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Eccentric Tech - Defense Grid
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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4.184 MB
30 Oct, 2023 @ 2:38pm
30 Aug @ 3:20pm
29 Change Notes ( view )

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Eccentric Tech - Defense Grid

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Built around the hull of a crashed, ancient warship, the colony of Angel's Rest is famed for its maid staff, high quality food, and eccentric aesthetics. But perhaps most importantly of all, it also has high-tech defenses that have rendered it impenetrable to the roving raider bands that plague this rimworld.

Mod Content

Defense Grid adds a number of high-tech defensive tools for your colony!

New Research Projects:

  • Networked Defenses - Unlocks defense network conduits, consoles, and remote turret controllers.
  • Networked Artillery - Unlocks vertical missile launchers, proximity sensor towers, and precision guided missile ordnance.
  • Portable Designators - Unlocks remote artillery designators.
  • Networked Shields - Unlocks shield generators, shield capacitors, shield heatsinks, and shield projectors.

New Buildings:

  • Defense Conduits - Used to link networked defenses together, these conduits combine low-latency command and control links with shield charge and coolant pipelines, allowing for distributed systems to work together.
  • Defense Consoles - These consoles can be manned to allow remote turrets to be controlled and for shield generator settings to be reconfigured.
  • Remote Turret Controllers - These devices allow manned turrets to be remotely controlled from defense consoles. Turrets that require reloading still need to be manually reloaded, however.
  • Vertical Missile Launchers - Adapted from cells used on military starships, these compact missile launchers can hold up to 4 precision guided munitions. Such ordnance requires guidance locks to be fired.
  • Proximity Sensor Tower - These medium-range sensor towers allow precision guided missiles to be launched from defense consoles, even against enemies outside of line of sight.
  • Shield Generators - These centralized shield generators have a number of configuration options and can be linked to defense conduits for power input and heat dissipation. The generator does not stop projectiles on its own, but requires linked shield projectors to function properly. Intercepting projectiles requires energy charge in networked capacitors and generates heat that is dissipated by networked heatsinks. Insufficient capacity in either system can cause a shield generator to fail and take some time to reset.
  • Shield Capacitors - High-throughput capacitors that provide energy to networked shield generators. Cannot recharge while actively under fire, but begins recharging after a short delay.
  • Shield Heatsinks - Durable metal-ceramic heatsinks for dissipating shield generator heat. Effectiveness varies based on ambient temperature: housing heatsinks indoors is not advised.
  • Shield Projectors - Projects dome shields that intercept projectiles. Requires networked generators to function, but does not require external power beyond that.

New Equipment:

  • Remote Artillery Designator - This utility slot item has a high-powered laser that can be used to provide guidance lock for precision guided ordnance from beyond the range of fixed-position proximity sensors.


High-Energy Shield Cores

Wide-area projected shields requires specialized cores that can only be produced at nano-scale fabrication facilities. These devices are rarely found on the rimworlds, but can sometimes be found in the hands of exotic goods traders or factions who need your help. Or, just maybe, there might be ways to produce them yourself...

Compatibility



Defense Grid does not require Eccentric Tech - Core. However, having Core installed enables additional content:

  • High Energy Shield Cores (Research Project) - Unlocks the ability to produce high-energy shield cores at the Nanoassembler. Requires an Aurora Core and Networked Shields research to be completed.
  • M56 Precision Guided Missile (Burnout Shield) - Unlocks the ability to produce precision guided missiles with burnout shield warheads. Used as fire support for advanced infantry under heavy fire, these missiles can buy pinned-down ground forces valuable time to advance on an objective or retreat from danger.
  • The Aurora Core can be connected to defense networks via conduits. Doing so allows Aurora to remotely configure shield generators without a manned console. Launching artillery still requires human input, however.



If you have Eccentric Tech - Foxy's Armory installed, then the following additional content is unlocked:

  • E15 with TAGM - This E15 charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E15's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.
  • E16 with TAGM - This E16 precision charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E16's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.



Eccentric Tech - Defense Grid uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!



This mod is natively compatible with Combat Extended and will self-patch so long as it is loaded after Combat Extended in your mod list.

Note: Defense Grid uses new and updated features from Combat Extended and requires CE v5.5, released 2023-10-29. Please ensure you have the latest release of CE if you encounter any errors.


Credits & Links

The following audio assets were sampled for use in this mod:



Eccentric Tech mods are a companion to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit.
564 Comments
darkzero 22 Sep @ 11:48am 
@Aelanna, you truly make some of the best mods. Awesome ship too. Makes me want to build a Missile support ship.
Griffon 21 Sep @ 4:07am 
Is the cross map missile feature still in the plan ?
That would be nice to be able to have a small attack team designating targets (I loved Starcraft ghosts :p)
ECTM. lifeisneat69 16 Sep @ 7:06am 
Update, it works, I just made a typo in the CE patch.
ECTM. lifeisneat69 16 Sep @ 1:16am 
@Aelenna Alright! I'll just check the XML again and look at the addon and see if I did anything wrong, thank you! (I'll post a comment, weather I figure it out or not, if I get it to work and someone wants the code I'll just post it here or send it in DM's so everyone can have the pleasure of shooting a homing missile at a squirrel)
Aelanna  [author] 15 Sep @ 12:17pm 
@ECTM. lifeisneat69 - Heya! It should be possible to add new ordnance types via just XML, all you should need is the OrdnanceDef and the projectile ThingDef. There's a great example of an addon in the form of the Firefoam PGM by katana here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3077643634

Please see if that helps, or alternatively make sure that you have dev mode on so that you can see errors.
ECTM. lifeisneat69 15 Sep @ 11:39am 
To be clear, I'm modifying the mod for only my enjoyment and not distribuiting said modification in any way. (and if I were to distribute I would make it extremely clear that I only made the new projectile and missile and that even that I didn't really "code"). I just like making small additions to mods I really like (sorry for not saying this in the previous comment but this mod is extremely fun and well made! that's why I'm trying to add my own touch to my version of it, to make it even more fun).
ECTM. lifeisneat69 15 Sep @ 11:33am 
Also, I have a question about the mod, I tried to make a new projectile and missile and everything *seems* to work just fine (I don't get any errors and I "wrote" the code by just copy pasting the one for the m48 HEAT missile and changing values and removing the anti tank targeting thing but it just decides to.. not work. I can provide logs if necessary, I tried to look at the .dll file but I can't code so after looking at it I realized I literally understood nothing) but when I fire the missile, the VMS goes on cooldown, the missile dissapears from it, but it doesn't shoot out. (I don't know if you want to help me and I'm not sure what I should even provide for troubleshooting (unless I already discribed what I did wrong in this comment) so I haven't included anything, also maybe you would want to do this somewhere else so I don't know).
ECTM. lifeisneat69 15 Sep @ 11:27am 
@mgla Yeah, that should be made clear, but to answer the questions of anyone who's wondering, the remote turret controller can control basically any offensive building that is deemed "manable" or that requires someone to man it. This includes modded turrets, mortars, modded atrillery, etc.
mgla 10 Sep @ 3:49am 
Can I suggest writing a paragraph about which turrets can and can not be connected to the defense grid?

I am currently looking at turrents and can't answer the following questions without trying it out:

* Does it work for turrets other than from the eccentric mod?
* Does it work for Mini-turrets (Probably not)? And if so, what does it do?
* Does it work for turrets from other mods, say Gatling Guns from Vanilla Expanded - Settlers?
* Does it work on Mortars? Do they count as a turret?

A sentence or two in the mod description or turret controller description could help a lot here. Thank you for the mod, enjoying it massively so far!
tuxedo nyah 9 Sep @ 6:49am 
Aelanna makes the highest quality mods.