RimWorld

RimWorld

2,535 hodnocení
Fortifications - Neolithic
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Ocenit
Přidat do oblíbených
Oblíbeno
Odebrat z oblíbených
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
Velikost souboru
Přidáno
Aktualizováno
1.605 MB
6. úno. 2021 v 2.05
27. čvn. v 23.11
Poznámky ke změnám (14) – zobrazit

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Fortifications - Neolithic

V 1 kolekci od uživatele AOBA
Fortification mods
9 položek
Popis
[discord.gg]
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It has always been a problem to make their settlements secured since human existence, so this is the reason why people in each era have used their own wisdom to build various of fortifications.




Changelog :
=====2/10 update=====
Fixed English description by Bullet Magnet

=====2/8 update=====
Added Chinese translate

=====2/7 update=====

added ditches

Cavalry Spike will now hurt those who trying to pass it.

[discord.gg]
Populární diskuze Zobrazit vše (4)
10
30. led. 2023 v 14.54
Cavalry Spikes kinda OP
SteveZero
9
26. srp. 2024 v 13.56
Missing textures
Azzkiy
1
27. dub. 2021 v 5.13
word Frame
Zerstrick
Počet komentářů: 302
Tigertycoon 7. zář. v 9.58 
Is there anything that can be done about the Animals?
i use the palisade with Scorpions and Cavalry Spikes in front of them. That leads to the fact that animals always walk over these and constantly kill themselves slowly.
jacobellinger 5. zář. v 16.19 
do enemies target these with fire? i'm not talking about fire based weapons i mean the annoying thing enemies do by somehow just starting fire to your walls and your crops?
亡涯 4. zář. v 6.11 
有一个结构没有中文翻译
Vlad Draculea 13. srp. v 20.51 
can ditches be flooded with water if connected to water source?
Zef 8. srp. v 1.57 
This is amazing for jungle areas combined with the dinosaur biome mod.

Constant supply of wood, and the pallisades and cavalry spikes really offer so much value
Carl 23. čvc. v 12.49 
does anyone have an addon mod for this that upscales the textures?
The Professor 22. čvc. v 11.42 
Bit confused, why does the larger/heavier palisade gate that can be unlocked by research have far fewer hitpoints than the default small palisade door? Is this intended?
BadOaks 11. čvc. v 13.04 
I'm getting the gate half-open problem as well and the problem seems to be that the def is using the "mover" texture for the single door rather than the double one. I was able to fix it by manually changing the graphic data texpath from "FT_PalisadeDoor_Mover" to "FT_PalisadeDoubleDoor_Mover".

By the way, thank you AOBA for this mod! I really enjoy it :)
LoopKat 10. čvc. v 14.54 
Should also note that I'm on 1.5, not the 1.6 preview
LoopKat 10. čvc. v 14.35 
Also experiencing the palisade gate door texture issue. The gate still functions correctly, but half of the texture on each door seems to be invisible when closed, making it appear as if it's constantly open