边缘世界 RimWorld

边缘世界 RimWorld

Toggleable Shields
95 条留言
Snow 7 月 22 日 下午 4:38 
Please bring to 1.6
Bai daofu 2024 年 7 月 4 日 下午 7:43 
漆黑之梦 2024 年 4 月 23 日 下午 6:25 
Is 1.4 version available in 1.5?
trollhattington 2024 年 4 月 12 日 下午 10:09 
He's mentioned on his Ko-fi he'll be coming back! No ETA, though. Love your work dev, o7
WESP 2024 年 4 月 12 日 下午 5:46 
1.5 plz
Caatalyst 2024 年 4 月 11 日 上午 9:14 
1.5 please :-)
SydWad 2024 年 1 月 26 日 上午 3:46 
balanced too since the shield bursts instead of just turning off.
Love it.
The Bard of Hearts 2023 年 12 月 11 日 下午 3:56 
is there going to be a fix for the toggle also showing up on enemies?
Nishe 2023 年 10 月 16 日 上午 6:18 
Seconding what Dovahkiin said, this is making a toggle appear that lets you yeet the shields of enemy tunnelers. Not sure yet if it works on enemy humans
hottt3 2023 年 10 月 12 日 上午 3:56 
Yea, it's a shame that it's incompatible with Cybernetic Organism and Neural Network. I had to uninstall this mod. Thanks for your work anyway!
Jet 2023 年 8 月 4 日 下午 2:26 
so what does the hard incompatibility with cybernetics do? is it fine to add or will it ctd
Avila 2023 年 7 月 15 日 上午 9:21 
So the old version of the mod would work with CONW?
Aira 2023 年 7 月 7 日 上午 2:08 
Its funny how you can disable shields on the enemy tunnelers
Kaedys 2023 年 7 月 3 日 下午 3:04 
Yep, that's the one, appreciate the correction.
Thirsk 2023 年 7 月 3 日 下午 12:18 
@Kaedys
You're thinking of Vanilla Apparel Expanded - Accessories. It's 81% the capacity of a normal shield; regular shields have 110% max energy, while the ranged shield belt has 90%.
Kaedys 2023 年 6 月 14 日 上午 8:56 
@DeathGun One of the VE mods (Weapons Expanded or Armor Expanded, most likely) has a Ranged Shield Belt, which is identical to a normal shield belt, except it allows ranged weapon usage and has a slightly lower max capacity (90% of a normal belt, iirc).
DeathGun 2023 年 6 月 13 日 上午 12:29 
is there a mod that allows you to shoot with an activated shield?
knopi 2023 年 5 月 13 日 下午 1:19 
what does it do with Cybernetic Organism and Neural Network? cause i havent had any issues yet with it
FungalFish 2023 年 4 月 27 日 下午 10:24 
Really appreciate you having the old version easily available.
Rime_Low 2023 年 4 月 27 日 上午 8:54 
@Шашлычник ;р Thanks for your help!
And Yeah that's a shame
But thanks for your work Owl
Шашлычник ;р 2023 年 4 月 27 日 上午 3:30 
That might be a stupid workaround, but what about to transpile that prefix?
Owlchemist  [作者] 2023 年 4 月 27 日 上午 3:21 
Ideally, I'd like to find a solution. But it could be awhile as there's a deadlock, I'm not seeing any obvious solutions off the top of my head here. Gotta give it some thought.
Шашлычник ;р 2023 年 4 月 27 日 上午 3:18 
Thats sad.
Btw thanks you for your work and mod!
Owlchemist  [作者] 2023 年 4 月 27 日 上午 3:07 
Update
This is just an about.xml update to flag the mod Cybernetic Organism and Neural Network as a hard incompatibility. The other mod unfortunately does what is known as a destructive prefix, meaning my gizmo code can never run.

If you'd like to use the old v1 version that didn't modify the shield gizmo, here's the download for it: https://github.com/Owlchemist/toggleable-shields/archive/1c13f0167896f26c3365428d414f517c747fb028.zip

---

Thanks for doing the legwork on that, you're right.
Шашлычник ;р 2023 年 4 月 27 日 上午 2:14 
@Owlchemist, i have the same problem. I did a little research and found that mod "Cybernetic Organism and Neural Network" ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2045064990 ) patching same gizmo-method (prefix patch that returns false, so, i guess, your patch wont be called).
I guess, it can be solved using transpiller.

P.s.:Toggleable shields placed bellow (loads after) this mod.
Owlchemist  [作者] 2023 年 4 月 26 日 下午 6:32 
Right. I said higher, earlier, but I think I meant lower.
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 2023 年 4 月 26 日 下午 6:14 
@Owlchemist & Rime_Low - Please correct me if I'm wrong, but if another mod is trying to replace the shield gizmo, would moving this mod to the end of the mod list allow this mod to overwrite the other mod's gizmo?
Not a permanent solution, but potentially a quick way to check.
Owlchemist  [作者] 2023 年 4 月 26 日 下午 4:01 
There's a possibility that another mod is trying to replace the shield gizmo, much like I am too. If that's the case I'd need to know which mod it is so I can figure out how to get them to play nicely together ;)
Rime_Low 2023 年 4 月 26 日 下午 3:56 
And I don't think this is your faut, but a think like priority menu loaded overcoded when thé Shield is on and for the informations it's just thé basic Shield belt
Rime_Low 2023 年 4 月 26 日 下午 3:54 
I did it. But like above I Can see the button when it's off or broken and when it charge the toggle disapear, l don't even know which mod could do that. I will search later
Owlchemist  [作者] 2023 年 4 月 26 日 下午 3:38 
If you don't see the toggle check (like as shown in the gallery screenshot above), then either 1.) it's not the type of shield you can toggle, or 2.) load order issue. Try putting it higher on your list (and let me know so I can update the about.xml)
Rime_Low 2023 年 4 月 25 日 上午 9:16 
Okey now the problem is not what I expected. I cannot find the toggle button once the shield is loading or full. But broken or off I can de-active it. I didn't change anything with my mod pack but I don't know why but before your update it worked perfectly
ignis 2023 年 4 月 25 日 上午 5:24 
Vanilla Apparel Expanded - Accessories adds ranged shield belt that probably should also be enabled by default
Rime_Low 2023 年 4 月 24 日 下午 12:58 
I've met a little bug, after the mod update you need to releod the pawn to be able to re-use the toggle
Arctic Fox 2023 年 4 月 24 日 下午 12:01 
Thankyou Owl for the vanilla shield gizmo update - I was confused. Super mod.
Owlchemist  [作者] 2023 年 4 月 23 日 上午 6:29 
v2.0
- Version 2 overhaul. In order to reduce gizmo clutter, the toggle button has been moved into the vanilla shield gizmo itself. The mod otherwise works the same as before. As a nice bonus, since I had to rewrite the shield gizmo to include the checkbox, I optimized that a b it as well to improve its rendering performance.
- Just a whole mess of minor optimizations, going through all the old code and fixing it up prim n' proper like. Reduced overhead and memory footprint.
- Russian translation now included, submitted by LeonusDH
Emberbuck 2023 年 4 月 12 日 下午 3:49 
I'd been having an issue with shields not charging at all and will go through the break, animation and sound effect if toggled on and off. Anyone else have an issue like that?
IvanovichDT 2023 年 3 月 31 日 上午 3:13 
options to set as default on?
Gavril 2023 年 1 月 4 日 下午 9:00 
Gotcha. That makes sense. Thank you.
Owlchemist  [作者] 2023 年 1 月 3 日 上午 2:38 
Because it doesn't recharge. Turning off the shield sets the charge to 0.
Gavril 2023 年 1 月 2 日 上午 11:18 
Hey there, why is the Archotech shield belt specifically "blacklisted"? Would it be possible to get an option to turn this on for that too?
ꓤOꓕ∀NƎƎꓭꓭՈꓭ 🙃 2022 年 12 月 19 日 上午 7:58 
Just what I was looking for. :winter2019happybulb:
Now my melee fighters can also carry firefoam grenades (a different mod) and quickly help put out all of the imp fires without needing to drop their shield on the ground and pick it back up again. :space_fire:
Kaedys 2022 年 11 月 18 日 上午 2:23 
Hazrad, if you want to go that route, why not simply use one of the variety of mods that add shield belts that permit ranged attacks? That's basically what you'd be doing with that auto-toggle anyway, even if the power-up delay issue that @Psigh mentioned wasn't a thing.
Owlchemist  [作者] 2022 年 11 月 18 日 上午 2:04 
This mod is meant to just be a QoL workaround and not change the balance, since you can already do this via micromanagement (taking the shield off and picking it back up). The shield behavior described below sounds pretty cheaty (though also probably more realistic, honestly, lol).
Psigh 2022 年 11 月 18 日 上午 1:54 
HAZRAD that wouldn't really work, shields take a while to power up once you turn them on, that means that if you shut them off to shoot you'll be vulnerable for the whole time while reloading, that's the vanilla behaviour, if someone somewhere decides to make a mod to make shields power up instantly that would be a different story, it would not be balanced at all but that's not the point with most modding to be fair
HAZRAD 2022 年 11 月 8 日 下午 9:35 
Hey nice mod! Dont use simple sidearm mod but so I dont really need this, but I got an idea for you, what if a ranged character wearing a shield belt can auto toggle their shield belt, so that when their gun is on cooldown/reloading, the shield belt is on, but when they are ready to shoot, the shield belt is off for split second, then back on after they have shot and reloading, I think that will be cool as hell! Good job still Owl!
Owlchemist  [作者] 2022 年 11 月 8 日 下午 3:08 
Hmm that's a good idea! Perhaps a v2 idea there, yeah.
Rainoa 2022 年 11 月 8 日 上午 6:33 
you know i could have sworn at that cost of my life, i read at some point they added a option to now do this in base game around the time idol came out or close to it i think... but maybe im thinking of a diff game or something >.<

i stopped playing for a while due to being hooked on the android tiers mod i was waiting for official update to support the mod fully but it never happen than biotech came out & i have abandoned the mod for now at lest.

lol anyways, ya i just like found out a few days ago using a shield belt for the first time from when idol came out u cant toggle it, like i thought i read...

thanks for this mod

random idea's from someone not used it yet and only seen SS, any way to add a click action to the shield belt UI its selfs? instead of adding another button to UI bar?
having the cross/check in the box or maybe a boarder around it in red/green showing on/off

anyways just random thought feel free just to ignore it =^.^!=
Owlchemist  [作者] 2022 年 11 月 8 日 上午 5:05 
Previous update gave basic 1.4 support, but it didn't fully tie into the new shield code. Now it does. This update should fix some issues with shields not staying off properly.
Owlchemist  [作者] 2022 年 10 月 10 日 下午 6:44 
1.4 support added
Regarding the bug below this may be fixed in 1.4. The vanilla shield code was drastically overhauled so I had to make some big changes to adapt the code.