RimWorld

RimWorld

Eccentric Tech - Defense Grid
496 Comments
The Keggernaught 57 minutes ago 
I love your furniture, but with Odyssey, on ships: i cannot get your turrets to not throw up an error when i activate the defense console. They do not fire, no matter what i do. I get "conduit overlap" and "out of range" errors (though the enemies were clearly in range. This is unfortunate. :(
Matt 14 hours ago 
Well that's absolutely cursed, never noticed vanilla turrets had the same issue even though I got rimworld before 1.0 since with killboxes I would only pay attention to a single direction, wish I could unsee this forbidden knowledge now D:
Aelanna  [author] 15 hours ago 
@Matt - This is in fact a vanilla issue with all 2x2 turrets. The vanilla autocannon and uranium slug turret have the exact same problem, the only difference is that the M51 can actually be rotated so you can at least determine which tile the range circle is drawn from. :)
Matt 17 hours ago 
Or at the very least I am assuming it having an assymetrical range on a 2x2 building is what's causing the problem, I am not 100% certain of it. I also tested this with just harmony + this mod and Royalty, Ideology, Biotech and Odyssey and this issue was still present there.
Matt 17 hours ago 
I am not sure if this is intended, but the new charge autocannon turret has an assymetrical range, and since it's a symmetrical 2x2 building without a center, it causes two of its sides to have a range longer than the opposites by one tile(by default north facing direction, that's north and east). Here's how it looks like ingame when measuring with the planning tool: https://i.imgur.com/d11mqBE.png

This also extends to the minimum range being longer by one tile aswell.
It's not exactly a big deal, but for a few moments it made me think either my ship was assymetrical or I had gone mad when I noticed one of my two turrets had a longer minimum radius than the other before I spotted this.
Aelanna  [author] Jul 16 @ 3:01pm 
@Sylaise - I will give it some more thought, but just from a design perspective the short range of the proximity sensors is meant to be a balancing factor against the fact that it does not require line of sight and therefore doesn't require you to expose any of your colonists to danger. The artillery designators (and by extension the TAGM rifles when you use Defense Grid in conjunction with Foxy's Armory) provide far greater range at the cost of requiring line of sight.
Sylaise Jul 16 @ 2:15pm 
Hi Aelanna!
I wonder if it would be possible to make a gravship alternative to the sensor tower. Since the ship is limited in size, you can't build a relay network of towers to blanket the map.
How about a ship exclusive radar instead? You build it into the ship, it links with the grav engine and provide a huge range targeting function?
Aelanna  [author] Jul 15 @ 6:46am 
@Aizuki - Interesting, does saving and reloading fix that by any chance?
Aizuki Jul 14 @ 11:47pm 
i mean we usually see cyan highlight when select the defense conduit and after i go to space some of conduit hidden without cyan colour but the conduit is there according to tile information
Aelanna  [author] Jul 14 @ 11:25pm 
@Aizuki - Hidden conduits are supposed to always be hidden... could you clarify what you mean by that, exactly?
Aizuki Jul 14 @ 11:18pm 
hi, i noticed the hidden defense conduit grid invisible when i'm on space ... is this bug?
Greisyn Jul 11 @ 4:23pm 
thx aelanna!
Aelanna  [author] Jul 11 @ 4:23pm 
@Greisyn - Thanks for the report! I just pushed v1.3.1 that should fix this issue.
Greisyn Jul 11 @ 4:10pm 
throws errors with just this and odyssey installed

Could not find type named EccentricPower.CompProperties_Dismantlable from node

and some cross ref in gravship shield generators
Deon ☣ Jul 11 @ 9:49am 
This mod is fantastic for Odyssey! Time to enjoy the new DLC with fantastic tools.
bunx2021 Jun 29 @ 9:55am 
@Aelanna, Big fan of the mod and the whole Eccentric Tech series + Angels comic! I'm wondering if you plan or consider adding some form of Network management, like grid switch, similiar to the vanilla Power switches?

Something where you could disconnect parts of network, like a Capacitor Array for a quick recharge while under fire.
If so, and it wouldn't be too much of bother IF you feel like adding something like that, could it be somehow linked to the "Power Logic" mod? Anything to automate player's Network.

If not, understandable, ofc its your mod and you shouldn't bother with stuff most might never use, just a suggestion, still, love the mod 🙏. Possibly the Best mod I've seen yet in regards to how uniquely it works 👍 Hope you have a fantastic day regardless!
Satori Jun 9 @ 6:16am 
Love your Eccentric's Angels shorts on reddit! Only got to 67 so far, reading them slowly
Aelanna  [author] May 30 @ 6:49am 
@KazutoSAO47 - There is a tiny edge case in which an overheated shield network's shield generators will fail in a chance on hit and thus having multiple could extend the lifetime of your shield system by a tiny amount, but otherwise no it's intended that you only need one shield generator to power a network.
KazutoSAO47 May 30 @ 12:44am 
Not sure if this is answered, but does building multiple shield generators help in any way or would it just be redundant beyond that? I've also built a ton of heat sinks and capacitors to support all the projectors I'm using, just not sure if I'm wasting power on the extra shield generators.
Aelanna  [author] May 29 @ 9:45am 
@AlexiTrinune - It isn't to do with any particular terrain but with how close you are to the edge of the map. CE made a change where they try to clean up projectiles that it thinks should be out of bounds and it doesn't account for tracking/pathing projectiles that don't follow a simple ballistic trajectory. There's nothing I can do until they fix it upstream. :\
AlexiTrinune May 29 @ 8:05am 
Not sure if related to other problems but missiles disappear over bodies of water. No problem going over land but the moment they go over water it disappears.
Aelanna  [author] May 21 @ 12:53pm 
@Quantum Fox - Not sure what you mean, I didn't put an intentional cap to it if that's what you're asking, so probably whatever the C# integer limit is.
Quantum Fox May 21 @ 7:13am 
@Aelanna Is there a fixed upper limit to the heat sink heat capacity?
Snarfy May 19 @ 9:07pm 
ok thank you for the great mod..
Aelanna  [author] May 19 @ 7:59pm 
@Snarfy - There is a bug in the latest version of CE that's causing guided projectiles to get deleted midflight. Apologies, but there's nothing I can do on my side; it will have to wait for a CE hotfix.
Snarfy May 19 @ 4:08pm 
is there supposed to be a maximum range on missiles or am i getting a bug? Am using CE if that matters.

Also i am using a pawn with the targeting rife to call the strike, not a tower, and the missile just vanishes mid flight.
Xarima May 14 @ 12:25pm 
@Aelanna - Yea. The error is more likely related to CE. Since I tried to remove CE from the list, the error disappeared.
Aelanna  [author] May 14 @ 9:46am 
@Xarima - While I'm seeing some issues with the latest CE update, I'm not seeing that error which only happened for a short time about a year ago. Do you have the latest versions of all Eccentric Tech mods?
Xarima May 13 @ 11:49pm 
After CE update -
Error in Eccentric Tech - Defense Grid, assembly name: EccentricProjectilesCE, method: ProjectileCE_ExplosiveStagedWithEffects:Vec2Position, exception: System.MissingMethodException: UnityEngine.Vector2 CombatExtended.ProjectileCE.Vec2Position()
Quantum Fox May 11 @ 5:30am 
@Aelanna Hi, can I put out an enhancement patch?
Quantum Fox May 9 @ 11:00pm 
@Aelanna Can you write Standalone shield generator (deployable) as shield backpack? That would be much more convenient than missiles.
Quantum Fox May 9 @ 10:38pm 
Looks like a real pain in the ass.
Aelanna  [author] May 9 @ 7:04pm 
@Quantum Fox - If by "lasers" you mean things like tesseron masers, they are coded to completely bypass interception checks as they are literal anti-shield weapons. Changing that would require serious code patching.
Quantum Fox May 9 @ 7:00pm 
@Aelanna Hello, what can I do to make it able to intercept the laser?
Tiberiumkyle May 4 @ 12:46pm 
Appreciate the response, I don't use CE so I never checked in that folder. Got it working without CE now. :D
Aelanna  [author] May 4 @ 10:10am 
@Mask of Humble @Tiberiumkyle - It is a field on the sensor tower comp, it just isn't directly in the XML since it has a default value. If you look in the Combat Extended folder, there is a patch that increases the range when CE is active.

Fair warning though, vanilla RimWorld has a limit on how wide range circles can be, so going too far may cause errors.
Tiberiumkyle May 3 @ 2:34pm 
You mentioned the sensor tower range can be edited in xml, but despite digging I can't seem to find it. Which xml file is it? I might just be missing it.
Mask of Humble Apr 27 @ 11:54pm 
Question, how does one edit the range of the proxy tower? I'd love to have one for a larger range.
Thanks ^.^
Jan2607 Apr 24 @ 6:43am 
Okay, thank you!
Aelanna  [author] Apr 23 @ 6:41pm 
@Jan2607- Too many mods introducing exotic goods can indeed dilute the pool pretty badly. I may consider putting some permanent stock into certain trader types such as orbital combat suppliers, but otherwise the only way to reliably obtain shield cores is to craft them yourself with the Nanofabricator from Eccentric Tech - Core.
Jan2607 Apr 23 @ 4:01pm 
I'm using this mod without the other Eccentric mods, so when I want to build shields, I need a generator and for that I need a high energy shield core? So there is no way to construct a shield without such core, am I right? I never found a core and I'm playing this for a long time now. Are they even showing up with exotic good traders? It seems the more mods you use the more cluttered the item pool for quests is.
Aelanna  [author] Apr 15 @ 12:59pm 
@Enderblade - While I understand the dislike for that, this was a vanilla change that was made back in I believe 1.3 or 1.4. Something to tweak that would have to be part of a more comprehensive explosion overhaul tweak, which is outside of the scope of this mod as I would prefer to maintain feature parity with vanilla.
synister Apr 14 @ 11:51pm 
perfect mod if you could use ordinance on other map tiles
Enderblade Apr 14 @ 8:52pm 
Is there an option to have shields block the shockwaves/blasts from explosions? some of the mods I use have large scale explosions and the shield only seems to block the shell; not the explosion itself..
CullingCommando Apr 7 @ 10:33am 
@Aelanna - I actually like that as a concept, having the option to to have an aerial defense system sounds amazing, especially if I could make more. Sure beats having them spawn on top of my crew; having them get crushed or my fuel storage blowing up and destroying everything. Big sad.
Aelanna  [author] Apr 4 @ 7:59am 
@Mon-Keigh - If a projectile is fired from inside your shield coverage area, so long as it doesn't leave and try to enter back in then it should not be intercepted by individual projectors. If you have any "sharp edges" to your shield grid (which you should be able to see using a toggle in the bottom right controls), then you'll need to adjust your projectors or temporarily change your shield interception settings to not shoot down overhead projectiles.
Aelanna  [author] Apr 4 @ 7:57am 
@CullingCommando - They do not. I have plans for a future anti-air artillery system for Defense Grid, but it will not completely block drop pods from landing in your base, simply be able to use shield charge to fire at them and damage some of them while coming in.
Mon-Keigh Apr 4 @ 7:53am 
Is there anyway to make it so the shields don't intercept your own projectiles? I tried shooting a mortar and it was intercepted by the shields (They do overlap a little)
CullingCommando Apr 2 @ 8:00am 
Does the shield stop enemy drop pods?
Zebediah49 Mar 26 @ 3:05pm 
Well that's a little bit cursed. TYVM, you're the best, everything works properly now.