Walls are solid
Mod, 1.4
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!
For balancing purposes, turrets get damage multipliers to revert the nerf, s...
Author: wilki24
Created: 2 Dec, 2022 @ 1:58pm
Updated: 17 Feb, 2023 @ 1:58pm
Subscribers: 78988
Size (unpacked) : 0.382 MB
For balancing purposes, turrets get damage multipliers to revert the nerf, so they should take normal damage. Big 'unclaimable' stuff like crashed ship parts and big mechanoid cluster buildings also get them so they are not so tedious to smash down.
New in version 1.3: Escaping prisoners and visitors will now bash walls instead of mining!
List of changes:
"Sharp" damage: Cut, Stab, Poke, Scratch and Bite
Impassable: 10%
Passable: 40%
"Blunt" damage: Blunt, Crush
Impassable: 30%
Passable: 50%
"Ranged" damage: Bullet, Arrow
Impassable: 20%
Passable: 20%
"Explosion*" 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.
"Hammer" damage: BluntCrushing
Impassable:150%
Passable: 200%
For reference, here is the damage types for breaching weapons, untouched by this mod:
"Thump Cannon Bullet" damage: Thump
Impassable:1500%
Passable: 750%
"Breaching Axe" 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.
Now thanks to @wilki24, pawns will always bash instead of mining, meaning they won't deal much damage to any wall.
What about mountain bases?
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.
What about infestations' digging?
They will deal regular mining damage to stone (80) and half the normal damage to built walls (from 40 to 20).
What about modded walls?
Should be patched automatically. If you find an odd one, let me know.
What about modded weapons?
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.
Is it compatible with CE?
Combat Extended already has a patch that makes bullets and arrows deal very little damage to all buildings. I can see if I can make it compatible, but they are having some issues that need fixing right now.
Game translations break the patch for hammer-like weapons and throws an error. This makes it so only the breaching axe will be really effective against buildings.
None for now :)
Feedback about the values is welcome.
This mod was heavily inspired by Aelanna's Fists Aren't Made of Steel, and is therefore incompatible with it (it does the same thing).
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game