RimWorld

RimWorld

WallDefenses
44 kommentarer
Arcjc  [ophavsmand] 10. juli kl. 10:01 
Updated to 1.6 and fixed the Laser Grid HP situation thanks @nonya0992 !
nonya0992 1. apr. kl. 22:33 
So I was having a problem with the laser beams only having 1 hp and the enemy were shooting through them. After some testing, I found that the original maxhitpoints value that was set in the mod was so high that the game defaulted to 1 hp. When I set a new maxhitpoints to 1,000,000 the beams had the new appropriate hp, instead on just 1 hp.
Tardo The Ass-Monkey 19. mar. kl. 18:19 
Are the shields one-way or do they block projectiles from all directions? In your picture, for example, can the mini-turrets inside the sandbags shoot out past them?
ZX Zero 24. nov. 2024 kl. 5:55 
why 70mb?
Quantum Fox 31. okt. 2024 kl. 19:43 
hello?
Quantum Fox 17. sep. 2024 kl. 11:19 
No language files?
Arcjc  [ophavsmand] 25. juni 2024 kl. 7:22 
Updated to 1.5 compatibility as soon as Steams auto checks have finished !
da_mercenary 20. maj 2024 kl. 2:16 
will it work in 1.5?
nikita150u 7. mar. 2024 kl. 9:46 
Can you add to AA turret mechanoids droppods as targets?
Dahak 29. aug. 2023 kl. 5:42 
I too would love to have a wall mounted regular turret. Seeing these AA guns up on the walls is awesome, and I want ones that can shoot at ground targets too!
HungHoro - [赫蘿] 26. aug. 2023 kl. 1:45 
Could there be a wall mounted normal turret or something? just balance it by make it cannot shoot target too close like a mortar:2017stickycrab:
VelxraTV 23. okt. 2022 kl. 15:39 
was the VFE pirates issue mentioned below fixed?
SovietAmerica 2. maj 2022 kl. 16:53 
So does the shield also destroy things like friendly/neutral drop pods/shuttles?
Seipherwood 3. feb. 2022 kl. 13:48 
Would it be possible to maybe patch in the Vanilla Factions Expanded: Pirates? The junkers are their crafts ignore the AA Turrets.
Seipherwood 23. jan. 2022 kl. 6:22 
Ah, i used the Region setting and just highlighted my walls, maybe thats why. Ill try to give em a 1 cell buffer next time. Thanks :)
Arcjc  [ophavsmand] 23. jan. 2022 kl. 5:23 
@Seipherwood, any projectile that's considered hostile should be destroyed upon entering a shield cell, some mods won't be compatible (Combat Extended for one I imagine but I've never used it) and RimThreaded can let a single bullet or two through when faced with something like a minigun etc., you should see a little puff of smoke in the cell when a bullet is destroyed, make sure your shield is extended around any walls etc. I normally put mine one cell in front instead of directly on the wall itself as that seems to work better
Seipherwood 23. jan. 2022 kl. 2:21 
How exactly does the Wall Shield work? I have it set up, but my walls still take the same damage as if it didn't exist at all? Im not sure what its suppose to do.
Vlad_1492 3. dec. 2021 kl. 7:29 
Bump for please add CE compatibility
eaglegundam 10. nov. 2021 kl. 6:14 
Combat extended
tonechild 11. okt. 2021 kl. 23:46 
What is CE?
Thundercraft 2. sep. 2021 kl. 15:13 
I doubt this would work with CE without a patch or something. At least, there is no mention of CE support, so one would assume.

Sad, as I'd really like to use this.
Nihil 2. aug. 2021 kl. 22:40 
can this mod work with CE?
Arcjc  [ophavsmand] 18. juli 2021 kl. 9:39 
Updated for 1.3, will hopefully add a few more features after Ideology launches.
Scorpio 16. maj 2021 kl. 20:45 
Great mod life saver, my only issue is the AA gun looks really low res and out of place
SunRod 8. mar. 2021 kl. 17:47 
It would also be cool if, instead of using power, the shields took damage until a certain point where it shuts down and requires fixing using components. Or something similar to the mining co force field mod, where it uses a charge system.
Arcjc  [ophavsmand] 6. mar. 2021 kl. 14:25 
@SunRod Yeah I'm working on something like that, at the moment neither region or grid will ever fail unless you run completely out of power, will likely be a thing where it takes some power from the battery grid for every hit to drain your power faster I know it's massively overpowered at the moment.

What you can certainly do at the moment is up the exponent to 3 or 4 as then you'll need absurd levels of batteries and/or massive power generation to run it for any real length of time which just makes it more of a stalling aid.
SunRod 5. mar. 2021 kl. 17:36 
Would be fun if being hit, increases the power consumption by an x amount and/or that it uses power from batteries only. Or an overheating function...
SunRod 5. mar. 2021 kl. 17:29 
Love the Idea. However the square shape shield does not seem to overheat like the region shield. I don't really like the idea of having an indestructible shield. If I need to do something else let me know. Right now I have it set to 100 and 2 for the two settings regarding the shield.
Arcjc  [ophavsmand] 5. mar. 2021 kl. 6:49 
@AerosAtar Thanks for that ! Was actually an unneeded DLL file I'd accidentally included at some point so removed and hopefully that should go away !
AerosAtar 5. mar. 2021 kl. 3:00 
@Arcjc
Flagged by AllYourBase, so FYI.

Type <UnityStandardAssets.ImageEffects.Blur> from <arcjc007.walldefenses>'s <Assembly-CSharp-firstpass> probably needs a StaticConstructorOnStartup attribute, because it has a field <m_Material> of type <UnityEngine.Material>. All assets must be loaded in the main thread.
Arcjc  [ophavsmand] 1. mar. 2021 kl. 14:39 
Small bug fix, the area for the new shield mode wasn't being saved properly so you'd have to reset the area every load, fixed now.
Vattende 1. mar. 2021 kl. 8:51 
That looks all pretty nice !
pgames-food 27. feb. 2021 kl. 21:31 
yeah very cool ;)
ZzZombo 27. feb. 2021 kl. 20:14 
Very cool!
Arcjc  [ophavsmand] 27. feb. 2021 kl. 16:11 
Update to change the artwork for the UI on the shield and to add a new mode that allows the shield to protect an "Area" (as in a Rimworld area) this means you can protect any arbitrary shape that you can draw in the game
Arcjc  [ophavsmand] 21. feb. 2021 kl. 8:43 
@ZzZombo Added the ability to not destroy DropPods but instead damage the target within (only if it's a threat so only enemy pawns)

@pgames-food Slag now drops, 3 per destroyed Target, 1 per damage time.
13th Guest 20. feb. 2021 kl. 6:02 
Thank you. Also, could you delete source and packges and etc?
Arcjc  [ophavsmand] 20. feb. 2021 kl. 5:37 
Thanks fixed the description, there was also a bug where the power of the shield wouldn't go back to 0 when inactive so fixed that as well.

@ZzZombo I think (although again not tested this) that anything non-living will come through intact anyway as the line of code checks if the thing inside will be a threat, I'll look into the injury instead of destroying idea but it will be a toggle in the mod options if I figure out how to do it.

@pgames-food Slag should be pretty easy and makes a nice change will take a look.
13th Guest 20. feb. 2021 kl. 1:53 
the description of AA Turret is same the shield. please check it.
pgames-food 19. feb. 2021 kl. 23:40 
ok thanks, ah yeah if its possible in the code, or if a bit tricky, maybe slag debris appears near the turret :)
ZzZombo 19. feb. 2021 kl. 20:59 
I suggest not to utterly destroy drop pods, make whatever inside comes out (if lucky) badly injured; and non-living stuff is still possibly usable, just as well, by you or the raiders, whoever claims it first.
Arcjc  [ophavsmand] 19. feb. 2021 kl. 16:21 
If anything falls within range it will be targeted, each AATurret can destroy 2 targets by default (so two droppods, a ship chunk etc.) before it needs to reload, there will be a small explosion where the impact point would have been but not as bad as if it landed obviously.

It also shouldn't destroy friendly droppods but I haven't had much chance to test that yet.
pgames-food 19. feb. 2021 kl. 15:20 
btw what happens if an inbound drop pods raid happens, do all the pods get shot and vanish?
or do some fall down, but injured, and with debris

also for ship shinks/enemy ships, what would happen?
pgames-food 19. feb. 2021 kl. 15:14 
cool - i used to have a mod in 1.0 which had near-wall placed Shotgun Cannister turrets (which fired 1 time only but were useful - but i cant find which mod had them :)

so this will be cool (either without that mod, or probably with too once i find it) :)