边缘世界 RimWorld

边缘世界 RimWorld

[WD] Barbed Wire
71 条留言
Rick (Eivn) 9 月 18 日 上午 9:17 
Open Defs\ThingDefs_Buildings\Buildings_Security.xml
then Remove
<placingDraggableDimensions>1</placingDraggableDimensions>
and Add
<drawStyleCategory>Walls</drawStyleCategory>
it will be work in 1.6
Scentyz 8 月 14 日 下午 8:13 
Does this work in 1.6?
The Dude with shogun 8 月 6 日 下午 12:06 
The dude is alive. He might revive. Fork would be fine tho.
KoNKer 7 月 29 日 下午 4:46 
This was my favorite barbed wire mod out of the bunch. I would love an update to 1.6!
Quacktical 7 月 25 日 下午 11:12 
1.5 and 1.6 next? ;)
olaflex0306 2023 年 4 月 10 日 上午 11:43 
ah did you ever get to adding that menu? I love this sprite/functionality out of the like 5 barbed wires available on workshop but man are these too powerful..
Sand Dog  [作者] 2022 年 10 月 22 日 上午 3:51 
Updated to 1.3 and 1.4!
Mlie 2022 年 6 月 6 日 下午 1:14 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
F1tgal911 2021 年 9 月 16 日 上午 5:21 
Mod works in 1.3, tested it for many hrs
D3ATHCOM5 2021 年 7 月 23 日 下午 1:03 
Works just fine in 1.3 and I see no errors in the log either
烽燧煜明 2021 年 4 月 23 日 上午 12:42 
great. Now I just need dig a trench and set up a machine gun to make my home looks like a bunker in year 1914. LOL
Sand Dog  [作者] 2020 年 12 月 29 日 下午 2:33 
@Duccel
Yeah, that's just how the game core works. Same works for chunks and sandbags.
Just always leave an empty tile between each row like x || x || x || x
The the game will think that each row is separated
Duccel 2020 年 12 月 27 日 上午 2:59 
is it only suppose to slow the pawn's movement for the first row maybe two? then they go to normal movement speed?
CountCristo 2020 年 10 月 12 日 下午 2:49 
<3 Thanks very much great mod
Sand Dog  [作者] 2020 年 8 月 20 日 上午 3:51 
Updated to 1.2!
heymegalodon 2020 年 8 月 12 日 上午 8:19 
Please update to 1.2
greyghostie 2020 年 7 月 10 日 下午 7:32 
I get a weird graphical glitch whenever I run underground gas pipes under the barbed wire. (From the vanilla furniture expanded - power mod) Otherwise, I love this mod!
GearHawk 2020 年 4 月 19 日 下午 2:06 
@Boolyman

You only need a single tile space between your barbed wire and it works perfect. 10 in a row is enough to slow hordes by miles.... I made the mistake of putting about 30-40 in a corridor. Took em forever to reach the kill-box..
Jay 2020 年 4 月 18 日 上午 10:15 
@wemd I noticed the same thing. The game likely uses what most games call "diminishing returns"... same thing you see when you try to chain stun mechanoids back to back to back... they become immune. You can't constantly slow the enemies. Leave occassional 4-5 tile gaps in your barbed wire trail to pause the game trying to apply the slow debuff, and you will get much better results.
GearHawk 2020 年 4 月 18 日 上午 9:46 
@Wemd

Alrighty so. Thanks for responding!
Sand Dog  [作者] 2020 年 4 月 18 日 上午 9:40 
@GearHawk
Oh yeah.
It's a feature of the game construction, so I can't control it anyhow
GearHawk 2020 年 4 月 18 日 上午 9:24 
@Wemd
Sorry, I'll try explain a bit better:
I've made a maze essentially, so raids have to move very slowly through a long corridor before they get to my kill-box. Typically in vanilla, you will see people leave stone chunks along the hallways so pawns take ages to move over them. I thought I could achieve the same with the barbed wire, but for some reason they are only slowed as they initially enter the maze over the first piece of barbed wire, and then they move as normal throughout the rest of it.

Thinking about it now, it sounds like there's some bug where the game doesn't read the pawn as moving over new blocks of barbed wire when they've moved over the first one (if they're all connected). If your mods is using the same system as sandbags, It's probably the same so and an issue with the game, not your mod.

This is all just a guess..
Sand Dog  [作者] 2020 年 4 月 18 日 上午 8:53 
@GearHawk
Not sure I understand you correct really.
Try same with sandbags and barricades from the original game - they should work same, because my mod uses the same system
GearHawk 2020 年 4 月 18 日 上午 7:12 
Nice mod. But when I fill a long twisting hallway with barbed wire, pawns are only slowed when moving vertically. When moving horizontally, they aren't affected and move at normal speed. Is this a bug?
PalaRemzi 2020 年 3 月 23 日 上午 6:02 
@Boolyman

Get RIMMSqol and edit it yourself. Takes a minute at most
Jay 2020 年 3 月 19 日 下午 10:44 
I came back here to leave a comment, and I saw your last message, and for a second I got heated, forgetting that we were just ♥♥♥♥♥♥ around and I started it. HAHAHA But in anycase, now I see I already asked about the pathCost option.
Sand Dog  [作者] 2020 年 3 月 9 日 上午 3:57 
@Boolyman
Go ♥♥♥♥ yourself!

Glad you like the mod!
Jay 2020 年 3 月 9 日 上午 3:35 
Well ♥♥♥♥ you then!


I'm just playin. No worries, love the mod either way.
Sand Dog  [作者] 2020 年 3 月 9 日 上午 2:07 
@Boolyman
I think it's technically possible, but I don't have time to learn how to make mod options now. So maybe later, but can't promise
Jay 2020 年 3 月 8 日 下午 10:30 
Would it be at all possible to add a settings option for the pathCost? They are a bit too powerful for my personal taste right now... id like them to slow the enemies a bit less.
Gaiashield 2020 年 3 月 3 日 下午 8:30 
thank you for the update.
Sand Dog  [作者] 2020 年 2 月 26 日 上午 9:39 
Update!

-The mod supports both 1.0 and 1.1 versions now.
-Barbed wire is 3 times more effecient now.
Gar1onrivandroid 2019 年 12 月 24 日 上午 10:08 
Oh, corners. Sorry. Lowercase R and N combine to look like a lowercase m. rn m
Sand Dog  [作者] 2019 年 12 月 24 日 上午 8:08 
@Gar1onMina
Hmm...
When you have a Г-shaped corner the vertical and horizontal lines should be connected with wire or wall, or pawns will "fit" between not connecte lines
Gar1onrivandroid 2019 年 12 月 24 日 上午 4:33 
Thanks for responding.
What do you mean by 'keep the comems filled'?
Sand Dog  [作者] 2019 年 12 月 24 日 上午 3:49 
@Gar1onMina
Nope
Just keep the cornerns filled or pawns will pass through them without being slowed.
And alway keep at least 1 empty cell between 2 parallel lines of wire, or the game will count them as 1
Gar1onrivandroid 2019 年 12 月 23 日 下午 6:43 
Does orientation of the barbed wire affect speed? Like do they move quicker along lines of them than moving perpendicular to the lines?
Sand Dog  [作者] 2019 年 9 月 8 日 上午 2:19 
@Dedbob
Yeah, deconstruction only
Jäger 2019 年 9 月 7 日 下午 6:37 
Can the barbed wire be moved after it is placed? Or does it have to be deconstructed or rebuilt?
Sand Dog  [作者] 2019 年 7 月 15 日 下午 2:31 
@Unisol
Yeah, pawn choose weird ways from time to time :)
You could use this mod to avoid that:
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=835555932&searchtext=path
Unisol 2019 年 7 月 7 日 上午 10:41 
Is pathCost really set to be 100 times regular soil? I routinely see raiders and colonists going through two barbed wire tiles instead of ~60-70 long path around barbed wire.

Other than that, I like it a lot. Combined with embrasures it really creates that 'defending the beaches of Normandy' feel.
Sand Dog  [作者] 2019 年 3 月 24 日 上午 2:45 
@Red
Yes, exactly.
I absolutely agree :)
Squamata 2019 年 3 月 24 日 上午 1:20 
I don't think people realize how crazy powerful having passive damage traps is. Thanks for just making it a slow.
bbMouse 2019 年 2 月 22 日 上午 8:29 
I agree minor damage would be a good addition, gonna wait on the download until its in
"The" SeanMacLeod 2019 年 1 月 28 日 下午 6:04 
Only if you try to rush going through; I can attest that taking one's time can avoid damage irl.
Of course, you're very vulnerable to attack while doing it.....
Malikyte 2019 年 1 月 28 日 上午 6:37 
Agreed, if it doesn't do at least minor damage then what's the point? You ever tried to walk through barbed wire? It's not pleasant, I promise you.
Mr. Bunny 2018 年 11 月 26 日 下午 12:26 
it should deal minor damage
Sand Dog  [作者] 2018 年 11 月 10 日 上午 11:47 
Quick fix:
Damaged and destroyed wire doesn't leave pieces of sandbags anymore.
Frost King 2018 年 10 月 20 日 下午 2:45 
Oh sweet, thank you!
llan 2018 年 10 月 20 日 上午 5:16 
Thanks for the update!