边缘世界 RimWorld

边缘世界 RimWorld

Shield Generator
58 条留言
Arcjc  [作者] 12 月 11 日 下午 12:03 
@Tal'Raziid That should be fixed now.
Arcjc  [作者] 12 月 11 日 下午 12:00 
@小瓶的坟头 Sorry I won't have the time to go through for a while, if you'd like to make the changes as a PR in Github I'd be more than happy to maintain it going forwards, otherwise it will take a long time
Tal'Raziid 12 月 8 日 上午 10:56 
I, too, am getting the 'could not find SoundDef Laser_Fire' error on startup
小瓶的坟头 11 月 27 日 下午 6:59 
Hi! I want to translate your mod, but it has no localization keys. Could you add them? Thanks!
Stalker Beetle 11 月 26 日 下午 9:52 
It's so beautiful... I like you.:LetiHeart:
Porknelius 11 月 26 日 下午 6:49 
@Quantum_Fox Yes
Eliont 11 月 26 日 上午 9:01 
Thanks for you work. Working with VE gravjumper / gravhulk ?
Quantum Fox 11 月 25 日 上午 4:18 
@Arcjc Is the shield one-way?
Stage 11 月 21 日 上午 5:48 
Hi, I just wanted to say that I don't have much time to play atm, but it is definitely a mod interaction as your mod alone works without issue :)
I have not seen an error pop up, but with my full modlist it is like your shield is bypassed entirely.
I will post the logs including the modlist as soon as I play again.
Arcjc  [作者] 11 月 11 日 下午 3:01 
@stage if you enable logging in the mod settings and then upload you log file to github or pastebin etc. then I can try and take a look
Stage 11 月 11 日 上午 9:44 
I don't know if this is a mod interaction, but the shield does not work properly for some reason.
Energy is drained but damage still passes through. Needle guns, blasters etc. just pass the shield, despite the energy drain. Tested it with vanilla centipede blasters.
Any idea why this could happen? I've a large modlist with your mod with your mod last in the load order. CE is not in this modlist.
ren 11 月 8 日 上午 11:13 
still error on startup
Could not find SoundDef named Laser_Fire
Arcjc  [作者] 11 月 2 日 上午 5:59 
@HOBOE You can configure the values in the mod settings, if you want it to last longer, turn down the Shield Intercept base cost and the Percentage of damage drained, personally I go with an Intercept base cost of 1 and a percentage of damage drained of 25
HOBOE 11 月 1 日 上午 5:45 
still not sure how the system work,most time it run out shield quickly
Arcjc  [作者] 10 月 27 日 下午 12:10 
@RugerXVII it does not, fire away !
RugerXVII 10 月 27 日 上午 11:36 
Does this prevent outgoing projectiles like standard shield belts, or can my gravship use its turrets while the shield is raised?
Arcjc  [作者] 10 月 27 日 上午 8:12 
@grehnik Can't reproduce your ship exactly cso i'm missing so many mods but the general shape def works (Screenshot here: https://images.steamusercontent.com/ugc/12300584436568749464/F8053E86124C7EDFC7CE129B02F70F789DACB7E5/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

I've added something to refresh the shielded area occasionally and also a new manual mode that will also regenerate when de/re-activated

@Inquisitor Added a manual mode now :)
grehnik 10 月 27 日 上午 7:10 
Does the script not have dynamic updating?
In other words, if I build something while it’s already active, will it not recognize the new structure?
grehnik 10 月 27 日 上午 7:00 
Uploaded the XML to GitHub. Damage goes through in the areas where the shield is visually missing. Also, the logs mention that the shield loads fewer ship cells than there actually are.
Arcjc  [作者] 10 月 27 日 上午 6:26 
@grehnik the only other thing to check is if it's actually shielding the ship or is it just failing to draw the shield so if you can get it attacked on a side that's not being drawn on and see if the projectiles are still stopped that would be handy too.
Arcjc  [作者] 10 月 27 日 上午 6:19 
@grehnik, Gah that's annoying, ok I'm gonna need to get a closer look myself, I imagine sharing your save won't work cos of different mod lists, you could try exporting your ship with my other mod then uploading the ships xml to Github and I can try investigating that way https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576790938
grehnik 10 月 27 日 上午 4:08 
Unfortunately, it’s still the same — only part of the ship gets covered.
Inquisitor 10 月 26 日 下午 7:17 
I really hope there would be a way to switch the shield on and off..! my ship raising shields because of one lone rat going berserk..
Arcjc  [作者] 10 月 26 日 下午 2:54 
@grehnik I've pushed a new version, I've tested it with a large ship with 4 grav extenders and it seems to work, basically above a certain size I seem to be running into some limits with how many mesh's Unity can draw in one go :D

If this fix doesn't work I might have to add an alternative rendering mode for large ships that will look ever worse than the current one but might handle things better.
Lady Havoc 10 月 26 日 上午 7:27 
there is a list of mods that are compatible with CE regardless what their descreption might say, though you didn't even read that much so I doubt you'll read this either:
https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

and if you really want a comprehensive CE compatible shield mod, I'd go for eccentric tech - networked defenses
IMBABWEEEEEEE 10 月 26 日 上午 6:47 
CE compatible?
grehnik 10 月 26 日 上午 2:16 
Created it on GitHub.
Arcjc  [作者] 10 月 26 日 上午 2:09 
@gregnik either https://pastebin.com/ or create an issue on the github and that should allow you to upload files as well I think
grehnik 10 月 26 日 上午 2:01 
And this is what it looks like after “fixing” it — removing and placing it again so that it covers the entire ship.
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (364).
[RimworldShieldGenerator] PostSpawnSetup complete.
JUST1C 10 月 26 日 上午 1:58 
WOW
grehnik 10 月 26 日 上午 1:57 
How can I send you the log file? In general, the log for this mod looks like this:
[RimworldShieldGenerator] [ShieldGenerator2982140] PostSpawnSetup start. RespawningAfterLoad=False
[RimworldShieldGenerator] [ShieldGenerator2982140] Linked to GravEngine гравидвигатель.
[RimworldShieldGenerator] [ShieldGenerator2982140] RefreshShieldCells (Gravship mode)
[RimworldShieldGenerator] [ShieldGenerator2982140] Refreshed shield cells (248).
[RimworldShieldGenerator] PostSpawnSetup complete.
viperro 10 月 26 日 上午 12:39 
one step closer to sos3
mack 10 月 25 日 下午 4:23 
mortars?
Arcjc  [作者] 10 月 25 日 下午 2:40 
@Noisy Koi I am the least talented graphic artist ever and roughly 4 hours of my own efforts and various LLMs only left me with some truly horrendous looking attempts at rounding the corners :D

@grehnik that’s very strange I’ll try it with some bigger ships and see where it’s failing, if you can enable the debug logging in the settings and upload your player.log somewhere for me to look at that that would also really help
grehnik 10 月 25 日 下午 12:11 
Got it. At first, I thought the problem was with the grav-field extenders, but maybe it just doesn’t have enough time to detect the entire ship. If possible, I’ll add a link to a screenshot to show what it looks like. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3593480501
Noisy Koi 10 月 25 日 上午 11:21 
any plans to give the shield a bit more graphic attention? like rounded corners or something?
Arcjc  [作者] 10 月 25 日 上午 8:05 
@grehnik there shouldn’t be, the code basically looks for a grav engine and then uses that to figure out the area to shield, I’ll do some more testing tomorrow to see

@ren I know what that is will get it fixed tomorrow as well
grehnik 10 月 25 日 上午 7:27 
After the grav-ship lands on another map, the shield shape becomes incorrect — it only covers part of the ship. Are there any known incompatibilities besides CE, or maybe this mod uses some kind of link to specific ship objects that other mods might have changed?
ren 10 月 25 日 上午 3:51 
Error during startup
Failed to find Verse.ThingDef named Mote_LaserGraserBeamBase. There are 3419 defs of this type loaded.
Could not find SoundDef named Laser_Fire
EtherealLuna 10 月 25 日 上午 2:03 
is this mayhaps... ce compatible? :steamhappy:
angus_jo 10 月 23 日 下午 2:13 
All right, thanks for clarifying that.
Arcjc  [作者] 10 月 23 日 下午 1:40 
@angus_jo it is, the auto area is harder to do without a Gravship defining the edge, however I have something similar in my WallDefensesV2 mod where you can choose an area to be shielded
angus_jo 10 月 23 日 上午 11:08 
Does this only work with gravships, or can it also be used for a normal base?
Arcjc  [作者] 10 月 23 日 上午 8:51 
@Aleadrex Yeah anything you fire will work fine, in actuality you can fire across the shield, the way the code works is it only destroys hostile projectiles (that's a bit more performent than checking origin and destination of shot)
Aleadrex 10 月 23 日 上午 7:53 
Can pawns and turrets fire from inside the shield, or will the shield block all projectiles coming in and out?
Arcjc  [作者] 10 月 23 日 上午 5:59 
@The God
Sorry I took a look and tried it, for some reason the Odyssey shield generators do something strange and try to initialise the shield too early so it causes a crash when you load it with the shield active :(
The God 10 月 23 日 上午 2:21 
@Arcjc
Which is why I was asking for like an option or something instead of outright replacing it. But a cool mod nonetheless
Arcjc  [作者] 10 月 23 日 上午 2:19 
@OngLaoCheoDo Basically it's how much of a weapons damage should be drained from the battery grid, i.e. if you have a Rifle that does 100 Damage, a setting of 100% will drain 100Wd from the grid, 50% will drain 50Wd, 0% will drain 0 (and basically disable the drain mechanic) Hope that's cleared it up :)

@The God, I try not to mess with Vanilla things too much in my mods, that way everything else works as normal and my stuff just adds to it (I don't know why you'd want both shield generators, maybe redundancy ? but someone might)
The God 10 月 23 日 上午 1:26 
If you could make this mod so that the shield generators from odysey itself work like this then that would be incredible.

Right now for all my defensive needs I use a seperate mod cause all my ships are way too big for like 2 shield generators and manually turning them on is a pain
EXistenZ 10 月 22 日 下午 11:29 
Absolute cinema \(❁‿❁)/