RimWorld

RimWorld

159 ratings
WallDefenses
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
124.749 MB
19 Feb, 2021 @ 1:21pm
20 Oct @ 1:55am
23 Change Notes ( view )

Subscribe to download
WallDefenses

Description
PLEASE DON'T USE THIS ANYMORE ! :D

I've changed a lot and moved it to be a bit more modern in a new mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3592013798

Leaving this up so it doesn't break anyone's saves.




















Adds a Wall Mountable Shield and Wall Mounted AA Turret to the game, requires my other mod Wall Stuff to work.
Wall Shield - Wall mounted shield that produces a square/rectangular barrier that destroys any enemy bullets or mortar shells that hit.
AA Turret - Turret that only targets inbound Drop Pods, Ship Chunks, Defoliator Ships and Psychic Drone Ships
Laser Grid Emitter and Reflector - Unlocked by the same Wall Shield research as the shield module, makes an area complete impassable and destroys anything in the way (Except Pawns)
Wall & Hull Turrets - Work exactly the same as Walls/Grav hulls except have a more powerful version of the Tesseron beam on top, cannot fire over other walls (despite it looking on the roof it doesn't work like that) uses no ammo, but requires battery power, amount of power drained from the batteries is configurable in the mod settings


Configurable Mod Settings:
Laser Grid power usage (scales with the distance covered, also max allowed distance for the emitter)
Wall Shield power usage (scales with the size defended)
AA Turret range, reload speed and ammo count (i.e. how many targets can be destroyed before it needs to reload), Chance to Destroy DropPod, Damage done to targets inside droppod if not destroyed.

Using this with RimThreaded will throw up a few errors but think they can be ignored, I've added some defensive code but there's still some cases where a target can be destroyed by one turret but another tries to damage or destroy it.
58 Comments
Arcjc  [author] 23 Oct @ 5:32am 
PLEASE DON'T USE THIS ANYMORE ! :D

I've changed a lot and moved it to be a bit more modern in a new mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3592013798

Leaving this up so it doesn't break anyone's saves.
ZzZombo 20 Oct @ 7:44pm 
You should check both: pods with no hostile pawns and pods owned by the faction are whitelisted.
Arcjc  [author] 20 Oct @ 8:11am 
@ZzZombo from memory (and it was a very long time ago) that meant anything you got from an orbital trader got destroyed so went this way instead

@nikita150u it kind of is, to fix an original Odyssey shuttle problem a while ago I used the vanilla ThingDefOf.Shuttle check so we wouldn't shoot any of those down, obviously SRTS isn't adding to that with their shuttles, not sure if that's even possible tbh ! Glad it seems to be working now though.
nikita150u 20 Oct @ 7:29am 
Now it's works fine. But i assumed that issue was in switching to odessey-type shuttles
ZzZombo 20 Oct @ 6:57am 
Sorry, but can't you instead check if the pod is owned by the player's faction?
Arcjc  [author] 20 Oct @ 1:57am 
@nikita150u I've changed a setting that was causing the turrets to assume empty things were aggressive see if that fixes it, if not then it'll be something with how SRTS handles shuttles and what's in them.
nikita150u 18 Oct @ 2:16am 
My own AA turrets are too agressive to my own SRTS (Expanded (continued)) shuttles shredding them into scrap
Arcjc  [author] 20 Aug @ 6:34am 
@Unstable Energy, that's the area being shielded, it should go away when there's no longer a threat on the map (It stays a few seconds on shield build)
Or you can swap it to region mode and select an area to shield and it will shield that entire area, can use a lot of power doing that however
Unstable Energy 20 Aug @ 12:29am 
How do u get rid of the big blue circles around the wall shields?
Arcjc  [author] 19 Aug @ 1:04pm 
@Muffintitan Ah yes thanks for that all fixed now