Difference between revisions of "Wall"

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==Summary==
 
==Summary==
Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassible objects like [[cooler]]s is considered a [[room]]. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not. Rooms that are mostly [[roof]]ed can have its [[temperature]] altered. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness.
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Walls are impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, [[door]]s, or other impassible objects like [[cooler]]s is considered a [[room]]. Each room has its own [[room stats]] - consisting of cleanliness, beauty, wealth, and spaciousness. [[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. [[Floor]]s under a wall are also negated for room stats.
  
Walls will also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below.
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Walls can also support [[roof]]ing, up to 6 tiles away in all directions. If walls, [[column]]s, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, [[collapsed rocks]] do not.
  
 
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms.  Pawns cannot travel or shoot through diagonal gaps. However, [[fire]] ''can'' go through diagonals. If there is an open [[door]] on the other side of the diagonal, then pawns can [[melee]] attack through.
 
Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms.  Pawns cannot travel or shoot through diagonal gaps. However, [[fire]] ''can'' go through diagonals. If there is an open [[door]] on the other side of the diagonal, then pawns can [[melee]] attack through.
  
Other than being impassible, walls have the following traits:
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Walls also provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other side.
*[[Power conduit]]s can be constructed below a wall, negating the conduit's [[beauty]] penalty. In addition, any [[floor]] under a wall is negated for the purposes of beauty and cleanliness.
 
*Walls provide excellent [[cover]] from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other side.
 
*[[Traits#Ascetic|Ascetic]] [[psycast]]ers{{RoyaltyIcon}} can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.
 
  
 
===Special===
 
===Special===
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*Walls take 30x damage from [[Damage Type#Thump|Thump]] type damage; 15x from being an impassable, and 2x for being a wall
 
*Walls take 30x damage from [[Damage Type#Thump|Thump]] type damage; 15x from being an impassable, and 2x for being a wall
 
*Walls take 7.5x damage from [[Damage Type#Breach|Breach]] type damage; 10x from being impassable, but 0.75x for being a wall
 
*Walls take 7.5x damage from [[Damage Type#Breach|Breach]] type damage; 10x from being impassable, but 0.75x for being a wall
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===Meditation===
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{{Royalty|section=1}}
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[[Traits#Ascetic|Ascetic]]s can [[psyfocus|meditate]] at a wall for a Meditation Focus Strength of 22%.
  
 
==Analysis==
 
==Analysis==

Revision as of 08:30, 24 December 2022

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 impassible objects that block movement, line of sight, and line of fire. An area enclosed by walls, doors, or other impassible objects like coolers is considered a room. Each room has its own room stats - consisting of cleanliness, beauty, wealth, and spaciousness. Power conduits can be constructed below a wall, negating the conduit's beauty penalty. Floors under a wall are also negated for room stats.

Walls can also support roofing, up to 6 tiles away in all directions. If walls, columns, and all other supporting objects are removed, then the roof will collapse and injure pawns and objects below. While most natural walls count as walls for the purposes of rooms, collapsed rocks do not.

Corners, i.e., diagonal walls, are not required to complete a room. Corners will provide weaker temperature and beauty insulation than vertical or horizontal aligned walls, but still create rooms. Pawns cannot travel or shoot through diagonal gaps. However, fire can go through diagonals. If there is an open door on the other side of the diagonal, then pawns can melee attack through.

Walls also provide excellent cover from projectile attacks, blocking 75% of shots. Pawns behind a wall with an adjacent free space will "lean" around the wall to shoot at enemies on the other 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

Meditation

Ascetics can meditate at a wall for a Meditation Focus Strength of 22%.

Analysis

Walls, or natural rock, are practically essential to create rooms and defensive structures. It's certainly possible to create a room of doors or coolers, but that is just more expensive. As impassible structures, they are important when controling enemy flow and creating killboxes. Sapper and breach raids will explicitly try and break them, but other raiders will path around so long as any target can be reached.

Material choice

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 to create. They are very helpful when first starting a Crashlanded scenario, and often essential for Lost Tribe and Naked Brutality 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 work. However, stone is a fairly hardy 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 the harder stone.
  • 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. Overall, it's useful as 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.