RimWorld

RimWorld

Uninstall mechanoid shields
17 Comments
Kitsune 9 Aug, 2020 @ 9:03am 
Shields just shut down. Request that is removed
Nex-Razin 12 Jun, 2020 @ 5:40am 
@Einwanderungsbehörde Thanks for the info. I used dev mode to spawn some in after destroying the mech cluster. The mechanoids are already monsters in the new update, they really don't need turrets.
Wish Granter 9 Jun, 2020 @ 8:29am 
@Nex.Razin. They are uninstalable in therory, if have "Uninstall everything Mod" you could ..in theroy..desintall it. The only problem is that they are set as "always hostile" until defeated. Meaning that you are not able to take them over as long as power is available. (Same as with enemy turrets now, even if the enemy flees, you cannot claim them while they have active power).


The only problem: They are self powered and of course (Duo to wonder technologie humanity after 3500 years of course cant have) immun against solar flares even it read "disable ALL electronics"
Weirdly humanity after 3500 more years is not able to even produce anything better then industrial medicine (without mods), but the enemy has shields and probaly even hyperspeed
Sorrode 16 Apr, 2020 @ 8:36pm 
There's a mod called 'Mech Shields Never Shut Down'
Pizzarugi 23 Mar, 2020 @ 7:56pm 
This mod should disable the "shut down" feature recently added to the shields.
Desouza 21 Mar, 2020 @ 2:20am 
can you add, and option to slice or hack the shield to turn the back on, so tytan anti fun does ruin this awesome mod ?
Coco the Freak 20 Mar, 2020 @ 8:33am 
too bad the shields are shut down now, when the mech cluster is defeated, so now those shields are just useless :(
Dynamic 17 Mar, 2020 @ 9:59am 
Maybe similar to shield belts? LIke, they have shield health and use alot of power. Maybe reduce their size as well?
Gabbe 15 Mar, 2020 @ 12:27am 
Id probably have them requier power, and maybe even have a "hp" bar like normal shield belts do so that they can only absorb so much damage before it has to recharge.

Tho i feel like it wont make sence for the generator to suddenly change how it works, they could be used for research like the Techprints to let you build some really expencive and lesser versions of them.
Nex-Razin 11 Mar, 2020 @ 3:43pm 
Would it be possible to have an option to uninstall the Mech turrets?
Zeri 9 Mar, 2020 @ 11:47pm 
Simple solution: give enemies EMP Launchers. EMP disables the shield for a bit, about ten seconds. It's an easy change since you can just make a PawnKindDef and then patch it into the pirates. Tribals are mostly irrelevant at range to begin with so don't worry about them... maybe EMP grenades if you like.
Should make shields less powerful in general and also benefit those not exploiting them slightly, as enemies will now be slightly burdened by the EMP carriers.
Defending against them is simple: Insanity Lance them, if you have spare, or just order your snipers/rocketeers to focus fire.
Lee Meowth 5 Mar, 2020 @ 6:45am 
there is a mod just like this only the shields generator overheats and eat a lot of energy
GrynnReaper 3 Mar, 2020 @ 11:17am 
i love scavenging tech
Vassteel 2 Mar, 2020 @ 11:15am 
TBH i kinda like them un balanced. but heres an idea give the shields a duty cycle. on for x amount of time off for x or the more it gets shot shrinks the radius then it shuts off once a certin distance is reached until x amount of time or a mech event where your shield gets hacked and you cant shoot out of it untill you take it to the mechanics table and recalibrate it. im sure theres lots of things that could be done
soul.storm.fire 2 Mar, 2020 @ 9:57am 
Balance will be a tough one given that the "can't move it" was the balance before.

Here some ideas:
- Shields only work for a limited time. Like with the glow pods from the insects. Let's say a month or two.

- Shields degradade by use. They could for example have a limit over how much bullets they absorb.
czpetr  [author] 2 Mar, 2020 @ 8:53am 
I will make another, more balanced version of this mod, but probably not today. Feel free to give me suggestions how to balance it through, I am not entirely sure how I will balance it. Higher construction skill requirement is a good start.
Ny_Hate_You 2 Mar, 2020 @ 8:45am 
It's possible that you have to have a high construction level to do it?, i love this but i feel is too easy