RimWorld

RimWorld

MiningCo. LaserFence
89 Comments
NeonPyromancy 29 Jun, 2024 @ 8:57pm 
After a long time waiting for an update I began wondering if this was one of those mods that work anyways in 1.5 given that the usual "Update?!?" comment-spam is missing

Tragically: that doesn't seem to be the case, I have tested it and can confirm the mod is no longer functional which is a pity, I used it quite often myself.

If you need an alternative for 1.5: I find it much more tedious in comparison to how seamless Laserfence was but Remote Doors has a similar framework. It isn't the same but it'll fill a similar role.
Kn0wn1 8 May, 2024 @ 6:13am 
1.5?
тетеря, блин 22 Apr, 2024 @ 7:14am 
🙏
Wyccc 15 Apr, 2024 @ 6:56am 
update plz
Velxra 9 Nov, 2022 @ 10:22am 
thanks for the update!
Velxra 21 Oct, 2022 @ 4:57pm 
Please update to 1.4
wookie 7 Jan, 2022 @ 9:24pm 
@Rikiki: oh thanks! didnt realize just the console exploded!
Rikiki  [author] 7 Jan, 2022 @ 12:59pm 
@wookie: What do you mean? Can you give more details of what happens?
The CompProperties_Power.shortCircuitInRain is set to false in the pylon def so they are immune to rain effect.
The console is a fragile equipment however and should be put inside.
wookie 5 Jan, 2022 @ 4:12am 
I am begging for a change, please make it so they don't explode in the rain
PhoenixDIE 3 Aug, 2021 @ 7:46pm 
this looks awesome! Adding now! thanks for the awesome mod.....
hoia 21 Jul, 2021 @ 2:11pm 
That's great to hear, thanks for the work you put in!
Rikiki  [author] 21 Jul, 2021 @ 1:59pm 
@hoia: Yes, I am planning to update my active mods.
hoia 21 Jul, 2021 @ 10:19am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
Rikiki  [author] 27 May, 2021 @ 2:01pm 
@Pasaway: Who told you that I enjoyed a lot C&C Tiberian Sun? ;-)
Pasaway 27 May, 2021 @ 11:02am 
Must add to Rimatomics for a Hand of Nod playthrough.
_♣Caligula♣_ 29 May, 2020 @ 6:56am 
Poor you.
KenCanPlay 29 Mar, 2020 @ 11:12am 
Would it be possible to make the fence a light source so it glows?
Charles 29 Mar, 2020 @ 9:54am 
Hey, here is the link to the github for those of you who are like me and are still enjoying 1.0

https://github.com/Rikiki123456789/Rimworld/tree/master/Release
Alex 10 Mar, 2020 @ 4:34pm 
1.0 version?
Rikiki  [author] 10 Mar, 2020 @ 2:33pm 
Updated to V1.1!
战术肥宅 27 Feb, 2020 @ 6:47am 
1.1
Rikiki  [author] 22 Oct, 2019 @ 12:27am 
@HappyHead and "The" SeanMacLeod: yes, you can shoot through laser fences. Only pylons can be damaged.
"The" SeanMacLeod 20 Oct, 2019 @ 6:14pm 
@HappyHead
I think the bullets move too fast to be really affected by the laser. Also, I think it's set up like a rail or barbed-wire fence, with individual beams arranged vertically between the pylons so bullets can pass between the beams. Of course, I didn't create the mod, so don't quote me......
HappyHead 20 Oct, 2019 @ 6:07pm 
Can the Lasers be shot through? I assume the pylons will take damage and block bullets, but what about the laser beam itself. Does it only block movement?
Zee 10 Aug, 2019 @ 7:09pm 
@Rikki: A www. It's still pretty cool and will help me keep things looking high tech once I get there. It will be a neat way to close off a kill zone when needed. Thank you.
Rikiki  [author] 10 Aug, 2019 @ 7:08am 
@Zee: it is possible but keep in mind that the pylon must be switched on by a colonist (for balance reason) and that the laser may only put ennemies on fire. No additional damage is applied.
The laser fence primary purpose is to act as... a fence! Not a weapon, but you can have fun with it anyway by trapping raiders between too fences. :-)
Zee 9 Aug, 2019 @ 11:07pm 
Can you do a long hallway for the bad guys to walk through with pylons on either side. Then turn them on when they are walking though like resident evil?
0 ======= 0 zaps everything in the middle?
Dead Thing 6 Aug, 2019 @ 6:17pm 
Definitely seems useful for that, and threatening. I'm just sad that I can't line a long hallway with these for every tile and then turn them on. That'd be satisfying! Thanks for the response, saves me fidgeting with dev mode to test it. :steamhappy:
Also using a number of your other mods and they're great, thanks!
Rikiki  [author] 6 Aug, 2019 @ 10:21am 
@Trippy: you are right, a pylon will not activate when an allied colonist or animal is standing in the way. Ennemies will not get this chance though...
Ennemies cannot pass through the lasers and will not attempt to. They can however destroy the pylons with enough time/firepower.
A fun way to use it is to let raiders enter then turn on the barrier behind them. No turning back when shit happens! :-)
Dead Thing 5 Aug, 2019 @ 8:51pm 
Bit of a dead comments section, hopefully I can still get an answer.
Tested with my colonists. When turned on with a colonist standing in the way, a pylon will not activate its beam. Is this a "safety feature" or a limitation of the game/mod itself?

I haven't tested it yet but will these activate with enemies in their line of fire? Will enemies attempt to path through them?

Seems kind of a downer that I can't accidentally fry my own colonists, and even more of one if it turns out there's no practical way to use these to fry raiders even though they can set grass on fire.
Natalo77 9 Feb, 2019 @ 8:26am 
Any hard incompatibilities?
lorddragoblade 14 Nov, 2018 @ 3:00am 
yes tyfm
Rikiki  [author] 13 Nov, 2018 @ 12:55pm 
Updated to V1.0.
Andminus 30 Oct, 2018 @ 9:07pm 
okay, idk what Lorddragonblade is refering to "sorta works": with no other mods installed, the moment I click it, it disables all HUD, I can't ESC and I basically have to force restart Rim, so for now, it does not work at all until it is officially updated to 1.0.
lorddragoblade 25 Oct, 2018 @ 6:16am 
heads up all its sorta works right now but you wil have secveral red bug lines on load but can be ignored
Rikiki  [author] 24 Oct, 2018 @ 6:35am 
@Merlos The Mad: yes, it will be updated to when I get the time.
Merlos The Mad 23 Oct, 2018 @ 9:52pm 
Any chance of an update on thissun?
Lizy_Sticks 17 Sep, 2018 @ 10:55pm 
bump
Mytre 19 Feb, 2018 @ 12:42pm 
I currently tested on another pc with the same mods but in a different order, there was no issue whatsoever. Also another bug, with your searchlight mods on the computer with the constat errors with the laser fence there was a significant performance issue, on this computer which has slower specs there is a better performance with the searchlights and lots of them and the laser fence works perfectly. I will try to recreate the error on the my main computer and send a picture plust a list of mods. for the moment I actually can't reproduce that error or the performance issue with the other mod too on this computer :/
Rikiki  [author] 18 Feb, 2018 @ 4:08pm 
@Mytre: A screenshot may help. Otherwise, I don't see what can be the problem. GetEdifice is a vanilla function.
Mytre 18 Feb, 2018 @ 2:35pm 
I just placed it randomly ( using godmode ) near a power. It was pausing my game each second so I copied it, it was giving that error each second.
Rikiki  [author] 18 Feb, 2018 @ 1:48pm 
@Mytre: can you describe more precisely when this happens?
I am unable to reproduce it myself.
Mytre 18 Feb, 2018 @ 12:43pm 
Hello, I keep getting this error :

Exception ticking LaserFencePylon1367832: System.IndexOutOfRangeException: Array index is out of range.
at Verse.EdificeGrid.get_Item (IntVec3 c) [0x00000] in <filename unknown>:0
at Verse.GridsUtility.GetEdifice (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at LaserFence.Building_LaserFencePylon.LookForPylon (Rot4 direction, Boolean forceConnection) [0x00000] in <filename unknown>:0
at LaserFence.Building_LaserFencePylon.TryActivateInactiveFences () [0x00000] in <filename unknown>:0
at LaserFence.Building_LaserFencePylon.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Sentient_Worm 21 Jan, 2018 @ 7:06am 
oh ok. its just 1 tile too short to be used to fend off manhunters in my base XD
Rikiki  [author] 21 Jan, 2018 @ 1:11am 
It is mainly for balance reason so the AI can find a way in even if you closed all entrances with laser fences.
It also reduces the load on the CPU when checking for an adjacent pylon to connect.
And overall, the physics law you mentioned is completely relevant.
"The" SeanMacLeod 20 Jan, 2018 @ 6:26pm 
@Sentient_Worm, @Rikiki
I'm going to guess: "The Inverse-square law"?
https://en.wikipedia.org/wiki/Inverse-square_law
Sentient_Worm 20 Jan, 2018 @ 6:01pm 
Rikki why did you set the laser fence range to 4?
"The" SeanMacLeod 17 Dec, 2017 @ 6:15pm 
:steamhappy:!
LetTheMossReclaimYou 17 Dec, 2017 @ 3:39pm 
Would there be any chance of your old outposts mod coming back, maybe?
Rikiki  [author] 17 Dec, 2017 @ 3:26pm 
Updated! :-)