RimWorld

RimWorld

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WallDefenses
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
124.719 MB
19 Feb, 2021 @ 1:21pm
19 Aug @ 1:03pm
22 Change Notes ( view )

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WallDefenses

Description
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.
51 Comments
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
Muffintitan 19 Aug @ 10:04am 
The AA turret seems to be destroying my own shuttles when i try to reenter the map. it wasn't happening before and i haven't actually used a shuttle since you fixed the problem with mech drop pods ( Thanks for that by the way! and i love the new turrets) so i assume its somehow related to that.
Arcjc  [author] 11 Aug @ 3:59pm 
Fixed the bug where it wasn't destroying Mechanoid drop pods from Odyssey, should be more consistent with destroys drop pods etc. now
Arcjc  [author] 4 Aug @ 11:04am 
Added a new Wall & Hull turret, not sure if the damage will be balanced, seems to do extreme damage to normal pawns but not a lot to Mechs, which makes it feel a bit balanced, needs batteries to fire as it draws power from there each shot.
kimty0 22 Jul @ 11:57pm 
After Today patch not fired in raid in mechnoid when Oddysey scenario.
I think change the raid type in mechnoid drop attack..
Arcjc  [author] 10 Jul @ 10:01am 
Updated to 1.6 and fixed the Laser Grid HP situation thanks @nonya0992 !
nonya0992 1 Apr @ 10:33pm 
So I was having a problem with the laser beams only having 1 hp and the enemy were shooting through them. After some testing, I found that the original maxhitpoints value that was set in the mod was so high that the game defaulted to 1 hp. When I set a new maxhitpoints to 1,000,000 the beams had the new appropriate hp, instead on just 1 hp.
Tardo The Ass-Monkey 19 Mar @ 6:19pm 
Are the shields one-way or do they block projectiles from all directions? In your picture, for example, can the mini-turrets inside the sandbags shoot out past them?