Windows in stone walls
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Some weapon classes deal greater damage to the soft side of the wall. The strong side has dark outlines of bricks, while the soft side is light grey. The sides of the wall are as strong as the strong side, and hitting near the sides will count as hitting the sides themselves, so aim for the middle when hitting the soft side. Stability seems to have no bearing on damage inflicted.
- 10x Tools
- 10x Melee weapons
- 2x Bullets
- 2x Shells
- 1.1x Explosive Bullets
- 1x Explosives
- Timed Explosive Charge: 275dmg (2 charges)
- Rocket Launcher(Rocket): 137dmg (*) (4 rockets)
- Satchel Charge: 51dmg (10 charges)
- Rocket Launcher(High Velocity Rocket): 32dmg (*) (8 rockets)
- Landmine: 12dmg (*)(
) (42 mines)
* Inflicts splash damage against building parts.
! Can explode a moment after placing/throwing them.
Placement can be blocked by a tool cupboard.
# Causes a horrific amount of fire that spreads, although stone walls are immune to fire damage.
F1 Grenade notes:
F1 Grenades inflict almost no damage to buildings, even to twig. Their purpose is obviously anti-personnel.
- Stone Spear: 0.17dmg (268 spears) 11 hits per weapon
- Longsword: 0.15dmg (371 swords) 9 hits per weapon
- Salvaged Cleaver: 0.12dmg (321 cleavers) 13 hits per weapon
- Wooden Spear: 0.12dmg (220 spears) 19 hits per weapon
- Mace: 0.1dmg (385 maces) 13 hits per weapon
- Salvaged Sword: 0.1dmg (193 swords) 26 hits per weapon
- Machete: 0.06dmg (641 machetes) 13 hits per weapon
- Bone Knife: 0.05dmg (401 knives) 25 hits per weapon
- Bone Club: 0.02dmg (1137 clubs) 22 hits per weapon
- Salvaged Icepick: 0.13dmg (65 pickaxes) 60 hits per tool
- Pickaxe: 0.12dmg (74 pickaxes) 57 hits per tool
- Salvaged Axe: 0.09dmg (93 axes) 60 hits per tool
- Stone Pickaxe: 0.06dmg (379 pickaxes) 22 hits per tool
- Salvaged Hammer: 0.06dmg (120 hammers) 70 hits per tool
- Hatchet: 0.05dmg (152 hatchets) 66 hits per tool
- Jackhammer: 0.05dmg (136 jackhammers) 74 hits per tool
- Stone Hatchet: 0.03dmg (642 hatchets) 26 hits per tool
- Rock: 0.02dmg (782 rocks) 32 hits per tool
- Torch: 0.01dmg (2272 torches) 22 hits per tool
- Torch(lit): 0.01dmg (8334 torches) 6 hits per tool
- Waterpipe Shotgun: 0.9dmg (556 shells)
- Eoka Pistol: 0.9dmg (556 shells)
- Double Barrel Shotgun: 0.9dmg (556 shells)
- Pump Action Shotgun: 0.9dmg (556 shells)
- Spas-12: 0.5dmg (1,000 shells)
- Eoka Pistol: 1dmg (500 shells)
- Waterpipe Shotgun: 1dmg (500 shells)
- Double Barrel Shotgun: 1dmg (500 shells)
- Pump Action Shotgun: 1dmg (500 shells)
- Spas-12: 0.5dmg (1,000 shells)
- Waterpipe Shotgun: 0.2dmg (2,500 slugs)
- Eoka Pistol: 0.2dmg (2,500 slugs)
- Double Barrel Shotgun: 0.2dmg (2,500 slugs)
- Pump Action Shotgun: 0.2dmg (2,500 slugs)
- Spas-12: 0.1dmg (5,000 slugs)
- Double Barrel Shotgun: 0.4dmg (1250 shells)
- Eoka Pistol: 0.4dmg (1250 shells)
- Pump Action Shotgun: 0.4dmg (1250 shells)
- Waterpipe Shotgun: 0.4dmg (1250 shells)
- Spas-12: 0.3dmg (1667 shells)
- Bolt Action Rifle: 0.35dmg (1429 rounds)
- M249: 0.32dmg (1563 rounds)
- Assault Rifle: 0.25dmg (2000 rounds)
- LR-300: 0.18dmg (2778 rounds)
- Semi-Automatic Rifle: 0.15dmg (3334 rounds)
- Bolt Action Rifle: 2.9dmg (173 rounds)
- M249: 2.8dmg (179 rounds)
- Assault Rifle: 2.7dmg (186 rounds)
- LR-300 Assault Rifle: 2.7dmg (186 rounds)
- Semi-Automatic Rifle: 2.7dmg (186 rounds)
Notes:
Explosive rounds inflict nearly the same damage to the weak side as the strong side of walls at 1.1x. They can start fires, but the fire deals no damage to stone walls.
- Bolt Action Rifle: 0.34dmg (1667 rounds)
- M249: 0.3dmg (1667 rounds)
- Assault Rifle: 0.2dmg (2500 rounds)
- LR-300 Assault Rifle: 0.1dmg (5000 rounds)
- Semi-Automatic Rifle: 0.1dmg (5000 rounds)
- Python Revolver: 0.25dmg (2000 rounds)
- M92: 0.2dmg (2500 rounds)
- Thompson: 0.18dmg (2778 rounds)
- MP5: 0.17dmg (2942 rounds)
- Semi-Automatic Pistol: 0.15dmg (3334 rounds)
- Revolver: 0.15dmg (3334 rounds)
- Custom SMG: 0.14dmg (3572 rounds)
- Python Revolver: 0.2dmg (2500 rounds)
- M92: 0.2dmg (2500 rounds)
- MP5: 0.2dmg (2500 rounds)
- Semi-Automatic Pistol: 0.2dmg (2500 rounds)
- Revolver: 0.2dmg (2500 rounds)
- Thompson: 0.1dmg (5000 rounds)
- Custom SMG: 0.1dmg (5000 rounds)
- Bow(Bone Arrow): 0dmg
- Bow(Fire Arrow): 0dmg
- Bow(High Velocity Arrow): 0dmg
- Bow(Wooden Arrow): 0dmg
- Crossbow(Bone Arrow): 0dmg
- Crossbow(Fire Arrow): 0dmg
- Crossbow(High Velocity Arrow): 0dmg
- Crossbow(Wooden Arrow): 0dmg
- Nailgun(Nailgun Nails): 0dmg
- Chainsaw: 0.1dmg (5,000 fuel)
- Flamethrower: 0dmg
The flamethrower starts a fire after a burst of 13 fuel, but it doesn’t inflict damage to stone walls. The Chainsaw seems better suited to resource-gathering than raiding.
Both stone square and triangle foundations share the same characteristics as the stone wall. The weak side of the foundations are the light grey floor, while the vertical faces that show the outline of brick are the strong faces.
Stone doorframes share the same characteristics as the stone wall. If destroyed, any door that the dooframe held will be destroyed. So destroying a stone doorframe that held an armored door will cost the defender more to replace, compared to just destroying one of their stone walls.
Stone windows share the same characteristics as the stone wall. If a stone window is destroyed, any window that it held will also be destroyed. Wooden window bars are weaker than the stone window, but they are awkward to destroy. Metal window bars are around the same strength as stone windows. If a stone window has wooden window bars then consider using a flamethrower to get through the windowbars.
Both stone square and triangle floors share the same characteristics as the stone wall. Not to be confused with foundations, the floor building entity is often a ceiling. The strong face is the one you’d walk on, while the weak face is the one you’d bang your head against. So if you were directly underneath a loot room which had a stone floor, you could break through upwards for 10x melee damage, or 2x firearm damage.
With Rust being consistently updated I’d have to do hundreds of tests to keep the guides updated too. By the time I get around to updating the guides, there’s another game update that outdates my guides again.
So I’ve stopped updating them, because they were often out of date anyway and I don’t have the time to keep doing testing on each update.
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[RF] Etched Stone Walls [1.0]
Since beta 19, vanilla RimWorld has allowed you to smooth natural stone walls. This allows you to have real walls in the rooms in your mountain hideaway, without needing to mine out rock and then immediately replace it with a wall built from scratch. But smoothed stone walls are, as you’d expect, smooth. They don’t have the graphic patterning that constructed (block) walls have.
Some players prefer to have all their walls look exactly the same. And that’s where this mod comes in. You can have your crafty pawns «etch» the smoothed stone walls, to give them a pattern that matches the brick pattern in constructed walls. Alternatively, you can have a pawn with artistic skill do decorative etching, in which case at least some of your wall tiles, in addition to a brick pattern, will end up randomly decorated with pictures.
— Rainbeau Flambe (dburgdorf)
«Etched Stone Walls» adds a new capability, but doesn’t change any existing things, so it should be compatible with pretty much any other mod. You should be able to add it to an existing saved game without trouble. Removing it from a game in progress, however, will make the game unplayable if you have any etched or decorated walls on the map.
«Etched Stone Walls» should be fully compatible with stone types added by other mods, at least as long as those mods follow vanilla’s convention for walls’ defNames, meaning that you’ll be able to smooth walls of non-vanilla stone types as easily as you can those of vanilla stone types.
Most of the images used for wall art came from the flaticon.com Web site.
The mod utilizes Pardeike’s «Harmony Patch Library.» (No additional download is required, as the library is included with the mod.)
If you’re a modpack maker and want to include «Etched Stone Walls» in your pack, or if you’re a modder and want to use it as the basis of a derivative mod, please feel free to do so. I ask only that you let me know about it.
The Ludeon forums discussion thread for my mods can be found here [ludeon.com] .
If you have any (helpful) suggestions for improvement, please let me know!