RimWorld

RimWorld

Tactical Ablative Armor (Meat Shields)
65 Comments
The Dutchman 24 Dec, 2021 @ 6:15pm 
"Helping remind him" Wow smh
JessieFeathers 1 Nov, 2021 @ 2:07pm 
@trajda
like im asking the mod author to update it. great there is a workaround but like he shouldnt forget his own mod so im helping remind him.
Trajda 7 Oct, 2021 @ 12:53pm 
@JessieFeathers

Are you serious? How could you overlook Mlie right under your post?
JessieFeathers 7 Oct, 2021 @ 12:14pm 
1.3?
Mlie 9 Aug, 2021 @ 6:29am 
qux 28 Jul, 2021 @ 3:23pm 
1.3 update please ?
Trajda 16 Jul, 2021 @ 1:46pm 
@Yap

There is a mod conflict between They're in the Trees! and Tactical Ablative Armor (Meat Shields). Different mod order doesn't help. This error has been sent to both parties.
https://gist.github.com/52461160f1a7e81e683ab1a60e96bd6b
https://imgur.com/TZz1zlQ
Arcanant 9 Jun, 2021 @ 12:24am 
I am wondering for any of you that report issues with the mod, have you tried playing without Combat Extended and the Avoid Friendly Fire mod?
Blaankket 28 Apr, 2021 @ 8:59pm 
@bo$$ I spent five hours troubleshooting my game today to find that I had the same issue. This mod is causing some silent conflict with CE and possibly other mods.
Un-Gamer 10 Apr, 2021 @ 10:13am 
I have a humanoid pawn added by a mod that uses Humanoid Alien Races which does not seem to provide cover to other pawns. Is there by any chance a way I can manually fix that?
The Dutchman 21 Mar, 2021 @ 4:47pm 
Wow, if only you morons knew how to read mod descriptions
Wilihey 7 Feb, 2021 @ 8:23am 
this mod cause my game to crash repetitively without any errors everytime i would enter combat, thank god i found the cause
PremierVader 25 Jan, 2021 @ 2:33am 
I have the same exact issue as Teacyn and Afronautys and some of the other guys, omg im so glad i got to the bottom of my issue without having to do a deep clean of my modlist! Its a good mod but im going to go without it until the problem is fixed. Friendly fire in the most amazingly impossible ways is a no go for me.
FYI I also have yayos combat mod so I dont know if its a weird interaction between these two mods.
FeydX 3 Jan, 2021 @ 4:10pm 
After carefully narrowing it down, i've found that this mod causes a game crash with combat extended and a variety of other mods. If anyone else is encountering stack overflow game crashing errors, it's this one.
pbcreed 28 Nov, 2020 @ 10:09pm 
I am glad I am not the only person wondering why my colonists killed my cat from behind
Afronautsays 27 Nov, 2020 @ 8:14pm 
Yea there's something wrong with it atm, I've had colonists hit friendlies in another room over 15 tiles behind the shooter lol. Well, it's comical now, but until the issue is addressed keep this mod in your favorites because it's a good one.
Teacyn 7 Nov, 2020 @ 8:45am 
There seems to be some weird interactions either within the mod itself or some other combat mod I use (I use Yayo's stuff). My pawns are constantly shooting each other even in situations where they shouldn't (adjacent pawns are supposed to be unable to hit each other, per the vanilla game) and enemy pawns are shooting each other in similar situations as well.
Icey 17 Oct, 2020 @ 4:25pm 
I'm sorry, but this mod ten times friendly fire rate. One colonist even can shot other colonist just one block beside him and he's not in the way of bullet pathway.
VoxPhox 3 Oct, 2020 @ 4:35pm 
Good mod and a great idea but it almost works too well. Close range friendly fire is a major problem. I typically put heavily armoured melee fighters in front of my shooters when dealing with attackers that are mostly melee, but when doing this with this mod my fighters get chewed up by their friend's gunfire from 2 or 3 tiles away before the enemy even reaches us. I play with A LOT of other mods so it may be an unfortunate interaction with something else, but given that people taking bullets for someone else is the entire point of this mod, I have to assume that this mod is playing a big part in that.
Mystic_Spider 21 Sep, 2020 @ 7:00pm 
Oh, great, more warcrimes!
Violence Enjoyer 18 Sep, 2020 @ 6:49pm 
download a slavery mod v
EvilNecroid 16 Sep, 2020 @ 6:15am 
so a fat alien still gives 90%?
also it would be cool if u could use prisoners
Krazyfan1 2 Sep, 2020 @ 3:03pm 
How would this work with Search and Destroy?
pgames-food 1 Sep, 2020 @ 7:19pm 
yeah a phalanx formation could be a good tactic
i was thinking of putting my armoured people in front of un-armoured people, to protect them some more, but with shields too, it could be interesting :) (even the medieval or roman Ancient Times shields)
Bjem 1 Sep, 2020 @ 2:58am 
Would this work with shield mods so you can basically make a phalanx formation?
ɼﻉٱƈѻɼٱกﻭค 🃏 29 Aug, 2020 @ 8:09am 
What about animals? It work with animals? If so the body size matter?
Khanaervon 29 Aug, 2020 @ 2:32am 
Yeah, I thought as much. Though would it be possible to ask for a toggle, like be able to disable the mod without restarting the game?
Yap  [author] 29 Aug, 2020 @ 2:23am 
Due to performance concerns we aren't updating the cover map every tick which is why you may experience some weirdness.
Khanaervon 29 Aug, 2020 @ 12:33am 
The friendly fire over the shoulder thing still exists, though to a lesser degree now.

This time I've noticed that the cover provided by a pawn can sometimes remain even though they've left the original spot, which causes weird projectile warping. The best example I found was an arrow missing the target at release and flying through stone walls to hit a fleeing raider that's already beyond twice the greatbow's range.

Admittedly, I'm not playing with typical killboxes, so combat involves more movement on both sides. So a more static battle might not experience this issue as much.
Yap  [author] 28 Aug, 2020 @ 2:59pm 
If you don't want to use CE then you've got this :P
Nif 27 Aug, 2020 @ 5:25am 
Ah yes, literal meat shield.
Castito 27 Aug, 2020 @ 12:34am 
dont use it with CE, i was crashing to me
Yap  [author] 26 Aug, 2020 @ 11:46pm 
Haven't tested with CE and I haven't added any support specifically, so I can only assume it's incompatible.
Element 26 Aug, 2020 @ 10:20pm 
Good use for slaves
wutville resident 26 Aug, 2020 @ 9:20pm 
lol
Yezus 26 Aug, 2020 @ 9:06pm 
Is there any way to make colonists gain or lose weight then? Also CE?
Loony Liberator 26 Aug, 2020 @ 9:04pm 
Aww yeah, Tactical shield swat teams for the win. Now a CC/Ranged buddy system is even better.
DEADSHOOT 26 Aug, 2020 @ 4:29pm 
CE ?
Esoteric Avakovist 26 Aug, 2020 @ 12:24pm 
What about combat extended?
FoxCatt 26 Aug, 2020 @ 7:43am 
really good job! My MT can be a real MT instead of just a target!:steamhappy:
Yap  [author] 26 Aug, 2020 @ 6:07am 
I've uploaded a fix, apologies. Please have a go of that. If you're still experiencing issues let me know.
Khanaervon 26 Aug, 2020 @ 5:09am 
I've noticed that this allows you to experience friendly fire again in close quarters.

My musketeer shot his wife in the head while trying to shoot a pirate over her shoulder.
Yap  [author] 26 Aug, 2020 @ 12:35am 
@byzantinedoge I've encountered this issue myself recently, looking into it.
elite cassidy 26 Aug, 2020 @ 12:18am 
Might have found a bug, when my colonists were shooting at enemies some of their bullets turned 90 degrees to the left and right and kept hitting the colonist standing side by side o them. Eventually the colonist downed cause of friendly fire but like half the bullets still kept flying into their face. Somehow they didn't die but they got shot like 20 times by their friends, who weren't even aiming at them
Rocketeer 25 Aug, 2020 @ 5:54pm 
can you add an ability to hold raiders/ prisoners infront of you to use there cover as a utility.
CrackaJack 24 Aug, 2020 @ 11:32am 
oh, and swat shields! hah. game got a bit more interesting
CrackaJack 24 Aug, 2020 @ 11:30am 
all i say is supreme melee .D get behind me, im a jedi
ProfZelonka 23 Aug, 2020 @ 10:46pm 
Finally, I can use Skinny Tim as target practice without him landing in the hospital. Thanks!
pgames-food 23 Aug, 2020 @ 7:13pm 
i can just imagine using this when i get raided and only have 1 or 2 good bits of armour... i can put the armoured people in front, and my unarmoured brawler behind them, and charge at the incoming ranged raiders using run and gun :)
Yap  [author] 23 Aug, 2020 @ 6:36pm 
I've been told that combat extended allows for this by default, but if you don't want to use CE then just use this :)