RimWorld

RimWorld

Shield Generators by Frontier Developments
54 kommentarer
Chickory 10. nov. 2021 kl. 22:07 
update to 1.3 lol? I know this is not the original but idk how long it will take for them to update to 1.3 and love this mod a lot and it does not seem to work for me at least
KingDomRock 23. juli 2021 kl. 7:03 
1.3?
HeavyBurner 19. mar. 2021 kl. 14:04 
There use to be an option to turn on or off bullet pass through on over lapping shield circles. The option is no longer available. Can we re-enable this?
Jetpack Maniac 11. okt. 2020 kl. 7:48 
New update to the original mod, check it out here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987

Take this down, Joe Henry.
JonnyNova 8. okt. 2020 kl. 17:51 
If you're reading these comments, come get the original version! It has the Zzzt problem fixed, along with added support for SRTS Expanded, Trader Ships, Avoid Friendly Fire support, and more:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1210535987
Zilch 21. sep. 2020 kl. 7:22 
WEWLAD
dat casual 4.4MW of needed power
lel mebe i wait for the update too
JonnyNova 18. sep. 2020 kl. 7:22 
captainjoehenry, can you change the description and image to note that this is a different version than the original? Since Jetpack_Maniac and I are supporting the original one we would like to prevent any confusion on which version is which
tastylemon 14. sep. 2020 kl. 20:46 
why is my shied using 30k power?
Mulvinator 13. sep. 2020 kl. 11:28 
Looks like the original author is working to update this mod! The github has been updated to version 1.2 and he's currently testing before releasing to Steam! Glorious day!

@captinjoehenry Thank you for your work in trying to keep this mod alive!
Kontaro 13. sep. 2020 kl. 11:14 
@palmera the problem is that the zzt event knocks em out anyway, since it drains the batteries, that's not the issue, the issue is that the shield, or shields, are then trying to drain ludicrous amounts of power to recharge...all at once, which is a death knell to any base using rimatomics, since that knocks out both the cooling and ability to shut down a reactor...aka, big boom and no base or a big hole in said base depending on if yer built into a mountain or not
PalmerA 13. sep. 2020 kl. 9:04 
Einwanderungs... Mods are use at own risk. and not all bugs will be known on release.

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.
Wish Granter 12. sep. 2020 kl. 14:22 
Gragantuan Nut propaly yes, but (cutting that zzt bullshit out) its works perfectly fine. there is no need to update something when there is nothing to update
Wish Granter 12. sep. 2020 kl. 14:18 
Christ is there any way to fix the shields after a zzzt event? I didnt watch after it happened and dont want to move back hours of gameplay because of this nonsense. My shields just use insane amounts of power, about 25k and more per pice and it just doesnt end. I cant use the shields anymore which is just shittie. Anyone knows how to fix the shields doing this bullying? I destroyed them in debug mode and rebuild em but that didnt do anything. Thats just frustrating. You could have mentioned a breaking bug when a zzzt Even happes in your description so people turn it off.
Sara Sayomi 12. sep. 2020 kl. 14:01 
I'm not sure at all how this is happening but for some reason when I have this mod on traders start holding some stuff in their inventory rather than on pack animals and don't sell any of it, resulting in traders having half silver and inventory, and my mod list is way too large to know what is conflicting it if any, but issues like this can go under the radar so might as well say.
eg7560251 11. sep. 2020 kl. 16:17 
Got this on load wonder if it's important.

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()
Phill Meup 9. sep. 2020 kl. 23:40 
Is This Mod Still Being Updated?
Wraithkin 9. sep. 2020 kl. 22:47 
One clue that I can possibly give you is when there is the activation of this hiccup, you can select a power source and the power provided is doing the wicked shimmy for a very brief time. It looks like the computer is running a crazy amount of calculations trying to pin down the power being produced, used, and stored. It eventually gives up and my power generation turns out to be 380/0 excess until I employ the previously-stated fix.

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.
Wraithkin 9. sep. 2020 kl. 22:46 
When I am not subjected to a zzzt event, everything works beautifully; my base is actually more at risk from a zzzt event than any would-be attackers thanks to these shields. And stupid me didn't click the "no zzzt event" when building my scenario, so now I'm kinda stuck with doing this uninstall/reinstall cycle ever 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.
Wraithkin 9. sep. 2020 kl. 22:46 
(sorry, have to make it a multi-post thing so I can fully detail the issue)

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.
Wrix 7. sep. 2020 kl. 15:58 
I have an insane amount of power and batteries and a doomsday rocket went straight through and blew up the shield generator. Not sure if a bug or if something went wrong.
Captain Crunch 2. sep. 2020 kl. 17:43 
@captinjoehenry could you add a link to the Combat Extended support expansion i'm having trouble finding it.
captinjoehenry  [ophavsmand] 2. sep. 2020 kl. 13:39 
For the lag issue I'm not sure I can fix that due to how this works. But I'll see if I can fix the recharging power draw issue this weekend. As it defienitely should not be doing that.
[Я_Я] OMG67 31. aug. 2020 kl. 9:45 
The shields cause a lot of lag. I have been raider before by larger waves and only had the typical 0,5 second freeze every now and then, since I started using the shields the freeze happens more often and is about 2 seconds long.
Mysterius 27. aug. 2020 kl. 8:42 
Same problem as Kontaro and others : shields require like 30-100k to charge again when they lose power. This can't be intended.
Kontaro 25. aug. 2020 kl. 12:36 
yes, just watch out for those large shields and their drain if you get a short circuit
Douglas135 25. aug. 2020 kl. 11:16 
Is this safe to add to an existing save?
Kontaro 18. aug. 2020 kl. 14:13 
Getting the same problem as Duckmints with the shields eating insane ammounts of power when they lose battery power, such as a short, and it JUST caused my reactor to go critical and explode because it shut off EVERYTHING and it didn't scram quickly enough... afraid i'm gonna haveta stop using this till that gets fixed...i understand they needa charge up their strength, but 100k+ power is a LITTLE much
Duck 17. aug. 2020 kl. 6:57 
Meteors just go through the shield without any effect, no errors pop out at all, the main error is when shields are depleted, they consumer an insane amount of power and batteries cant recharge
Jdalt40 17. aug. 2020 kl. 1:46 
@captinjoehenry Psst, I got information on their error:

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))
oliverrook 15. aug. 2020 kl. 8:51 
Does this work with 1.1?
强袭虫 15. aug. 2020 kl. 3:40 
Thank you sir!
Pinkdirty 14. aug. 2020 kl. 19:16 
Thank you sir! I haven't played rimworld in months because of the lack of an update till now! Late game is hardly feasible without it!
Mulvinator 14. aug. 2020 kl. 7:18 
@captinjoehenry Thank you for trying at least. I love this mod!
captinjoehenry  [ophavsmand] 13. aug. 2020 kl. 10:55 
@MachoNatchoMan Can you tell me where and when this is happening? Does something trigger it? Is this at game launch?

@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 :(
MachoNatchoMan 13. aug. 2020 kl. 4:09 
(posted in 3 parts cause of steams character limit :q)

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.
MachoNatchoMan 13. aug. 2020 kl. 4:08 
Error:

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()
MachoNatchoMan 13. aug. 2020 kl. 4:08 
Mod Collection: (used the vanilla autosort option)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194456669
Duck 12. aug. 2020 kl. 23:45 
Another bug, when batteries are depleted the shields all derp out and drain ENORMOUS amounts of power and prevent any new power from generating
Duck 12. aug. 2020 kl. 23:44 
okay meteorites arent intercepted at all right now, they go straight through the shields, some settings work some dont
captinjoehenry  [ophavsmand] 12. aug. 2020 kl. 15:22 
@DuckMints can you confirm that the settings actually work? As I personally don't mess with them so I don't know if they still work at all.

Also I'll look into the meteorite issue. Do you get any errors or anything in the dev log when it happens?
cbtendo 12. aug. 2020 kl. 7:11 
could you make this compatible with dubs hygiene air con ducts?
I would prefer not to use redistheat because i already used dubs
Duck 12. aug. 2020 kl. 2:15 
Small bug, mod settings arent saved
Duck 12. aug. 2020 kl. 0:57 
Not sure if its too much to ask but is it possible to create a patch for Vanilla factions expanded Insectoids? Their meteorites arent stopped by the shields
captinjoehenry  [ophavsmand] 11. aug. 2020 kl. 21:28 
This version does not work with 1.1 If you want 1.1 download it here https://github.com/simplyWiri/Shields/tree/Master-Merge

I just updated his version to work with 1.2
Mulvinator 11. aug. 2020 kl. 19:04 
oh wow. thanks for this!
Tia 11. aug. 2020 kl. 18:56 
It's back? It's back!
Techy 11. aug. 2020 kl. 8:58 
psssst guys...... I'm betting if it works for 1.2, it'll work on 1.1. Enable it and give it a go.
βlu∃_βrO 11. aug. 2020 kl. 7:24 
Is there a 1.1 version?