shape-adaptive-shields Mod
It's locked.
The functionality sound very much like how bio-armor in Abh works, only the bio-armor is much more with regeneration; and I got rid of the unnecessary emitter part or actual shield for a much more efficient substitute way. Instead of transferring via buff you could just trigger damage effects (real damage or battery drain) onto surrounding parts.
I hope ist unlocked now… i only use googledrive acasionally:
https://drive.google.com/drive/folders/13fqWYmRIk8_t6VVJuJyuJZtzVU-Q1o-e?usp=sharing
if not, contact me using my Google mail and i'll Reply you the mod Folder. it should be small enough.
Tsamsiyu Not possible at this time. I've talked to Walt about category sensing last year so I don't think it will be possible any time soon. You have 4 options to do this:
- use a custom ammo type that only those parts use and use converters to translate back into batteries
- use buffs to turn self drain on
- use proxies which can sense part categories but must specify locations; only one part per proxy
- specify locations for draining
so for me when i installed it i know its unfinished but it only added in two sets of armor both a one by two block of stock armor one with what looks like a shield on it and a nuther that looks like its just a normal one by two armor black im not sure if ther supost to do something special but all they did after placement it they just sat ther doing nothing like normal armor blocks
the textures are not jet finished, so it was easy to just take existing ones while focusing on the main functionality.
one of the two blocks acts as the Emitter, the others extent the Emitters Shield. I removed the arcshield arc texture because i thought it would look cooler that way. In Star Wars or Star Trek, you cannot see the Shield too, unless you hit it with something. hover your Cursor over the part to see if it is active. (you can tell by the blue reload bar). I will add an active/inactive indicator sprite though.
And in general, i plan on pulling the individual Emitters together in something like a "Shield Generator room". Like that you could have the emitter internally, (like the bubble shields from the popular star wars mod), and have all armor segments within its reach activate. In build mode you could check the Coverage just like the ftl drives.
(This update will most likely not be published too soon, 'cause i have school stuff to do...)
I wrote a new Version of the mod that uses a different Approach on distributing the Shield Energy. I moved the Shield Generator inside the ship. It has a reach of 5 tiles and activates all armor pieces within ist reach. impacting projectiles will not affect the Emitter. The Energy is drained on the local hull section of your ship, until the force field is breached. The Shield will automaticly recharge in the affected Areas as Long as the Emitter is still active.
The Shield itself is not visible until something Impacts. the user can check the local Energy Level via a Shield-Progress-bar at the armor parts.
I simply used a BuffProvider in the Emitter that activates an ammo converter that charges a local storage with a Kind of internal ammo for the Shield itself. I plan on adding faster conversion (faster recharging) for tiles that are covered by multiple Emitters.
The mod can be downloaded here (compatible with 0.14.15) :
contact me:
Tsamsiyu.yt@gmail.com
While updating stuff to 1.15.0a and implementing a new Part, I noticed a strange Error:
[German] System.Collections.Generic.KeyNotFoundException: Der angegebene Schlüssen war nicht im Wörterbuch angegeben.
[English] -> it tells me something About not finding a key in some Kind of list/dictionary.
This happened in several circumstances when the game tries to load a specific part or feature of the part. Until then, the game loads just fine. I do not know how to fix that issue and it would be great, if someone could help me.
Tsamsiyu Ammo requires a namekey now:
Add this NameKey = "Ammo/ AncientShieldEnergy" to AncientShieldEnergy.txt
Add the following in strings/en.txt
Ammo
{
AncientShieldEnergy = "AncientShieldEnergy"
}
* Also you need to change Priorities to DefaultPriority inside ShieldEmitterInternMedium.txt/Components/BatteryStorage
Kroom
Thx for the help.
But I still get the same Error message when i click on the ShieldConductArmor_1x2_wedge L or R inside the Build Menu and when i try to fire a new Kind of bullet i implemented for a new weapon. Maybe I just overlokked something or something else causes the Problem.
Via the link below, you can find the latest Version of the Mod. It should be set without writeprotection from Googledrive so anyone who wants can se through my Code and just edit the file and notify me About what was causing this error.
The strange Thing though is that ist not the internal Shield Ammo because other parts that are using it do not throw that error message…
contact me:
Tsamsiyu.yt@gmail.com
Roasted
currently, i am implementing the ancient drone from SG1/SGA as a new type of homing weapon.
More Information to what thats supposed to be can be found here: https://stargate.fandom.com/wiki/Drone_weapon
But i consider adding your idea if you explain it in Detail, because i am not very familiar with abh and gcw
Looks like i fixed the Problem concerning the new bullet type.
Additionally, The ancient drone as a feature was added:
The Ancient drone Factory, and launcher are the first parts that use it.
Download:
contact me:
Tsamsiyu.yt@gmail.com
Tsamsiyu alright here it is in detail
there will be 2 new parts 1: a shield generator and 2: placible shields. gwc and abh use a systym that involves ranking through placing a certain control room. my idea is that you instead of a control room need to place a shield generator for the placible shield blocks to activate, otherwise it will have 0 penetration resistance or you just wont be able to place it, like abh
Roasted
Excuse me if I understood that incorrectly, but my shielding already works in a similar way. Without the Generator, the ShieldArmor just functions like regular armor. If active and in range, the Generator will make the blocks within its Coverage Project their shields. The shieldGen can also be switched to internal Shield mode, which Projects a bubbleshield with fixed raduis around the Generator. while in internal mode, the shieldGen does not send power to the ShieldArmor.
Additionally, the power/recharge rate of the external shields increases when they are covered by multible shieldGens.
In a later Version I plan to add a part called an "ancient Control chair" that will be necessary to use the ancient drones. This simulates the requirements of the drones from Stargate SG1, which was the General Inspiration for the whole modding Project.
(For all who dont know what that Chair is: https://stargate.fandom.com/wiki/Control_chair)
It would be nice, if someone could test out the drones in conjuction with some of the popular mods out there and give me some Feedback About balancing issues or Bugs that i havent noticed while testing it for myself.
- Updated the mod for cosmoteer 1.15.5
- added defensive capabilities to the drones
Download:
https://drive.google.com/open?id=14WJFDnpYiCDPOnXda4wor4HLs9M1uYn7