RimWorld

RimWorld

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RT Solar Flare Shield
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Mod, 1.0, 1.1, 1.2
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0.362 MB
Jul 20, 2016 @ 12:50pm
Aug 13 @ 1:09pm
14 Change Notes ( view )

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RT Solar Flare Shield

Description
Researchable (RT Mods research tab) magnetic shield to protect colony electronics from EMI and solar flares. The device heats up considerably while engaged, so plan accordingly!

Does not require a new colony to add or remove (might throw a one-time error).

Texture by LastXsile.

Contributing new translations: create a translation mod.

Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
Source[github.com]
License (GPLv3)[github.com]
Buy me a coffee![ko-fi.com]
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225 Comments
Ashhhh2 Nov 27 @ 12:59pm 
no idea then
glycereth Nov 27 @ 11:35am 
@Ashhhh2 I have 25k excess tho. https://gyazo.com/5ca5b0c63bec6fbe3da8d53ac2f8fc07
Ashhhh2 Nov 27 @ 9:04am 
50W is only when it's inactive it costs a lot more while a solar flare is active if it doesn't work you probably don't have enough power
glycereth Nov 27 @ 8:55am 
Worked perfectly on 1st SF, stopped working afterwards, in the game it says on the shield itself it requires 50W only, that's bugged out right? Anyway to salvage this?
Ratysz  [author] Nov 8 @ 11:34pm 
@Alien_Halls #TôB: You should be able to, but it will short out in the rain.
Alien_Halls #TôB Nov 8 @ 5:42pm 
can i build it outdoor?
Ratysz  [author] Sep 28 @ 4:08am 
@Drake: While I agree, I would not list anything to do with realism or lore logic as the primary reason for such an inclusion - that goes to lack of counterplay to solar flares in the base game.

Around when this mod was originally conceived, mid to late game had flares frequent enough to kill hydroponic harvests almost every other time, and they often coincided with raids, making turrets worthless.

Making an event that straight up removed some aspects of play (by making them too unreliable) into an event that instead tested the player's power management capabilities seemed like a good idea.

Numbers on all of that have been tweaked since then, so it's not quite as bad now.

Side note, there is explicitly no FTL in the setting.
Drake Sep 27 @ 3:11pm 
honestly this should have been part of the base game simply cause solar flares are leathal for space ships and if your going ftl when you get hit by a solar flare you are so toast even your rimworld 10x decendants will feel your burning demise.
Pervy Sage Sep 14 @ 5:14am 
Thanks.
Ratysz  [author] Sep 14 @ 1:51am 
@Pervy Sage: It has two modes: passive, no heat production, low power consumption; active, high heat production, high power consumption. It will switch between the two automatically then a solar flare or an EMI event starts/stops. It always starts out in passive mode when you first give it power, and it needs to be powered to be able to switch to active mode; so you can't build one to protect against a solar flare in progress.