RimWorld

RimWorld

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Shield Generators by Frontier Developments
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Mod, 1.2
File Size
Posted
Updated
1.157 MB
Nov 24, 2017 @ 7:11pm
Oct 11, 2020 @ 7:44am
37 Change Notes ( view )

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Shield Generators by Frontier Developments

Description
Version: 1.2.7.2753

SRTS and Imperial Shuttles can now safely pass through shields!
Dubs Hygiene AC will now cool shields.

Ludeon Forum Thread: https://ludeon.com/forums/index.php?topic=37160.msg380159#msg380159

日本の説明: https://github.com/JonnyNova/Rimworld-Shields/blob/master/Languages/Japanese/Japanese_Description_for_Steam.md

Bug report: https://github.com/JonnyNova/Rimworld-Shields/issues
Include as much info as possible, mod list, screenshots, console logs.

Allows for the building shield generators. Shields will stop projectiles that try to enter it but allow weapons to be fired out. This includes bullets, rockets, mortar rounds, pods of **any** variety (enemies via drop pods, cargo pods, escape pods, and yes, **your** pods). Shields have low idle power use and high power usage when stopping projectiles. Shield strength is determined from stored battery power. More batteries equals more protection.

**Features:**
- PERFORMANCE OPTIONS: For late game colonies or low-power systems, see mod options
- Stop projectiles (bullets, rockets, grenades, mortars, drop pods)
- Shields use a small amount of idle power
- Shield strength is the stored energy on your power net
- Shields generators will heat up as the shields absorb damage and will shut off if they overheat
- Shields come in three sizes:
- small (3m)
- medium (3m - 10m)
- large (5m - 25m)
- The small shield is minifiable and portable and contains an internal battery (1000 Wd, 50% efficient)
- Larger shields can soak more heat before the shield collapses

**Shields Don't:**
- Stop movement of pawns in or out of the shields
- Stop fires
- Heal people
- Stop fires from explosions from propagating into the shield (Tip: don't stand near the edge if the bad guy has an incendiary launcher)

**Compatability:**
- No known mod conflicts

**Supported Mods:**
- Combat Extended: It just works
- Centralized Climate Control: Cool shields with air nets **NOW DIRECTLY INTEGRATED**
- Crash Landing: Ship chunks are stopped (and destroyed) by your shields
- Fluffly's Mod Manager
- SRTS: No longer do you need to shrink shields to use them
- Trader Ships: Can pass through your shields

Attributions:

JonnyNova - Code Lead
Jetpack_Maniac - Code, Documentation
Halno: Building and UI art

Katavrik: Crash Landing
ColdTold: Centralized Climate Control
NoImageAvailable & CE Team: Combat Extended

Jaxxa - inspiration drawn from ED-ShieldsBasic

Translations:
Russian (Русский): kr33man from http://lttlword.ru
Japanese (日本語): Proxyer
French(Français): I'm a banana
Popular Discussions View All (2)
21
Mar 19, 2021 @ 8:08am
Feature requests
JonnyNova
15
Aug 1, 2021 @ 3:11am
Bugs
JonnyNova
913 Comments
Minuano Jun 20 @ 8:03pm 
someday it will be updated
Xeonzs Mar 9 @ 12:42pm 
I really wish this shield mod still worked.
It's just simple, lightweight and clean.
Гений Oct 30, 2024 @ 12:21pm 
Rly? I'll try, thanks a lot!
Kullakeks2 Oct 30, 2024 @ 11:19am 
You can turn the Pipe requirement/cooling off in the settings, so you only need electricity i believe
Гений Oct 29, 2024 @ 10:54am 
Thanks, but it requires complete new infrastructure with pipes. I wanted to stay with just electricity as consumable
Kasa Oct 29, 2024 @ 6:39am 
There is a alternate mod that does the same thing:

https://steamcommunity.com/sharedfiles/filedetails/?id=2540563802
Гений Aug 13, 2024 @ 9:46am 
@Mile we need you here
Shinoskay Jun 12, 2024 @ 11:30pm 
how come no one ever picked this up? its a great mod
Devestatio Aug 29, 2023 @ 3:50pm 
Dangit, starting to play Rimworld again, and was hoping this was updated. Hopefully it gets picked up by someone.