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Ein Übersetzungsproblem melden
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.
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.
https://github.com/Rikiki123456789/Rimworld/tree/master/Release
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......
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. :-)
0 ======= 0 zaps everything in the middle?
Also using a number of your other mods and they're great, thanks!
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! :-)
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.
I am unable to reproduce it myself.
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()
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.
I'm going to guess: "The Inverse-square law"?
https://en.wikipedia.org/wiki/Inverse-square_law