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Eccentric Tech - Defense Grid
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Mod, 1.4, 1.5, 1.6
File Size
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4.057 MB
30 Oct, 2023 @ 2:38pm
11 Jul @ 4:22pm
27 Change Notes ( view )

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Eccentric Tech - Defense Grid

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Built around the hull of a crashed, ancient warship, the colony of Angel's Rest is famed for its maid staff, high quality food, and eccentric aesthetics. But perhaps most importantly of all, it also has high-tech defenses that have rendered it impenetrable to the roving raider bands that plague this rimworld.

Mod Content

Defense Grid adds a number of high-tech defensive tools for your colony!

New Research Projects:

  • Networked Defenses - Unlocks defense network conduits, consoles, and remote turret controllers.
  • Networked Artillery - Unlocks vertical missile launchers, proximity sensor towers, and precision guided missile ordnance.
  • Portable Designators - Unlocks remote artillery designators.
  • Networked Shields - Unlocks shield generators, shield capacitors, shield heatsinks, and shield projectors.

New Buildings:

  • Defense Conduits - Used to link networked defenses together, these conduits combine low-latency command and control links with shield charge and coolant pipelines, allowing for distributed systems to work together.
  • Defense Consoles - These consoles can be manned to allow remote turrets to be controlled and for shield generator settings to be reconfigured.
  • Remote Turret Controllers - These devices allow manned turrets to be remotely controlled from defense consoles. Turrets that require reloading still need to be manually reloaded, however.
  • Vertical Missile Launchers - Adapted from cells used on military starships, these compact missile launchers can hold up to 4 precision guided munitions. Such ordnance requires guidance locks to be fired.
  • Proximity Sensor Tower - These medium-range sensor towers allow precision guided missiles to be launched from defense consoles, even against enemies outside of line of sight.
  • Shield Generators - These centralized shield generators have a number of configuration options and can be linked to defense conduits for power input and heat dissipation. The generator does not stop projectiles on its own, but requires linked shield projectors to function properly. Intercepting projectiles requires energy charge in networked capacitors and generates heat that is dissipated by networked heatsinks. Insufficient capacity in either system can cause a shield generator to fail and take some time to reset.
  • Shield Capacitors - High-throughput capacitors that provide energy to networked shield generators. Cannot recharge while actively under fire, but begins recharging after a short delay.
  • Shield Heatsinks - Durable metal-ceramic heatsinks for dissipating shield generator heat. Effectiveness varies based on ambient temperature: housing heatsinks indoors is not advised.
  • Shield Projectors - Projects dome shields that intercept projectiles. Requires networked generators to function, but does not require external power beyond that.

New Equipment:

  • Remote Artillery Designator - This utility slot item has a high-powered laser that can be used to provide guidance lock for precision guided ordnance from beyond the range of fixed-position proximity sensors.


High-Energy Shield Cores

Wide-area projected shields requires specialized cores that can only be produced at nano-scale fabrication facilities. These devices are rarely found on the rimworlds, but can sometimes be found in the hands of exotic goods traders or factions who need your help. Or, just maybe, there might be ways to produce them yourself...

Compatibility



Defense Grid does not require Eccentric Tech - Core. However, having Core installed enables additional content:

  • High Energy Shield Cores (Research Project) - Unlocks the ability to produce high-energy shield cores at the Nanoassembler. Requires an Aurora Core and Networked Shields research to be completed.
  • M56 Precision Guided Missile (Burnout Shield) - Unlocks the ability to produce precision guided missiles with burnout shield warheads. Used as fire support for advanced infantry under heavy fire, these missiles can buy pinned-down ground forces valuable time to advance on an objective or retreat from danger.
  • The Aurora Core can be connected to defense networks via conduits. Doing so allows Aurora to remotely configure shield generators without a manned console. Launching artillery still requires human input, however.



If you have Eccentric Tech - Foxy's Armory installed, then the following additional content is unlocked:

  • E15 with TAGM - This E15 charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E15's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.
  • E16 with TAGM - This E16 precision charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E16's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.



Eccentric Tech - Defense Grid uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!



This mod is natively compatible with Combat Extended and will self-patch so long as it is loaded after Combat Extended in your mod list.

Note: Defense Grid uses new and updated features from Combat Extended and requires CE v5.5, released 2023-10-29. Please ensure you have the latest release of CE if you encounter any errors.


Credits & Links

The following audio assets were sampled for use in this mod:



Eccentric Tech mods are a companion to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit.
512 Comments
Derpy Worm 10 hours ago 
Turning the shields to only be visible during combat helped the perfomance, thx!
Aelanna  [author] 13 hours ago 
@Derpy Worm - If you mean visually, there are mod settings controlling when the shield bubbles are visible. If you mean fully powering them off, then that's a simple matter of having a switch for your shield infrastructure, though keep in mind that it takes some time for capacitors to charge back up and for the shield generator itself to reset.
Derpy Worm 14 hours ago 
Is there any way to turn off the shields when you dont need them?
Heckerpecker 22 Jul @ 12:53pm 
Well the Easy fix is just dont use roofs I guess
Heckerpecker 22 Jul @ 12:33pm 
The Shield Heatsink malfunctions when the room is closed and cooled only by the air conditioning. It stays heated even when it is not connected to anything. When both the room and the heatsink reach 50°C, the room will not cool down unless the heatsink is removed.
The Keggernaught 20 Jul @ 2:10pm 
Thank you for not ripping me a new one. i really do try to not be 'that guy' who didnt read the instructions to make y our life harder. Thank you for your amazing mods, and I hope that all the blessings of the world find you. :D
Aelanna  [author] 20 Jul @ 1:38pm 
@The Keggernaught - No worries, glad it's working again! There's definitely an outstanding issue I need to track down in that the game shouldn't have let you overlap those conduits to begin with, so this still helps!
The Keggernaught 20 Jul @ 1:28pm 
Hey I removed the auto-loaders and all the conduits and put them back, which got rid of the 'conduit in same place' but the turrets still didn't function... until i found that I was using a supply conduit to connect them to the console and not the weapons conduit. Replacing all of the auto-loaders, and connecting the turrets to the console via military conduits fixed the 'out of range' debug fixed both issues, and now the turrets are working. I am sorry for any headache or time you've taken for this. I suppose half of this was my fault for not understanding there were two separate pipes/wires. Perhaps make one red and one blue? aha.....
Aelanna  [author] 20 Jul @ 1:09pm 
@The Keggernaught - Do you have a supply conduit in the same tile as the autoloader by chance? If so, removing the conduit might fix the issue for now while I figure out a systemic fix; the autoloader itself counts as a conduit and doesn't need a separate conduit directly underneath it.
The Keggernaught 20 Jul @ 12:35pm 
https://gist.github.com/HugsLibRecordKeeper/9557b683b55bac9d3ce31d1bf0afd2b6

Here, and thank you for your time. Exported the mod you recommended. This is Exported right after I interacted with the defense console on my ship and tried to click the 'single fire' button. I have 6 of your turrets on my ship, each with an 'autoloader' (the gear is touching the turret if that matters) Strangely though, the supply conduits under the turrets are bright blue, while the supply conduits everywhere else are soft blue in color. None of the turrets move at all, if that matters either.