边缘世界 RimWorld

边缘世界 RimWorld

WallDefenses
51 条留言
Arcjc  [作者] 8 月 20 日 上午 6:34 
@Unstable Energy, that's the area being shielded, it should go away when there's no longer a threat on the map (It stays a few seconds on shield build)
Or you can swap it to region mode and select an area to shield and it will shield that entire area, can use a lot of power doing that however
Unstable Energy 8 月 20 日 上午 12:29 
How do u get rid of the big blue circles around the wall shields?
Arcjc  [作者] 8 月 19 日 下午 1:04 
@Muffintitan Ah yes thanks for that all fixed now
Muffintitan 8 月 19 日 上午 10:04 
The AA turret seems to be destroying my own shuttles when i try to reenter the map. it wasn't happening before and i haven't actually used a shuttle since you fixed the problem with mech drop pods ( Thanks for that by the way! and i love the new turrets) so i assume its somehow related to that.
Arcjc  [作者] 8 月 11 日 下午 3:59 
Fixed the bug where it wasn't destroying Mechanoid drop pods from Odyssey, should be more consistent with destroys drop pods etc. now
Arcjc  [作者] 8 月 4 日 上午 11:04 
Added a new Wall & Hull turret, not sure if the damage will be balanced, seems to do extreme damage to normal pawns but not a lot to Mechs, which makes it feel a bit balanced, needs batteries to fire as it draws power from there each shot.
kimty0 7 月 22 日 下午 11:57 
After Today patch not fired in raid in mechnoid when Oddysey scenario.
I think change the raid type in mechnoid drop attack..
Arcjc  [作者] 7 月 10 日 上午 10:01 
Updated to 1.6 and fixed the Laser Grid HP situation thanks @nonya0992 !
nonya0992 4 月 1 日 下午 10:33 
So I was having a problem with the laser beams only having 1 hp and the enemy were shooting through them. After some testing, I found that the original maxhitpoints value that was set in the mod was so high that the game defaulted to 1 hp. When I set a new maxhitpoints to 1,000,000 the beams had the new appropriate hp, instead on just 1 hp.
Tardo The Ass-Monkey 3 月 19 日 下午 6:19 
Are the shields one-way or do they block projectiles from all directions? In your picture, for example, can the mini-turrets inside the sandbags shoot out past them?
ZX Zero 2024 年 11 月 24 日 上午 5:55 
why 70mb?
Quantum Fox 2024 年 10 月 31 日 下午 7:43 
hello?
Quantum Fox 2024 年 9 月 17 日 上午 11:19 
No language files?
Arcjc  [作者] 2024 年 6 月 25 日 上午 7:22 
Updated to 1.5 compatibility as soon as Steams auto checks have finished !
da_mercenary 2024 年 5 月 20 日 上午 2:16 
will it work in 1.5?
nikita150u 2024 年 3 月 7 日 上午 9:46 
Can you add to AA turret mechanoids droppods as targets?
Dahak 2023 年 8 月 29 日 上午 5:42 
I too would love to have a wall mounted regular turret. Seeing these AA guns up on the walls is awesome, and I want ones that can shoot at ground targets too!
HungHoro - [赫蘿] 2023 年 8 月 26 日 上午 1:45 
Could there be a wall mounted normal turret or something? just balance it by make it cannot shoot target too close like a mortar:2017stickycrab:
VelxraTV 2022 年 10 月 23 日 下午 3:39 
was the VFE pirates issue mentioned below fixed?
SovietAmerica 2022 年 5 月 2 日 下午 4:53 
So does the shield also destroy things like friendly/neutral drop pods/shuttles?
Seipherwood 2022 年 2 月 3 日 下午 1:48 
Would it be possible to maybe patch in the Vanilla Factions Expanded: Pirates? The junkers are their crafts ignore the AA Turrets.
Seipherwood 2022 年 1 月 23 日 上午 6:22 
Ah, i used the Region setting and just highlighted my walls, maybe thats why. Ill try to give em a 1 cell buffer next time. Thanks :)
Arcjc  [作者] 2022 年 1 月 23 日 上午 5:23 
@Seipherwood, any projectile that's considered hostile should be destroyed upon entering a shield cell, some mods won't be compatible (Combat Extended for one I imagine but I've never used it) and RimThreaded can let a single bullet or two through when faced with something like a minigun etc., you should see a little puff of smoke in the cell when a bullet is destroyed, make sure your shield is extended around any walls etc. I normally put mine one cell in front instead of directly on the wall itself as that seems to work better
Seipherwood 2022 年 1 月 23 日 上午 2:21 
How exactly does the Wall Shield work? I have it set up, but my walls still take the same damage as if it didn't exist at all? Im not sure what its suppose to do.
Vlad_1492 2021 年 12 月 3 日 上午 7:29 
Bump for please add CE compatibility
eaglegundam 2021 年 11 月 10 日 上午 6:14 
Combat extended
tonechild 2021 年 10 月 11 日 下午 11:46 
What is CE?
Thundercraft 2021 年 9 月 2 日 下午 3:13 
I doubt this would work with CE without a patch or something. At least, there is no mention of CE support, so one would assume.

Sad, as I'd really like to use this.
Nihil 2021 年 8 月 2 日 下午 10:40 
can this mod work with CE?
Arcjc  [作者] 2021 年 7 月 18 日 上午 9:39 
Updated for 1.3, will hopefully add a few more features after Ideology launches.
Scorpio 2021 年 5 月 16 日 下午 8:45 
Great mod life saver, my only issue is the AA gun looks really low res and out of place
SunRod 2021 年 3 月 8 日 下午 5:47 
It would also be cool if, instead of using power, the shields took damage until a certain point where it shuts down and requires fixing using components. Or something similar to the mining co force field mod, where it uses a charge system.
Arcjc  [作者] 2021 年 3 月 6 日 下午 2:25 
@SunRod Yeah I'm working on something like that, at the moment neither region or grid will ever fail unless you run completely out of power, will likely be a thing where it takes some power from the battery grid for every hit to drain your power faster I know it's massively overpowered at the moment.

What you can certainly do at the moment is up the exponent to 3 or 4 as then you'll need absurd levels of batteries and/or massive power generation to run it for any real length of time which just makes it more of a stalling aid.
SunRod 2021 年 3 月 5 日 下午 5:36 
Would be fun if being hit, increases the power consumption by an x amount and/or that it uses power from batteries only. Or an overheating function...
SunRod 2021 年 3 月 5 日 下午 5:29 
Love the Idea. However the square shape shield does not seem to overheat like the region shield. I don't really like the idea of having an indestructible shield. If I need to do something else let me know. Right now I have it set to 100 and 2 for the two settings regarding the shield.
Arcjc  [作者] 2021 年 3 月 5 日 上午 6:49 
@AerosAtar Thanks for that ! Was actually an unneeded DLL file I'd accidentally included at some point so removed and hopefully that should go away !
AerosAtar 2021 年 3 月 5 日 上午 3:00 
@Arcjc
Flagged by AllYourBase, so FYI.

Type <UnityStandardAssets.ImageEffects.Blur> from <arcjc007.walldefenses>'s <Assembly-CSharp-firstpass> probably needs a StaticConstructorOnStartup attribute, because it has a field <m_Material> of type <UnityEngine.Material>. All assets must be loaded in the main thread.
Arcjc  [作者] 2021 年 3 月 1 日 下午 2:39 
Small bug fix, the area for the new shield mode wasn't being saved properly so you'd have to reset the area every load, fixed now.
Vattende 2021 年 3 月 1 日 上午 8:51 
That looks all pretty nice !
pgames-food 2021 年 2 月 27 日 下午 9:31 
yeah very cool ;)
ZzZombo 2021 年 2 月 27 日 下午 8:14 
Very cool!
Arcjc  [作者] 2021 年 2 月 27 日 下午 4:11 
Update to change the artwork for the UI on the shield and to add a new mode that allows the shield to protect an "Area" (as in a Rimworld area) this means you can protect any arbitrary shape that you can draw in the game
Arcjc  [作者] 2021 年 2 月 21 日 上午 8:43 
@ZzZombo Added the ability to not destroy DropPods but instead damage the target within (only if it's a threat so only enemy pawns)

@pgames-food Slag now drops, 3 per destroyed Target, 1 per damage time.
13th Guest 2021 年 2 月 20 日 上午 6:02 
Thank you. Also, could you delete source and packges and etc?
Arcjc  [作者] 2021 年 2 月 20 日 上午 5:37 
Thanks fixed the description, there was also a bug where the power of the shield wouldn't go back to 0 when inactive so fixed that as well.

@ZzZombo I think (although again not tested this) that anything non-living will come through intact anyway as the line of code checks if the thing inside will be a threat, I'll look into the injury instead of destroying idea but it will be a toggle in the mod options if I figure out how to do it.

@pgames-food Slag should be pretty easy and makes a nice change will take a look.
13th Guest 2021 年 2 月 20 日 上午 1:53 
the description of AA Turret is same the shield. please check it.
pgames-food 2021 年 2 月 19 日 下午 11:40 
ok thanks, ah yeah if its possible in the code, or if a bit tricky, maybe slag debris appears near the turret :)
ZzZombo 2021 年 2 月 19 日 下午 8:59 
I suggest not to utterly destroy drop pods, make whatever inside comes out (if lucky) badly injured; and non-living stuff is still possibly usable, just as well, by you or the raiders, whoever claims it first.
Arcjc  [作者] 2021 年 2 月 19 日 下午 4:21 
If anything falls within range it will be targeted, each AATurret can destroy 2 targets by default (so two droppods, a ship chunk etc.) before it needs to reload, there will be a small explosion where the impact point would have been but not as bad as if it landed obviously.

It also shouldn't destroy friendly droppods but I haven't had much chance to test that yet.
pgames-food 2021 年 2 月 19 日 下午 3:20 
btw what happens if an inbound drop pods raid happens, do all the pods get shot and vanish?
or do some fall down, but injured, and with debris

also for ship shinks/enemy ships, what would happen?