RimWorld

RimWorld

Toggleable Shields
95 Comments
Snow 22 Jul @ 4:38pm 
Please bring to 1.6
漆黑之梦 23 Apr, 2024 @ 6:25pm 
Is 1.4 version available in 1.5?
trollhattington 12 Apr, 2024 @ 10:09pm 
He's mentioned on his Ko-fi he'll be coming back! No ETA, though. Love your work dev, o7
WESP 12 Apr, 2024 @ 5:46pm 
1.5 plz
Caatalyst 11 Apr, 2024 @ 9:14am 
1.5 please :-)
SydWad 26 Jan, 2024 @ 3:46am 
balanced too since the shield bursts instead of just turning off.
Love it.
The Bard of Hearts 11 Dec, 2023 @ 3:56pm 
is there going to be a fix for the toggle also showing up on enemies?
Nishe 16 Oct, 2023 @ 6:18am 
Seconding what Dovahkiin said, this is making a toggle appear that lets you yeet the shields of enemy tunnelers. Not sure yet if it works on enemy humans
hottt3 12 Oct, 2023 @ 3:56am 
Yea, it's a shame that it's incompatible with Cybernetic Organism and Neural Network. I had to uninstall this mod. Thanks for your work anyway!
Jet 4 Aug, 2023 @ 2:26pm 
so what does the hard incompatibility with cybernetics do? is it fine to add or will it ctd
Avila 15 Jul, 2023 @ 9:21am 
So the old version of the mod would work with CONW?
Aira 7 Jul, 2023 @ 2:08am 
Its funny how you can disable shields on the enemy tunnelers
Kaedys 3 Jul, 2023 @ 3:04pm 
Yep, that's the one, appreciate the correction.
Thirsk 3 Jul, 2023 @ 12:18pm 
@Kaedys
You're thinking of Vanilla Apparel Expanded - Accessories. It's 81% the capacity of a normal shield; regular shields have 110% max energy, while the ranged shield belt has 90%.
Kaedys 14 Jun, 2023 @ 8:56am 
@DeathGun One of the VE mods (Weapons Expanded or Armor Expanded, most likely) has a Ranged Shield Belt, which is identical to a normal shield belt, except it allows ranged weapon usage and has a slightly lower max capacity (90% of a normal belt, iirc).
DeathGun 13 Jun, 2023 @ 12:29am 
is there a mod that allows you to shoot with an activated shield?
knopi 13 May, 2023 @ 1:19pm 
what does it do with Cybernetic Organism and Neural Network? cause i havent had any issues yet with it
FungalFish 27 Apr, 2023 @ 10:24pm 
Really appreciate you having the old version easily available.
Rime_Low 27 Apr, 2023 @ 8:54am 
@Шашлычник ;р Thanks for your help!
And Yeah that's a shame
But thanks for your work Owl
Шашлычник ;р 27 Apr, 2023 @ 3:30am 
That might be a stupid workaround, but what about to transpile that prefix?
Owlchemist  [author] 27 Apr, 2023 @ 3:21am 
Ideally, I'd like to find a solution. But it could be awhile as there's a deadlock, I'm not seeing any obvious solutions off the top of my head here. Gotta give it some thought.
Шашлычник ;р 27 Apr, 2023 @ 3:18am 
Thats sad.
Btw thanks you for your work and mod!
Owlchemist  [author] 27 Apr, 2023 @ 3:07am 
Update
This is just an about.xml update to flag the mod Cybernetic Organism and Neural Network as a hard incompatibility. The other mod unfortunately does what is known as a destructive prefix, meaning my gizmo code can never run.

If you'd like to use the old v1 version that didn't modify the shield gizmo, here's the download for it: https://github.com/Owlchemist/toggleable-shields/archive/1c13f0167896f26c3365428d414f517c747fb028.zip

---

Thanks for doing the legwork on that, you're right.
Шашлычник ;р 27 Apr, 2023 @ 2:14am 
@Owlchemist, i have the same problem. I did a little research and found that mod "Cybernetic Organism and Neural Network" ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2045064990 ) patching same gizmo-method (prefix patch that returns false, so, i guess, your patch wont be called).
I guess, it can be solved using transpiller.

P.s.:Toggleable shields placed bellow (loads after) this mod.
Owlchemist  [author] 26 Apr, 2023 @ 6:32pm 
Right. I said higher, earlier, but I think I meant lower.
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 26 Apr, 2023 @ 6:14pm 
@Owlchemist & Rime_Low - Please correct me if I'm wrong, but if another mod is trying to replace the shield gizmo, would moving this mod to the end of the mod list allow this mod to overwrite the other mod's gizmo?
Not a permanent solution, but potentially a quick way to check.
Owlchemist  [author] 26 Apr, 2023 @ 4:01pm 
There's a possibility that another mod is trying to replace the shield gizmo, much like I am too. If that's the case I'd need to know which mod it is so I can figure out how to get them to play nicely together ;)
Rime_Low 26 Apr, 2023 @ 3:56pm 
And I don't think this is your faut, but a think like priority menu loaded overcoded when thé Shield is on and for the informations it's just thé basic Shield belt
Rime_Low 26 Apr, 2023 @ 3:54pm 
I did it. But like above I Can see the button when it's off or broken and when it charge the toggle disapear, l don't even know which mod could do that. I will search later
Owlchemist  [author] 26 Apr, 2023 @ 3:38pm 
If you don't see the toggle check (like as shown in the gallery screenshot above), then either 1.) it's not the type of shield you can toggle, or 2.) load order issue. Try putting it higher on your list (and let me know so I can update the about.xml)
Rime_Low 25 Apr, 2023 @ 9:16am 
Okey now the problem is not what I expected. I cannot find the toggle button once the shield is loading or full. But broken or off I can de-active it. I didn't change anything with my mod pack but I don't know why but before your update it worked perfectly
ignis 25 Apr, 2023 @ 5:24am 
Vanilla Apparel Expanded - Accessories adds ranged shield belt that probably should also be enabled by default
Rime_Low 24 Apr, 2023 @ 12:58pm 
I've met a little bug, after the mod update you need to releod the pawn to be able to re-use the toggle
Arctic Fox 24 Apr, 2023 @ 12:01pm 
Thankyou Owl for the vanilla shield gizmo update - I was confused. Super mod.
Owlchemist  [author] 23 Apr, 2023 @ 6:29am 
v2.0
- Version 2 overhaul. In order to reduce gizmo clutter, the toggle button has been moved into the vanilla shield gizmo itself. The mod otherwise works the same as before. As a nice bonus, since I had to rewrite the shield gizmo to include the checkbox, I optimized that a b it as well to improve its rendering performance.
- Just a whole mess of minor optimizations, going through all the old code and fixing it up prim n' proper like. Reduced overhead and memory footprint.
- Russian translation now included, submitted by LeonusDH
Emberbuck 12 Apr, 2023 @ 3:49pm 
I'd been having an issue with shields not charging at all and will go through the break, animation and sound effect if toggled on and off. Anyone else have an issue like that?
IvanovichDT 31 Mar, 2023 @ 3:13am 
options to set as default on?
Gavril 4 Jan, 2023 @ 9:00pm 
Gotcha. That makes sense. Thank you.
Owlchemist  [author] 3 Jan, 2023 @ 2:38am 
Because it doesn't recharge. Turning off the shield sets the charge to 0.
Gavril 2 Jan, 2023 @ 11:18am 
Hey there, why is the Archotech shield belt specifically "blacklisted"? Would it be possible to get an option to turn this on for that too?
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 19 Dec, 2022 @ 7:58am 
Just what I was looking for. :winter2019happybulb:
Now my melee fighters can also carry firefoam grenades (a different mod) and quickly help put out all of the imp fires without needing to drop their shield on the ground and pick it back up again. :space_fire:
Kaedys 18 Nov, 2022 @ 2:23am 
Hazrad, if you want to go that route, why not simply use one of the variety of mods that add shield belts that permit ranged attacks? That's basically what you'd be doing with that auto-toggle anyway, even if the power-up delay issue that @Psigh mentioned wasn't a thing.
Owlchemist  [author] 18 Nov, 2022 @ 2:04am 
This mod is meant to just be a QoL workaround and not change the balance, since you can already do this via micromanagement (taking the shield off and picking it back up). The shield behavior described below sounds pretty cheaty (though also probably more realistic, honestly, lol).
Psigh 18 Nov, 2022 @ 1:54am 
HAZRAD that wouldn't really work, shields take a while to power up once you turn them on, that means that if you shut them off to shoot you'll be vulnerable for the whole time while reloading, that's the vanilla behaviour, if someone somewhere decides to make a mod to make shields power up instantly that would be a different story, it would not be balanced at all but that's not the point with most modding to be fair
HAZRAD 8 Nov, 2022 @ 9:35pm 
Hey nice mod! Dont use simple sidearm mod but so I dont really need this, but I got an idea for you, what if a ranged character wearing a shield belt can auto toggle their shield belt, so that when their gun is on cooldown/reloading, the shield belt is on, but when they are ready to shoot, the shield belt is off for split second, then back on after they have shot and reloading, I think that will be cool as hell! Good job still Owl!
Owlchemist  [author] 8 Nov, 2022 @ 3:08pm 
Hmm that's a good idea! Perhaps a v2 idea there, yeah.
Rainoa 8 Nov, 2022 @ 6:33am 
you know i could have sworn at that cost of my life, i read at some point they added a option to now do this in base game around the time idol came out or close to it i think... but maybe im thinking of a diff game or something >.<

i stopped playing for a while due to being hooked on the android tiers mod i was waiting for official update to support the mod fully but it never happen than biotech came out & i have abandoned the mod for now at lest.

lol anyways, ya i just like found out a few days ago using a shield belt for the first time from when idol came out u cant toggle it, like i thought i read...

thanks for this mod

random idea's from someone not used it yet and only seen SS, any way to add a click action to the shield belt UI its selfs? instead of adding another button to UI bar?
having the cross/check in the box or maybe a boarder around it in red/green showing on/off

anyways just random thought feel free just to ignore it =^.^!=
Owlchemist  [author] 8 Nov, 2022 @ 5:05am 
Previous update gave basic 1.4 support, but it didn't fully tie into the new shield code. Now it does. This update should fix some issues with shields not staying off properly.
Owlchemist  [author] 10 Oct, 2022 @ 6:44pm 
1.4 support added
Regarding the bug below this may be fixed in 1.4. The vanilla shield code was drastically overhauled so I had to make some big changes to adapt the code.