203 ratings
RT Solar Flare Shield
File Size
0.267 MB
Jul 20, 2016 @ 12:50pm
Nov 23, 2017 @ 1:54am
10 Change Notes ( view )

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RT Solar Flare Shield

Adds a magnetic shield to prevent solar flares from affecting colony electronics.
Warning: potentially incompatible with mods affecting how solar flare incident works, not including mods simply adjusting it's frequency via the defs.

    Magnetic shield: an expensive device, draws little power when idle and spikes to whooping 25kW during flares; shields the entire colony, and heats up considerably in when in operation.
Doesn't require starting a new colony.

Old versions - scroll down, manual install[github.com]
Forum thread[ludeon.com]
License (GPLv3)[github.com]
Buy me a coffee![ko-fi.com]
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Viktor Ralshinkov Apr 21 @ 5:39pm 
Dont put this thing inside a building, it blows of 2500+ degree tempetures and creates a problem you werent ready for, especially if you live in a bunker and use the climate control mod and air intakes start blowing 2500+ degree heat into your entire base, but i still love the mod.
Nuke Jan 19 @ 4:46am 
@Prop you can try expanded roofing. it allows you to remove mountain roof tiles which is what causes infestations iirc. this would allow you to control where they spawn without removing the event completely.
Prop Dec 27, 2017 @ 4:02am 
I toally understand. Folks like you make this game addictive experience that it is. Ty for all your hard work
Ratysz  [author] Dec 27, 2017 @ 2:34am 
@destructomac, @Yippie-Ki-Yay MF, @Ghosticus: Couldn't reproduce the error, but I have a hunch what might be causing that. Will fix when I get around to making updates; also push Xsile's new art.

@Prop: Nearly any imaginable change to the game is possible. Between RimWorld's own modding API and Pardeike's Harmony, the game is extremely malleable - only limiting factor is effort a modder can spare. I have a clue of how to implement some kind of infestation prevention thing, and an idea of how to make it interesting gameplay-wise, but I'm currently holding off on making new mods in an effort to not lose RT Quantum Storage to the ravages of time, so to speak.
Prop Dec 26, 2017 @ 3:39am 
Is something similar to this possible for infestations? Like a small sonic emitter that prevents infestions in an AoE? I like the challenge of dealing with bugs in my mines but the mechanic that allows them to spawn in a 100% lit moutain hospital is just annoying. AFAIK all mods dealing with infestations either remove them or make them not worth fighting. (This probably belongs on your ludeon fourm thread)
Ghosticus Dec 17, 2017 @ 7:44pm 
Also getting the previously mentioned Error every tick.
Mogo :* :* Dec 17, 2017 @ 11:09am 
Also getting the error every tick when the shield is running, though it's not slowing my game down. The intense heat when running is a nice touch, was not expecting that and lost a colony over it. Not even mad though. It makes sense that the shield would need to be isolated behind a blast door or something.
destructomac Dec 8, 2017 @ 10:23pm 
error only happens when the shield is running
destructomac Dec 8, 2017 @ 10:21pm 
getting some error here that keeps going and going and going
Exception ticking Building_RTMagneticShield1298588: System.InvalidCastException: Cannot cast from source type to destination type.
at RT_SolarFlareShield.CompRTSolarFlareShield.SolarFlareShieldTick (Int32 tickAmount) [0x00000] in <filename unknown>:0
at RT_SolarFlareShield.CompRTSolarFlareShield.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Juche For America Dec 8, 2017 @ 9:33pm 
I kept getting angry because I like to harvest the organs of my prisoners and then sell them, and solar flares made them all rot. Thanks for this