RimWorld

RimWorld

Eccentric Tech - Defense Grid
489 kommentarer
Aelanna  [ophavsmand] 15. juli kl. 6:46 
@Aizuki - Interesting, does saving and reloading fix that by any chance?
Aizuki 14. juli kl. 23:47 
i mean we usually see cyan highlight when select the defense conduit and after i go to space some of conduit hidden without cyan colour but the conduit is there according to tile information
Aelanna  [ophavsmand] 14. juli kl. 23:25 
@Aizuki - Hidden conduits are supposed to always be hidden... could you clarify what you mean by that, exactly?
Aizuki 14. juli kl. 23:18 
hi, i noticed the hidden defense conduit grid invisible when i'm on space ... is this bug?
Greisyn 11. juli kl. 16:23 
thx aelanna!
Aelanna  [ophavsmand] 11. juli kl. 16:23 
@Greisyn - Thanks for the report! I just pushed v1.3.1 that should fix this issue.
Greisyn 11. juli kl. 16:10 
throws errors with just this and odyssey installed

Could not find type named EccentricPower.CompProperties_Dismantlable from node

and some cross ref in gravship shield generators
Deon ☣ 11. juli kl. 9:49 
This mod is fantastic for Odyssey! Time to enjoy the new DLC with fantastic tools.
bunx2021 29. juni kl. 9:55 
@Aelanna, Big fan of the mod and the whole Eccentric Tech series + Angels comic! I'm wondering if you plan or consider adding some form of Network management, like grid switch, similiar to the vanilla Power switches?

Something where you could disconnect parts of network, like a Capacitor Array for a quick recharge while under fire.
If so, and it wouldn't be too much of bother IF you feel like adding something like that, could it be somehow linked to the "Power Logic" mod? Anything to automate player's Network.

If not, understandable, ofc its your mod and you shouldn't bother with stuff most might never use, just a suggestion, still, love the mod 🙏. Possibly the Best mod I've seen yet in regards to how uniquely it works 👍 Hope you have a fantastic day regardless!
Satori 9. juni kl. 6:16 
Love your Eccentric's Angels shorts on reddit! Only got to 67 so far, reading them slowly
Aelanna  [ophavsmand] 30. maj kl. 6:49 
@KazutoSAO47 - There is a tiny edge case in which an overheated shield network's shield generators will fail in a chance on hit and thus having multiple could extend the lifetime of your shield system by a tiny amount, but otherwise no it's intended that you only need one shield generator to power a network.
KazutoSAO47 30. maj kl. 0:44 
Not sure if this is answered, but does building multiple shield generators help in any way or would it just be redundant beyond that? I've also built a ton of heat sinks and capacitors to support all the projectors I'm using, just not sure if I'm wasting power on the extra shield generators.
Aelanna  [ophavsmand] 29. maj kl. 9:45 
@AlexiTrinune - It isn't to do with any particular terrain but with how close you are to the edge of the map. CE made a change where they try to clean up projectiles that it thinks should be out of bounds and it doesn't account for tracking/pathing projectiles that don't follow a simple ballistic trajectory. There's nothing I can do until they fix it upstream. :\
AlexiTrinune 29. maj kl. 8:05 
Not sure if related to other problems but missiles disappear over bodies of water. No problem going over land but the moment they go over water it disappears.
Aelanna  [ophavsmand] 21. maj kl. 12:53 
@Quantum Fox - Not sure what you mean, I didn't put an intentional cap to it if that's what you're asking, so probably whatever the C# integer limit is.
Quantum Fox 21. maj kl. 7:13 
@Aelanna Is there a fixed upper limit to the heat sink heat capacity?
Snarfy 19. maj kl. 21:07 
ok thank you for the great mod..
Aelanna  [ophavsmand] 19. maj kl. 19:59 
@Snarfy - There is a bug in the latest version of CE that's causing guided projectiles to get deleted midflight. Apologies, but there's nothing I can do on my side; it will have to wait for a CE hotfix.
Snarfy 19. maj kl. 16:08 
is there supposed to be a maximum range on missiles or am i getting a bug? Am using CE if that matters.

Also i am using a pawn with the targeting rife to call the strike, not a tower, and the missile just vanishes mid flight.
Xarima 14. maj kl. 12:25 
@Aelanna - Yea. The error is more likely related to CE. Since I tried to remove CE from the list, the error disappeared.
Aelanna  [ophavsmand] 14. maj kl. 9:46 
@Xarima - While I'm seeing some issues with the latest CE update, I'm not seeing that error which only happened for a short time about a year ago. Do you have the latest versions of all Eccentric Tech mods?
Xarima 13. maj kl. 23:49 
After CE update -
Error in Eccentric Tech - Defense Grid, assembly name: EccentricProjectilesCE, method: ProjectileCE_ExplosiveStagedWithEffects:Vec2Position, exception: System.MissingMethodException: UnityEngine.Vector2 CombatExtended.ProjectileCE.Vec2Position()
Quantum Fox 11. maj kl. 5:30 
@Aelanna Hi, can I put out an enhancement patch?
Quantum Fox 9. maj kl. 23:00 
@Aelanna Can you write Standalone shield generator (deployable) as shield backpack? That would be much more convenient than missiles.
Quantum Fox 9. maj kl. 22:38 
Looks like a real pain in the ass.
Aelanna  [ophavsmand] 9. maj kl. 19:04 
@Quantum Fox - If by "lasers" you mean things like tesseron masers, they are coded to completely bypass interception checks as they are literal anti-shield weapons. Changing that would require serious code patching.
Quantum Fox 9. maj kl. 19:00 
@Aelanna Hello, what can I do to make it able to intercept the laser?
Tiberiumkyle 4. maj kl. 12:46 
Appreciate the response, I don't use CE so I never checked in that folder. Got it working without CE now. :D
Aelanna  [ophavsmand] 4. maj kl. 10:10 
@Mask of Humble @Tiberiumkyle - It is a field on the sensor tower comp, it just isn't directly in the XML since it has a default value. If you look in the Combat Extended folder, there is a patch that increases the range when CE is active.

Fair warning though, vanilla RimWorld has a limit on how wide range circles can be, so going too far may cause errors.
Tiberiumkyle 3. maj kl. 14:34 
You mentioned the sensor tower range can be edited in xml, but despite digging I can't seem to find it. Which xml file is it? I might just be missing it.
Mask of Humble 27. apr. kl. 23:54 
Question, how does one edit the range of the proxy tower? I'd love to have one for a larger range.
Thanks ^.^
Jan2607 24. apr. kl. 6:43 
Okay, thank you!
Aelanna  [ophavsmand] 23. apr. kl. 18:41 
@Jan2607- Too many mods introducing exotic goods can indeed dilute the pool pretty badly. I may consider putting some permanent stock into certain trader types such as orbital combat suppliers, but otherwise the only way to reliably obtain shield cores is to craft them yourself with the Nanofabricator from Eccentric Tech - Core.
Jan2607 23. apr. kl. 16:01 
I'm using this mod without the other Eccentric mods, so when I want to build shields, I need a generator and for that I need a high energy shield core? So there is no way to construct a shield without such core, am I right? I never found a core and I'm playing this for a long time now. Are they even showing up with exotic good traders? It seems the more mods you use the more cluttered the item pool for quests is.
Aelanna  [ophavsmand] 15. apr. kl. 12:59 
@Enderblade - While I understand the dislike for that, this was a vanilla change that was made back in I believe 1.3 or 1.4. Something to tweak that would have to be part of a more comprehensive explosion overhaul tweak, which is outside of the scope of this mod as I would prefer to maintain feature parity with vanilla.
synister 14. apr. kl. 23:51 
perfect mod if you could use ordinance on other map tiles
Enderblade 14. apr. kl. 20:52 
Is there an option to have shields block the shockwaves/blasts from explosions? some of the mods I use have large scale explosions and the shield only seems to block the shell; not the explosion itself..
CullingCommando 7. apr. kl. 10:33 
@Aelanna - I actually like that as a concept, having the option to to have an aerial defense system sounds amazing, especially if I could make more. Sure beats having them spawn on top of my crew; having them get crushed or my fuel storage blowing up and destroying everything. Big sad.
Aelanna  [ophavsmand] 4. apr. kl. 7:59 
@Mon-Keigh - If a projectile is fired from inside your shield coverage area, so long as it doesn't leave and try to enter back in then it should not be intercepted by individual projectors. If you have any "sharp edges" to your shield grid (which you should be able to see using a toggle in the bottom right controls), then you'll need to adjust your projectors or temporarily change your shield interception settings to not shoot down overhead projectiles.
Aelanna  [ophavsmand] 4. apr. kl. 7:57 
@CullingCommando - They do not. I have plans for a future anti-air artillery system for Defense Grid, but it will not completely block drop pods from landing in your base, simply be able to use shield charge to fire at them and damage some of them while coming in.
Mon-Keigh 4. apr. kl. 7:53 
Is there anyway to make it so the shields don't intercept your own projectiles? I tried shooting a mortar and it was intercepted by the shields (They do overlap a little)
CullingCommando 2. apr. kl. 8:00 
Does the shield stop enemy drop pods?
Zebediah49 26. mar. kl. 15:05 
Well that's a little bit cursed. TYVM, you're the best, everything works properly now.
Aelanna  [ophavsmand] 25. mar. kl. 22:27 
@Stalinator9000 - (con't) There's already a lot of really overpowered standoff artillery mods out there and the goal of this mod was to create something that is relatively balanced against vanilla (and Combat Extended) mortars with discrete tradeoffs rather than something that simply allows you to essentially dev mode delete raiders.

Hope that helps!
Aelanna  [ophavsmand] 25. mar. kl. 22:25 
@Stalinator9000 - The range of the proximity sensor tower is short due to balance, as while the range is small, it does not require line of sight and therefore allows you to launch missiles at enemies without having to expose your own colonists. The various laser designators have significantly higher range but require line of sight.

You actually can edit the range of the sensor towers via XML, but I am unlikely to introduce mod settings (as it causes issues with XML configuration) or create a map-wide tower (as it would be comically imbalanced in my opinion).

As for "AI-controlled defense console", that depends on what you mean. If you connect the Aurora Core from Eccentric Tech - Core to the defense network, that actually allows Aurora to alter your shield settings without a colonist manning a console. If you mean for the ability for manned turrets to automatically fire or missiles to launch with zero colonist input, then that probably won't be in the cards. (con't)
Aelanna  [ophavsmand] 25. mar. kl. 22:19 
@Zebediah49 - RimWorld has a long-standing bug where if you have a local copy of a Steam Workshop mod installed, then the Steam version registers under a different packageId as you have seen. This causes other mods to not recognize it and therefore many mods' built-in compatibility patches won't run properly. If you want to use the Steam version of CE, then you must delete your local copy entirely from your local Mods folder.
Zebediah49 25. mar. kl. 20:15 
+1 for Fantastic mod. I'm also seeing an issue with shields not intercepting projectiles. Made a basic cap+heatsink+generator+projector setup in dev quicktest, shot at it with an assault rifle. With the Steam version of CE (15.6.2.0), they go through unaffected. However, if I manually download the CE version 1.5.6.2.0 release zip off of github and use that: the shields work as I'd expect them to. However, comparing the CE steam/workshop vs rimworld/Mods directories shows them as identical, so I'm really not sure what's happening. The only difference I can see is the name combatextended_steam is used for loading the steam version.
Stalinator9000 21. mar. kl. 2:45 
Great mod. Superb graphics, your shield generator shield graphics hits just the right "rimworld esk visual" *chefs kiss*. I do however find the range of the "Proximity Sensor Tower" to be weirdly small. I guess it is for balancing reasons, but it would be awesome if there was a map scaled sensor tower or at least have the range configurable in settings or upgradeable ingame. Another suggestion could be a "AI" controlled Defense Console to free up 1 more pawn. Ending note, thank you for making these amazing mods and contributing to the community <3
Beowulf 17. mar. kl. 17:14 
I'm having a hard time figuring out how to use the remote turret controllers.
酒精杀手 7. mar. kl. 6:47 
thank you! This is a very fun mod, thank you for creating it