RimWorld

RimWorld

Plasma Shield Implant
68 Comments
Beodyn Jul 14 @ 9:33am 
This is one of my favorite mods of all time, thank you for updating it!
Andreas Jun 26 @ 3:30pm 
Awesome, thanks for being on top of things @Virathas.
Virathas  [author] Jun 26 @ 12:55am 
Once 1.6 is live, i will definitely make sure that the mod works, and have a relevant update.
Andreas Jun 25 @ 12:03pm 
Does this work in 1.6? Any plans to update?
Nuacepony Apr 30 @ 11:40pm 
Why must these implants be added to the heart area instead of the torso or the brain?
This greatly affects those players who prefer to use heart implants.
Draconian_Alpha1990 Feb 5 @ 6:02pm 
May have found a minor incompatibility. I was performing surgeries on some of my colonists to remove bionic limbs to later use a regenerating limb psycast ability, and when the surgery was completed, the shield depleted, the limb appeared on the floor, but it also remained on the colonist it was removed from. A second surgery completed soon after removed the limb, so I think it may be due to having a high shield cap. As most of my colonists have the basic shield battery installed, while a few also have the advanced shield battery installed along with the basic battery.
Virathas  [author] Sep 24, 2024 @ 12:35pm 
@CTH2004

The dampening shields main strength, is that the each attack only drains 1 point of energy. As such, in normal state 20 shots will have reduced impact, while a regular shield would be likely depleted in two or three shots.
This mode is mostly useful (or should be), when you know you'll be hit, but have some sort of light regeneration, or want to avoid a 1 shot-kill from high-powered attacks.
CTH2004 Sep 22, 2024 @ 7:38am 
i'm a bit confused exactly, what is the point of the dampening shields? It seeoms to have only drawbacks (at least mentioned here in the description)
Virathas  [author] Aug 13, 2024 @ 11:15am 
Updated to 1.5, it should work now.

Furthermore added a new functionality module - Dampening Field. It does not prevent receiving damage, but it halves the damage the user takes.

1.4 is still supported, but will not receive any updates (including the above module)
kev675243 Jun 23, 2024 @ 2:36am 
nevermind, no errors show up but shield not shielding
kev675243 Jun 22, 2024 @ 4:26pm 
@Black_Overlord seems to work just fine with 1.5
Black_Overlord Jun 9, 2024 @ 5:17am 
And will there be 1.5 updeate?

Thank you for your answers
Black_Overlord Jun 9, 2024 @ 5:17am 
I remember that i checked operations and i didnt found these options. Maybe its just me.

I have VPE so i know about gizmos eating performance, but maybe there should be RMB menu option for that when you click on a pawn?

Is there a way to somehow make implants compatible with modded implants, or the problem is on hearts side?
Virathas  [author] Jun 7, 2024 @ 12:01pm 
@Black_Overlord
Not exactly sure i remember my design, but i do know that archotech heart is not a vanilla item. If i recall correctly it did work with the bionic hearts.

As far as enabling/disabling the modules, it is done by operations. This is less than ideal, i agree, but frankly, adding gizmos slows everything down extremely (See Rimworld of Magic if you select several casters) and i have no skill how to make it better right now. Perhaps once i return to Rimworld i'll adjust this as well.
Virathas  [author] Jun 7, 2024 @ 12:01pm 
Apologies for no answers, it did not notify me:

@Aldran
I have not been playing RimWorld recently, so i did not check the compatibility. It "Should" be compatible, but i'd rather err at the side of caution - we all know how nasty it is when a mod breaks a save because of someething weird.

I was originally thinking about the later mechanitor upgrade of energy = bandwidth, but can't remember why i decided against it. The shield for protecting mechs would be interesting, though i have no clue how to write it. It would also probably fit more a building to which they are connected... That does sound cool actually.

And yes, you should be able to add it mid-save, like most other content mods
Black_Overlord Jun 7, 2024 @ 11:47am 
And there is a problem: these implants only work with natural hearts. Why cant i put them on archotech heart?

And will there be 1.5 update?
Black_Overlord Jun 7, 2024 @ 11:44am 
I am talking about shield implant modifications. If you implant more tha one, then all of them but one become "deactivated". How do i chose which to enable?
Aldran Jun 3, 2024 @ 10:46pm 
if you are talking about general game mods, then select the Mods option from the main menu to activate them

unless you are talking about the extensions, those are different implants that affects the main one

and if you are talking about deactivating and reactivating the extensions, then that I am pretty sure is done by doing a medical operation on the character you are trying to activate the extensions of
Black_Overlord Jun 1, 2024 @ 3:35pm 
How do i chose what mod to activate? There are no gizmos. Maybe it is a conflict, but there are no errors in log.
Aldran May 30, 2024 @ 5:23pm 
Awesome mod, can I add it mid save?

Also I advise that you add a 1.5 tag to this so that people don't uninstall this when mass removing outdated mods, since that happened to me it probably has happened to some other people too
Aldran May 30, 2024 @ 5:19pm 
Can you please make a mechanitor extension that absorbs damage to protect mechanoids that are under the control of the mechanitor with the shield

Also an extension that scales its max energy with max bandwith (could probably make them both the same extension)
Draconian_Alpha1990 Apr 28, 2024 @ 1:31pm 
Mod still functions in 1.5, haven't noticed any issues as of yet.
Virathas  [author] Apr 22, 2024 @ 11:12am 
@the.hunter.orion2
Only a single copy of each module can be installed.
the.hunter.orion2 Apr 20, 2024 @ 11:52am 
can I put multiple of the psIonic regenerators at once?
Spikem59 Jan 7, 2024 @ 10:00pm 
Really like this mod, but its weakness to CE weaponry is a shame :/
Virathas  [author] Sep 30, 2023 @ 12:38am 
Update:
[Fixed]
Having both Hardened and Psychic Shields no longer reduces shield capacity to 1/4.
Adaptive shields can now be toggled

[Changes]
Hardened Shields are now a "Functionality" mod; Only one Functionality mod can be active at a time.
Strings are no longer hard-coded, so translations are now possible to be done.

[New]
Advanced Plasma Shield Battery - simple module that increases the capacity by 40.
Virathas  [author] Sep 29, 2023 @ 6:47am 
It will be fixed next version - Simply didn't have time, but i should be able to push it this weekend :)
Pasaway Sep 29, 2023 @ 6:39am 
Heads up, the toggle for adaptive shields doesn't appear to be an option like the other two mods are.
Omega Epsilon Sep 8, 2023 @ 1:43pm 
Alright thanks for the tips, appreciate it, might just do the temp method since it seems painless and will I test what feel right. Thanks again for the help, the mod is awesome by the way
Virathas  [author] Sep 8, 2023 @ 12:22pm 
@Omega_Epsilon
Technically, yes. You can adjust the <MaxEnergy> fields in the VIR_PSImplant.xml
You might also want to adjust <RegenerationRate>, so you can fill it up in a relevant timeframe

Note that unless you make a "new" mod with the changes, any changes will likely be reverted, either on its own or when I push an update (Hopefully soon, as I have it nearly ready)
Omega Epsilon Sep 8, 2023 @ 11:35am 
Is there a way to extend the capacity of the shields through mod settings? Im playing with CE and a .45ACP SMG can shred through the shield very quickly unless I use the hardened shields but even then because it's full auto it still rips through the shield. Is there a way to edit the mod settings?
Darth Tiredlass Aug 7, 2023 @ 2:16pm 
Thankyou for getting back to me quickly! I also like that they don't currently spawn on enemies, but do understand if you want to change that at some point
Virathas  [author] Aug 7, 2023 @ 9:30am 
Currently these implants do not spawn on enemies (I want to figure out how to do so, but I am currently on a break from Rimworld)

Regarding your other question, it SHOULD work with replacement hearts, however, replacing a heart with such implants will destroy all of them already attached. So, you should be able to have a bionic heart with implants, but losing it will destroy all implants.
Darth Tiredlass Aug 6, 2023 @ 5:24pm 
Also, do these implants spawn on enemies?
Darth Tiredlass Aug 6, 2023 @ 3:00am 
This seems interesting, but I'm concerned about it being a heart replacement. Does anyone know if the shield can be implanted into bionic hearts, or modded hearts like the Advanced Bionic Heart from [FSF] Advanced Bionics Expansion?
Virathas  [author] Jul 30, 2023 @ 5:05am 
@dinhkhiem199833
Generally, each 100% of psychic sensitivity increases the regeneration by 0.001point per tic. So a pawn with 500% sensitivity will recover 0.006 points per tic (0.001 base + 0.005 from regenerator). As such, it would recover 1 point of energy every ~3 real-time seconds.

Yes, it is slow, and that is intended.
Kaden Ha Jul 28, 2023 @ 5:59pm 
How Psionic Regenerator scale Shield recharge rate? I have it installed on a colonist with 500+ Psychic Sensitivity but they still recharge very slowly. Fyi, the colonist also has Psi-shield Booster and Plasma Shield Implant, which is a prerequisite for Psi-shield Booster according to the description, implanted.
Virathas  [author] May 22, 2023 @ 10:53am 
Update!


[Fixed]
Hardened Shields now properly reduce max energy by half

[Changes]
Hardened Shields are now a "Functionality" mod; Only one Functionality mod can be active at a time.
Strings are no longer hard-coded, so translations are now possible to be done.

[New]
Resistant Shields module - they work similarly to normal shields, except EMP only damage the shields instead of breaking them
Adaptive Shields module - These shields take reduced damage for each subsequent hit from the same damage type. Their drawback, is that the first hit that affects them deals more damage,
Modules can now be toggled on/off with an operation. It will cause long time of Anesthetic.

Note that since I am not currently playing Rimworld much, it is not as tested as it could be, though I did not find any issues. It also probably requires some balancing touches - I am open to suggestions.
Magos-crawler Apr 10, 2023 @ 3:13pm 
I did not see in the description how the implant interacts with the belt shield.
It would be logical if only one generator could be used. For example, this can be explained by the generated electromagnetic interference, which violates the stability of both shields.
TARDIS Apr 7, 2023 @ 2:49am 
Why not upload a mod to Github?
Dietrich Mar 29, 2023 @ 4:24pm 
Psionic Regenerator has now made me install the mod, looking forwards to near-unkillable psykers now.
d_valroth Mar 25, 2023 @ 8:25am 
What are you taking one hit from? Some guns in CE wreck shields, notably anything with EMP ammo (instant shield down) or close range buckshot (massive damage potential and shields don't have armor).
Ansekishoku Mar 24, 2023 @ 12:16pm 
Thanks for quick reply! i will see if i can figure out what causes it.
Virathas  [author] Mar 24, 2023 @ 12:13pm 
@Ansekishoku

Perhaps, i have never used Combat Extended, as such I have no idea about compatibility with it
Ansekishoku Mar 24, 2023 @ 12:12pm 
shield breaks in one hit for some reason is it because of combat extended?
NightLorde Mar 24, 2023 @ 4:57am 
If you install a heart replacement while having a plasma shield implant of any kind, it will delete the implants, not even dropping them on the ground.
CheeseWheelGuy Mar 23, 2023 @ 2:49pm 
that does it, im installing and giving this mod a thumbs up
Virathas  [author] Mar 23, 2023 @ 11:21am 
Updated:

Fixed:
- Loading a game when a pawn had more than 40 shields due to psychic sensitivity reduced the energy to 40

Changes:
- Implants can now be added to prostethic parts. Loss of a part with implants will remove all implants though.
- Shield belts shield is affected before Plasma Shields
- Hardened shields now reduce energy cap by half

New:
- New implant: shield regenerator, doubles the regeneration speed, but increases time before shields start recharging after being broken
- New implant: psionic regenerator - increases regeneration speed depending on psychic sensitivity, but causes the pawn to tire faster.
Softis Mar 22, 2023 @ 5:31pm 
My life for Aiur!
CheeseWheelGuy Mar 22, 2023 @ 3:10pm 
i'll defo use this when/if the psi-booster also effects recharge rate