(https://i.imgur.com/88cW4Hm.png)
REQUIRES HUGSLIB
WORKS WITH CE FOR 1.2, NO EXTERNAL PATCHES JUST LOAD AFTER CE.
日本語版 (https://github.com/JonnyNova/Rimworld-Shields/blob/master/Languages/Japanese/Japanese_Description_for_Steam.md) (Description in Japanese)
Currently supports:
1.2 Workshop Page (http://steamcommunity.com/sharedfiles/filedetails/?id=1210535987)
Github (https://github.com/JonnyNova/Rimworld-Shields/releases) for non-steam downloads and bug reports.
To install a non-steam download, download 'source code' and extract into your Rimworld Mods folder.
Frontier Developments presents Shields, the ultimate in colony protection. Shields will stop projectiles that try to enter it but allow weapons to be fired out. This includes bullets, rockets, mortar rounds, pods of any variety (enemies via drop pods, cargo pods, escape pods, and yes, your pods). Shields have low idle power use and high power usage (subtracted directly from batteries at a rate of 1 Wd per damage taken) when stopping projectiles.
This was designed in keeping with the style and gameplay of Rimworld. It integrates the vanilla features and adds functionality to match the original game. It was also kept transparent in order to allow as many other mods and gameplay experiences to be had while enhancing the overall playability.
Features:
- PERFORMANCE OPTIONS: For late game colonies or low-power systems, see mod options
- Stop projectiles (bullets, rockets, grenades, mortars, drop pods)
- Shields use a small amount of idle power
- Shield strength is the stored energy on your power net
- Shields generators will heat up as the shields absorb damage and will shut off if they overheat
- Shields come in three sizes:
- small (3m, can be minified)
- medium (3m - 10m)
- large (5m - 25m)
- The small shield is minifiable and portable and contains an internal battery (1000 Wd, 50% efficient)
- Larger shields can soak more heat before the shield collapses
*Shields can fail if their coil temperatures get too hot and the safety is shut off (causes shorts, breakdowns, and explosions)
Shields Don't:
- Stop movement of pawns in or out of the shields
- Stop fires
- Heal people
- Stop tornadoes or orbital lasers
Compatability:
- No known mod conflicts
Licensed as Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) (https://creativecommons.org/licenses/by-nc-sa/4.0/).
You may use it in modpacks without asking, just properly credit us.
Credits:
JonnyNova - Code Lead
Jetpack_Maniac - Code, Documentation
Halno: Building and UI art
Morgloz: RedistHeat
ColdTold: Centralized Climate Control
NoImageAvailable: Combat Extended
Jaxxa - inspiration drawn from ED-ShieldsBasic
Translations:
Russian (Русский): kr33man from http://lttlword.ru
Japanese (日本語): Proxyer
French (Français): I'm a banana
Might want to fix those DL links. Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1210535987).
Looks like a simple, balanced shield mod...I like!
when i use this mod in B18 on energy rifle(vanilla) my bulllets are stop under my human
I am also getting that bullet-stopping weirdness going on in my current game.
Interesting concept with the heat the the shield generator ! :-)
What do you think about to add 2 kind of weapons
- shield breaker, shoot bullets or beams with EMP effects, adding extra heat to the shield but only minor damage or burn damage.
- shield penetrator, since people can move through shields, it should be possible for slow moving projectiles to get through the shield too.
Self propelant slow moving projectil with explosion setup or create a mini-turret.
Those are awesome :)
I'm glad to have collaborated to this project
when i installed this mod on existing save - everything works fine, but when i'm trying to start a new game - this happens
Exception ticking DropPodIncoming63662: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2<int, System.Collections.Generic.List`1<FrontierDevelopments.Shields.IShield>>.get_Item (int) <0x00136>
at FrontierDevelopments.Shields.ShieldManager.ImpactShield (Verse.Map,UnityEngine.Vector2,System.Func`3<FrontierDevelopments.Shields.IShield, UnityEngine.Vector2, bool>) <0x0003f>
at FrontierDevelopments.Shields.Handlers.SkyfallerHandler/Patch_ProjectileCE_Tick.Prefix (RimWorld.Skyfaller) <0x00105>
at (wrapper dynamic-method) RimWorld.Skyfaller.Tick_Patch1 (object) <0x00015>
at Verse.TickList.Tick () <0x002c6>
I'm going to need to know what game and mod version you are running.
game version 0.18.1722
mod version b18-v1.0.1 from github
Thank you, I'm looking into this now.
Nice mod but after enabling this all weapons in game stop shooting (bullets and arrow dont spawn )
All bugs mentioned have been fixed in the 1.0.2 versions available on steam for all game versions.
Can confirm. Everything fixed over the morning releases. Thanks a ton! I can't wait to get to use this stuff in my game (eventually, haha)
We added Centralized Climate Control support this morning. Get it at steam here (http://steamcommunity.com/sharedfiles/filedetails/?id=1212492144).
Quote from: Jetpack_Maniac on November 26, 2017, 08:34:27 AM
We added Centralized Climate Control support this morning. Get it at steam here (http://steamcommunity.com/sharedfiles/filedetails/?id=1212492144).
Nice i need this ! link for non-steam ?thx
Sure, it's available on our Github (https://github.com/JonnyNova/Rimworld-Shields-CentralizedClimateControl/releases). I also maintain both steam and non-steam links for every update I post in the main post.
next bug, when my human be in active shield generator range , bullets is destroying. 1.02 mod B18 1722 build
Release 1.0.3 is out and should fix that. Try it and let us know if it doesn't work.
This mod seems to be adding an "Enhanced Development" tab to the research menu with nothing in it. I've tinkered with the load order, grabbed mods from the Enhanced Development set by Jaxxa (since you referenced it in your op), and so on but it doesn't change anything. Can provide screenshots if my comment is unclear. It only goes away if I take this out. I've used v1.0.2 and v1.0.3 and both have this issue.
No, it's clear. I expunged that reference a while ago from my codebase. I'm not sure why it's still showing up for you. Thanks for pointing it out, I will be looking at it later today.
We've added Japanese and Russian support.
Hi there,
Is there a required mod order or some other stuff that i'm not aware of for the A17 CE compatibility patch?
While using the shield it doesn't delete the bullets but instead generates error:
Exception ticking Bullet_45ACP_FMJ62012: System.MissingMethodException: Method not found: 'CombatExtended.CompExplosiveCE.Explode'.
at FrontierDevelopments.Shields.ShieldManager.ImpactShield (Verse.Map,UnityEngine.Vector2,UnityEngine.Ray2D,single,System.Func`3<FrontierDevelopments.Shields.IShield, UnityEngine.Vector2, bool>) <0x00158>
at FrontierDevelopments.Shields.Handlers.ProjectCEHandler/Patch_ProjectileCE_Tick.Prefix (CombatExtended.ProjectileCE) <0x0047f>
at (wrapper dynamic-method) CombatExtended.ProjectileCE.Tick_Patch1 (object) <0x00029>
at Verse.TickList.Tick () <0x002c0>
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I'm using A17b, latest CE and CE guns, shields are 1.03 loaded just after CE with the compatibilty patch following.
I'm also using bunch of other mods but it seems this has only to do with CE.
The CE expansion needs to be loaded after the shields and CE, it looks like it might be that issue.
Version 1.0.5 is released.
- Traders aim outside of shields with pods just like they don't aim for roofs
- Added ModSync support
- Added visibility toggle to shields
- Fixed research requiring multi-analyzer to do
- Added French translations (from I'm a banana)
- Fixed lingering shields bug
After some testing, I discovered that Rimsenal's Federation plasma weapons (a slow-travelling ball of energy that explodes on ground impact) and incendiary launchers go through shields all too well. I know the thing isn't designed to stop fires, but perhaps the launched fires SHOULD be stopped?
Also, Google Translated brainfarted. "Japanese version inside" should be "Japanese version attached" - which is written 日本語版付き (nihongo-ban tsuki).
Hi there, I cant seem to make the mod work even when I load just the mod I get the following error and when I ignore it and try to place some generators it says argument cant be null.
https://imgur.com/a/7wqFf
I took screenies instead of the clipboard copy cause it was too long when pasted here.
Edit: Im using the b18 version and I have a copy of 0.18.1722.
I think there is an error with the portable shieldings.
I got these error msg. after loading a safegame with 2 builded mobile shields.
https://gist.github.com/8d45c8ef32ea1c79b2d56bb655211272
Quote from: Canute on January 29, 2018, 05:22:04 AM
I think there is an error with the portable shieldings.
I got these error msg. after loading a safegame with 2 builded mobile shields.
https://gist.github.com/8d45c8ef32ea1c79b2d56bb655211272
It may not be exactly what you are looking for, but there is also Rikiki's MiningCo. Force Field, another very professional mod, that could maybe help with what you need. https://ludeon.com/forums/index.php?topic=14711.msg153943#msg153943
No the mod is fine,
the normal shield generator works.
Just the mobile version give these errors.
And yes i am a big fan of Rikki's Force Field too, but i want test out other technologies too and not being fixed at one. :-)
We have updated the Combat Extended and Centralized Climate Control addons. Redist.Heat addon update will be next and is coming soon.
Quote from: Jetpack_Maniac on March 12, 2018, 05:30:43 PM
We have updated the Combat Extended and Centralized Climate Control addons. Redist.Heat addon update will be next and is coming soon.
I put the compatible for CE And centralized climate control into the mod order I'm receiving a lot of red
B19 pre-release available for download. There is no change to features on it. We have not fully tested it yet so we have not released it on Steam yet. It is available at: https://github.com/JonnyNova/Rimworld-Shields/releases/tag/b19-v1.0.7-rc1 (https://github.com/JonnyNova/Rimworld-Shields/releases/tag/b19-v1.0.7-rc1)
Ooh, I love this mod. Thanks for bringing it to .19.
Would really love some mod options to allow pods of any variety to enter and exit shields.
Just a quick question to make sure: what will happen when a group of raiders wants to land on top of a shielded colony? Will they die before they land (will there be corpses?) ? Will change the drop spot to an unshielded area? Etc
Thanks :)
my shield setting does not let anything go through, as long as I have enegy in battery to keep it active. 8)
So what happens to the raider pods exactly? They just don't drop over your colony?
Quote from: crusader2010 on October 04, 2018, 11:09:55 AM
So what happens to the raider pods exactly? They just don't drop over your colony?
They disappear, mate.
Incoming pods from space traders, raiders, even yours. They just disappear into oblivion. No loot dropping down. Nothing survives. It would be fine if pods would drop what they were carrying if it hit the shields but only with half health remaining or pawns inside would also survive but dropped down already injured.
1.0 is available on both Steam and Github.
There are name mortars in features but i just got siege and they came with mortar.
Large Shield is on with full radius then, what i saw is mortar shell travel through shield and fall in my bed room inside shield... I have to rebuild it.
I wait for another 2 shots for sure then, my kitchen and stockpile were bomb. :'(
Didn't try with grenades yet but shield work fine with bullets and rockets, didn't know how to test with drop pods.
New update. Hugslib support has been added and now will show what was changed on the mod. Some options have been added where the user can alter their gameplay experience.
I have noticed a weird bug with mortars firing from within the shield. Whenever a mortar shell is fired while the mortar is positioned inside of a shield the shell bugs out. Whenever its ment to explode when it reaches the target the shell simply disappears without exploding. This also applies to modded mortar turrets.
A workaround I've found is to shrink down the shields temporarily in-game before you fire the shell so it doesnt travel through a shield barrier.
That's concerning. We're looking into it. Are you subbed to the steam version?
Im not. Im using the non-steam version of the mod.
There's a new release candidate ready that should fix that problem. Give it a shot and let us know if it worked. It is compatible with all saves.
https://github.com/JonnyNova/Rimworld-Shields/releases/tag/1.1.2.2059-RC1
Mortars can fire from within shields now. The bug is fixed.
Upon adding mod, there is a dependencies "818773962" mod is missing/not loaded.
So ? Is there any dependencies ? I read 1st page there's no mention or link to other mod dependencies.
It requires HugsLib. I'll double check to make sure it's listed in all the documentation.
But dependence "818773962" don't work for the DRM-free version, since it don't got steam and can't resolve the number.
Hello. Getting an error that I think might be related to this mod:
Failed to find sane damage amount
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ProjectileProperties:GetDamageAmount(Single, StringBuilder)
FrontierDevelopments.Shields.Module.RimworldModule.Harmony_Projectile:ShieldBlocks(Projectile, Vector3, Vector3, Int32, Vector3)
Verse.Projectile:Tick_Patch0(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Any ideas?
Is anybody else getting the "Shield offline - not connected to power" even though it is? I've connected it even put power conduits under it and have enough power for 10 shields like the large one I'm using, but it seems none work.
The long-awaited CE update is here. The support is in-built, load after CE.
Awesome, congratulations.
Can't wait to try it out
Quote from: Andu on January 19, 2019, 03:07:10 PM
Is anybody else getting the "Shield offline - not connected to power" even though it is? I've connected it even put power conduits under it and have enough power for 10 shields like the large one I'm using, but it seems none work.
I have the same issue, prob some mod is causing some conflicts but I can't figure it out which one is to blame.
EDIT:
Ok, i found out that you need at least one battery in your power grid to be connected if you want this thing to work.
Jetpac_Maniac, will there be an update for 1.1?
@ Author just wanted to tell you that Combat Extended 1.1 was released and you could update now if you want. Kindly appreciated <3
Man, i really wish for an 1.1 update. This mod was among my favorite.
Updated to 1.2. Also supports the currently available CE and CCC.
Can I use this mod with the latest 1.1 verison before the 1.2 hit ? Thanks
Open the mod folder, when you see a 1.1 folder, then there is a version for 1.1 include.
Sorry to resurrect the dead here, but I just came across a tiny issue in my recent save: regular quest shuttles get destroyed by the shields for some reason. (Thankfully the autosave on skyfallers feature saved me from failing quests on each instance!)
I have the latest version, as I really just added this mod to my lists the other day. I was under the impression the SRTS/Trader Ships/Royalty Shuttle update had covered this, but I guess this might have been missed...
I'm not sure if you're checking in on forum activity or not, but if you do see this and you have the opportunity (or if you've allowed others the permission to modify and share), is there a possibility this can be looked into? Hoping to be able to have those land safely without having to shrink each shield as well.
Otherwise, this mod has been a life-saver since the mechanoid shields got nerfed a while ago and I thank you for the work put into all of it!