RimWorld

RimWorld

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Shield Generators
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
11.274 MB
Jul 7, 2021 @ 7:29pm
Mar 18 @ 2:50am
12 Change Notes ( view )
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Shield Generators

In 1 collection by Neronix17
Outpost 21 Mods
51 items
Description
Buildings not being detected is not a bug, otherwise you wouldn't be able to use SRTS and similar through shields, which was the whole point of the change.

This mods only purpose is to provide player buildable Shield Generators, after they have been researched. These shields stop incoming projectiles but allow outgoing ones to pass, so you can fire out still. This covers bullets, rockets, mortars, falling/flying objects (enemy pods and shuttles, neutral and friendly can pass). The strength and regeneration rate of the shields are set by the tier of generator used.


  • Multiple Generators - Three sizes, 1x1 (Astroglide), 4x4 (Durex) and 6x6 (Trojan). The Astroglide is minifiable, and is self powered and cooled, but much more limited.
  • Stress Mechanic - Stress rises when the shield is hit, and lowers when plasma venting is adequate and isn't being hit (or when it's shut off).
  • Plasma Mechanic - Shields passively produce heat so to cool them you need to pipe plasma they produce to an external building called a 'Cooling Plug', these can be built anywhere you want as long as they're outside the range of an existing one. They generate heat and start fires in their radius the more plasma they vent, so more plugs spreads that out.
  • Variable Size - Shields can be resized and moved around freely. The radius decides power usage and shield strength, so making them max size makes them weaker but minimum size makes them much stronger.
  • Recolourable - Shields start off a specific colour but you can freely change that whenever you want!








Support is not the same as compatibility, they handle everything their end if they choose to, simple.

The hit detection for projectiles uses almost entirely vanilla code (slightly changed but not in a way that should matter) so as long as a modded projectile uses vanilla as a base there should be no problems with that. If there are any specific examples of mods adding a new type of projectile feel free to let me know, worst case I just list it here as currently incompatible, but if I can I'll try and make it compatible.

Mods adding cooling systems are not specifically integrated, and have no reason to be.


[github.com]


  • Can we get a version without the Royalty requirement?
    Nope.
  • Can you add/change [insert your request or demand here]?
    Nope.
  • Can I get settings to change more things?
    Nope.
  • Can I turn off the plasma stuff?
    The cooling system, and the visual effects from the cooling plugs, can both be toggled in the settings.
  • Performance seems off?
    No log, no details, no screenshots of the setups, no note of quantity of anything placed, every time. I've never seen it impact FPS or TPS, after using them for months, so if you expect anything done about it, provide information.
  • Wait, are the generators named aft-
    Yes they're named after condom brands.
  • Wasn't this up originally as a mod that didn't require Royalty and before it came out?
    Nope, someone clearly spread this false information early on because I've always said it used Royalty code and yet keep seeing this be said by others. Long story short it always required it, what wasn't clear was that the code was intended to be "Royalty exclusive" as it's inside the base game files and was there prior to Royalty's official release.


- Neronix17 - Art, XML & C#.

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.patreon.com]