RimWorld

RimWorld

127 ratings
Shield Generator
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Mod, 1.6
File Size
Posted
Updated
59.202 MB
21 Oct @ 8:55am
27 Oct @ 8:01am
4 Change Notes ( view )
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Shield Generator

Description
RimworldShieldGenerator
This mod adds a wall mounted shield generator for Gravships.

Features
  • Shield protects from all "projectiles", won't defend from Graser Beams etc.
  • Drains battery power whenever it defends a shot
  • Shield shatters on a shot that fully drains the battery, leaving it to cool down and making a large EMP explosion in the room with the shield
  • Shield comes on automatically when a threat is detected on the map
  • Change your shield colour and transparency ! (The edge will always be visible but you can remove the inner overlay if you wish)


Mod Compatibility
Almost certainly isn't CE compatible and won't ever be sorry !

Known Issues
  • None yet !


The Point Of This Mod
Part of a series of mods I've had for myself for a while that have either terrible graphics (that's not going to be fixed, unless someone gives me some better art to put in) or were atrociously balanced (So I've added the settings page)

Future Plans
  • Try and get the shield to also block lasers

Source Code
As always all my source code available for anyone else to use, copy, learn from, whatever
https://github.com/JohnCannon87/RimworldShieldGenerator
44 Comments
Arcjc  [author] 13 hours ago 
@RugerXVII it does not, fire away !
RugerXVII 13 hours ago 
Does this prevent outgoing projectiles like standard shield belts, or can my gravship use its turrets while the shield is raised?
Arcjc  [author] 17 hours ago 
@grehnik Can't reproduce your ship exactly cso i'm missing so many mods but the general shape def works (Screenshot here: https://images.steamusercontent.com/ugc/12300584436568749464/F8053E86124C7EDFC7CE129B02F70F789DACB7E5/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

I've added something to refresh the shielded area occasionally and also a new manual mode that will also regenerate when de/re-activated

@Inquisitor Added a manual mode now :)
grehnik 18 hours ago 
Does the script not have dynamic updating?
In other words, if I build something while it’s already active, will it not recognize the new structure?
grehnik 18 hours ago 
Uploaded the XML to GitHub. Damage goes through in the areas where the shield is visually missing. Also, the logs mention that the shield loads fewer ship cells than there actually are.
Arcjc  [author] 19 hours ago 
@grehnik the only other thing to check is if it's actually shielding the ship or is it just failing to draw the shield so if you can get it attacked on a side that's not being drawn on and see if the projectiles are still stopped that would be handy too.
Arcjc  [author] 19 hours ago 
@grehnik, Gah that's annoying, ok I'm gonna need to get a closer look myself, I imagine sharing your save won't work cos of different mod lists, you could try exporting your ship with my other mod then uploading the ships xml to Github and I can try investigating that way https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576790938
grehnik 21 hours ago 
Unfortunately, it’s still the same — only part of the ship gets covered.
Inquisitor 26 Oct @ 7:17pm 
I really hope there would be a way to switch the shield on and off..! my ship raising shields because of one lone rat going berserk..
Arcjc  [author] 26 Oct @ 2:54pm 
@grehnik I've pushed a new version, I've tested it with a large ship with 4 grav extenders and it seems to work, basically above a certain size I seem to be running into some limits with how many mesh's Unity can draw in one go :D

If this fix doesn't work I might have to add an alternative rendering mode for large ships that will look ever worse than the current one but might handle things better.