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Walls are solid

In Vanilla Rimworld, there's very little use for breaching weapons, as even bare fists are enough to drill through a mountain, let alone walls and doors. This mod fixes that, by nerfing every damage type against buildings, except for the ones used by breaching weapons. I recommend carrying a breach axe from now on! I highly recommend turning on the "Revert Changes on..." patch, which basically add an exception for several types of buildings, so they will take normal damage, this includes pretty much anything that isn't regular walls or doors. The issue is that the basic "damage factor against buildings" used in the damage types' definition is too generic, being applied to everything categorized as a "building" [hr] Technical Stuff: This is possible by using tags from the game itself: buildingDamageFactorPassable and buildingDamageFactorImpassable. Impassable buildings are basically solid walls, and passable is everything else (eg: doors) Default settings, can be changed in the Settings menu: [i] [b]"Melee Sharp"[/b] [/i] damage: Cut, Stab, Poke, Scratch and Bite Impassable: 10% Passable: 40% [i] [b]"Blunt"[/b] [/i] damage: Blunt, Crush Impassable: 30% Passable: 50% [i] [b]"Ranged"[/b] [/i] damage: Bullet, Arrow Impassable: 20% Passable: 20% [i] [b]"Explosion*"[/b] [/i] damage: Bomb Impassable: 80% Passable: 100% *The bomb damage type is special, as it already has a default damage bonus against buildings, namely 4x against Impassable, and 2x against Passable. Walls are defined to receive 2x damage against Bomb and Thump, so the calculated value for a frag grenade damage is 50 x 4 x 2 = 400, enough to completely destroy a slate wall in one shot! By changing the bonus to 0.8, grenades should now deal 80 damage to walls, and 100 to doors. Antigrain warheads deal, on point-blank, 418 damage to walls, this may be changed. Additionally, weapons shaped like maces, clubs or hammers (precisely, weapons with a 'head' part that deals 'Blunt' damage) will be patched to deal a new damage type called "BluntCrushing", it works like vanilla Blunt. [i] [b]"Hammer"[/b] [/i] damage: BluntCrushing Impassable:150% Passable: 200% For reference, here is the damage types for breaching weapons, [b]untouched[/b] by this mod: [i] [b]"Thump Cannon Bullet"[/b] [/i] damage: Thump Impassable:1500% Passable: 750% [i] [b]"Breaching Axe"[/b] [/i] damage: Demolish Buildings: 1000% Impassable:75% The Breaching Axe def uses a third tag, buildingDamageFactor, that seems to be multiplied before buildingDamageFactorImpassable, so it deals a lot of damage to buildings, but only 10% of that to pawns. For the 'digging out' issue, there's a Harmony Transpiler that forces pawns to bash walls by making they think they can't mine. [hr] Frequently Asked Questions: [b]Will it stop naked prisoners and escaping pawns from obliterating everything in their path?[/b] [i]Now thanks to @wilki24, pawns will always bash instead of mining, meaning they won't deal much damage to any wall.[/i] [b]What about mountain bases?[/b] [i]Natural and smooth stone walls are the same as regular ones, except that they don't take 2x more damage against explosions and the thump cannon's blast.[/i] [b]What about infestations' digging?[/b] [i]They will deal regular mining damage to stone (80) and half the normal damage to built walls (from 40 to 20).[/i] [b]What about modded walls?[/b] [i]Should be patched automatically. If you find an odd one, let me know.[/i] [b]What about modded weapons?[/b] [i]Most modded weapons use the same damage types as vanilla, so there's no issue. If a mod has custom damage types, you can tell me in the comments.[/i] [b]Is it compatible with CE?[/b] [i]Combat Extended already has a patch that makes bullets and arrows deal very little damage to all buildings.[/i] Feedback about the values is welcome. This mod was heavily inspired by Aelanna's [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2845980214]Fists Aren't Made of Steel[/url], and is therefore incompatible with it (it does the same thing).