RimWorld

RimWorld

Fortifications - Medieval
160 Comments
ApokalyptoJr 11 Oct @ 1:51pm 
Pawns don't shoot out of castle wall embrasures. neither do turrets.

playing on 1.5
Izanami 3 Oct @ 7:19am 
@AOBA
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
[Ref 2FB39F0E]
(wrapper managed-to-native) System.Reflection.RuntimeModule.ResolveFieldToken(intptr,int,intptr[],intptr[],System.Reflection.ResolveTokenError&)
at System.Reflection.RuntimeModule.ResolveField (System.Reflection.Module module,
Balthazad 28 Aug @ 12:41am 
modder not reacting, let's use this pretty much identical mod
https://steamproxy.net/sharedfiles/filedetails/?id=2883913520
Tottoduvan 25 Aug @ 10:41am 
This mod is broken dont download
Benz ✇ 19 Aug @ 10:18am 
@Balthazad same shit
I'm getting errors :(
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
Marcvsiulius 14 Aug @ 2:23am 
Are you planning on adding castle doors?
Balthazad 12 Aug @ 2:49am 
https://gist.github.com/HugsLibRecordKeeper/72a8fccc3eb0bcc5dd9ae34921920af4

I'm getting errors :(
Error in Fortifications - Medieval, assembly name: FortificationMedieval, method: ModExtension_ShootWithFleck:BurstFleck, exception: System.MissingFieldException: Field not found: bool Verse.TerrainDef.holdSnow Due to: Could not find field in class
Balthazad 12 Aug @ 2:48am 
@OldPayphone:
it adds castlewalls and trenches. very useful & stylish, absolutely recommendable.
Virtuous 11 Aug @ 12:17pm 
what happened to the description?
OldPayphone 11 Aug @ 11:14am 
Mod doesn't even say what is added so I won't waste my time downloading this mod. Very lazy.
thehiddencheese 10 Aug @ 1:05pm 
Kind of dumb you can put wall torches or anything on the castle walls.
Omega13 10 Aug @ 12:09pm 
what does this mod actually add to the game? who knows. it's like a little box of mysteries, waiting to be added to your game.
majestic-ass-hross 3 Aug @ 7:32pm 
Would you please add descriptions & pictures of what this mod adds to the game? The description as it is doesn't say much about the specifics.
The Professor 25 Jul @ 6:30am 
@Surreal Killer I've never got as far as shooting more than the 10 rounds to know, but I wonder whether the whole resource 'loading' doesn't really work.

I think ideally the swivel gun should run off crafted primitive ammunition that has to be loaded individually like the mortar, which would then ensure it functions but I think also gives an interesting option to have multiple possible ammo types - not EMP and incendiary and whatnot, but I think a basic option and a 'grapeshot' option that is very inaccurate beyond very close range but fires a cluster of big shotgun shots would be thematic for a cannon and very cool.

I also think honestly that the swivel gun is pretty OP at its tier tbqh. It's cheap, unrestricted by barrels, much more accurate than a mortar with same explosion radius and a stun effect. Could do with less effective explosion and probably an accuracy nerf.
The Professor 25 Jul @ 6:21am 
@Hotshot53 yes, the embrasures act as non-obstructions for all ranged fire including turrets so you can put your cannon or rock tippers behind an embrasure. The swivel gun cannon is also only 2x2 (smaller than its graphic) which means the barrel can be poking 'over' the wall which is graphically nice.

Unfortunately the swivel gun is not set to rotatable, though. It can be easily changed to rotatable in the XML but because it's actually a 'turret' and rotates when you man it to aim at enemies it will reset to default 'facing' (0 degrees/due north) when you load into your saved game, and after you fire it it'll be facing the direction it last fired until you next use it. You can use this mod to set default 'idle' positions for them though for aesthetic purposes on your walls (and also functionally if you want it defaulted to be facing the 'right' position for likely incoming enemies).
Zepar 23 Jul @ 10:13am 
@Hotshot53 All ranged attacks seem to pass through the embrasures, including turrets.

On another note, I seem to be having to same proplem as RadioAk7iV. The Swivel Gun fires an indefinite amount of rounds, until I unman the pawn from the gun. I am also using Better Explosions.
Hotshot53 23 Jul @ 8:46am 
Does anyone know if turrets will successfully shoot out through the embrasures?
AOBA  [author] 20 Jul @ 9:11am 
fixed
OnyxFyre 18 Jul @ 5:36pm 
here to say the same thing as @RadioAk7iV the cannon seems to be firing like a Warthog death machine lmao
RadioAk7iV 18 Jul @ 11:19am 
I don't really know, but I think I have a problem with the cannon. It takes rapid fire far too literally! It shoots what feels like hundreds of projectiles at once and leaves behind a storm of effects that is second to none. Is that intentional? My game stops responding partly because of the projectile fire. Are there any known conflicts with mods like Melee Animations or better explosion, or other mods?
irrelevantredundancy 16 Jul @ 4:09pm 
@King of Blades -- why go out of your way to be like that? what is it about someone asking a question that hurts you? try harder to be polite
ObamaBinRoadman 15 Jul @ 6:29am 
@King of Blades

suck ur mum, please and thanks.
King of Blades 14 Jul @ 11:54am 
@Daniel Matute
Try reading descriptions. It's crystal clear what each includes.
Daniel Matute 12 Jul @ 8:04pm 
What is the difference with Mediaval Material? I am confused
hard erect balls :3 11 Jul @ 6:53pm 
1.6 ? THX YU
oscarmdsh69 11 Jul @ 1:29pm 
1.6 update coming?
SghHanzMullerSW 11 Jul @ 1:17pm 
1,6
Maltesefalcon 2 Jul @ 6:27pm 
Not sure if it's a conflicting mod, or a bug, but I have to place each wall down individually
Leosky 15 Jun @ 2:38pm 
I managed to fix this adding "<supportsWallAttachments>true</supportsWallAttachments>" in the "Building" node of "<ThingDef ParentName="BuildingBase" Name="CastleWall">".
Leosky 15 Jun @ 2:13pm 
Hello, castle wall can't support wall lights. And thx for your work.
Small Bob 8 Jun @ 8:52am 
Is it safe to delete this mod in the middle of the game?
HammerFell- 21 May @ 6:14pm 
You could always ask in their discord, they are currently still active there...Ya know... where you'll likely get your issue seen quicker... Or keep shouting here.
Criarino 3 May @ 8:39pm 
As it doesn't seem like the author is coming back, you can fix the swivel gun bug yourself: find the mod folder, go to 1.5/Defs/FT_Turrets.xml, search for FT_Turret_SwivelGun and replace the line with "fuelIconPath" for <fuelIconPath>UI/Overlays/Barrel</fuelIconPath>. For CE you have to make a ammo patch, I believe there's a mod that lets you do so without code
Criarino 2 May @ 2:36pm 
fixed by changing <fillPercent> of castle embrasures to 0.8
Criarino 2 May @ 2:20pm 
for some reason my pawns can't shoot through castle walls with embrasures when using CE
FotisP68n 18 Apr @ 10:35am 
@Ryanisunique107 fr
Razori 22 Feb @ 3:14am 
Fix the error for swivel gun. :)
Ryanisunique107 1 Feb @ 12:10pm 
i love haveing to guess whats in the mod
MajorityOfTheInternet 21 Oct, 2024 @ 1:49am 
@Aoba the swivel gun has two issues:
- It doesn't actually have a listed material required for ammo so it spams red errors when it runs out of ammo, technically you just load steel in but the game doesn't know that
- You can't rotate the guns so the graphic is broken
le_sir_raider 14 Sep, 2024 @ 6:20pm 
what ammo does the cannon use?
Dr Jimothy 10 Sep, 2024 @ 6:03pm 
Huh, description used to say all this mod did:

- Castle walls. 20 stone blocks. Much work. Very durable.
- Castle embrasures. 15 stone blocks. Much work. 85% cover. Very durable.
- Stone block ditches. Similar to ditches from Neolithic, but more expensive and durable. I mostly use the neolithic ditches so can't remember the cost of these.

If you look at their Fortifications - Medieval: Materials mod, it says this under the "Core" section.

The work on the castle walls is a hurdle but makes sense and has the secondary use of making your colonists develop really high construction levels. I kinda take advantage of this with a small area where I slap down random castle walls and have construction passion pawns work away at that when there isn't any actual project for them to work on.
Alexander Zagirov 27 Aug, 2024 @ 1:41pm 
@AOBA for some reason castle walls don’t support attachments (like wall torches and lamps).
Wait I'm Zoted 11 Aug, 2024 @ 2:43am 
Walls and weapons for defence, and probably a few other things. I haven't played with this mod before, but I have used some of their other mods.
Arthur GC 7 Aug, 2024 @ 8:47pm 
Hi, what does this mod add?

Thanks!
Grizmo 5 Aug, 2024 @ 4:38pm 
No pictures. No descriptions. Seriously?
john straftat 21 Jul, 2024 @ 8:04am 
@Axon @A30LUS the issue is that the embrasure cover height is too high, so the pawns can't shoot over it.
to fix it, go into the 1.5 defs file for this mod and change the <fillPercent> from 0.85 to 0.75. pawns will be able to shoot over it now
Axon 11 Jul, 2024 @ 3:04pm 
I am having the exact same issue that A30LUS has, i also play with combat extended. Is incompatibility with CE or something wrong with 1.5? great mod anyway i love it, walls on itself are nice and strong
A30LUS 11 Jul, 2024 @ 1:45pm 
I think there might be a bug with the wall embrasures?
I had a pawn behind one and it said there was no line of sight to a target on the other side.

I'm running combat extended so that might be it?
Squirbel 3 Jul, 2024 @ 10:27am 
Thanks for the update and love your work!
Persomnus 1 Jul, 2024 @ 8:35pm 
thank you for the update! so excited to build some castle walls again :)