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RimWorld

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[NEW LINK IN DESC] [XND] Turret Extensions - Continuum
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Mod, 1.0, 1.1, 1.2
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17 Aug, 2020 @ 9:14pm
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[NEW LINK IN DESC] [XND] Turret Extensions - Continuum

Description

About
Turret Extensions - Continuum is the official continuation of Turret Extensions by XeoNovaDan. (Proof: https://i.imgur.com/CyqSjAG.png)
With XeoNovaDan retiring and moving on, I have decided to take on maintaining this and maybe some other of his mods for the foreseeable future. It features performance improvements and other updates, with additional features planned too.

Overview
Turret Extensions is a multi-purpose mod that does the following:
  • Fixes several vanilla bugs such as inaccurate cooldown/warmup stat readouts, pawns always facing south when manning turrets, and siegers potentially using wrong shell types
  • Makes manned turrets use the Shooting Accuracy and Aiming Time stats of the pawn using them
  • Allows you to view the damage amount and damage type of turret ammuniton (e.g. shells)
  • Adds various, well-documented turret framework extensions that allow modders to easily do what was previously impossible without C#, purely via XML

Turret Extensions' various framework extensions allows for turret mods that fill niches that could simply never be filled before without the extra capabilities that Turret Extensions brings to the table. Here's some of what Turret Extensions allows for as of v1.3.0:
  • Manned turrets that actually factor in their operator's accuracy and/or aiming time stats
  • Automatic turrets that can be force-targeted by the player, just like with pawns
  • Turret force-targeting to auto-cancel when the target is downed, just like with pawns
  • Turrets with limited firing arcs, as opposed to always being 360 degrees
  • Upgradable turrets with a large variety of parameters that can be adjusted

An example of a mod that uses a significant chunk of this mod's framework is TE Turret Expansion, which you can find in the Links section.

All of the above can now be done purely in XML; not a single line of C# is required! There is comprehensive documentation in the Links section for how to use this framework in your mods.

If you want to spice up your mod's thumbnail a bit, you can download a 'Powered by Turret Extensions' overlay image from Dropbox here[www.dropbox.com] - with and without drop shadows.
Preview:



If you have any suggestions or other constructive feedback, feel free to let me know!

Compatibility
Mods:
Turret Extensions naturally won't be compatible with Combat Extended. Mods that aren't patched with Turret Extensions will mostly behave as they would in vanilla.

Saves:
Should be safely addable to existing savegames. There shouldn't be any problems removing this from existing savegames if you're not running any mods that depend on this.

Links
Source code: https://github.com/Dakraid/RW_TurretExtensions
GitHub releases: https://github.com/Dakraid/RW_TurretExtensions/releases
Documentation for modders: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki

TE Turret Expansion: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1496140597

Translations
Deutsch - Energistics

Credits
XeoNovaDan - The original author of Turret Extensions (and many other great mods) who has been really supportive throughout.
Thanks for all your hard work and I wish you the best for the future!

Big thanks to Mehni, erdelf, Lanilor, ChJees, Spdskatr, Telefonmast and FuriouslyEloquent for helping me with the C#!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library - this probably wouldn't have been possible without his work
Diana Winters - for proofreading the documentation
Marnador - for the RimWorld-style font
Popular Discussions View All (1)
7
19 Aug, 2020 @ 1:21pm
Upgrading turrets causes log spam
NECEROS
64 Comments
Mlie 20 May, 2022 @ 12:39pm 
【CHN】贫穷 9 May, 2022 @ 5:57am 
Please update to 1.3. The current version of the turret cannot be upgraded. Upgrades cannot be built after delivering supplies to the turret. and will conflict with "While you're Up".
Jixxor 8 May, 2022 @ 7:57pm 
excited to hear it's being worked on. thanks for the effort.
Tokido Saya 21 Mar, 2022 @ 2:16pm 
(still waiting for it since the comment in Apr2021)
Tokido Saya 21 Mar, 2022 @ 2:11pm 
hello,will this mod gonna be fixed and updated to 1.3?
Luna 27 Dec, 2021 @ 11:43am 
plz update
Mr. Mauer (Mollari) 1 Nov, 2021 @ 6:18pm 
any chance for an update?
Dakon 1 Nov, 2021 @ 10:19am 
I really hope this mod will get upgraded eventually to 1.3.
Thanks for keeping us updated about the progress author. Any news since than?

Has anyone tried it in 1.3? Just asking in case it already works without any game breaking errors.
dictator putski 3 Sep, 2021 @ 4:58am 
Also, if that ever gets done is there any chance you could make it patched for more vanilla turrets by default?
dictator putski 3 Sep, 2021 @ 4:56am 
Bump! I would very much like to see this updated. Especially since you mention you'll be including TE.