RimWorld

RimWorld

Electric Fences and Floors (Continued)
68 Comments
electry 22 Jun @ 8:23pm 
Sorry ... original autor, not you.
electry 22 Jun @ 8:22pm 
Electric floor is a trap so it have massive speed reduction. If you can not easily pass It is not a floor then. This is so messed up.

This mode is like a huge compromise between things you want to present and what you can build using some game mechanics. You do not get working fences nor working floors nor working fence doors.
electry 22 Jun @ 7:52pm 
My pawns do not want to walk over electric floor (pathfinding).. and of course fence door can be opened by enemy.
nquiro 8 Apr @ 5:11pm 
When using the mod for version 1.4 and 1.5 I get the following error

https://gist.github.com/HugsLibRecordKeeper/0bb67b13db39506aaeb4dafb77267909

I like the mod. I just think it should give an electroshock, when it passes through the fence or doors, leaving you unconscious or stunned. please try to see the vanilla non-lethal weapons mod example tazer turret
NukaClipse 29 Mar @ 2:25pm 
I had the same issue as Leviathan. Might have to do with the locks mod as I have it. Had to changed the setting to disallow animals from entering. Strange how thats the only entry point out of all my door mods that allowed wild creatures in.
Mlie  [author] 19 Mar @ 9:02am 
@Lurch The Bastard No, they are not defined as fences in that sense
Lurch The Bastard 19 Mar @ 8:02am 
So, unless I'm missing something, these don't seem to work as actual fences. As in, they do not count for being part of the edge of an animal pen.

Replacing the fences I had in position with these led to "no enclosed pen".
LEVIATHAN 9 Dec, 2023 @ 2:17pm 
I had a bunch of mad boomrats invading and I was happy because I had these electric fences put up and working, turns out they can just open the gate...
Alaskan Bull Walrus 3 Dec, 2023 @ 11:54am 
The raiders opened my fence gate when I put them down. A bug? Do I need to forbid the door?
Alaskan Bull Walrus 2 Dec, 2023 @ 6:52pm 
This is great. Can I instant kill with enough power?
nightengate32 14 Nov, 2023 @ 6:53am 
Alrighty, thank you
kinngrimm 14 Nov, 2023 @ 4:26am 
damn my english "poor" != pure, it sounded the same in my head when i wrote it but seeing it now again
Mlie  [author] 14 Nov, 2023 @ 3:12am 
@nightengate32 There should be mods that lets you do such things, or you can write a patch for the mod.
nightengate32 13 Nov, 2023 @ 11:34pm 
Is there any way to edit the cost to build one fence? I feel like 20 steel per fence is pretty steep. I just don't want to poke around in the files not knowing what I'm doing trying to change it myself.
kinngrimm 12 Nov, 2023 @ 11:47am 
i'd need a switch between poor stun(low voltage so that human material does get more damaged) and frying some android circuits setting ^^
Mlie  [author] 12 Aug, 2023 @ 12:38pm 
@BLloyd When I test the mod the doors works as normal doors. You may have a mod-conflict
BLloyd 8 Aug, 2023 @ 8:38am 
https://i.imgur.com/NJkxjWM.png - It appears the doors for both electric and plasma fences always count as having been forced open, meaning that both enemies can walk right through them (rather than having to go around and hit the fence) and meaning you can't put them on hold open, which'd let animals through safely.
Mlie  [author] 8 Aug, 2023 @ 5:21am 
@BLloyd I dont understand the question?
BLloyd 8 Aug, 2023 @ 4:18am 
Hi, the doors appear to count as always forced. Is that intentional?
Seripa 7 Jul, 2023 @ 3:23pm 
@Jester Not sure. This mod works for me while playing CE just fine, but it's super overpowered. Just waves of raiders will throw themselves against it and their heads will just pop and result in almost instant death..

Not sure if that's related but it's the reason I had to stop using this mod. Made things too easy. Works great, though.
[JdG] Pejman 3 Jun, 2023 @ 2:36pm 
every time an animal tried to go through the fence I gewt an error :

Exception ticking Plasma_fence_door457307 (at (227, 0, 9)): System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at ElectricFence.Building_p_fence_door.Tick () [0x0004a] in <5ba8b3aff039428c84b26b572fcf2d04>:0
at Verse.TickList.Tick () [0x0015c] in <95de19971c5d40878d8742747904cdcd>:0
Jester 24 May, 2023 @ 3:02am 
If I remember, this has a huge problem for CE users correct?
hottt3 20 Feb, 2023 @ 11:28am 
Thanks!!
Mlie  [author] 20 Feb, 2023 @ 10:53am 
@hottt3 Fixed, both this and Traps Plus
hottt3 19 Feb, 2023 @ 1:48pm 
I started my game as a neolithic tribe with zero techs. All I can construct is wooden walls, fireplaces, torches and... electric and plasma fence gates. Please, could you place these devices into the appropriate research.
Please, could you also do the same with your mod Traps Plus (Continued) https://steamproxy.net/sharedfiles/filedetails/?id=2042706367 , especially concerning such high tech devices like Body Crushers etc.
Thanks for your great work!
Mlie  [author] 27 Dec, 2022 @ 11:33pm 
@Sasha Pines (no brain) I dont have any gfx skill, but anyone is free to retexture it or do a pr with better textures
Sasha Pines (no brain) 27 Dec, 2022 @ 9:22pm 
you might want to update the texture for these some how they look quite low poly even on low resolution
HAZRAD 30 Nov, 2022 @ 7:53am 
The mod is perfect, but the graphic for the fences is in blurry low res even after I have converted it to .dds format, such a shame I cant use it because of that T.T
lobosan 25 Oct, 2022 @ 6:15pm 
Thank you Mlie for the 1.4 update!
CTH2004 28 Jun, 2022 @ 8:31am 
awesome! Could you add a "resistor" version that can be calibrated in how much damage it does?
Maybe a fence that only does stun damage, like the floor panels?

Also, what about a computer controlled one that will only shock and stun raiders, hostile animals, and escaping slaves/ prisoners. It uses a computer to make it electric-less, unless an escapee/ hostile is touching it. Perhaps this one is also a "magnetig gate", which is just chains that hang down, but become an almost-solid object (like sandbags) upon contact with a hostile. The idea being that upon contact, the electric current powers magnets to bind them together, elsewise it's like walking through a curtain! Don't slow guests, stun and slow prisoners!
Maximi1ian 10 Dec, 2021 @ 5:57pm 
Thanks Mlie! Nice to see its continued for 1.3! :steamhappy:
Velxra 4 Dec, 2021 @ 1:33am 
alrighty
Mlie  [author] 4 Dec, 2021 @ 1:21am 
@Geronimo As previously stated, the mod is missing a door type and I don not have the gfx skill to add more graphics. But if anyone makes the texture I can add it to the mod
Velxra 4 Dec, 2021 @ 1:08am 
Gates do not place correctly please fix (been this way since this came out)


https://i.imgur.com/IENB5B2.png
Doggo 7 Oct, 2021 @ 6:19pm 
How do I make it so the electric fence shocks prisoners
Velxra 11 Sep, 2021 @ 3:34am 
so yes, gates let insect through and wild animals try to always path through the gate yet will die. honestly electric gates have become my primary food source. lol
Velxra 2 Sep, 2021 @ 4:49pm 
can confirm the electric fence gate unlocked allowing enemies through. an insect raid just walked through the front gate. lol
SFH 30 May, 2021 @ 10:57am 
@Mlie Unlucky, but oh well, good mod anyways
Mlie  [author] 30 May, 2021 @ 10:02am 
@SFH No, the original mod never got vertical doors
SFH 30 May, 2021 @ 7:00am 
Can i rotate electric doors somehow?
https://imgur.com/a/NiEh83A This is how it looks like
Mr. Mauer (Mollari) 23 Apr, 2021 @ 9:23am 
ok, i will prop put it on my to do thx
Mlie  [author] 23 Apr, 2021 @ 9:04am 
@Mr.Mauer Sorry, Im not an artist but if anyone would make nicer textures for the mod I could add them. Or if released as a texturepatch I can link to it.
Mr. Mauer (Mollari) 23 Apr, 2021 @ 8:02am 
could you look for a colaboration or merger of fences and floors, because the textures here are very ugly compared :'D
one got nice textures, the other one got nice features (electric)
desolationsmith 15 Feb, 2021 @ 9:15pm 
As an fyi, the floors & fences only do 1 point of trap damage, so even with something like Attomachinery or Beta Poly (high tier materials in other words), that is under 10 damage for plasma fences.
dekeche 22 Jan, 2021 @ 2:10pm 
Are mechanoids not hurt by this?
nikita150u 18 Nov, 2020 @ 5:16am 
Animals of friendly factions get electrocutted by plasma (don't know about electric) gates, but pawns not
Mlie  [author] 16 Nov, 2020 @ 11:38am 
Should be fixed now
blackfiredragon13 15 Nov, 2020 @ 12:08pm 
while the guy wasn't exactly polite about it he does have a point. needing to keep up regular maintenance on the fences is unsustainable if you want to use them for anything more than choke points. my current game i'm on an open field and i tried extending the fences to cover most of my colony. not turning out well.
Mlie  [author] 20 Sep, 2020 @ 2:05am 
@AusdenBruv As I did not create the mod I can not really answer for any design decisions. If you have suggestions for change of a mod a nicer tone will perhaps help you get the change you want. Just a tip :)
charles 16 Sep, 2020 @ 2:17am 
The floors' stun length also seems to scale with power. While confirming this, I had a wild hare step into my defenses and end up stunned outside my base for the following 5 game days.