RimWorld

RimWorld

Shield Generator
44 Comments
Arcjc  [author] 27 Oct @ 12:10pm 
@RugerXVII it does not, fire away !
RugerXVII 27 Oct @ 11:36am 
Does this prevent outgoing projectiles like standard shield belts, or can my gravship use its turrets while the shield is raised?
Arcjc  [author] 27 Oct @ 8:12am 
@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 27 Oct @ 7:10am 
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 27 Oct @ 7:00am 
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] 27 Oct @ 6:26am 
@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] 27 Oct @ 6:19am 
@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 27 Oct @ 4:08am 
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.
Lady Havoc 26 Oct @ 7:27am 
there is a list of mods that are compatible with CE regardless what their descreption might say, though you didn't even read that much so I doubt you'll read this either:
https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

and if you really want a comprehensive CE compatible shield mod, I'd go for eccentric tech - networked defenses
IMBABWEEEEEEE 26 Oct @ 6:47am 
CE compatible?
grehnik 26 Oct @ 2:16am 
Created it on GitHub.
Arcjc  [author] 26 Oct @ 2:09am 
@gregnik either https://pastebin.com/ or create an issue on the github and that should allow you to upload files as well I think
grehnik 26 Oct @ 2:01am 
And this is what it looks like after “fixing” it — removing and placing it again so that it covers the entire ship.
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (364).
[RimworldShieldGenerator] PostSpawnSetup complete.
JUST1C 26 Oct @ 1:58am 
WOW
grehnik 26 Oct @ 1:57am 
How can I send you the log file? In general, the log for this mod looks like this:
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (248).
[RimworldShieldGenerator] PostSpawnSetup complete.
viperro 26 Oct @ 12:39am 
one step closer to sos3
mack 25 Oct @ 4:23pm 
mortars?
Arcjc  [author] 25 Oct @ 2:40pm 
@Noisy Koi I am the least talented graphic artist ever and roughly 4 hours of my own efforts and various LLMs only left me with some truly horrendous looking attempts at rounding the corners :D

@grehnik that’s very strange I’ll try it with some bigger ships and see where it’s failing, if you can enable the debug logging in the settings and upload your player.log somewhere for me to look at that that would also really help
grehnik 25 Oct @ 12:11pm 
Got it. At first, I thought the problem was with the grav-field extenders, but maybe it just doesn’t have enough time to detect the entire ship. If possible, I’ll add a link to a screenshot to show what it looks like. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3593480501
Noisy Koi 25 Oct @ 11:21am 
any plans to give the shield a bit more graphic attention? like rounded corners or something?
Arcjc  [author] 25 Oct @ 8:05am 
@grehnik there shouldn’t be, the code basically looks for a grav engine and then uses that to figure out the area to shield, I’ll do some more testing tomorrow to see

@ren I know what that is will get it fixed tomorrow as well
grehnik 25 Oct @ 7:27am 
After the grav-ship lands on another map, the shield shape becomes incorrect — it only covers part of the ship. Are there any known incompatibilities besides CE, or maybe this mod uses some kind of link to specific ship objects that other mods might have changed?
ren 25 Oct @ 3:51am 
Error during startup
Failed to find Verse.ThingDef named Mote_LaserGraserBeamBase. There are 3419 defs of this type loaded.
Could not find SoundDef named Laser_Fire
EtherealLuna 25 Oct @ 2:03am 
is this mayhaps... ce compatible? :steamhappy:
angus_jo 23 Oct @ 2:13pm 
All right, thanks for clarifying that.
Arcjc  [author] 23 Oct @ 1:40pm 
@angus_jo it is, the auto area is harder to do without a Gravship defining the edge, however I have something similar in my WallDefensesV2 mod where you can choose an area to be shielded
angus_jo 23 Oct @ 11:08am 
Does this only work with gravships, or can it also be used for a normal base?
Arcjc  [author] 23 Oct @ 8:51am 
@Aleadrex Yeah anything you fire will work fine, in actuality you can fire across the shield, the way the code works is it only destroys hostile projectiles (that's a bit more performent than checking origin and destination of shot)
Aleadrex 23 Oct @ 7:53am 
Can pawns and turrets fire from inside the shield, or will the shield block all projectiles coming in and out?
Arcjc  [author] 23 Oct @ 5:59am 
@The God
Sorry I took a look and tried it, for some reason the Odyssey shield generators do something strange and try to initialise the shield too early so it causes a crash when you load it with the shield active :(
The God 23 Oct @ 2:21am 
@Arcjc
Which is why I was asking for like an option or something instead of outright replacing it. But a cool mod nonetheless
Arcjc  [author] 23 Oct @ 2:19am 
@OngLaoCheoDo Basically it's how much of a weapons damage should be drained from the battery grid, i.e. if you have a Rifle that does 100 Damage, a setting of 100% will drain 100Wd from the grid, 50% will drain 50Wd, 0% will drain 0 (and basically disable the drain mechanic) Hope that's cleared it up :)

@The God, I try not to mess with Vanilla things too much in my mods, that way everything else works as normal and my stuff just adds to it (I don't know why you'd want both shield generators, maybe redundancy ? but someone might)
The God 23 Oct @ 1:26am 
If you could make this mod so that the shield generators from odysey itself work like this then that would be incredible.

Right now for all my defensive needs I use a seperate mod cause all my ships are way too big for like 2 shield generators and manually turning them on is a pain
EXistenZ 22 Oct @ 11:29pm 
Absolute cinema \(❁‿❁)/
OngLaoCheoDo 22 Oct @ 5:29pm 
Would you please help to clarify "percentage of damage drained" in the mod's setting? Thank you so much in advance for your help.
Nate 22 Oct @ 4:51am 
I love shields that match the ship's shape! Amazing mod
Arcjc  [author] 22 Oct @ 12:08am 
@Sols should be fine yes :)
@Tardo it is, the auto area is harder to do without a Gravship defining the edge, however I have something similar in my WallDefenses mod where you can choose an area to be shielded next on my list is updating that mod to be more like this one
Tardo The Ass-Monkey 21 Oct @ 7:44pm 
Is this strictly for gravships, or can it be installed on the ground as well?
Sols 21 Oct @ 4:43pm 
safe to add mid game?
Elijah 21 Oct @ 1:02pm 
Well done
[ELL]-Finalis 21 Oct @ 10:59am 
Didn't know I needed this, absolutely in love with it now though. Thank you!
Seiunsu 21 Oct @ 9:45am 
WOW