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This greatly affects those players who prefer to use heart implants.
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.
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)
Thank you for your answers
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?
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.
@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
And will there be 1.5 update?
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
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
Also an extension that scales its max energy with max bandwith (could probably make them both the same extension)
Only a single copy of each module can be installed.
[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.
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)
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.
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.
[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.
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.
Perhaps, i have never used Combat Extended, as such I have no idea about compatibility with it
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.