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RimWorld => Releases => Mods => Outdated => Topic started by: BangUDie on July 25, 2015, 06:33:47 PM

Title: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: BangUDie on July 25, 2015, 06:33:47 PM
Extreme Temperature Shields Enhanced!

Adds a Heated (*cozy) shield and a Air-Conditioned (*chilled) shield to the game. And Variants!
10/9/15:Fixed recipe derp, whoops
10/8/15 More shields added, Nudist though fix (again)
(Still looking for suggestions and thoughts)


Hello all,

I have decided after playing on the various extremes of temperatures available to create this simple mod to the personal shields.
Finding that any nudist that joined would annoy me on icesheet and then even on the hottest jungles due to the lack of duster I have made new personal shields.
Now adds various shields with assorted functions to the game (*more to come and I am open to suggestions)
Imgur Album Of shield images at Normal Quality: http://imgur.com/a/QX5Ag

Author
Bang_U_Die
Special thanks to:
Skullywag for the shooter shield code and help
1000101 for helping fix nudists thoughts when wearing shield

Download
Attached
--OR--
Dropbox: https://www.dropbox.com/s/wgcuvnvjb07j3b3/Extreme%20Temperature%20Shields.zip?dl=0

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Change Log

10-9-15: Fixed Recipe for shield table derp....
10-8-15: Fixed Nudist thoughts (+20 with a -3 This is intended), Added 5 new shield types(all craft-able and shoot-able), should no longer spawn non shooting shields on ranged raiders, misc tweaks
8-26-15: Updated to A12C.... Main post reorganized, descriptions standardized- let me know what you think of it
8-9-15:   Crafting added with new table, raiders spawn with shields, shield focused traders added, more shield tiers added, enhanced version now worth 1800 silver @normal, advanced runs 2800, FIXED nudists hating shield
7-27-15: Added Enhanced Shield version (Gun Friendly)
Lowered the cost of the base barebones model to 1250 Silver. Enhanced versions cost 1600 (Normal) Tweaked the A/C Shield to be more effective too.
7-25-15:
InitialRelease


[attachment deleted due to age]
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: kaptain_kavern on July 26, 2015, 12:33:09 AM
Hey nice idea. Thx for the mod. 
During my rounds on extreme biomes Raiders often died before even reached my base.  Did your modified shields are set to be used by Raiders too? Haven't try it yet though
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: Kaballah on July 26, 2015, 01:29:55 AM
This is a great idea, but I think you probably ought to just drop the projectile stopping feature entirely and in exchange let the wearer shoot normally.  Maybe offer a separate version that works that way.
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: blinari on July 26, 2015, 02:24:44 AM
I would make the air-conditioned shield more effective. As it is, it's about as effective as a duster at staying cool.
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: Mr. Picard on July 26, 2015, 03:16:58 AM
Good Idea, but I agree, remove the No Shooting part. It makes it useless for Shooters, who are Nudists and/or Opposite Lovers of the Biome's temperature, making only Brawlers or Melee Users benefiting from this shield.

There should also be several variants. One, as effective as a Synthered Jacket, One as Effective as a Synthered Duster, and another that's as effective as a Synthered Parka.
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: AllenWL on July 26, 2015, 03:19:48 AM
I like the idea as I was trying to make a colony of nudists but was having headaches at temperature problems but the fact that it prevents shooting makes it loose value a lot as I don't want my nudists(who pretty much have no protection against attacks) trying to get to melee range, especially if the shield isn't as good as it was before. And even more since the said nudist sucks at melee.

A different version where it only protects against temperatures but doesn't protect against shots/prevent firing out of the shield would be nice.
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: Mrshilka on July 26, 2015, 06:25:04 AM
Interesting, these could help someone survive a cold snap winter in my modded games at least for a few minutes.
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: BangUDie on July 26, 2015, 02:01:52 PM
Quote from: Kaballah on July 26, 2015, 01:29:55 AM
This is a great idea, but I think you probably ought to just drop the projectile stopping feature entirely and in exchange let the wearer shoot normally.  Maybe offer a separate version that works that way.

I do indeed plan on doing this in the future as soon as I figure out how to make it so you can fire out of the shield... This is my first stab at modding and I am still trying to feel my way around how things work.

I plan on having a few different tiers of the Extreme Shields where the base one would be as is, the next one up would allow firing out but of course be more costly. Then the top tier would not nerf the shield protection but still provide the comfort bonuses. There may even be shields that would buff other aspects of a colonist if I can figure out that.
At that point I am thinking about adding a trader with similar stock to a weapons supplier but would also always include some of these shields or something...

I also plan on ensuring that raiders can spawn with it because I am not entirely sure they can in light of the game I have going at the moment... still testing that

Quote from: blinari on July 26, 2015, 02:24:44 AM

I would make the air-conditioned shield more effective. As it is, it's about as effective as a duster at staying cool.

Yea I did use the duster to give me a rough base idea of a nice protection number... My initial numbers i filled in were -100 comfort added to heated shield and +50 heat resist to the AC shield but that seemed a little ridiculous at the time so I toned it back...
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: Romi on July 26, 2015, 04:00:57 PM
This is so original, i like it, but kinda cheaty .LOL there are gigantic mechanoids , why not extreme temperature protection shields? *logic*
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: Kaballah on July 27, 2015, 01:03:12 AM
Quote from: BangUDie on July 26, 2015, 02:01:52 PM
I do indeed plan on doing this in the future as soon as I figure out how to make it so you can fire out of the shield...

Latta built some "shooter shields" a while back that you can decompile and examine:

https://ludeon.com/forums/index.php?topic=11171.msg111223#msg111223
Title: Re: [A11c] Extreme Temperature Shields (1.0) 7-25-15
Post by: skullywag on July 27, 2015, 03:28:43 AM
My github has a mk2 shield that allows shooting, full source is available. Go nuts :)

edit - if you want to know exactly where in the code this is done, either pm me or come join the modders slack and chat to me/other modders:

https://ludeon.com/forums/index.php?topic=14501
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: BangUDie on July 27, 2015, 08:02:34 PM
Just uploaded a new version with a shield that can be fired through. Some tweaks done to the normal ones as well. Still plan on doing/adding more options for your colonist's protection!
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 27, 2015, 11:18:41 PM
Nice, I'll give it a try - I actually have been trying to run a "nudists on the ice sheet" colony for a while and this will be a nice addition.  It can be done with vanilla stuff but it's super finnicky in deep winter to go outside and do any combat at all.  Thanks!

e: Oh you actually buffed the shield hitpoints, I was kind of suggesting you remove the hitpoints entirely.  One of the enhanced version at high quality is still going to have like 100 hitpoints, seems excessive to me.  Owell.

Also you should make this a legit nudist item imo and make it require inner, middle and outerwear slots.  Probably I'm in the minority there though.
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 27, 2015, 11:29:47 PM
Eh, I'm just gonna nerf mine locally /shrug
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 27, 2015, 11:52:24 PM
Got a bug:

(http://i.imgur.com/Q8lvllZ.jpg)

Yeah when you enter combat you get a spinning X (missing graphic file) thing rendered over the wearer. FYI thanks!
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 28, 2015, 12:17:34 AM
It looks like you have no <bubbleGraphicPath>Something</bubbleGraphicPath> block in your ThingDef config file.  no never mind you set it a different way from how Latta did.  Anyhow yes the in-combat bubble mat seems to not be set correctly or is missing.

e: yeah here it is:
      private static readonly Material BubbleMat = MaterialPool.MatFrom("Other/ShieldBubbleNew", ShaderDatabase.Transparent);

no ShieldBubbleNew xml config/file

e: Ok since you seem to have adapted this from Skullywag's customized shield you probably just missed the textures directory:
https://github.com/Skullywag/PersonalShieldMKII/tree/master/Textures
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 28, 2015, 12:51:38 AM
yep that's all it was, fixed mine locally and it loads without errors and displays correctly
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 28, 2015, 02:27:29 AM
Another problem, these still generate the "constraining clothes" thought.

e: Also the text for the enhanced versions is too long to fit into the gizmo box, the last word is trimmed.

the problem is the vanilla ThoughtWorker_NudistNude has a hard check for torso or legs coverage:

namespace RimWorld
{
public class ThoughtWorker_NudistNude : ThoughtWorker
{
protected override ThoughtState CurrentStateInternal(Pawn p)
{
List<Apparel> wornApparel = p.apparel.WornApparel;
for (int i = 0; i < wornApparel.Count; i++)
{
Apparel apparel = wornApparel[i];
for (int j = 0; j < apparel.def.apparel.bodyPartGroups.Count; j++)
{
if (apparel.def.apparel.bodyPartGroups[j] == BodyPartGroupDefOf.Torso)
{
return false;
}
if (apparel.def.apparel.bodyPartGroups[j] == BodyPartGroupDefOf.Legs)
{
return false;
}
}
}
return true;
}
}
}


You can either override ThoughtWorker_NudistNude or make these not cover torso/legs (simpler I think).  Another reason to just remove their damage stopping feature.

I changed my xml config to have them cover the eyes ( ::) ) and that works
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: kaptain_kavern on July 28, 2015, 08:26:54 AM
Just added to the A11 Modlist (https://ludeon.com/forums/index.php?topic=14062.msg145210#msg145210).
Keep up the good job ;)
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: BangUDie on July 28, 2015, 04:21:19 PM
Thanks for the bug reports Kaballah... I did indeed forget to texture tinker... Mostly because designing a texture is not really my forte, though I may try to cobble something together... I kind of envisioned a small snowflake on the cooler unit and a tiny flame on the heater but we will see...

I too last night noticed the problem with the nudist but it was kind of late by then. I will take a crack at fixing that today when I get a chance.

As to the removal of protection... My goal was to make it still a tad useful as a shield but to make it a bit costly so deciding would be important. Would a nerf of the recharge rate or capacity, maybe a change in cost or commonality improve it for you?

I want to get its value properly represented in game and to the players. Since it can really mean life or death in more than ways than one. Even more so because I still want to add more variants to this mod as well...
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 28, 2015, 09:05:15 PM
tbh I think you should switch mindsets, the basic version that prevents the user from shooting a ranged weapon should have more hitpoints than the one that allows it.  The "enhanced" version should have a really token amount of hitpoints if any, like a factor of 0.1 (10 points with normal quality).  Nerfing recharge rate/recharge warmup makes little difference in practice because if the user survives the initial salvo to get out of range and allow recharge to begin, then you can keep them out of range long enough to recharge to full if you want to.  Nerfing rarity just makes a horribly imbalanced thing less common, it doesn't make it less horribly unbalanced.

I mean set it however you want I guess, at least the user can nerf it themselves, but the concept of a "shooter shield" is definitely very much at odds with vanilla combat balance.  It's already extremely useful to have an item that allows nudists to operate normally in extreme temperatures, it's a free +20 mood with no downside, so just by itself it's a bit excessive.  Also allowing it to stop 50-100 ranged damage while allowing you to shoot out *AND* wear armor in another slot basically takes combat balance and breaks it in half and sexually assaults the broken stump.

e: On the other hand I think you should probably reduce the price somewhat if you reduce the hitpoints, because it's basically an electric parka
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 30, 2015, 03:32:44 PM
I'm putting together a separate mod that adds recipes to construct these items with material requirements based on Brunayla's Security Corp (https://ludeon.com/forums/index.php?topic=7179.0) recipes for personal shields.  When it's done I'll link it in here and BangUDie if you like you can just incorporate it into your mod or leave it separate, or of course leave it out entirely or redo your own version.  Thanks.
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: BangUDie on July 30, 2015, 05:24:25 PM
Quote from: Kaballah on July 30, 2015, 03:32:44 PM
I'm putting together a separate mod that adds recipes to construct these items with material requirements based on Brunayla's Security Corp (https://ludeon.com/forums/index.php?topic=7179.0) recipes for personal shields.  When it's done I'll link it in here and BangUDie if you like you can just incorporate it into your mod or leave it separate, or of course leave it out entirely or redo your own version.  Thanks.

I was actually going to put out that question of what people think would be decent for a recipe or recipes if we want the option to 'convert' a normal shield while still giving an option for going from scratch for the creation of the shields. I do find it quite annoying at times just waiting for traders (though when I add more things I may add a special shield focused trader still).
I also play with the Brunayla's Security Corp mod so I agree that seems like a good place to start.
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 30, 2015, 05:30:04 PM
What I'm doing so far is just to make the basic cold/heat shields have the same cost as Brunayla's, and to have the enhanced version be +10% for normal metals (steel, plasteel) and +1 rare metal (e.g. gold, silver, uranium) which is actually +20 units when crafting.  Does that sound OK? (cloth is left at 6 to represent a belt or strap)

e: Also I'm overriding the vanilla Machining work table to provide a workgiver to produce the recipes at, so no other mods are required besides yours.  Ok?
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 30, 2015, 05:42:35 PM
Converting one is OK too although I can't make the units required smaller than 1, so in practice it would just be some labor I suppose, and tbh it probably should be easier to modify an existing shield to produce this than it would be to build one from scratch.  We're not talking about a whole lot of labor anyway (800 which I believe is 800 normal ticks, or 800 milliseconds or 8 seconds) so how about half of that, 400?

And maybe a token amount of steel/silver?  10 steel 1 silver?  You still have to have the vanilla shield first, whether you killed somebody for it or you paid for it in trade.
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 30, 2015, 09:16:54 PM
I'd like to add two research topics required to unlock the basic and enhanced versions of these, which I guess requires more workbenches unless there's a way to get recipes to be hidden before a research topic has been completed?  I'd rather not have to add more workbenches just for this specific item.
Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: BangUDie on July 31, 2015, 02:56:18 PM
I have seen the Community Core Library mod has the ability to have hidden bills unlocked via research so we just have to figure out how to implement that... Then of course this would also require the CCL to be active in the mod list somewhere though. So at that point we must question what is better... Adding a table or adding a required mod...

Title: Re: [A11c] Extreme Temperature Shields (1.1) 7-27-15
Post by: Kaballah on July 31, 2015, 05:24:18 PM
I don't use CCL but I've looked at it.  It's up to you really, it's not a really big deal to add more worktables but depending on what mods you have it can already be pretty cluttered, and also the machinist bench is not used for anything but making mortar shells and disassembling mechanoids; but on the other hand if you do go with standalone worktables then you should not have conflicts with other people's mods that also change the vanilla machinist table.
Title: Re: [A11c] Extreme Temperature Shields (1.4) 08-09-15
Post by: BangUDie on August 09, 2015, 02:56:16 PM
Updated....

Added shield crafting table, raiders spawning with shields, shield related traders, fixed nudists thoughts, added new shields and another tier of heated/cooled shields.
If anyone has any ideas for new variants of the shields let me know. Also feedback on their crafting costs and silver value would be much appreciated.


(http://i.imgur.com/awiOQeQ.png)

Specifics:
Shield table in production menu... Currently costs 25 wood 150 Steel and 2 vanilla personal shields.
No research required at this time, though I plan to add it later
Title: Re: [A12C] Extreme Temperature Shields (1.5) 08-26-15
Post by: BangUDie on August 26, 2015, 11:00:34 PM
Now updated to A12 C
Did a overhaul to the names of the various shields to make them fit in game better
Title: Re: [A12C] Extreme Temperature Shields (1.5) 08-26-15
Post by: Ninefinger on August 26, 2015, 11:30:40 PM
Awesome, I will be adding it to the pack tomorrow, thanks for letting me know you updated! I personally rebalance the costs of things based off what already exists in the pack, on that note my personal opinion is that your costs are balanced when applied as a stand alone mod to the base game. Great work, Cheers!
Title: Re: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: BangUDie on October 08, 2015, 06:04:06 PM
Mod Updated!

Fixed Nudist thoughts (+20 with a -3 This is intended), Added 5 new shield types(all craft-able and shoot-able), should no longer spawn non shooting shields on ranged raiders, misc tweaks
Title: Re: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: Direnar on October 12, 2015, 03:50:12 PM
Hi, I looked and didn't find this mentioned, but maybe I didn't look hard enough. Anyway, the recipe for the adv. chilled shooter shield asks for 10 chilled shields, whereas the cozy variant only asks for 1.  Any way to fix this?

Edit: i went to the recipe files and changed the 10 to 1.
Title: Re: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: BangUDie on October 13, 2015, 01:50:51 AM
Quote from: Direnar on October 12, 2015, 03:50:12 PM
Hi, I looked and didn't find this mentioned, but maybe I didn't look hard enough. Anyway, the recipe for the adv. chilled shooter shield asks for 10 chilled shields, whereas the cozy variant only asks for 1.  Any way to fix this?

Edit: i went to the recipe files and changed the 10 to 1.

I looked at the currently released version and I cant find any issue with the recipe you mentioned? Upon posting this I will re upload the files to ensure their all correct though in case that is an issue that slipped through on an old download or something...

Glad you fixed it at least...! and thatks for the report
Title: Re: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: Kaballah on January 25, 2016, 12:15:14 AM
Quote from: BangUDie on July 25, 2015, 06:33:47 PM
10/8/15 More shields added, Nudist though fix (again)

The nudist happy/unhappy thought mod doesn't work correctly, if you have a nudist wearing a full set of clothing (parka + tribal wear e.g.) they get the +20 happy thought from being nude, and also the -3 unhappy thought from your mod, whether or not they're wearing one of your shields.

I'd really like it if you had a separate version of this mod without all the more weird versions of the shield (haul buffer, work speed, mood buffing etc.)   Since they're built into the DLL you can't disable these as a user although you can prevent them from being worn, but some of them have some crazy statistics e.g. the 300% shield strength one.
Title: Re: [A12D] Extreme Temperature Shields (V1.6) 10-8-15 5 Shields added! Fixes!
Post by: Beathrus on March 01, 2016, 09:11:13 AM
I get the shield traders to much. Like.. to damn much, can you lower their spawn rate? I haven't seen a bulk trader in so long, but I get tons of Shielding traders who are selling your shields. x.x