RimWorld

RimWorld

Shield Generators by Frontier Developments
JonnyNova  [developer] 29 Nov, 2017 @ 12:41pm
Bugs
Please submit bugs here!
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Showing 1-15 of 15 comments
Mrshilka 22 Oct, 2020 @ 11:52pm 
Hey first of amazing mod, it is the only way I can survive insane storytellers when hundreds of gun toting enemies attack!.

But I am having an issue with it and Alpha Animals mod ( https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=294100&searchtext=alpha+animals&childpublishedfileid=0&browsesort=textsearch&section=home ), I get an error when ever an animal from that mod tries to use a ranged attack on someone under one of your shields, removing the shields via dev mode stops the error happening and stops the massive game ending lag it cause from continuing.

This is the error.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265262569

I have tried removing all mods except Alpha animals and your shield mod in case a third part was causing it but I still get the problem.
GArgoyleZoo 24 Nov, 2020 @ 3:03am 
Ok, here is a wild one. When the shields are raised, my colonists can't self-target psycasts. Any ideas?
Thoristhediggity 29 Nov, 2020 @ 5:48pm 
Originally posted by Rasputin:
Hey first of amazing mod, it is the only way I can survive insane storytellers when hundreds of gun toting enemies attack!.

But I am having an issue with it and Alpha Animals mod ( https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=294100&searchtext=alpha+animals&childpublishedfileid=0&browsesort=textsearch&section=home ), I get an error when ever an animal from that mod tries to use a ranged attack on someone under one of your shields, removing the shields via dev mode stops the error happening and stops the massive game ending lag it cause from continuing.

This is the error.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2265262569

I have tried removing all mods except Alpha animals and your shield mod in case a third part was causing it but I still get the problem.


I have been having this exact same problem you are describing and the author of alpha animals said it seems to be a known conflict, though the reason as to why it acts this way did not seem to be clear.
ChiefBlitzen 24 Dec, 2020 @ 11:01pm 
Big glitch, unsure if this is a map wide affect but if you have pawns around or near a frontier shield, they cannot psycast upon themselves. for example my level 6 psycaster cannot use focus or skip herself to another area, its like the command just cancels out.
Jackrum 25 Dec, 2020 @ 12:36am 
When using this mod and Chicken Pluckers Security mod the SSM launchers cause shield drain when their out going rounds impact. That is when the rounds impact the enemy on the other side of the map from the shield, rounds do not pass through shield at all and launchers are placed a good distance away from it as well. Anyone else have any similar issue?
Darthsawyer 9 Jan, 2021 @ 6:10am 
The same psycast bug applies to Rimworld of Magic self casts, it says no line of sight
DrBossWatson 14 Jan, 2021 @ 7:27am 
The psycast bug also applies to Star Wars - The Force. Also with CCC support enabled (and multiple restarts since then) there still is not an option to connect shields to the CCC networks.
Andy 27 Jan, 2021 @ 11:44pm 
Conflict with Save Our Ship 2, FD Shield Generators will intercept any ship-to-ship projectiles that enter the map, regardless of where it is positioned.
This also causes a massive performance hit.
The Magic Stuff 30 Jan, 2021 @ 8:07am 
I got the same issue as Jackrum.
Chaplain Roach 21 Feb, 2021 @ 10:50pm 
Getting the same dummy relation report from the log, and I have AA installed as well.
Any fixes for this yet?
DIRE 8 Apr, 2021 @ 11:40pm 
any kinds of explosion on map drains shield energy & increases heat drastically. is this intended?
ElCordez 19 Apr, 2021 @ 2:42am 
Still getting the "dummy relation" report in the log when alpha animals do there stuff within range of the shields. even if the "real" range is pretty small and it happend between the max and the set range.

Update: Even if a wild fission mouse eats grass with in the shield range it triggers the bug log
Update2: Even a tamed Devil Sheep that eats grass within the shield triggers the bug log.
Update3: A dusk prowler from Forsaken Fauna Mod triggers it even out of range of the shields.
Update4: A badger from a vanilla expansions mod triggers the bug log if the shields are activ map wide. if i take the energy of the shields the same badger didnt trigger the bug log.

Hope this little tests can help with the problem
Last edited by ElCordez; 19 Apr, 2021 @ 10:03am
Doesn't seem to be related to any other mods, as I've disabled them all except frontier shields, and it still happens. Only seems to be late game but, targeting an animal for hunting, or using ranged weaponry, causes the game to hang for 3-4 seconds every couple seconds.
wafflerai 5 May, 2021 @ 11:43pm 
Hi,

I've been using this mod since the release of 1.0 and when I came back to use it in 1.2 I've noticed that my colonists have been getting shot even though they are all behind the shield's protected layer. So I went into a test save and did some testing. Results: It seems like the shields are blocking the shots that would hit the intended target inside the shield, but not any shots that would not hit the intended target allowing for the stray shot to hit nearby colonists. Here is an imgur pic of the test save: https://imgur.com/a/qn3GfIl

As you can see, all the colonists around the intended target have been shot multiple times by centigod while the intended target remains unscathed. When I used this mod in 1.0 and 1.1, it just eliminated all projectiles originating from outside of the shield. I don't know if this change might have been intended or not but if it's not, any advisory on what may be causing the change in logic would be appreciated. Thanks for all your hard work on this mod!
dmcintos 1 Aug, 2021 @ 3:11am 
I placed a shield down and drop pods wouldn't land - buying some items from a space trader, the drop pods lit up as if to fly across the map and land, but they would sit there and not open.

When I removed the mod, they opened immediately.
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