RimWorld

RimWorld

[WD] Barbed Wire
71 kommentarer
Rick (Eivn) 18. sep. kl. 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 14. aug. kl. 20:13 
Does this work in 1.6?
The Dude with shogun 6. aug. kl. 12:06 
The dude is alive. He might revive. Fork would be fine tho.
KoNKer 29. juli kl. 16:46 
This was my favorite barbed wire mod out of the bunch. I would love an update to 1.6!
Quacktical 25. juli kl. 23:12 
1.5 and 1.6 next? ;)
olaflex0306 10. apr. 2023 kl. 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  [ophavsmand] 22. okt. 2022 kl. 3:51 
Updated to 1.3 and 1.4!
Mlie 6. juni 2022 kl. 13:14 
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 16. sep. 2021 kl. 5:21 
Mod works in 1.3, tested it for many hrs
D3ATHCOM5 23. juli 2021 kl. 13:03 
Works just fine in 1.3 and I see no errors in the log either
烽燧煜明 23. apr. 2021 kl. 0:42 
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  [ophavsmand] 29. dec. 2020 kl. 14:33 
@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 27. dec. 2020 kl. 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 12. okt. 2020 kl. 14:49 
<3 Thanks very much great mod
Sand Dog  [ophavsmand] 20. aug. 2020 kl. 3:51 
Updated to 1.2!
heymegalodon 12. aug. 2020 kl. 8:19 
Please update to 1.2
greyghostie 10. juli 2020 kl. 19:32 
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 19. apr. 2020 kl. 14:06 
@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 18. apr. 2020 kl. 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 18. apr. 2020 kl. 9:46 
@Wemd

Alrighty so. Thanks for responding!
Sand Dog  [ophavsmand] 18. apr. 2020 kl. 9:40 
@GearHawk
Oh yeah.
It's a feature of the game construction, so I can't control it anyhow
GearHawk 18. apr. 2020 kl. 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  [ophavsmand] 18. apr. 2020 kl. 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 18. apr. 2020 kl. 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 23. mar. 2020 kl. 6:02 
@Boolyman

Get RIMMSqol and edit it yourself. Takes a minute at most
Jay 19. mar. 2020 kl. 22:44 
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  [ophavsmand] 9. mar. 2020 kl. 3:57 
@Boolyman
Go ♥♥♥♥ yourself!

Glad you like the mod!
Jay 9. mar. 2020 kl. 3:35 
Well ♥♥♥♥ you then!


I'm just playin. No worries, love the mod either way.
Sand Dog  [ophavsmand] 9. mar. 2020 kl. 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 8. mar. 2020 kl. 22:30 
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 3. mar. 2020 kl. 20:30 
thank you for the update.
Sand Dog  [ophavsmand] 26. feb. 2020 kl. 9:39 
Update!

-The mod supports both 1.0 and 1.1 versions now.
-Barbed wire is 3 times more effecient now.
Gar1onrivandroid 24. dec. 2019 kl. 10:08 
Oh, corners. Sorry. Lowercase R and N combine to look like a lowercase m. rn m
Sand Dog  [ophavsmand] 24. dec. 2019 kl. 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 24. dec. 2019 kl. 4:33 
Thanks for responding.
What do you mean by 'keep the comems filled'?
Sand Dog  [ophavsmand] 24. dec. 2019 kl. 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 23. dec. 2019 kl. 18:43 
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  [ophavsmand] 8. sep. 2019 kl. 2:19 
@Dedbob
Yeah, deconstruction only
Jäger 7. sep. 2019 kl. 18:37 
Can the barbed wire be moved after it is placed? Or does it have to be deconstructed or rebuilt?
Sand Dog  [ophavsmand] 15. juli 2019 kl. 14:31 
@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 7. juli 2019 kl. 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  [ophavsmand] 24. mar. 2019 kl. 2:45 
@Red
Yes, exactly.
I absolutely agree :)
Squamata 24. mar. 2019 kl. 1:20 
I don't think people realize how crazy powerful having passive damage traps is. Thanks for just making it a slow.
bbMouse 22. feb. 2019 kl. 8:29 
I agree minor damage would be a good addition, gonna wait on the download until its in
"The" SeanMacLeod 28. jan. 2019 kl. 18:04 
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 28. jan. 2019 kl. 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 26. nov. 2018 kl. 12:26 
it should deal minor damage
Sand Dog  [ophavsmand] 10. nov. 2018 kl. 11:47 
Quick fix:
Damaged and destroyed wire doesn't leave pieces of sandbags anymore.
Frost King 20. okt. 2018 kl. 14:45 
Oh sweet, thank you!
llan 20. okt. 2018 kl. 5:16 
Thanks for the update!