Wall

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Wall

Wall

An impassable wall. Capable of holding up a roof.

Base Stats

Type
BuildingStructure
HP
300
Flammability
100%

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
Resources to make
Stuff 5
Deconstruct yield
Stuff 2 - 3
Destroy yield
nothing

Walls are impassable structures primarily used to create rooms.

Acquisition

Walls are built and repaired by colonists assigned to construct. Walls are constructed with Stuff 5 Stuff (Metallic/Woody/Stony, 50 for SMVs) and take 135 ticks (2.25 secs) to build.

Wall construction may sometimes fail and waste the materials, more often with lower construction skill.

Summary

Walls are an impassible terrain, blocking both movement and line of fire. Pawns can't move through diagonal gaps of walls or other terrain. An enclosed space of impassible terrain, including doors, is considered a room. Walls can also support roofing, up to 6 tiles away in all directions. If walls, columns, and other supporting objects are removed, then the roof will fall and injure any pawn below it.

Power conduits can be constructed below a wall, negating the conduit's beauty penalty.

Walls also provide excellent cover from projectile attacks, blocking 75% of shots. Pawns will "peek" from a wall and fire to its side.

Special

Certain damage types are designed to deal more damage to impassible terrain, and to walls specifically:

  • Walls take 8x damage from Bomb type damage; 4x from being an impassable, and 2x for being a wall
  • Walls take 30x damage from Thump type damage; 15x from being an impassable, and 2x for being a wall
  • Walls take 7.5x damage from Breach type damage; 10x from being impassable, but 0.75x for being a wall

Analysis

Walls are practically essential for every colony; if not built walls, then natural rock. Enclosed rooms are required to regulate temperature, prevent item deterioration and a 30% Work Speed penalty, and are responsible for many moodlets (preventing Slept Outside, Soaking Wet, and giving mood buffs for Impressive rooms). It's certainly possible to create a room of doors or coolers, but this is just more expensive.

Walls can also be used to control enemy flow and create killboxes. Sapper and breach raids will explicitly try and break them, but other raiders will try to path around if it would be faster.

Wall materials each have their own advantages and disadvantages:

Wood

Wood is easily obtainable in a vast majority of biomes, and are the fastest wall create. They are very helpful when first starting a Crashlanded scenario, and nearly essential for Lost Tribe starts.

However, wood is flammable. Other than raiders lighting it on fire, a bad dry thunderstorm or conduit explosion could end up engulfing your entire base in flames. Especially by the time you get to using Electricity, you should replace wood with another material.

Stone

Stone is very plentiful, but very time consuming. In addition to actually creating the wall, cutting up stone blocks takes quite a bit of time. However, stone is a fairly durable material, and is completely fire-proof. Strategically placed sections of stone walls will act as a "fire break" to limit the spread of a fire while your colonists fight it.

  • Granite is the most durable wall material. Limestone is the 2nd most durable. Limestone and slate have no redeeming qualities as walls over granite, unless your biome happens to lack granite.
    • Note that breachers, one of the most relevant cases of wall durability, can break any stone wall in the same amount of hits.
  • Marble walls give +1 beauty to a room and colonists looking at it. They are otherwise the least durable stone wall.
  • Sandstone walls are the quickest stone wall to build, which can save a lot of time for large bases.

Metal

Steel isn't as durable as stone, but is much quicker to make. Steel may be a necessity in wood-scare biomes like the ice sheet. Steel walls are also flammable, unlike concrete and the actual steel item. It's also a quick installation when creating defensive fortifications.

Plasteel and Uranium are even bulkier than stone, but these materials shouldn't be wasted except on the most important of wall sections, like the entrance of a killbox.

Gold and Jade walls are more beautiful than regular walls, but are inferior to sculptures when increasing room stats.

Stats table

  • Wall Wall Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 000,338 ticks (5.63 secs) 600 75% 4.95 Silver
    Gold Gold 20 000,122 ticks (2.03 secs) 180 40% 500 Silver
    Granite blocks Granite blocks 0 000,950 ticks (15.83 secs) 510 0% 7.9 Silver
    Limestone blocks Limestone blocks 0 000,950 ticks (15.83 secs) 465 0% 7.9 Silver
    Marble blocks Marble blocks 1 000,883 ticks (14.72 secs) 360 0% 7.7 Silver
    Plasteel Plasteel 0 000,297 ticks (4.95 secs) 840 0% 46 Silver
    Sandstone blocks Sandstone blocks 0 000,815 ticks (13.58 secs) 420 0% 7.4 Silver
    Silver Silver 6 000,135 ticks (2.25 secs) 210 40% 51 Silver
    Slate blocks Slate blocks 0 000,950 ticks (15.83 secs) 390 0% 7.9 Silver
    Steel Steel 0 000,135 ticks (2.25 secs) 300 40% 10 Silver
    Jade Jade 10 000,675 ticks (11.25 secs) 150 0% 27 Silver
    Uranium Uranium 0 000,257 ticks (4.28 secs) 750 0% 31 Silver
    Wood Wood 0 000,095 ticks (1.58 secs) 195 100% 6.3 Silver
  • 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.