边缘世界 RimWorld

边缘世界 RimWorld

Layered Wall Destruction
353 条留言
Rigben 9 月 30 日 下午 3:39 
@Rose_420 if you are talking about what I think in the bottom right in all those toggles find the one for auto expand home area and turn it off.
Rose_420 9 月 26 日 下午 8:46 
i love this mod i just want to say i have one thing i would say is a bug if u have any walls u want to keep out of your main home area its basically impossible because when they change states to a half destroyed wall it remakes the base home area i want to keep my main colonist out of the main gate and make my war slaves maintain my front wall but each attack resets the base home area
Dankukus 9 月 22 日 下午 11:49 
has issues with CE and CE armoury 1.6
Dlitz 9 月 21 日 下午 11:11 
It will cause conflicts if used with CE 1.6.
MauziTheTechnikCat 9 月 21 日 下午 2:01 
Hey @Keshash i just want to inform you that the Comabt Extended patch for the newest stable version 1.6.7.0.0 is broken, as it seems it cant find the CE mod.
I tested it with all DLC and only Harmony, CE and Layered Wall Destruction.
I hope its an easy fix, as i really like the mod.

Here is the relevant error log:


[Layered Wall Destruction] Patch operation Verse.PatchOperationFindMod(Combat Extended) failed
file: D:\Spiele\Steam\steamapps\workshop\content\294100\3024527775\Patches\Combat Extended.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Daemonjax 9 月 19 日 下午 9:08 
I like the visuals, but I'm not so keen on the gameplay changes, so I'll probably change it up for personal use. Thanks for including the updated source with the mod!
Lippen 9 月 12 日 上午 8:25 
@Seromas Thanks for the info :)
pillbug2 9 月 9 日 下午 10:25 
Hello, is this still incompatible with Walls Are Solid? Thank you!
Seromas 9 月 7 日 上午 4:00 
@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 9 月 6 日 上午 6:18 
Any plans to add so that there is still a chance that walls get completely destroyed? :)
Seromas 9 月 1 日 下午 3:54 
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 9 月 1 日 上午 9:13 
can you patch medieval overhaul? the palisade when broke turn into wooden wall
Seromas 8 月 31 日 下午 4:13 
I made a patch for Rebuild: Doors and Corners and Reinforced Walls (continued)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559751556&tscn=1756678470
Keshash  [作者] 8 月 15 日 上午 1:54 
@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 8 月 12 日 下午 10:37 
@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 8 月 3 日 上午 3:29 
Amazing mod, thanks a lot!
тетеря, блин 7 月 30 日 下午 3:42 
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 7 月 28 日 上午 4:43 
@LetTheMossReclaimYou the author said you as in you make the compat yourself
LetTheMossReclaimYou 7 月 27 日 上午 11:59 
Get to work, modslave
Keshash  [作者] 7 月 27 日 上午 10:46 
could be in 2 days if you start making it right now
LetTheMossReclaimYou 7 月 27 日 上午 9:49 
When is this adding support for Rebuild Doors and Corners?
тетеря, блин 7 月 25 日 下午 12:49 
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 7 月 24 日 上午 5:45 
does this work with the gravship walls from odyessy?
Ada ⚢ 7 月 22 日 下午 11:55 
does this work with stuff added by Aoba's Fortified mod series?
Azerbaijan_Technology 7 月 19 日 下午 10:09 
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  [作者] 7 月 19 日 上午 2:24 
What do you mean by original id?
Gryn 7 月 18 日 上午 7:57 
how about new dls? is work with new walls?
WiFiN 7 月 15 日 上午 1:08 
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 7 月 14 日 上午 10:19 
another neat mod to have compatibility for:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3522208443

(thanks anyways, super cool mod, the community should be super grateful for this one, imo)
Rohzdear 7 月 14 日 上午 2:25 
I'd also like to see compatibility with 'ReBuild: Doors and Corners' and 'ReBuild: Embrasures'.
Farbott 7 月 13 日 上午 1:24 
Hope compatability is coming for the new gravship hull soon
PsychoticDreemurr 6 月 25 日 下午 11:23 
I'd like to request support for "ReBuild: Doors and Corners"
Keshash  [作者] 6 月 20 日 上午 4:47 
1.6 introduced reduced ticking frequencies, so rubble might get a longer timer now, since its gonna be less impactful for performance
exBeNN 6 月 19 日 下午 5:33 
absolute must have mod, such a great detail to have
Puff_JOOB 6 月 19 日 下午 2:50 
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 6 月 18 日 下午 5:45 
Rebuild and medieval 2 support?
󠀡󠀡 6 月 18 日 下午 3:59 
please support rebuild
Keshash  [作者] 6 月 18 日 上午 6:18 
Fixed the issue, thanks for reporting
Wednesday 6 月 17 日 下午 5:48 
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 6 月 16 日 下午 9:58 
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 6 月 16 日 下午 1:41 
You're amazing, thanks for the update, and the detail to prevent auto restore outside of home is great!
ƎNA 6 月 16 日 上午 6:23 
Quickly, though...
Keshash  [作者] 6 月 16 日 上午 3:30 
* Updated for 1.6
* walls that were not in home area no longer get marked for restoring
ƎNA 6 月 16 日 上午 2:44 
1.6?
Geobeetle 5 月 17 日 下午 6:00 
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 5 月 11 日 下午 2:38 
is this compatible with performance optimizer?
Komyeta 5 月 6 日 上午 9:26 
@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 5 月 2 日 下午 5:51 
You can disable automatic home zones, people.
Komyeta 4 月 25 日 下午 7:02 
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