RimWorld

RimWorld

RT Solar Flare Shield
Počet komentářů: 547
Papito před 10 hodinami 
Thanks for informing us
Ratysz  [autor] 18. čvn. v 17.39 
@Papito: Eventually.
Papito 16. čvn. v 12.41 
Will this be updated?
CurtimusPrime92 4. čvn. v 2.12 
@RiskyBuisness just because solar flare shield protect your base from shorting out, and theoretically allows you base to transmit Coms signal, everyone else would still be unpowered and effectively jammed by EM Interference... and even if they did have their own EM shields protecting their power grids the EM Interference still might be too strong to allow two way communication dues to jamming effect of flare/event
RiskyBusiness 3. čvn. v 13.27 
Ah ok, gotcha. Solid reasoning (also, many thanks for this mod, saves me countless headaches).
Ratysz  [autor] 3. čvn. v 10.29 
@RiskyBusiness: My take is that the way solar flares knock out electric devices is via, well, electromagnetic interference - we even have other sources of flare-like EMI now. Blocking out the bad EM radiation blocks out useful EM radiation, too - as in, radio waves.

Lightballs and speakers are kind of coincidental. Feel free to think of them as working over Bluetooth or something.
RiskyBusiness 2. čvn. v 23.52 
Also, my lightballs and speakers are also not protected.
RiskyBusiness 2. čvn. v 23.51 
Just out of curiosity, what's your reasoning for this not protecting comms consoles?
Ratysz  [autor] 11. kvě. v 5.15 
@望月: I don't know what "5w2" or "6w4" is, and I'm going to need more than "device malfunctioned" to go on.

Are you placing the shield inside the RV dimension and expecting it to affect the outside world? That won't work, sadly, and I currently have no interest in spending effort to make it work.
望月 10. kvě. v 20.43 
When I used the mod 'RV with built-in PD', the device malfunctioned. My power generation is 5w2 and the battery level is 6w4.
batatafritada 2. bře. v 15.57 
this mod is great, can't live without it. the amount of power it consumes give a a reason to have batteries. the mod is awesome, you're awesome.
[AN] Mad Scientist 17. led. v 14.32 
@Ratyz damn aight, that or i somehow broke it with my game luck, i tend to do it A LOT
Ratysz  [autor] 17. led. v 10.30 
@[AN] Mad Scientist: I can't reproduce that issue on my end, so it sounds like a mod conflict to me.
[AN] Mad Scientist 16. led. v 6.18 
@Ratysz yea i have tried up to 10 full batteries and nothin happened
Ratysz  [autor] 16. led. v 5.51 
@[AN] Mad Scientist: Define "plenty". Do you have any batteries?
[AN] Mad Scientist 15. led. v 18.29 
for some reason it is not protecting my colony from solar flares despite having PLENTY of power
danzloblaha13 12. led. v 3.53 
although i am sadly floating like 12500power + about 6000wd batteries ... that would save me :P sadly oesnt work unless build before emi¨field ...
danzloblaha13 12. led. v 3.52 
doe it protect against quest EMI field ? D: ... i build it after i got the quest (for 20 days) and would need like 3h of gameplay to reload T-T
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i dont have EMP weapons nor high tier mechs build yet to fight mech cluster with 3x Alpha mech: siegemelter ... that splash monstrosity its attack is same range as these incerdinary launchers .. except that these are AREA OF FIRE ... literall hell
BoraDragon 24. pro. 2024 v 1.11 
@blazezierhiz it protects whole one map tile
blazezierhiz 20. pro. 2024 v 19.30 
does this have an AoE or just the whole one map tile?
CurtimusPrime92 14. lis. 2024 v 14.05 
yeah power demand is kinda up there, have to use larger batteries mods and with dub's rimatomics (solar flare S.C.R.A.M. set to off) + Rimatonics P.I.D. Autothrottle don't have to worry about solar shield sucking batteries dry in half a second lol
Ratysz  [autor] 14. lis. 2024 v 5.53 
@Eversor: When people reported this before it turned out they didn't have enough power. Your generators alone may not be enough, try putting a couple batteries on your power network.
Eversor 14. lis. 2024 v 1.57 
Sadly it doesn't help against a EMI-Dynamo. First it went into 'working-mode' but shortly after turned off with the rest of electric stuff in my Base.
Ratysz  [autor] 7. lis. 2024 v 21.57 
@skizordrone: It should.
skizordrone 7. lis. 2024 v 20.34 
does this also protect agianst the EMI Dynamo?
TheLastThrumbo 29. říj. 2024 v 11.27 
@Ratysz awesome! thanks for getting back so soon! take care
Ratysz  [autor] 29. říj. 2024 v 8.22 
@TheLastThrumbo: The comms consoles are entirely intentional, the rest I'm not sure about - I know didn't do anything special for them.
TheLastThrumbo 28. říj. 2024 v 14.25 
Hello! This mod has been working great, thanks for all your hard work!

While using the V.O.I.D mod, when the raid initiates a flare, 99% of my electronics still work, which is amazing! I wanted to point out that any comms consoles, ideology loud speakers, and ideology light balls dont work.

Hope this was helpful, and thanks again.
Ratysz  [autor] 19. zář. 2024 v 6.08 
@Ch11lGh0st #TransRights: Disable "SCRAM on solar flares" or whatever it's called.
Ch11lGh0st #TransRights 18. zář. 2024 v 14.44 
I have 4 nuclear reactors and it's still not working during solar flares, cool cool
Derrick da Fox 14. zář. 2024 v 16.08 
25,000 watts of energy for a solar shield?! It better be worth it.
Ruby 7. zář. 2024 v 13.21 
Confirming it

With Beyond our reach it is truly in their tab Behind the first solar shield there is EMI shielding
Pylon 7. zář. 2024 v 12.30 
For anyone else with this problem
If you have Beyond Our Reach, this flare shield is placed as that mod's EMI shield, including research and material costs / sources. So it goes in that one's tab without telling you. More Research Tabs showed an empty list, but ResearchPOwl could find the new research and show it to me with all of its requirements
Ruby 7. zář. 2024 v 5.34 
For some reason I do not see a research tab of this mod I have been trying to tweak it for some time but R.i.p if anyone has a solution please tell me I have never had issues with any other mod in research tabs. But when i did i just installed the scrolling thing research tab and that fixed others but again still no RT research tab (As in it doesnt exist before i found out some were missing because when i searched a name of the research it still popped up even if i didnt see the tab but with RT i dont even see it pop up if i search it + after adding the research scroll tab mod it didnt get fixed)
Stim The One 1. zář. 2024 v 12.06 
I came here looking for ceiling lamps that ignore solar flares so I could at least keep the place lit up. And found this. Such a great thing to once again put in the center of my power plant
Autolycus 8. srp. 2024 v 7.07 
thank you for this
Rassmond 8. srp. 2024 v 6.55 
@Ratysz o, thanks
Ratysz  [autor] 8. srp. 2024 v 6.02 
@Rassmond: You can toggle off reactors' "auto-SCRAM on flare" thing.
Rassmond 8. srp. 2024 v 4.03 
Please add compatibility with Rimatomics, reactor scrams still happen cause of flares
CurtimusPrime92 4. čvc. 2024 v 6.43 
@2962... the lore(and science) is that solar flare jams comunications, Solar Flare Shield only protects your local base from being overloaded by EM radiation. so everyone elses is still being jammmed/overloaded by EM/Solar Flare.
2962342497 4. čvc. 2024 v 6.32 
May I ask why the communication station cannot be used while other equipment is normal?
Ratysz  [autor] 3. čvc. 2024 v 14.07 
@short 5357: You probably don't have enough power.
short 5357 3. čvc. 2024 v 12.15 
so, I build one of this and it just turn of itself durning a solar flare
Iron Stallion 2. čvc. 2024 v 10.00 
Well i have a lot of mods atm, will do more testing. Its not game breaking just slightly annoying plus now i am noticing more things are eating more power for no reason...
Ratysz  [autor] 2. čvc. 2024 v 9.40 
@Iron Stallion: If I understand your description correctly I've never seen that happen, so it's most likely an interaction with some of the other mods you have.
Iron Stallion 2. čvc. 2024 v 9.29 
Having a weird issue with this. Everytime it activates it permanently eats 50K watts of my power. So i have to reinstall all my power grid.
Ratysz  [autor] 2. čvc. 2024 v 6.41 
@Matthew05: If you mean like an options menu then I'm not interested in adding one. The value is exposed in the defs, though, so you could probably get away with tweaking it in your copy yourself - I don't update all that often, so it'll stay that way for a while.
Matthew05 2. čvc. 2024 v 3.01 
Could the consumed power be configurable? I'd like mine to be higher without needing to make a patch mod for it c:
Harold G.B. 9. čvn. 2024 v 17.41 
I never play the game without this mod lmao
Colossal Mothal 30. kvě. 2024 v 15.25 
@Ratysz I'm Sorry for the trouble, you hit the nail right on the head. I didn't realize how much power it used, and only found that by 'tremendous' it meant 25000 by searching through the forum thread. Thank you for taking the time to reply.