Skullywags Defensive Mods
Here are some defensive themed mods, click the images to download from my github:
(http://i.imgur.com/zA9D1yL.png) (https://github.com/Skullywag/DefenceShield/releases/tag/DefenceShield1.5)
Adds defence emplacements that use personal shields to produce a larger shield that can stop incoming projectiles, changes size as power levels change.
(http://i.imgur.com/w0B2GrX.png) (https://github.com/Skullywag/Embrasures/releases/tag/Embrasures1.5)
Simple walls you can fire from within.
(http://i.imgur.com/45aDEQh.png) (https://github.com/Skullywag/MedievalShields/releases/tag/MedievalShields1.10)
Craftable shields that have a chance based on melee skill to stop damage at the cost of their hitpoints, kite shield has more hitpoints but slows pawns down more than the buckler. Currently allows firing if youre carrying a valid sidearm. Melee works as well. To add a mod weapon to be used as a valid sidearm just add a weapon tag as so:
<weaponTags>
<li>MedievalShields_ValidSidearm</li>
</weaponTags>
(http://i.imgur.com/4UnAR0R.png) (https://github.com/Skullywag/PersonalShieldMKII/releases/tag/PersonalShieldMKII1.5)
A personal shield that allows firing from within, slightly slower to charge and less capacity than a normal shield. Can be repaired at the machinist table at the cost of uranium (this actually just creates a new one so you can reroll quality, this may need balancing).
(http://i.imgur.com/HFsdKav.png) (https://github.com/Skullywag/PowerArmourMKII/releases/tag/PowerArmourMKII1.5)
Power armour that is just slightly better than the vanilla one, repairable for plasteel as per the shield above.
(http://i.imgur.com/ezndHK3.png) (https://github.com/Skullywag/ArmourRepair/releases/tag/ArmourRepair-1.0)
Allows you to repair power armour and personal shields, repairing is a reroll of quality using the item as an ingredient (its a little tricky to manage this i know), costs plasteel for the armour and uranium for the shield.
I need feedback, especially on the MedievalShields. Theres a lot I can do with them, I wont explain the algorithm just yet I want to see what people think first.
License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
I like the idea of medival shields - any way you can restrict them for use with 1h weapons only though? That might make me use pistols and such more often.
yeah thats on my list, its doable, just not easy, as the moment you add a mod weapon I have no way of knowing it its a 1 handed or a 2 handed weapon.
So I made a mini-mod to give these to Norbals and Pirates, and I noticed that when equipped by anyone other than colonists, they appear as magenta squares.
(http://i.imgur.com/IiHPiKh.jpg)
reaaaaalllly...thats weird...looking into it...
Can i see the mod files, there shouldnt be anything wrong with this. you did copy the textures into your mod? got any log files?
The mod is just overwrites for some of the PawnKindDefs for Norbals and Pirates, adding Shield to their lists of allowed apparel, and I'm using EdB Mod Order to ensure it's loaded after both the new factions and MedievalShields. I'll try adding the textures to it, but there's no error in the log when they appear.
I've attached a zip of the mod.
Edit: Tried adding the textures, didn't work. But I found out something, if you save and reload, any dead bodies with the magenta block get the proper shield applied, but the living pawns still have the magenta block. Hope that helps some. It also doesn't appear to be linked to race, seeing as how Norbals are their own race, and Pirates are regular humans, but this bug applies to either.
[attachment deleted due to age]
Tried this aswell (only gave the shield some more apparel tags, spacer, pirate etc.)
spawned in some vanilla spacer mercenaries and my pirates they'd all have the pink square
but only when they spawn with it, I had one in jail equip the shield voluntarily and it showed correctly
tried to spawn some colonists with it but shields ain't made of synthread so they didn't wannoo spawn with one ::)
but it only seems to glitch out on spawn
I cant get your mod to load, i get lots of errors in console. Do i need another mod to go with it? its moaning about pirategunner and factions...
oh derp i need pirates...
Well, the saving/reloading thing I did pointed something else out to me. If you save/reload, your colonists get the magenta block as well. Ordering them to drop and re-equip fixes it. I tested this with only MedievalShield enabled to confirm nothing else might've (somehow) been interfering.
And yeah, the mini-mod I attached earlier needs Norbals and Pirates.
hmm looks as though apparel doesnt call spawnSetup if it comes in on a raid...wut! however if i just set the mat (texture) outside that I cant set the colour...or can i....*walks off muttering*
ok getting somewhere, ive got it somewhat working but having some weirdness with them switching colours when others are picked up, probably left a static or something somewhere, ill try and fix it fully tomorrow afternoon.
Ok i fixed it this morning, as i thought i was doing something derpy. Ill get a fixed version uploaded at some point today, probably lunchtime.
screw it, link updated, tis fixed! go go go!
Uh, what do the medieval shields do exactly?
The others look pretty self-explanatory, but are the shields supposed to block attacks completely, or reduce the damage, or what?
So.
Medieval shields block all damage first off at the cost of their own hp. These are a limited use item whereas personal shields recharge.
They currently on absorbing damage check the holders melee skill. Then they roll a random between 0-20 (need to tweak this should be 21 or something shouldnt ever be perfect) if the resulting random is under the holders melee skill another 1 in 5 chance is rolled, if its over 3 the shield absorbs the damage divided by 4. If the random is over the holders melee skill it rolls another 1-5, if its 1 it will half the damage and absorb it. Anything outisde of these parameters will get past the shield and hit the holder.
This is all placeholder but i need feedback to improve it.
For those interested:
https://github.com/Skullywag/MedievalShields/blob/master/Source/MedievalShields/Apparel_Shield.cs
Blasting charges added as requested here:
https://ludeon.com/forums/index.php?topic=13984.msg146637#msg146637
I have an incoming update for the power armour, made a slight change to the vanilla texture (oh god the amount of textures that come with apparel!!!). Just makes it look a little beefier and removes the nose/mouth hole from the helmet. Ill upload today at some point.
Great work! And those medieval shield mechanics sound really cool. Would you mind if I incorporated them into my Medieval Mods (also adding a few more varieties)?
When I saw your two medieval mods pops in the forum in one day of interval (while doing my A11 modlist (https://ludeon.com/forums/index.php?topic=14062)) I was thinking you should work together ;-)
Fine works as always, appreciated. *golf clap*
Quote from: IshOfTheWoods on July 01, 2015, 08:50:51 AM
Great work! And those medieval shield mechanics sound really cool. Would you mind if I incorporated them into my Medieval Mods (also adding a few more varieties)?
Go nuts :)
Hey Skullywag Love your stuff I was wondering, are you gonna update the Omni floors Mod? It doesn't seem to wanna function on alpha 11 for me and I haven't seen anyone else mention it so I wasn't sure if maybe I am running into issues unique to my setup or the mod needs a tweak for the new alpha. Keep up the strong work and thanks for your time.
yeah it needs a few tweaks nothing major, its on the list, im knee deep in baby nappys currently but I will get to it.
Skullywag I'm thinking of a "smart" anti-personnel mine(as an improvement of the vanilla IED) which will launch itself to enemy within a small radius and explode. But I'm not able to find a simple way to mod it, may be you can have a try.
hmm building that detects in a radius, if it finds an enemy pawn or whatever, fires a projectile (itself) and destroys the building? would that work?
Quote from: skullywag on July 01, 2015, 04:30:57 PM
hmm building that detects in a radius, if it finds an enemy pawn or whatever, fires a projectile (itself) and destroys the building? would that work?
Sounds like a turret ;D
a 1 shot turret...lol Glass cannon anyone?
like a smart mine? lol
Quote from: pktongrimworld on July 01, 2015, 05:30:25 PM
like a smart mine? lol
Yeah something like that
(http://2.bp.blogspot.com/-LHWCSn0Pj9c/UMs_k2gRwTI/AAAAAAAAADU/E0n9SCJmLkM/s320/widow%2Bmine.jpg)
That just rush to the target and blow himself with it.
That's what i was understanding ;)
Quote from: kaptain_kavern on July 01, 2015, 06:47:37 PM
Quote from: pktongrimworld on July 01, 2015, 05:30:25 PM
like a smart mine? lol
Yeah something like that
(http://2.bp.blogspot.com/-LHWCSn0Pj9c/UMs_k2gRwTI/AAAAAAAAADU/E0n9SCJmLkM/s320/widow%2Bmine.jpg)
That just rush to the target and blow himself with it.
That's what i was understanding ;)
Exactly, I already made one, will release it tomorrow ;)
you beast. Have a nice night lol ^^
Lol comes into my thread asks me to build it, then builds it himself...the cheek ;)
Im happy to be your dev duck (http://www.developerduck.com/) :)
Quote from: skullywag on July 02, 2015, 03:24:12 AM
Lol comes into my thread asks me to build it, then builds it himself...the cheek ;)
Im happy to be your dev duck (http://www.developerduck.com/) :)
sry about that i just want it too badly, but make it as a turret is actully the easist way. i give you the credit. ;D
Ok, do the materials of the shields effect the block chance? To test, I had a guy with a wooden shield and melee level 6 get shot until he collapsed, and the shield didn't block a single shot.
Edit: Ok, I tested some more, and a brawler level 20 with a steel shield managed to block two shots before being incapacitated. Shields seem rather... weak.
So I was wondering, would it be hard to make a system like this?:
A shield, when 'blocking' defends a user from all damage to the torso, neck, and arms, but not to the legs or head. The shield is 'lowered' from it's 'blocking' when attacking, and when a certain amount of damage is giving within a certain period of time, the 'guard' is 'broken' and the pawn is unable to block for a short time. Shields take damage from each attack it blocks.
On a side note, thinking about the talk about smart mines, won't it be cool to have suicide drones that you can draft then send towards enemies, walls, animals, etc and have blow up?
I have got some refactorimg for the shields. They were never a finished system i needed feedback to improve them, so i definitley want to add a "if pawn is attacking" lower the chance of damage absorb happening. Tye material right now is purely the hitpoints of the shield. Block chance if you look back in the thread is based on random chance and the melee skill. Check the alorithm on my github i linked, if you can make sense of it please feed back changes you think should happen. If not put down in a logical fashion what you want it to do and what pawn stats etc it should use at what points ill see if i can come up with code that fits. :)
Very small [Suggestion] :
Does embrasures shouldn't let light pass through?
http://puu.sh/iNFBz/cca66e1e8c.jpg (http://puu.sh/iNFBz/cca66e1e8c.jpg)
skully man you messed up :'( . Need help here. done gon and messed up
Yeah ive fixed this. Tynan added a check for duplicate key bindings. Ill update all my mods asap. Shouldnt be too long.
All updated, Fixes duplicate key bindings, A11b compatible.
So all i have to do is redownload them all?
yep fraid so, you may also have to delete your keyprefs file from your appdata ludeon folder.
think its only embrasures and defence shields that you need as it was only buildings that were affected.
Quote from: skullywag on July 05, 2015, 04:35:15 AM
yep fraid so, you may also have to delete your keyprefs file from your appdata ludeon folder.
think its only embrasures and defence shields that you need as it was only buildings that were affected.
Can you send me a link to your other mod with the craftable meds. i miss clicked and deleted that as well :/ and it was lost in the sea of mods
https://ludeon.com/forums/index.php?topic=14177.msg148157#msg148157 ;)
Best to just open my profile click "find posts" then change it to "topics", tada all my threads! or just hit my github, all my mod releases are there.
Ah danke my friend
Hey quick OCD moment i noticed that the mk2 amour has less value in prepare carefully and i play by the points. So could you look into it cause thats driving me nuts. The mk1 helm is 2500 mk2 helm is 2000. The mk1 chest piece is like 6000 and the mk2 is 4000
EDIT:
There is this issue, i hit esc and everything freezes nothing works at all. i can pause the game but it dont help even un pausing it keeps it all frozen my overview is broken too. only way to fix it is by pressing over view and haveing the game un paused
ill look into the value issue, the other thing is nothing to do with my mods, im running them all right now and its fine, you using EdB stuff and if so have you updated it?
im seeing the values correctly in Prepare Carefully. Not sure why you wouldnt be, helmet is 2500 vanilla one is 2000, armour is 6000 vanilla is 4500.
Hm Ill check again. But i swear that its the other way around. I may have read it to fast.
Quote from: skullywag on July 03, 2015, 10:31:48 AM
I have got some refactorimg for the shields. They were never a finished system i needed feedback to improve them, so i definitley want to add a "if pawn is attacking" lower the chance of damage absorb happening. Tye material right now is purely the hitpoints of the shield. Block chance if you look back in the thread is based on random chance and the melee skill. Check the alorithm on my github i linked, if you can make sense of it please feed back changes you think should happen. If not put down in a logical fashion what you want it to do and what pawn stats etc it should use at what points ill see if i can come up with code that fits. :)
I have no idea on what the algorithm is, but after some thought, I came up with a idea that I hope won't be too hard to implement.
When a pawn gets damaged, check whether the source of damage is a projectile or a melee weapon. Then, check if the damage exceeds a certain 'limit'.
If it's a melee weapon, there would be a 2/4 chance to block, 1/4 chance to deflect, and 1/4 chance to miss.
If it's a projectile, it would have a 1/4 chance to block, 1/4 chance to deflect, and 2/4 chance to miss.
However, if the damage exceeds the limit, a block would instead 'penetrate', and a deflect would miss.
If a pawn blocks, it prevents the pawn from getting damaged, and reduces durability worth 20% of the damage, rounded up.
Ex: A attack worth 1~5 damage removes 1 durability from the shield, attack worth 5~10 damage removes 2 durability from the shield, etc.
If a pawn deflects, it reduces the damage by 3/4, and reduces durability worth 10% of the attack damage, rounded down.
Ex: an attack worth 1~9 damage does not damage the shield, an attack worth 10~19 damage removes 1 durability from the shield, etc.
If a pawn misses, the damage is not blocked, and the shield does not lose durability.
If the attack penetrates, the damage is halved, and the shield loses durability worth 25% of the attack damage, rounded up.
The materials of the shield decides how much durability the shield has, and it's 'limit' before the attack 'penetrates'.
Wouldnt that then make these shields more effective than the personal shields?
Does it?
I suppose it can, since it would probably last longer then a personal shield's charge, and those don't do a thing to melee weapons. And in my opinion, the personal shield is somewhat underpowered, and breaks rather quickly to any gun moderately strong enough
Though, my idea when I had this was shields would be used against melee, and P-shields would be used against guns.
As I wrote, against a gun, 3/4th's of the attacks would still damage the pawn anyways(sure, 1/4th of that 3/4th does 1/4th damage, but it would still hurt the pawn, make them bleed, and so forth), and a gun that's strong enough would either hit the pawn, or do half damage, and damage the shield a lot.
A shield would help against that guy with a gun, sure, but only a tiny bit. You'll still have to rely heavily on cover, or your pawn will get shot to bits. Compared to a personal shield that would block all shots, it's much less effective. Also, if a personal shield is broken.
With melee attacks, it would be more helpful, as half the attacks would be blocked.
The idea was if you're against a gunner, a personal shield would be better, but against another brawler, you'd want a 'real' shield.
If it's possible, the 'limit' could be set differently for melee and ranged damage, so say, a wooden shield could block melee attacks weaker than say, 10, and ranged attacks weaker then say, 5. Anything stronger would penetrate. A steel shield blocks melee attacks weaker then say, 20, and ranged attacks up to 15, etc.
At first, I wanted a attack that reached the limit to 'penetrate' when it would block, miss when it would deflect, and miss when it would, well, miss. That would make a ranged attack that reached the limit to have a 3/4 chance to not get blocked, and a 1/4th chance to penetrate, making it even worse for ranged, but I couldn't think of a way to write it down clearly. Maybe I'll try now.
Its definitley possible to define melee over ranged. Ill take some of what youre sayimg onboard, i would like to keep the reliance on melee skill in there as well. Ill probably do another pass soon incorporating some stuff you guys have stated and see where it takes me.
http://puu.sh/iWLSf/c2b0e6828b.jpg (http://puu.sh/iWLSf/c2b0e6828b.jpg)
Hey skully the walls have a darker texture then your embrasures is that on purpose?
I actually lightened them to match the steel walls, ill have to do a check on this and make sure i use EXACTLY the same greys dont know if i can get it perfect though, unless I redo the embrasure texture from scratch (its the one thats been floating around for a while now in multiple mods) it might just need that tbh, have you seen embrasures in other mods that match out of interest?
Quote from: skullywag on July 12, 2015, 05:32:26 PM
I actually lightened them to match the steel walls, ill have to do a check on this and make sure i use EXACTLY the same greys dont know if i can get it perfect though, unless I redo the embrasure texture from scratch (its the one thats been floating around for a while now in multiple mods) it might just need that tbh, have you seen embrasures in other mods that match out of interest?
There was a mod that dropped off some time ago that had them like alpha 8 or 9, and they where pretty close to the color of the other walls that mods name i couldnt tell you :/
Sorry for the probably obvious question, but how do I obtain the Personal Shields Mk II? Can they be crafted, or do I just have to find them on the bodies of random raiders?
Traders and Raiders, you may want to tweak the commonality in the xml to 2 or 3 (its currently 1 and they are VERY rare), ive changed it to 2 in the next version im yet to release.
Just wondering, but what does power armor MK II do?
It's stronger than power armor Mk 1 or regular armor
(just looking at this mod) You brought back blasting charges :D 5 of them incinerates a bunch of people. Just get them all close together (ssssss) Boom!
Quote from: skullywag on June 28, 2015, 02:55:11 PM
yeah thats on my list, its doable, just not easy, as the moment you add a mod weapon I have no way of knowing it its a 1 handed or a 2 handed weapon.
Literally every melee weapon on the weapon list is a "one-handed" weapon, if that helps. Spears "could" be used with 2 hands, but in all seriousness, probably not. Given the choice between "range" (2 hands) and "defense and range" (1 hand + shield), give me the shield every time.
The "progression" of shields should probably go:
-Leather (various animal hides + wood frame)
-Wood
-Metal
-Plastic/plasteel
Quote from: AllenWL on July 03, 2015, 07:22:53 AM
On a side note, thinking about the talk about smart mines, won't it be cool to have suicide drones that you can draft then send towards enemies, walls, animals, etc and have blow up?
There actually used to be a Suicide Bomb mod made by none other than eatKenny, though you'll have a Hell of a time finding it since it was for Alpha 8.
Amusing little thing, if you mention it to him maybe you could convince him to bring it back to life.
As for skullywag, You've done very good work on the mods you've made so far. We look forward to seeing what else you come up with.
Edit: I stand corrected, the Suicide Bomb mod is alive and updated for Alpha 11. Not sure how I missed that.
All updated, feedback appreciated.
The link for personal shield MK2 is broken.
oh ah yeah, random dash, all working now. :)
I think max hp of medieval shield should increase to around 300 just like any other armors. Power armor for instance has 400 hp while plate armor has 300.
Also a idea : Parry and Dodge mod, basically same as shield except parry require melee weapon while dodge require moving stat.
It seems game stop respond and crashes when a medieval shield equipped pawn uses fist attack.
Medieval shield cause crash when weaponless pawn beat fire or attack other pawn. Please fix it.
ill take a look tonight, gonna try and get some updates out, im still modding pc less at the mo, but ill do my best with what i have.
Hey, shields cause a crash when the pawn holding it is shot by a turret in combat with enemies. At least I think that's what it is.
So.. Update? Note that throwing fist while holding gun seems fine.
Skully, friend! Please update your shield mod! Its like the best thing that ever happened to rimworld (besides dragons of course :P).
Shield update? :D
Okay some feedback about the shield algorithm. It needs to take into account manipulation, sight, and consciousness qualities of the pawns both doing the defending and attacking. (Defender skill * Weighted average of stat factors) - (Attacker Skill * Weighted Average of Stat factors) = Blocking Bonus <This value can be negative if the attacker is more skilled or in better physical condition>. Roll 1-20. Add Blocking Bonus to roll. If roll is over 10. The block succeeds. If the roll is a 20. It always succeeds regardless of skill. If it rolls a 1. It always fails. This basically gives two equally skilled opponents a 50% chance to block each others attacks until one or the other deals a wound that would affect their manipulation, sight or consciousness and so on. It will also account for bionics in the blocking chances as well. The base chance: 10, could be altered to suit the weapon types. Blocking melee weapons is an average challenge based on the fighter's abilities. Blocking bullets should be significantly harder.
ive fixed the immediate issue with the shields i could find. Let me know if it addresses the crashes. Ill look into the requests regarding how it should behave at another time.
edit - scratch that still crashes when firefighting unarmed.....grrr gimmee a few mins.
OK got it, should be working fine now.
do personal shield mk2s and regulars act different if installed as a big shield?
woot
Quote from: starburst98 on October 31, 2015, 06:25:07 PM
do personal shield mk2s and regulars act different if installed as a big shield?
no the defence shield only takes vanilla shields. I have plans but am rather busy at the moment.
I like the medieval shields part of this, goes pretty well with Ish's medieval mod set and they're also just useful to use for troops you intend to use in tight spaces, like tunnels. Just checking, all that needs to be done to make a weapon mod compatible with it is that anything intended to be used with a shield needs to include the word pistol in its descriptor name, right?
I also like the personal shields, makes all of those pirates coming in with staves and swords a little bit more competitive.
Can you add a red button? Like when everything hits the fan, and you want to destroy everything. Costs a lot and requires another one. Maybe even have a cryopod type thingy that protects colonists from it. And protective walls.
Regarding the medieval shields mod, if a colonist has a shield equipped but no weapon, and you draft them, the game freezes. FYI!
Quote from: Kaballah on January 01, 2016, 01:33:21 AM
Regarding the medieval shields mod, if a colonist has a shield equipped but no weapon, and you draft them, the game freezes. FYI!
Cannot reproduce, doesnt do it on my game.
How weird, for me it's consistent (saved game right before drafting, crash with the shield equipped but not if I unequip it). I'll try shuffling/disabling mods and see what happens, thanks.
This a must have, its so useful if you do a full melee colony. The bubble thingey shield hold off there fire and force them to come close, them bam charge!! Their range is useless.
P.s the medevile sheilds are really good to. :D
Skully,
I love your (solid) shields, but for me it seemed a little weird for colonists equipped in power armor and pistols (or chainswords...) to wield a medieval-style shield, so I quickly slapped together a slightly more modern-ish looking one.
If you, or anyone else would like to use it,
go ahead, use it, modify it, sell it!
You have my blessing.
(http://i66.tinypic.com/ndlk6h.png)
[attachment deleted due to age]
Skully if you go back into the medieval shield mod, the price does not take the material into account. Looking at the defs, the MarketValue is not set in the item def for vanilla craftable things (weapons e.g.). I think(?) for vanilla items the MarketValue is just dynamically figured from the material, the costStuffCount and Quality rather than starting from a fixed value. It looks like when the MarketValue is explicitly defined in the item def, it overrides that dynamic value calc.
Also the time to craft seems way too short compared to pretty much every other craftable thing, a Knife takes 6000 while your shield takes 1200.
Medieval shields is having a bit of an overhaul currently as i find time. Love that texture LGS, the mod will probably just change to a "shield mod" and not a medieval based mod so yeah, bear with me...
Quote from: skullywag on January 31, 2016, 07:26:44 AM
Medieval shields is having a bit of an overhaul currently as i find time. Love that texture LGS, the mod will probably just change to a "shield mod" and not a medieval based mod so yeah, bear with me...
No need to bear with you, it's rather useful as it is.
I'm not sure what you're planning on changing, but if it's going to be better than it is, then consider me excited asF. ;D
Hey, I dunno if this is caused by this mod or the HSK modpack but anyway
QuoteJobDriver threw exception in initAction. Pawn=the Janitor, Job=Wait, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at SK.Shield.AllowVerbCast (IntVec3 root, TargetInfo targ) [0x00000] in <filename unknown>:0
at Verse.Verb.CanHitTargetFrom (IntVec3 root, TargetInfo targ) [0x00000] in <filename unknown>:0
at Verse.Verb.CanHitTarget (TargetInfo targ) [0x00000] in <filename unknown>:0
at Verse.Verb.TryStartCastOn (TargetInfo castTarg) [0x00000] in <filename unknown>:0
at RimWorld.Pawn_NativeVerbs.TryMeleeAttack (Verse.Thing target) [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver_Wait.CheckForAutoAttack () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver_Wait+<MakeNewToils>c__IteratorF5.<>m__321 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
is what happens on melee (attack I think, block works fine, verbcast enables some kind of attack? i remember something about ccl and verbcast for animals)
it doesn't happen if they have a proper melee weapon to use instead.
The fact that the above states SK.shield says to me he took my code and has changed it cuz it would say medievalashields.shield or whatever if it was my code. Sorry youll have to take this up with Sky.
Hmm yeah, he has been merging xmls and dlls from what I can see, far more than half of anything anyway
In this instance i think he has changed the actual code of the mod. I can have a look at that method at least and see if its the same as mine but that one is pretty much return true if youre using a pistol and false if youre not so not sure what could go wrong.
Is your pawn using a strange weapon?
In the prisoner cases they weren't using any weapon in the zombie defense case (singular) and judging from my look through the save (since I've just broken my install somehow^) he was also unarmed, so I don't know if armed people would cause the same situation.
Oooh i think ive had this bug reported. Let me check if i did anything. The unarmed bit just rang a bell...brb
He probably has an old version before this commit
https://github.com/Skullywag/MedievalShields/commit/9a14e235aa1d1c305f641caf31e116675750f931
Might still be an issue but that codes not failed for me in a while.
hmm thanks, I will see if it's possible to use it by overwriting with modorder, if not I probably will have to see if I can fix it myself with the sourcecode, his most recent assembly fix (which might include that one perhaps) doesn't start for me.
This mod makes the norbals one awesome enemy
Let me know if you dont get anywhere, happy to look further into it if anyone using the base mod has an issue.
it would be great if the appeal choosing code could be altered so that it is considering wearing shields only if it is compatible to the chosen weapon. like personal shields will only be worn if no ranged weapon is equipped.
All updated to A13, embrasures have a new texture so ill get a new image up soon.
cheers Skullywag!
It seems the wall structures can't be build, even in debug mode with all research unlocked. Any idea why? The mod itself seems to be running okay...
The embrasures? they should be buildable by default.
Ive just tested them and they work fine for me?
you running any other mods?
Quote from: shedninji on April 07, 2016, 05:17:13 PM
It seems the wall structures can't be build, even in debug mode with all research unlocked. Any idea why? The mod itself seems to be running okay...
Had you download all mods? It's not a mod pack.
Like I made a dumb mistake yesterday to think it's a pack(that will only need to download one file), mistaken and downloaded only the Defence Shield, it rendered me unplayable since I already can't live without the embrasures :P
Out of curiosity, Is it possible you could add recipes to create the armour and shield, or are they meant to be a buy only item?
Im gonna add recipes for the armour but shields in core are uncraftable.
Quote from: CyborgDragon on June 28, 2015, 06:10:17 PM
So I made a mini-mod to give these to Norbals and Pirates, and I noticed that when equipped by anyone other than colonists, they appear as magenta squares.
(http://i.imgur.com/IiHPiKh.jpg)
This issue has reappeared for me, along with all other colonists getting magenta squares when a shield is equipped, after game load.
hmm did you restart the game after turning on the mod? anytime you open the mod ordering menu you should restart, if thats not the issue, can i have your output.log?
ok I see what happened here, ive fixed the material not correctly loading, i managed to recreate the problem happening, it was somewhat to do with me adding the new buckler shield, due to this i added some code to check which type of shield was being used, i did this is setup method and as I found out the last time i saw this problem, it isnt called for apparel. All fixed now.
Also added a new way of defining weapons to be used with the shields, the main games pistol, pdw and heavy smg are all added by default, if you want to make a weapon from a mod be used just add a weapon tag of:
<li>MedievalShields_ValidSidearm</li>
and itll be allowed to be used.
Do the embrasures give cover or do they simply block people and not bullets?
with the bullet glitch of them passing through walls does this happen with the embrasures?
simple block people not bullets, some cover.
How much cover? I want to know if i should build real walls for them to hide behind and peak or if just embrasures will work just as well.
Well a sandbag gives 0.65 cover, embrasures give 0.99, if it was 1.0 bullets couldnt pass through.
Quote from: skullywag on April 11, 2016, 06:25:09 PM
Well a sandbag gives 0.65 cover, embrasures give 0.99, if it was 1.0 bullets couldnt pass through.
[/quote
Misunderstood me my friend, there used to be a core game bug where bullets would pass through 1 thick walls so I wondered if it affected the mod www all. Thank you for your reply and the clear up 😊
I have a suggestion! Add a Mounted Machine Gun/Minigun that consumes 1 of the weapon in question. Make it slightly more accurate and give 90% cover instead of 99% cover.
Also, whenever someone spawns with the item or you load with them having it they get that purple square iirc. You have to equip and unequip to see the shield.
Quote from: hector212121 on April 12, 2016, 08:24:17 AM
I have a suggestion! Add a Mounted Machine Gun/Minigun that consumes 1 of the weapon in question. Make it slightly more accurate and give 90% cover instead of 99% cover.
+1, that sounds like an interesting idea!
Oh yeah, and of course give it a slightly higher burst rate because you're not trying to lift it while reloading. xD
Looks like the MK2 Power Armor helmet cannot be crafted, there is no recipe for it.
WAAAAAAT. I must address this.
Fixed it, i hadnt pushed my latest code.
What do the blasting charges do?
Quote from: Tinkerer on April 14, 2016, 10:21:12 PM
What do the blasting charges do?
Delayed explosives. You trigger them and after a couple of seconds they blow. They were taken out of base game because of abuse.
Shield mod is must have mod for me; I hope it's integrated into game.
Anyway suggestions : Somthing like bigger "Tower shield" would be nice. i.e. https://godlesspaladin.files.wordpress.com/2009/05/testudo.jpg
Also I think durability of shield should be increased with quality.
For some reason, I can't get the game to recognize blasting charges.
blasting charges work fine for me, make sure the folder structure is correct:
mods/blastingcharges/about/about.xml
updated medievalshields and embrasures, updated images and a small fix for shields, added info on how to add mod weapons to the shields to the OP.
Quote from: skullywag on April 19, 2016, 01:45:20 PM
blasting charges work fine for me, make sure the folder structure is correct:
mods/blastingcharges/about/about.xml
I had to change the name of the mod from "blasting charges - blasting charges 1.2" to just "blasting charges." The interior folder which usually just says "blasting charges" has the full name.
After I did that, the game found it and it works.
Thanks again for the mods.
Minor complaint--why can't you use a shield and a shield(energy and plank of wood that is)?
Can you make shield smeltable?
hector....that would be OP as hell, however it could quite easily be possible. However this is not a restriction I have added. Its due to both accessories covering torso, remove torso from one of the defs and itll allow both. Ill debate on whether i want this in the main mod. Theres more shields incoming that would make you a TANK if this was allowed so not sure...
Aristocat - I can what should they return?
Quote from: skullywag on April 20, 2016, 10:26:15 AM
hector....that would be OP as hell, however it could quite easily be possible. However this is not a restriction I have added. Its due to both accessories covering torso, remove torso from one of the defs and itll allow both. Ill debate on whether i want this in the main mod. Theres more shields incoming that would make you a TANK if this was allowed so not sure...
Aristocat - I can what should they return?
Some of used material? I have few dozens of damaged shield that I don't know what should I do.
Maybe make the better shields not shield-compliant, but make the light shields cover a different 'layer' than energy shields?
BTW, what do you need to get higher blockrate? Does manipulation boost that? I'm wondering if I can get a Beta Poly kite shield to go with a Beta Poly Vibrosword to make a unkillable menace in a Glittertech/Rimsenal game.
Quote from: hector212121 on April 20, 2016, 04:06:10 PM
Maybe make the better shields not shield-compliant, but make the light shields cover a different 'layer' than energy shields?
BTW, what do you need to get higher blockrate? Does manipulation boost that? I'm wondering if I can get a Beta Poly kite shield to go with a Beta Poly Vibrosword to make a unkillable menace in a Glittertech/Rimsenal game.
Only melee skill affect block rate if I'm not mistaken.
Correct melee skill upfront them some rng under it. I may adjust this in future as its not perfect but for now a random chance between 0 and 21 is thrown if your skill level is above the number found it cuts damage to a quarter of what it was it then has a small random chance to block that (remove hitpoints from the shield) or hit you. if you were below the skill thrown then its half damage and a slightly less chance to absorb the damage on the sheild.
Rimworld 13.1135, Power Armor 1.3.
The MkII Helmet is showing up in the assign outfit menu, but the armor is not.
add:
<thingCategories>
<li>Apparel</li>
</thingCategories>
to the power armour def somewhere, ill get a fix up later today.
Hey Skully, Love your mods, but I wanted to give you a heads up. I was reading through here and saw that someone had an issue with your medieval shields. I too have this issue.
If a pawn spawns off screen with a shield equiped and walks into the zone its nothing but a big pink square. One the pawn is killed and one of my pawns equips the shield it turns into the correct sprite.
I have had this happen to me on 3 occasions now. If it matters they are 2 steel and 1 uranium, they were all round shields as well.
Thanks, for all the hard work
are you on the latest release?
I address an issue like this recently.
If you are can you get me the output.log from a game where it has occurred.
Oh--I'd like to point out that stacking a shield under a energy shield *should* result in full damage from ranged attacks to the energy shield until it's broken, then absorbing with the physical one, while melee would still be absorbed only by the non-energy one. In case the mechanics you mentioned are why you don't think it'd be balanced.
Ahh thats the trick, im still using 1.5
Thank you, for some reason i didnt even think to check the versions and see if there is an update. Hard to keep up with that when you have about 46 mods you load in and play with.
Quote from: killergold88 on April 22, 2016, 11:30:02 AM
Ahh thats the trick, im still using 1.5
Thank you, for some reason i didnt even think to check the versions and see if there is an update. Hard to keep up with that when you have about 46 mods you load in and play with.
Try having 46 mods.....that are yours.....erp :P I really need to play some more instead of modding constantly lol
Quote from: skullywag on April 22, 2016, 11:35:13 AM
Quote from: killergold88 on April 22, 2016, 11:30:02 AM
Ahh thats the trick, im still using 1.5
Thank you, for some reason i didnt even think to check the versions and see if there is an update. Hard to keep up with that when you have about 46 mods you load in and play with.
skullywag does Embrasures-Embrasures 1.4 Work ? because its not showing up in my game :( :'( :'( :'(
Try having 46 mods.....that are yours.....erp :P I really need to play some more instead of modding constantly lol
not showing up? you got the folder structure right?
Quote from: skullywag on April 24, 2016, 03:16:36 PM
not showing up? you got the folder structure right?
i think so
it should be mods/embrasures/about/about.xml if its anything else its wrong.
I just built a machining table after getting the MKII Shield and the MKII Power armor/helmet mod and there is a recipe to create the MKII versions of the power armor, eventhough I haven't researched Power armor (the vanilla one) yet. I don't know if it's intentional that we can craft it before the research but eitherway there was a bug when trying to craft it. The work amount in the info of the recipe is set to 1 and the "Unfinished apparel" never finishes (sometimes the work amount even goes below 0)
Anyway this message popped up when it happened with Dev mode on
http://imgur.com/iRriBwT (http://imgur.com/iRriBwT)
both good points, the first i was aware of, the second testing now.
Fixed, new update up.
Thanks, it works fine now.
About the Defence shield mod, I have a turret mod and it seems to me that the bullets are hitting the shield, even when fired from within.
Sorry if I'm being a nuisance :P
EDIT: I don't know if the problem is on your end so here is the link to the mod https://ludeon.com/forums/index.php?topic=6770.0 (https://ludeon.com/forums/index.php?topic=6770.0)
Show me your setup, it works out the direction of travel so if you are clipping the side of another shield then that could be the cause, but if you put 1 turret in the middle of the shield it should be able to shoot out no problem.
Can you craft the power armor MKII at the machining table?
Yes, you can. Only after you research the Powered Armor tech though
About the Shields, I tested it again and reproduced the "bug" in a new colony and it worked fine this time. On both times the turrets (2x2) were completely inside the shield, not clipping it. If it happens again I'll let you know.
So, I've been playing around with the Medieval Shields and seem to have run into an issue.
Upon trying to expand the collection a bit more and add in a few more shield types, the texture seems to be defaulting to the buckler on equipping the shield. Any clue what's going on that could be causing that? Is it something in the actual dll? How would I get around this issue and have the correct texture drawn on my colonists?
id need to do some work to allow that, its a little hard coded right now, give me some time with it see what i can come up with.
I'm assuming it has to do with this
public Material kiteMat = MaterialPool.MatFrom("Things/Item/Equipment/Apparel/Accessory/KiteShield");
public Material bucklerMat = MaterialPool.MatFrom("Things/Item/Equipment/Apparel/Accessory/BucklerSingle/buckler1");
and then in DrawWornExtras()
if (this.def.defName == "KiteShield")
{
kiteMat.shader = ShaderDatabase.Cutout;
kiteMat.color = Stuff.stuffProps.color;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(vector, Quaternion.AngleAxis(num, Vector3.up), s);
Graphics.DrawMesh(MeshPool.plane10, matrix, kiteMat, 0);
}
else
{
bucklerMat.shader = ShaderDatabase.Cutout;
bucklerMat.color = Stuff.stuffProps.color;
Matrix4x4 matrix = default(Matrix4x4);
matrix.SetTRS(vector, Quaternion.AngleAxis(num, Vector3.up), s);
Graphics.DrawMesh(MeshPool.plane10, matrix, bucklerMat, 0);
}
Can you not reference the actual shield texture or something from what is in the defs?
also, i noticed that the kite and buckler shields have their own xml files, is that necessary due to how you have this set up? I merged the two files and didn't notice any changes in behaviour.
ok ive updated, go grab 1.8.
Itll use the graphic you have set in the graphicdata of the def.
Yeah you can merge them but im adding more shields and i hate scrolling so...
You're wonderful, Skullywag, Thanks a ton! I was just about to mess with changing that myself, had to get vs installed and all that first, Lol.
let me see what you do, could incorporate other users shields if theyre good. :)
For your melee shields mod, all of the material types have the same cash value, which isn't a super big deal but it makes it pretty tempting to take plasteel ones if you're using Prepare Carefullly.
Quote from: Kaballah on April 30, 2016, 11:31:52 PM
For your melee shields mod, all of the material types have the same cash value, which isn't a super big deal but it makes it pretty tempting to take plasteel ones if you're using Prepare Carefullly.
you are correct, removed market value setting allowing stuff used to build to define price, unfortunately this puts crafting shields way more upfront than buying them, as they are silly expensive.
Is that really a bad thing? Higher value materials affect weapon prices the same way.
I should have said "as a side effect" not "unfortunately". Its in now anyway, no reason it shouldnt work the way everything else does.
Nice Job Keep Make some awesome things gun,turret,defense,armor,explosive,structure
Rate
10/10
Great job :)
Hey Skullywag, could you make a version of the defence shields, medieval shields, & shield-IIs which are balanced for Combat Realism? (pretty please?)
Hay everybody i have a problem
If i build an shield generator it disappears after it was built
can this a problem with other moods ??
Might I suggest a way to repair shields?
Also, how about shield quality improving block chance or absorbed damage somehow?
So, with the medieval shields mod, I've hit on a slightly annoying snag. My crafter only seems to want to make wooden bucklers, but if I block wood in the hopes he'll use steel, he won't make bucklers because that's a key ingredient.
Any suggestions?
Quote from: DepOpt on June 19, 2016, 07:36:25 PM
So, with the medieval shields mod, I've hit on a slightly annoying snag. My crafter only seems to want to make wooden bucklers, but if I block wood in the hopes he'll use steel, he won't make bucklers because that's a key ingredient.
Any suggestions?
Only give him just enough wood to make it with?
Alternately, place the non-wood ingredient closer.
All updated to Alpha 14 on here and steam
Nothing game breaking, and it propably doesnt even matter, but Mediaval shields and Stuffed batteries do throw some yellow errors:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Type Building_StuffedBattery probably needs a StaticConstructorOnStartup attribute, because it has a field BarFilledMat of type Material. All assets must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Type Gizmo_ShieldStatus probably needs a StaticConstructorOnStartup attribute, because it has a field FullTex of type Texture2D. All assets must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Im aware of these issues, they will be addressed once I have all my mods out there, ill do a tidy up pass.
hey skullywag i have a bug report, for some reason my colonists cant haul shields into a stockpile, with all resources, apparell, items, and etc, besides corpses and chunks, enabled. im using a lot of mods, but trying too prioritize hauling it is not working. it says there is no stockpile set up too contain shields. is it possible too fix this? maybe make a building, similiar too the equipment rack, that stores shields?
Its a known issue, I think ive uploaded the wrong version of shields, Ive had these issues addressed for a while now but theyve crept back in, leave it with me.
Is there any significant difference between these embrasures and ED-Embrasures? I see yours have lots of colors ... different materials?
-Stigma
Just a note of encouragement. Been playing for a long time, and I really like all your mods, but especially the different weapons. I can't wait for them to be added to steam now that I switched over to that platform. Thanks for doing all this work! :-)
Misc mods were just updated, weapons are next.
Personal Shield Mk2 coming up as a spinning magnetta box. Love your work btw
Here is the log:
Initializing new game with mods Core, Community Core Library, Community Core Library - Vanilla Tweaks, EdBPrepareCarefully, and PersonalShieldMKII-PersonalShieldMKII1.4
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a resource "Other/ShieldBubbleNew" from a different thread. All resources must be loaded in the main thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Tried to get a material from a different thread.
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
wow really, ok leave it with me.
Ok personalshieldsmk2 1.5 is up and should fix that issue.
Quote from: skullywag on July 26, 2016, 07:11:02 AM
Ok personalshieldsmk2 1.5 is up and should fix that issue.
works fine now :) keep up the good work
Love you mods man. Great work. I'm trying to get into modding myself just cause I don't want to see EdB's Prepare Carefully fall off. I just had one request or recommendation. Can you create a patch to allow the repair of the Project Fallout X-01 armor?
Quote from: sefin_88 on July 27, 2016, 06:45:21 AM
Love you mods man. Great work. I'm trying to get into modding myself just cause I don't want to see EdB's Prepare Carefully fall off. I just had one request or recommendation. Can you create a patch to allow the repair of the Project Fallout X-01 armor?
Does this mod have armor? :0
Cant just add the armour into the repair mod, itll error for people who dont have the armour. Needs to be cleverer than that and would take considerable effort. Not gonna happen sorry.
Quote from: skullywag on July 27, 2016, 07:00:38 AM
Cant just add the armour into the repair mod, itll error for people who dont have the armour. Needs to be cleverer than that and would take considerable effort. Not gonna happen sorry.
NP, thanks for the response.
did the blast charges explode? I don't see it in the post D:
post to follow :)
thanks :)
i'm on a14e. sorry if this was discussed/changed already:
the concept of this armour repair mod is great, but i am unable to get my hands on enough URANIUM to make use of it to reroll even a single personal shield (not to mention the idea of rerolling a dozen of them to outfit my melee pawns in the colony).
none of the traders seem to ever have any to sell me (and i am on year 4). and i've used the small amount i found on my map on other important projects... even the ED-OmniGel mod is very bad at crafting uranium (1 per instead of 20 per)
could you maybe make/upload an easier version that uses a more common material to repair/reroll the personal shields? or if a simple file edit i could do myself, maybe a walk through?
Open up the xml defs and find the recipe for shield repair. It should be obvious once youve found it.
these work for A15 right? :D
nope, doubt it.
embrasures and power armor should
They might but they could also be missing some stuff if anything changed in the thing definitions. Not erroring does not equal working. ;)
Try it though if you want, its probably playable.
Quote from: skullywag on September 04, 2016, 06:04:40 AM
They might but they could also be missing some stuff if anything changed in the thing definitions. Not erroring does not equal working. ;)
Try it though if you want, its probably playable.
Agreed. Which is why I ran a diff. compare of the A14 and A15 versions of Buildings_Structure.xml, Apparel_Hats.xml, and Apparel_Various.xml.
Results:Buildings_Structures.xml = no changes. This is relevant to Embrasures.
Apparel_Hats.xml = WorkToMake on PowerArmor helmet reduced from 60000 to 40000 for the Mk1 variant. This is relevant for the Mk2 variant.
Apparel_Various.xml = WorkToMake on PowerArmor armor reduced from 250000 to 170000 for the Mk1 variant. This is relevant for the Mk2 variant.
In short, the Mk2 power armor could probably come down in price/worktomake to reflect the recent changes, but no other changes were made. :)
By the way, does the Embrasures have to be at 0.99 fillamount to work, or could I set it to 1.0? It makes me itch. ;D
Quote from: Deimos Rast on September 04, 2016, 11:43:42 PM
By the way, does the Embrasures have to be at 0.99 fillamount to work, or could I set it to 1.0? It makes me itch. ;D
1.0 will stop you from firing out.
Quote from: Jaxxa on September 04, 2016, 11:46:49 PM
1.0 will stop you from firing out.
I was afraid of that, thanks. >:(
Hey skullywag, any chance these will be updated for 15c sometime soonish?
Yeah ive got an inbuild A14 version once I get everything else up to 15 thisll come, as long as Tynan doesnt just throw out an A16 in that time :(
T.T
/remembers the days when is months btwn alphas.
Quote from: pktongrimworld on September 05, 2016, 01:21:27 PM
T.T
/remembers the days when is months btwn alphas.
it will be months again. tynan just wanted to get that tutorial out asap for steam users...
@skullywag
so I decided to dig a little deeper into the Power Armor Mk2 mod (to update and tweak it for personal use), and I have some feedback, which you are free to take or leave, as always:
- WorkToMake missing a zero on mk2 powerarmor & helmet? Mk1 Helmet (40,000), Mk2 Helmet (22,000) // Mk1 Suit (170,000), Mk2 Suit (40,000)
- Commonality = 1 on the Mk2 helmet, but it should be 2? Commonality = 2 on both pieces of Mk1 power armor.
- Possible equippedStatOffsets to consider: ToxicSensitivity & PsychicSensitivity for the Mk2 helmet. Has built in "air filters" and a "tinfoil hat" lining type deal. This would be a departure from stock, obviously.
- Consider boosting the defensive stats, and costs accordingly. Currently, the Mk2 doesn't seem much better (on paper, my opinion).
Cheers.
I need this... please? Update? ʕ•ᴥ•ʔ