Difference between revisions of "Wall"
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Another consideration is [[fire]]. [[Power conduit]], which can occasionally try to [[Events#Zzztt...|start a fire]]; if the conduit runs under a wooden wall this is guaranteed, but if under a stone wall then only nearby flammable objects may catch fire, and then only if the short is serious enough. And any fire that does start will easily spread to wooden walls, but stone walls will not burn. Strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it. | Another consideration is [[fire]]. [[Power conduit]], which can occasionally try to [[Events#Zzztt...|start a fire]]; if the conduit runs under a wooden wall this is guaranteed, but if under a stone wall then only nearby flammable objects may catch fire, and then only if the short is serious enough. And any fire that does start will easily spread to wooden walls, but stone walls will not burn. Strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it. | ||
− | Walls take | + | Walls take an additional 2x damage against [[Damage Type#Bomb|Bomb type damage]], in addition to the 4x multiplier it already receives for being an impassable building, resulting in 8x the damage when damaged with this type. Additionally, they take an additional 2x damage against [[Damage Type#Thump|Thump type damage]], in addition to the 15x multiplier it already receives for being an impassable building, resulting in 30x the damage when damaged with this type. Thus, the [[frag grenades]] and [[thump cannon]] favored by breacher raids can rapidly destroy walls of all types. |
+ | |||
+ | [[Granite block]] walls are more durable, and should be used where damage is expected, such as behind a fixed defensive position, around vulnerable facilities such as remote [[geothermal generator]]s, or at the receiving end of a killbox. [[Plasteel]] walls are by far the most durable, if the valuable material can be purposed for such. | ||
When used as [[cover]], a [[draft]]ed colonist will "hide" behind a single wall tile or the end of a wall section, and "lean out" to shoot from the side of it, getting 75% cover from it. This can be combined with [[sandbag]]s or [[barricade]]s in front of the firing position for a more complex arrangement. Ranged fire and grenades cannot go "over" a wall or wall section, but [[mortar]] fire can. | When used as [[cover]], a [[draft]]ed colonist will "hide" behind a single wall tile or the end of a wall section, and "lean out" to shoot from the side of it, getting 75% cover from it. This can be combined with [[sandbag]]s or [[barricade]]s in front of the firing position for a more complex arrangement. Ranged fire and grenades cannot go "over" a wall or wall section, but [[mortar]] fire can. |
Revision as of 04:48, 5 February 2022
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Wall
An impassable wall. Capable of holding up a roof.
Base Stats
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- impassable
- Cover Effectiveness
- 75%
- Blocks Wind
- True
- Terrain Affordance
- Depends on materials
Creation
- Work To Make
- 135 ticks (2.25 secs)
- Stuff Tags
- Metallic, Woody, Stony
- Destroy yield
- nothing
Walls are impassable structures primarily used to create rooms.
Walls are capable of supporting roofing up to 6 tiles away in all directions. If a wall is destroyed or deconstructed, any unsupported roofing will instantly fall and injure any pawn below it, possibly fatally.
Power conduits may be constructed in an existing wall without the mood penalty if the conduit is not in the wall. Smoothing natural stone walls allows conduits to be placed beneath them.
Walls provide excellent cover from projectile attacks.
Acquisition
Walls are built and repaired by colonists assigned to construct. Wall construction may sometimes fail and waste the materials, more often with lower construction skill.
Walls are constructed with 5 Stuff (Metallic/Woody/Stony, 50 for SMVs) and take 135 ticks (2.25 secs) to build.
Analysis
As far as room stats, most wood and stone walls are interchangeable. The exception is marble walls, which add +1 beauty/wall to any room that shares that wall.
Another consideration is fire. Power conduit, which can occasionally try to start a fire; if the conduit runs under a wooden wall this is guaranteed, but if under a stone wall then only nearby flammable objects may catch fire, and then only if the short is serious enough. And any fire that does start will easily spread to wooden walls, but stone walls will not burn. Strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it.
Walls take an additional 2x damage against Bomb type damage, in addition to the 4x multiplier it already receives for being an impassable building, resulting in 8x the damage when damaged with this type. Additionally, they take an additional 2x damage against Thump type damage, in addition to the 15x multiplier it already receives for being an impassable building, resulting in 30x the damage when damaged with this type. Thus, the frag grenades and thump cannon favored by breacher raids can rapidly destroy walls of all types.
Granite block walls are more durable, and should be used where damage is expected, such as behind a fixed defensive position, around vulnerable facilities such as remote geothermal generators, or at the receiving end of a killbox. Plasteel walls are by far the most durable, if the valuable material can be purposed for such.
When used as cover, a drafted colonist will "hide" behind a single wall tile or the end of a wall section, and "lean out" to shoot from the side of it, getting 75% cover from it. This can be combined with sandbags or barricades in front of the firing position for a more complex arrangement. Ranged fire and grenades cannot go "over" a wall or wall section, but mortar fire can.
Stats table
Wall | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (5.63 secs) | 338600 | 75% | 4.95 |
Gold | 20 | ticks (2.03 secs) | 122180 | 40% | 500 |
Granite blocks | 0 | ticks (15.83 secs) | 950510 | 0% | 7.9 |
Limestone blocks | 0 | ticks (15.83 secs) | 950465 | 0% | 7.9 |
Marble blocks | 1 | ticks (14.72 secs) | 883360 | 0% | 7.7 |
Plasteel | 0 | ticks (4.95 secs) | 297840 | 0% | 46 |
Sandstone blocks | 0 | ticks (13.58 secs) | 815420 | 0% | 7.4 |
Silver | 6 | ticks (2.25 secs) | 135210 | 40% | 51 |
Slate blocks | 0 | ticks (15.83 secs) | 950390 | 0% | 7.9 |
Steel | 0 | ticks (2.25 secs) | 135300 | 40% | 10 |
Jade | 10 | ticks (11.25 secs) | 675150 | 0% | 27 |
Uranium | 0 | ticks (4.28 secs) | 257750 | 0% | 31 |
Wood | 0 | ticks (1.58 secs) | 95195 | 100% | 6.3 |
Version history
- 0.7.581 - Wood wall and metal wall merged into wall with the introduction of the stuff system.
- 1.1.0 - Terrain requirements now depends on what they’re built from. This means stone walls can’t be built on bridges any more.
- 1.1.2654 - Increase psyfocus gain of wall from 11 to 22.
- 1.3.3200 - thump damage multiplier versus walls reduced from 4x to 2x.