RimWorld

RimWorld

MiningCo. LaserFence
89 Kommentare
NeonPyromancy 29. Juni 2024 um 20:57 
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. Mai 2024 um 6:13 
1.5?
тетеря, блин 22. Apr. 2024 um 7:14 
🙏
Wyccc 15. Apr. 2024 um 6:56 
update plz
Velxra 9. Nov. 2022 um 10:22 
thanks for the update!
Velxra 21. Okt. 2022 um 16:57 
Please update to 1.4
wookie 7. Jan. 2022 um 21:24 
@Rikiki: oh thanks! didnt realize just the console exploded!
Rikiki  [Autor] 7. Jan. 2022 um 12:59 
@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 um 4:12 
I am begging for a change, please make it so they don't explode in the rain
PhoenixDIE 3. Aug. 2021 um 19:46 
this looks awesome! Adding now! thanks for the awesome mod.....
hoia 21. Juli 2021 um 14:11 
That's great to hear, thanks for the work you put in!
Rikiki  [Autor] 21. Juli 2021 um 13:59 
@hoia: Yes, I am planning to update my active mods.
hoia 21. Juli 2021 um 10:19 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
Rikiki  [Autor] 27. Mai 2021 um 14:01 
@Pasaway: Who told you that I enjoyed a lot C&C Tiberian Sun? ;-)
Pasaway 27. Mai 2021 um 11:02 
Must add to Rimatomics for a Hand of Nod playthrough.
_♣Caligula♣_ 29. Mai 2020 um 6:56 
Poor you.
KenCanPlay 29. März 2020 um 11:12 
Would it be possible to make the fence a light source so it glows?
Charles 29. März 2020 um 9:54 
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. März 2020 um 16:34 
1.0 version?
Rikiki  [Autor] 10. März 2020 um 14:33 
Updated to V1.1!
战术肥宅 27. Feb. 2020 um 6:47 
1.1
Rikiki  [Autor] 22. Okt. 2019 um 0:27 
@HappyHead and "The" SeanMacLeod: yes, you can shoot through laser fences. Only pylons can be damaged.
"The" SeanMacLeod 20. Okt. 2019 um 18:14 
@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. Okt. 2019 um 18:07 
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 um 19:09 
@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  [Autor] 10. Aug. 2019 um 7:08 
@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 um 23:07 
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 um 18:17 
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  [Autor] 6. Aug. 2019 um 10:21 
@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 um 20:51 
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 um 8:26 
Any hard incompatibilities?
lorddragoblade 14. Nov. 2018 um 3:00 
yes tyfm
Rikiki  [Autor] 13. Nov. 2018 um 12:55 
Updated to V1.0.
Andminus 30. Okt. 2018 um 21:07 
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. Okt. 2018 um 6:16 
heads up all its sorta works right now but you wil have secveral red bug lines on load but can be ignored
Rikiki  [Autor] 24. Okt. 2018 um 6:35 
@Merlos The Mad: yes, it will be updated to when I get the time.
Merlos The Mad 23. Okt. 2018 um 21:52 
Any chance of an update on thissun?
Lizy_Sticks 17. Sep. 2018 um 22:55 
bump
Mytre 19. Feb. 2018 um 12:42 
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  [Autor] 18. Feb. 2018 um 16:08 
@Mytre: A screenshot may help. Otherwise, I don't see what can be the problem. GetEdifice is a vanilla function.
Mytre 18. Feb. 2018 um 14:35 
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  [Autor] 18. Feb. 2018 um 13:48 
@Mytre: can you describe more precisely when this happens?
I am unable to reproduce it myself.
Mytre 18. Feb. 2018 um 12:43 
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 um 7:06 
oh ok. its just 1 tile too short to be used to fend off manhunters in my base XD
Rikiki  [Autor] 21. Jan. 2018 um 1:11 
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 um 18:26 
@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 um 18:01 
Rikki why did you set the laser fence range to 4?
"The" SeanMacLeod 17. Dez. 2017 um 18:15 
:steamhappy:!
LetTheMossReclaimYou 17. Dez. 2017 um 15:39 
Would there be any chance of your old outposts mod coming back, maybe?
Rikiki  [Autor] 17. Dez. 2017 um 15:26 
Updated! :-)