RimWorld

RimWorld

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Layered Wall Destruction
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
7.037 MB
23 Aug, 2023 @ 5:09am
18 Jun @ 6:18am
11 Change Notes ( view )

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Layered Wall Destruction

In 1 collection by Keshash
My CE addons
11 items
Description
Overview
A mod that aims to make urban combat more interesting by introducing multiple stages of destroyed walls. Now, when a raider knocks out all HP in your normal wall, instead of disappearing completely, it will turn into a worse version of itself, creating chaotic bunkers and passageways inside your rooms.

To restore a downgraded wall, a pawn with Construction work assigned must come and repair it. Walls that belong to your faction are automatically marked for restoration. Currently, only supports man-built walls. Natural rocks and smoothed mountains are not affected.

To compensate for additional staying power, HP of normal walls is slightly reduced. Also, generates filth respective to wall's materials.

Destroying walls is an unstable process. Sometimes you hit a pillar, sometimes you knock out a weak panel. When a normal wall is destroyed, it will downgrade into either stage 1A or stage 1B. The, when those stages are destroyed, it will downgrade into stage 2. There is also a chance that wall will immediately double-downgrade into stage 2.

Stage 1A: Loophole wall
An impassable wall that has many small holes in it, which makes it possible to shoot through. Behaves like CE's embrasure, but worse in terms of cover. Degrades into rubble once destroyed.

Loophole walls can be visually discerned by their multiple holes, but mostly intact profile.

Stage 1B: Breached wall
A wall that can be crawled under or climbed over, but can't be shot through. Blocks sight, but allows passage. Inspired by Sloped Walls mod. Degrades into rubble once destroyed.

Breached walls can be visually discerned by large passages going through them from one side to another.

Stage 2: Rubble
The final stage before total destruction, wall rubble allows both walking and shooting over. Essentially, a worse sandbag. In CE, will only give minor cover to feet and legs. Incapable of holding a roof. Rubble deterioates after a short period of time, so make sure to save what's left before it's trampled away into nothingness.

When Rubble is destroyed, tile becomes empty just like in vanilla. If you have autorebuild turned on, a blueprint for the original wall type will be placed.

Rubble can be visually discerned by much lighter colors and smaller shadows, as well as blobby irregular texture of collapsed materials.

Compatibility
Disables the effect fo "Walls Are Solid". Will try to fix
If a mod has a new type of wall that wasn't patched for this system, those walls will behave like in vanilla.

Supports walls from
* Combat Extended (embrasure)
* Combat Extended Armory (reinforced wall and embrasure)
* Medieval Overhaul (log and castle walls and embrasures)
* VE: Architect (log and armored walls)
* ED Embrasures
* Reinforced Walls Plus





FAQ
Q: Does restoring require resources?
A: No, currently it doesn't. Same as you would've repaired HP for free.

Q: Is this compatible with CE?
A: Yes

Q: Does it work without CE?
A: Yes, but I never play vanilla and might've miss something about it.

Q: Author disappeared/lost passion/presumably killed/has lame opinions, may I update/modify/maintain this mod?
A: Yep, you are free to do so.

Q: Safe to add/remove midgame?
A: Safe to add midgame. Safe to remove midgame, but you will get a harmless one-time error and all walls in broken stage will disappear. To be extra safe, restore all walls in advance, then go to dev mode -> debug actions -> show more actions -> destroy clutter to remove new filth types. Then save and remove the mod from list.


Thanks to Turkler for providing a compatibility fix with Harkon's Embrasure mod
Popular Discussions View All (8)
2
30 Aug @ 2:48am
error on startup
Deankiller Turnupseed
1
13 May @ 7:54pm
Error on startup. Error in static constructor...
Black Jesus
3
27 Jun, 2024 @ 10:55am
Are there any way to modify the chances of walls being instantly destroyed, the timeframe for rubbles to be restored and the health multiplier for the walls?
󠀡󠀡
345 Comments
Seromas 7 Sep @ 4:00am 
@Lippen There is a already a chance that walls get instantly destroyed. And this chance is voluntarily set to 0 form some specific sturdy walls (from mods)
Lippen 6 Sep @ 6:18am 
Any plans to add so that there is still a chance that walls get completely destroyed? :)
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