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Isolated cause to this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987
Take this down, Joe Henry.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987&searchtext=shield
dat casual 4.4MW of needed power
lel mebe i wait for the update too
@captinjoehenry Thank you for your work in trying to keep this mod alive!
debug doesnt always work the way you want to after all its not designed around mod use. so flipping out and jumpping to debug tool isnt always a clear answer. ordering your pawns to demolish and rebuild them generally works.
thanks for letting us know that the ZZZZT event can knock out the shields... I suggest you get Fuses... they can help you not have ZZZZT events.
Shield Generators by Frontier Developments :: Combat Extended 1.2.7558.21380 is loaded and 1.1.2.0 is required, not enabling support
Verse.Log:Warning(String, Boolean)
FrontierDevelopments.General.ModIntegration:TryEnable(Harmony)
FrontierDevelopments.Shields.Mod:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:System.Activator.CreateInstance_Patch1(Type, Object[])
Verse.LoadedModManager:CreateModClasses()
I love this mod, and will continue to use it even with the hiccup. But I would love to not have to do the big-shield shuffle every time I get a zzzt event.
Some info about the base:
- Currently my base is powered by 8 20k-power nuke generators, and 4 nutrino generators, for a total power output of 180k power.
- This does the same thing with plain vanilla batteries and the big batteries mod (it performed the same even before I added the big batteries mod)
- My excess power is around 23k (so I can recharge my batteries quickly). Yeah, I've got a lot of stuff drawing power.
I think there is some sort of conflict with this mod and possibly breakers (From RT Fuse), but not sure. When I have this installed with the shields running, I can get hit with a zzzzt event and the breakers prevent damage to my base. However, it completely knocks out all power and I have to uninstall the shields before power will come back on. Once it's back on, I can put the shields back down.
I tried to do the reverse where I took off the breakers and/or batteries, and it would work while no batteries were connected to the system (because the shield generators require batteries, so they weren't drawing power). But as soon as I'd drop a battery back in, the power would come back down.
The error below is that you're using a DLC EffecterDef and they most likely don't have the DLC, maybe perhaps try to change it something to like the ShieldBelt effect? (It doesn't have an EffecterDef but it does have a SoundDef (EnergyShield_AbsorbDamage))
@DuckMints Do you get any errors when a meteorite lands in a shield? And can you tell me what settings don't work. And for the ones that don't work do you get any errors when you mess with them?
And as a heads up I'll try my best to fix these issues but I'm afraid I'm not really an expert at this. I would highly recommend switching over to SimplyWiri's github version once it is updated. If he doesn't post it to the Workshop I'll see about doing it myself.
This version is sadly just my dirty edit to get the shields mostly working in 1.2 :(
hello, just wanted to let you know that i believe your mod is throwing out this error below, no idea what's the issue and i'm not about to spend possibly hours troubleshooting it so i leave it up to you or whomever else wants to take a poke at it, if i run into serious trouble then i will just take your mod out, i'd be sad but so be it.
Could not resolve cross-reference: No Verse.EffecterDef named MortarShieldGenerator_Reactivate found to give to RimWorld.CompProperties_ProjectileInterceptor RimWorld.CompProperties_ProjectileInterceptor
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194456669
Also I'll look into the meteorite issue. Do you get any errors or anything in the dev log when it happens?
I would prefer not to use redistheat because i already used dubs
I just updated his version to work with 1.2