RimWorld

RimWorld

Grav Field Extender Floor
90 Comments
amefurashi  [author] 23 Sep @ 4:48pm 
And finally, the pawn...
Kinish 23 Sep @ 5:41am 
We need more gravship furniture under the floor.
Fuel tank, battery, heater...
amefurashi  [author] 28 Aug @ 1:02pm 
Well, icons will be generated automatically even if you don't specify one.
When selecting from the Architect tab, icons should be grouped together in one dropdown, so they shouldn't be displayed separately like in your image.
Fredrik 28 Aug @ 12:42pm 
https://imgur.com/a/0y5R0n3

is it supposed to have icons?
amefurashi  [author] 28 Aug @ 12:19pm 
It works fine with my mod list, which consists of several hundred mods. If you can identify which mod is causing the problem, please report it back. I can't promise that I can solve it, though.
Fredrik 28 Aug @ 11:36am 
https://imgur.com/a/MQnb8DN

Moved it almost at the top and at the bottom, nothing helped. even tho i activated it in the picture it still says "send a colonist to activate it" tho i only have the option to deactivate it because i just activated it. So most be one of my mods that conflicts with it.
Fredrik 28 Aug @ 11:20am 
Most likely a mod conflict. I did try to put it up and then shoot from the outside in without it protecting anything. Ill shuffle it around the load order and see if it helps.
amefurashi  [author] 27 Aug @ 4:22pm 
Hmm, it works fine on my PC.
Perhaps the shield is actually deployed properly, just not displayed? Please check that possibility.
amefurashi  [author] 26 Aug @ 1:22pm 
Hmm, I'll test it, but not right now. Please wait a while.
Fredrik 26 Aug @ 12:59pm 
I just cant get the shields to work and there is no error message in the log. I put it down on the ground wait for it to recharge and then when i activate it it says its activated but there is no shield on the ship. tried all the different tiers of them. any clue on why it isnt working?
amefurashi  [author] 24 Aug @ 1:51pm 
That's good. Have a good mod play:Cartman:
TheSimpleDude42 24 Aug @ 7:57am 
I found out what the problem was. Sorry for bothering! RimSort decided Odysee DLC should sit below the mod in questing, and it couldn't load Odysee-specific assets, I moved it near the other DLC, and now everything works fine.
amefurashi  [author] 24 Aug @ 2:45am 
That's a strange story.
That should already be written in the GravshipComponentBase, which is specified as the Parent. That's why I've omitted the thingClass description in this mod.
There was no update to Odyssey itself this time, nor did that change the ThingDef specified as the Parent, and it works without any issues in my mod list, which has several hundred mods, so the problem you're facing is probably a conflict with another mod.
TheSimpleDude42 24 Aug @ 2:18am 
Config error in KIMURA_ShieldGeneratorFloor: has null thingClass.

The ThingDef for KIMURA_ShieldGeneratorFloor is missing a <thingClass> tag.

Every buildable thing in RimWorld needs a thingClass so the game knows what C# class to instantiate (like Building, ThingWithComps, etc.).

Without it, RimWorld can’t load the object, so the def fails.
TheSimpleDude42 24 Aug @ 2:13am 
Your mod is preventing me from generating the map.

Config error in KIMURA_GravFieldExtenderFloor:
has components but it's thingClass is not a ThingWithComps

The ThingDef KIMURA_GravFieldExtenderFloor (from Grav Field Extender Floor)
has <comps> ... </comps> entries.

But its thingClass is not ThingWithComps or a subclass of it.

In RimWorld, only ThingWithComps-based defs are allowed to have components.
amefurashi  [author] 21 Aug @ 11:23am 
Restrictions, but more generous than in vanilla, and get more generous move up the tiers.
Omar Perez 21 Aug @ 11:19am 
might seem dumb but, how much of these can you put exactly? i mean, is there a limit like the vanilla extenders or am i just able to spam these everywhere i want
amefurashi  [author] 20 Aug @ 10:12am 
The ”maxDistance” item is the one you're looking for.
If you set this number to 9999999, your worries will disappear.
General Profit 20 Aug @ 5:43am 
the max distance?

<maxSimultaneous>6</maxSimultaneous>
<maxDistance>21.9</maxDistance>

presumably maxSimultaneous is the cap on how many you can have built on the map
General Profit 20 Aug @ 5:42am 
which numbers would need changing to increase the distance allowed away from the engine?
cucumpear 20 Aug @ 3:31am 
@General Profit It might be worth asking for a compat in Tweaks Galore itself, it would probably take them like 2 minutes to add "if this mod is active, also affect this."
amefurashi  [author] 20 Aug @ 3:25am 
It's too much hassle to do right now, so I'd like you to localize this mod and achieve it yourself.
You can do whatever you want by changing the numbers in the comps section to whatever you like:Cartman:
General Profit 20 Aug @ 3:12am 
if that isn't possible perhaps you could upload a second version of the mod that unrestricts the extenders distance from engine and amount you can build (to 50) perhaps? or perhaps a different version of the mod with xml extensions to add settings?
amefurashi  [author] 20 Aug @ 12:31am 
Hmm, my intuition tells me that it's impossible, but let's do a little research.
amefurashi  [author] 20 Aug @ 12:13am 
Which mod specifically?
General Profit 20 Aug @ 12:07am 
Would it be possible to make this compatible with mods that increase the range that an extender can be placed from the gravship?
cucumpear 14 Aug @ 8:44am 
yeah, you either need to make a dll OR use XML Extensions (which is what I use). some people don't like that mod though.
amefurashi  [author] 14 Aug @ 5:58am 
okay:thisfish:
Implementing mod options probably requires a dll file, and I only have the skill to create xml files, so that method isn't an option for me.
Well, you could probably achieve this by opening the xml file for this mod, copying the item corresponding to GFEF, changing the copy's defname to a string of your choice, and then replacing the contents of the comps item with the contents of the generator's comps. This can also be done using the standard Windows Notepad app.
General Profit 14 Aug @ 5:01am 
that being said i think you are right balance wise thanks for listening to my rambling all the same
General Profit 14 Aug @ 4:56am 
could it perhaps be added but off by default with an option to toggle it on in the mod settings?
amefurashi  [author] 14 Aug @ 3:54am 
It's possible, but I don't intend to add it for balance reasons. Sorry.
Please turn the area expanded by GFEF into a power plant.
General Profit 14 Aug @ 3:27am 
yes
amefurashi  [author] 14 Aug @ 3:20am 
Sorry, I'm not a native English speaker so I couldn't understand the meaning clearly, but do you mean you also want the underfloor version of the grav power cell?
General Profit 14 Aug @ 3:17am 
i will try it out when i get the chance in my next playthrough, heres a thought since you added an underfloor shield generator why not add one for the gravcore power cell?
amefurashi  [author] 14 Aug @ 3:09am 
I think the solution might be to lay the floor first and then place the GFEF on top of that, which is what I do on my ship.
General Profit 14 Aug @ 2:54am 
You seemingly cannot place floor such as carpet on a grav field extender, this is somewhat problematic for things like nobles bedrooms/throne rooms and does throw off the aesthetic of floored rooms
Crimson 12 Aug @ 11:56pm 
thanks for the quick fix
amefurashi  [author] 12 Aug @ 11:41pm 
Hmm, that's certainly true.
I don't know the solution right now, so I've temporarily set up a recipe that doesn't include the shield generator in the cost.
Crimson 12 Aug @ 10:40pm 
you cant tell from that picture but it is in a stockpile zone
Crimson 12 Aug @ 10:35pm 
Crimson 12 Aug @ 10:32pm 
So i have a shield generator in storage and it wont let me build any of the floor versions. It acts like I dont have the shield generator
amefurashi  [author] 12 Aug @ 8:02pm 
Four new underfloor shield generators have been added.
They're powerful, but come with a cost.
As for power balance, I haven't gotten my hands on a shield generator in my playthrough yet, so I think it's a bit rough. So I'd appreciate any comments on balance:Neneko_Izumozaki:
amefurashi  [author] 12 Aug @ 5:46pm 
@wolf.
I have confirmed that there are no anticipated problems with this implementation, so I will implement it soon:thisfish:
amefurashi  [author] 9 Aug @ 9:06am 
Hmm, I'll consider it.
Thank you:steammocking:
wolf. 9 Aug @ 8:32am 
would love a version of this but with shield generators tbh, really useful mod
amefurashi  [author] 8 Aug @ 7:26am 
@Belrask
Haha, I know that's a common mistake I make too.
I'm glad it was helpful
Belrask 8 Aug @ 7:20am 
@amefurashi

Unsubscribing and waiting for the download bar did it, lol. Looks good so far.

Thanks for the help, and the mod, it's a massive improvement over vanilla.
amefurashi  [author] 8 Aug @ 5:41am 
@Belrask
Well, try creating a clean list without all other related mods. After unsubscribing, wait for the download gauge at the bottom of the Steam window to expire, then try subscribing again. If that doesn't work, please come back.
Belrask 8 Aug @ 1:59am 
Still having the issue here after the update. Every time I load a save, big chunks of the gravship will be red and ship shows 1500/1000. Moving one of the extenders anywhere will immediately fix it, until the next load.

I've unsubscribed and resubscribed to the mod to make sure it was updated, but no joy.