RimWorld

RimWorld

Rebuild: Embrasures
48 kommentarer
vin  [skapare] 1 okt @ 8:27 
@Eclipse, this mod is purely xml based with no C# code
turkler 1 okt @ 6:51 
this mod causes an issue with combat extended where there are two embrasures. you should consider having a patch that removes this mod's embrasure in favor of ce's when ce is loaded
Eclipse 30 sep @ 22:27 
Why should I use these instead of seamless embrasures?
vin  [skapare] 19 sep @ 8:31 
A patch is now available for this mod and layered wall destruction:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559751556&searchtext=
Tactical Femboy 2 aug @ 14:12 
Suggestion/Request: Vac barrier embrasures
vin  [skapare] 27 jul @ 12:09 
@name Jeff
Thats really weird, it just adds a wall. Would you mind posting an error log and seeing if it happens to you when no other mods are loaded to ensure its not a conflict?
name Jeff 27 jul @ 12:07 
Damn. Putting this in with the ReBuild: Door and corners causes world gen issues on my ongoing save.
vin  [skapare] 12 jul @ 5:09 
@Inrek_Fox
Not broken -fixed, for CE users its just a texture replacement. The embrasures are identical in value. I'd recommend using the regular CE ones which retain my textures but also are open to editing from other mods.
Inrek_Fox 12 jul @ 5:08 
Apparently, compability with CE was broken, becasue its no longer patch and replaces them - its now just 2 embrasures in the list for me.
vin  [skapare] 9 jul @ 17:14 
@Deggial
Sorry, its actually now 1.6, I added full compatibility recently.
Deggial 9 jul @ 8:10 
Do I remember it wrong?
Wasn't this mod 1.6-ready?
(Now it's only labeled 1.5!)
vin  [skapare] 8 jul @ 3:22 
new update will result in your embrasures disappearing, but was necessary for compatibility - also updated to make 1.6 fully supported (now draggable)
vin  [skapare] 2 jul @ 17:22 
@LoopKat
I have to change the def to avoid a incompatibility with other embrasures, if I do that I will have to change the def name, which would give everyone invisible walls. Turkler provided me with some code to do the switch without harming saves. I'm also implementing several patches for other mods and am adding some minor changes here and there. As for versioning, I don't know if its that simple. I decided to release everything at once when I have time so I'm working on it now.
LoopKat 2 jul @ 17:18 
@vin Can't you just make a version folder like other mods, so that 1.5 can stay as-is (even post-update for anyone who doesn't want to update immediately) and the 1.6 version can utilize the new code whenever?
vin  [skapare] 2 jul @ 1:22 
Will be adding full 1.6 support soon, as is it needs a single line change but I don't want to break saves so its been post poned until hopefully tomorrow so I can swap it seamlessly without wiping bases lol.

@Giggles
Glad to hear it man.
Giggles 1 jul @ 1:51 
Awesome mod, tysm for making it!
LoopKat 30 jun @ 23:42 
Got around to giving this a go and it seems to offer the same performance as Seamless Embrasures, at least with my colony/modlist. Will probably swap Seamless out for this mod going forward because it's less clutter in the build menu, plus the textures look a bit nicer overall and are definitely more cohesive when you're already using ReBuild. Good mod
vin  [skapare] 29 jun @ 17:10 
I'm in the progress of working on the new update, adding support for medieval stuff, versioning for 1.6 and minor fixes. Been real busy, will try to get it out soon.
vin  [skapare] 25 jun @ 11:30 
@Arnovitz
I can do that for you I think.
Arnovitz 25 jun @ 10:59 
If possible, I would appreciate compatibility with Vanilla Furniture Expanded - Architect's armored walls. Either way, looking forward to the patch.
vin  [skapare] 23 jun @ 17:25 
I will be uploading a fix for textures, incompatibility for mods, and the 1.6 drag issue hopefully by the end of the week.
vin  [skapare] 23 jun @ 17:25 
@gh0stashes
I will be uploading a complete fix in a couple of days. If you want the fix now add
"<drawStyleCategory>Walls</drawStyleCategory>" in place of "<placingDraggableDimensions>1</placingDraggableDimensions>".
vin  [skapare] 23 jun @ 16:08 
@gh0stashes
I'll look into it. Wasn't aware.
gh0stashes 23 jun @ 0:19 
Draggable building code was changed slightly in 1.6. These embrasures aren't up to date yet and thus must be placed one at a time, like you would turrets. Could you please look into this?
Icarus 22 jun @ 6:57 
Looks like it was [HRK] Vanilla Expanded Extra Embrasures. The naming convention is the same (embrasure).
vin  [skapare] 21 jun @ 21:05 
@Icarus
What mod was it out of curiosity?
LoopKat 21 jun @ 18:30 
@vin Ty
Icarus 21 jun @ 18:12 
It was a mod conflict. Thanks Vin!
vin  [skapare] 21 jun @ 11:46 
@LoopKat
I tested it on my end and there actually isnt any incompatibilities. They have have had a mod conflict with wall defs.
vin  [skapare] 21 jun @ 11:45 
@Icarus
My mod adds embrasures yes. If you don't see them its a mod conflict.
Icarus 20 jun @ 19:38 
Does this mod or Rebuild: Doors and Corners add any actual embrasures? I don't seem to have any with these two mods.
LoopKat 20 jun @ 18:21 
@vin Thanks for the info. I've heard that Seamless Embrasures uses a performance-heavy method, but I don't think I've ever really seen an impact during gameplay. Then again, I generally don't build massive bases where half the walls are embrasures, so it could very well still hold true. Next time I get back to Rimworld, I'll probably give this mod a go to compare the two

As for the soft incompatibilities with wall armor, if you don't mind me asking, what sort of incompatibilities have you heard of? Anything egregious or more edge cases?
vin  [skapare] 20 jun @ 14:33 
@LoopKat
Acts a literal wall you can place that uses vanilla methods to make it functional as an embrasure. Seamless embrasures uses, or used, drawerType RealTime with C# in a custom Draw override that would update each frame as if its animated impacting your TPS whenever they're on screen and more so when theres more of them.

There are other embrasure mods that do literally the same thing, but none of them use the wall textures that ReBuild uses. I play with it and like their HD wall textures, but an embrasure if used would just look awful since the textures didn't match. This mod opts for placeable walls as opposed to a wall attachment. I hear that there are some soft incompatibilities when used with wall armor though which is weird.
LoopKat 20 jun @ 0:28 
Genuinely curious because the description is fairly sparse, what does this do compared to Seamless Embrasures? Is the main purpose just to add a new embrasure that specifically pairs well with the ReBuild wall textures? Functionally, are these embrasures standalone wall blocks or do they act as a wall 'overlay' similar to the wall armor from ReBuild?
vin  [skapare] 18 jun @ 16:32 
turkler explained how to fix it, will be pushing an update soon to remedy this (will be a conditional load for non-ce users)
turkler 17 jun @ 17:05 
fyi this mod breaks any mods patching the ce embrasure because it has an overriding def
FelipeGames2000 17 jun @ 5:21 
Tho you can still place Embrasure Walls on Walless Wall Armor
FelipeGames2000 17 jun @ 5:19 
Placing Wall Armor causes pawns to deconstruct the Embrasure Wall, and place the Wall Armor on plain nothing...

It's very jarring
vin  [skapare] 17 jun @ 3:55 
@Wolfette
because i misplaced it in photoshop, thanks for pointing this out, mod is updated
Wolfette 17 jun @ 0:02 
Why are the Embrasures higher on the metal walls slightly higher up then on wood/stone walls?
vin  [skapare] 16 jun @ 4:45 
@Опарыш мощный
Yes, for CE its just a simple texture replacement with an identical thingdef. For everyone else it adds a the embrasure to their game new. I tested before my mod and after my mod and there's no errors in transferring. Also, thanks for asking... I realized I needed to give everyone without CE access because of you. I updated the mod, thank you. LOL
Bunuffin 16 jun @ 4:26 
@Опарыш мощный come on dude... just read the description
I like this one! Will it override CE embrasures?
vin  [skapare] 15 jun @ 23:24 
@MajorityOfTheInternet
Bradson: "[2:09 AM]
Seamless uses, or used, drawerType RealTime with C# in a custom Draw override. That gets called far more frequently than the default MapMeshOnly
[2:07 AM]
It's essentially as if they were animated, updating overy frame, except with nothing animation related getting computed there
[2:08 AM]
Usually doesn't matter much and only when having them visible on the screen anyway
[2:09 AM]
It takes relatively large amounts of embrasures for this to cause lag"
PolyPoky 15 jun @ 22:34 
NICE
vin  [skapare] 15 jun @ 20:25 
@MajorityOfTheInternet
I think you're referring to seamless embrasures (SE). I wouldn't imagine so, its using vanilla methods via XML. No different than sandbags code wise. In reference to SE I'm told it was the specific implementation method to make the embrasures seamless.

TL;DR you should be fine, mod specific
MajorityOfTheInternet 15 jun @ 18:56 
Nice!
just wondering, would placing too much of them hurt performance? I saw one embrasure mod doing that and I wonder is it just that modder's specific issues or do all embrasures do that
turkler 15 jun @ 17:26 
awesome mod, thank you