RimWorld

RimWorld

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Layered Wall Destruction
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.774 MB
23 Aug, 2023 @ 5:09am
22 Oct @ 3:49am
12 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 (9)
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?
󠀡󠀡
370 Comments
MauziTheTechnikCat 10 Nov @ 10:30am 
@BarelyEvolvedApe its a patch error i think it tries to patch the Reinforced embrasure from Combat Extended Armory, which you probably dont have installed, i think there is a Modcheck for Combat Extended Armory missing, but i think its from the main mod as the error is still appearing without the additional patches. You can add the Mod to get rid of the "Error" or live with it until it gets sorted out by @Keshash
BarelyEvolvedApe 10 Nov @ 9:00am 
I'm getting this error.

Could not resolve cross-reference: No Verse.ThingDef named CE_ReinforcedEmbrasure found to give to LayeredDestruction.CompProperties_LayeredDestruction LayeredDestruction.CompProperties_LayeredDestruction

I have the additional patches mod also installed, and loaded after the core mod as it should, but I get this error. Anyone have any ideas why?
XelNigma 27 Oct @ 1:55am 
It would be really nice if this could be expanded to turrets. working turrets break into broken turret.
I use a city scape type of base so my turrets are often alone in the street and just get a few shots before broken. I typically avoid them entirly because the resource cost and explosion isnt worth what little damage they inflict.
BUT if the turret didnt explode and simply entered a 'downed' or broken state instead of needing to be rebuilt from scratch everytime, that would offset the cost enough to make them worth it... maybe. miniturrets are still pretty ♥♥♥♥ regardless.
Just a thought I had, and this is the only mod I know off the top of my head with multi-stage buildings.
Dankukus 24 Oct @ 1:50pm 
nevermind my bad for not looking at the patch
Dankukus 24 Oct @ 1:14am 
CE embrasures get turned into regular loophole/breached walls, then repaired into regular walls - a little annoying, a fix would be neat
PlutoMayhem 23 Oct @ 6:50pm 
It's because the original author cannot handle all of the patches on their own...
하나 23 Oct @ 10:03am 
Why does it say "additional patch mod is must required" even though this mod is original?
theBlind 22 Oct @ 12:39pm 
Just want to add that RimPy sorted the mod and new dependency without issues for me as well.
Dlitz 22 Oct @ 6:14am 
Rimsort said it was due to a dependency duplication caused by the Steam Workshop. Anyway, thank you for your reply.
Keshash  [author] 22 Oct @ 5:37am 
Can't replicate the issue, sorts ok for me. Sorting rules should be pretty clear for this too...


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