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Eccentric Tech - Defense Grid
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Mod, 1.4, 1.5
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3.467 MB
Oct 30, 2023 @ 2:38pm
Apr 22 @ 8:14am
19 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.
325 Comments
United Steaks 23 hours ago 
@Aelanna I'll try and do a trial and error with my mods. Could be Run and Gun, Achtung, or Simple Sidearms.

And I did some more tests and I was mistaken on the console range aspect. It was working off of my pawn's main weapon range. I adjusted the range to its maximum of 100 and as soon as the enemy went within it, the turrets aggroed on it.

I tried it again with my pawn having no weapon or anything but no such luck. It could be one of my combat mods

Also firing it by force to a set target or a specific area is working fine, the range and mortar function is as intended. But automatic targeting is still dependent on the pawn's currently equipped main weapon range.

Kinda strange since the Vanilla Mortar works fine along with other mods that have artillery. They automatically target enemies as soon as the Grid Console is manned by a pawn, regardless of whatever they have equipped. I'll try the unsub and resub method, might reset something and fixes the problem.
Aelanna  [author] May 11 @ 12:24pm 
@United Steaks - That definitely isn't intended, nor is it how it works in any of my test saves. Here's a screenshot of both a normal mortar and an aetheric mortar being remotely controlled, they are not having any issues firing beyond visual range: https://i.imgur.com/rs3rSad.png

Do you have any other mods that could be messing with turret targeting?
Aelanna  [author] May 11 @ 12:15pm 
@Stein Grenadier - If you aren't getting an error on load, then that should be fine. For comparison, this is the patch that exists in the mod for Combat Extended:

[code]
<!-- Sensor towers -->
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Eccentric_ArtillerySensorTower"]/comps/li[@Class="EccentricDefenseGrid.CompProperties_ArtillerySensor"]</xpath>
<value>
<range>55</range>
</value>
</Operation>
[/code]

Do note however that the vanilla game has a hard limit on how far radius circles can extend. There are some mods such as Vanilla Expanded Framework and Combat Extended that increase this limit, but vanilla on its own support radius ranges greater than around 50 or so.
United Steaks May 11 @ 12:07pm 
@Aelanna Appreciate the response! I had everything working to begin with but I discovered something interesting. Apparently the grid console just works on its own "range". The mortar may have 500 range but the grid console overwrites that. I had to move the console closer to the enemies if I wanted it to fire.

Was this supposed to be intentional for balancing purposes?
Stein Grenadier May 11 @ 4:00am 
No dice. The range is still at 55.

<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
</li>
<li Class="EccentricDefenseGrid.CompProperties_DefenseConduit" />
<li Class="EccentricDefenseGrid.CompProperties_ArtillerySensor">
<range>80</range>
</li>
<li Class="EccentricDefenseGrid.CompProperties_SensorOverlay" />
</comps>
Aelanna  [author] May 9 @ 12:42pm 
@Stein Grenadier - You don't want the <value> tags there, it should work if you put the <range> tag directly inside of the <li>.
Aelanna  [author] May 9 @ 12:41pm 
@United Steaks - I just tried this myself in one of my test saves and am not having any problems getting the aetheric mortar to fire using Defense Grid controllers: https://i.imgur.com/sGcDSwK.png

The most common mistake with turret controllers is that you need to ensure that the highlighted tile next to the controller is on top of the turret or mortar you want to control; it should turn green as shown when it is correctly placed.
Stein Grenadier May 6 @ 7:29am 
I tried to manually adjust the range of the sensor tower through an xml edit.

Is this how the <comps> is supposed to look like under Thingdefs_Buildings\Buildings_Artillery?

<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>250</basePowerConsumption>
</li>
<li Class="EccentricDefenseGrid.CompProperties_DefenseConduit" />
<li Class="EccentricDefenseGrid.CompProperties_ArtillerySensor">
<value>
<range>80</range>
</value>
</li>
<li Class="EccentricDefenseGrid.CompProperties_SensorOverlay" />
</comps>

I kinda just want to raise the range to 80. Does this look right?
United Steaks May 5 @ 8:33pm 
Hey @Aelanna, wonderful mod! I even downloaded everything in the Eccentric series and discovered your Rim Reborn collection. It's perfect for any FF fan out there.

That aside though, I'm not sure if I'm doing anything wrong but I'm trying to get a Mortar(specifically the Aetheric Mortar) to fire with the Remote Turret Controller. Even when the Console is manned, the mortars won't fire and would need to be directly manned at the mortar itself to fire. I have the grid circuit connected properly along with the aetheric link set up as well.
If it also helps, I'm not getting any errors in the debug log, no yellow or red errors.
Virsia May 4 @ 7:41pm 
is this include embrassure?