doors, or the total path cost is above a certain amount. I haven't thoroughly investigated this idea yet, but it may be able to prevent exploiting the AI if that becomes an issue. Hopefully feedback will give me some insight into potential balance issues like this.
Wyhallunx 25 May, 2017 @ 9:27am 
Interesting idea. I hope it does not enable overpowered mazes. Wonder how the AI reacts to it.

I'll check out how this works in action.