RimWorld

RimWorld

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[KYD] Rapid-Fire Turrets
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Mod, 1.3, 1.4
File Size
Posted
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280.526 KB
4 Sep, 2021 @ 3:15pm
1 Nov, 2022 @ 7:34pm
14 Change Notes ( view )

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[KYD] Rapid-Fire Turrets

Description
I have decided to leave the RimWorld modding scene. Anyone may freely update this or any other [KYD] mod. All credit must be preserved. Original description below with images unembedded:

https://i.imgur.com/GgPFM0f.gif Here at KYD Industries, we value the safety and security of our customers all across the Rim. Today we have a special offer for you! Simply download and install this software upgrade to supercharge your turret AI! With our software patch, most of your automated defenses will acquire targets significantly faster as well as cycle rounds more quickly, resulted in an unparalleled static defense! Sit back, relax, and let our software do your work!
FAQ
Our dedicated team of customer service agents are at your disposal! We've had discussions with some other customers, and believe the following information to be of utmost importance. Q: Isn't this overpowered? A: Our safety team believes your static defenses should operate at maximum efficiency without using any additional power. Q: TurretX from ModY runs out of ammo too quickly! A: We are aware that some automated defenses from third-party manufacturers have insufficient ammo reserves to properly use our upgraded AI, and manual patches have been performed on the following turrets to account for this:
The following turrets from the listed mods do not receive any upgrades from this mod: Vanilla Furniture Expanded - Security:
  • Rocket Turret
  • Flame Turret
  • Searchlight
Glitter Tech:
  • All auto-mortars
  • All missile turrets
Save Our Ship 2:
  • All ship-mounted weapons
Rim-Effect: Asari and Reapers
  • All Reaper-ship weapons
Q: Can I install this upgrade in my pawns? A: At this time, our software is only compatible with static defenses. Q: Is this compatible with Combat Extended? A: Unlikely.
Confirmed Compatibility
Recommended: [FSF] Always Rearm Turrets
https://i.imgur.com/duPFwyI.png Turrets and software upgrades from the below manufacturers have been confirmed to work, though some turrets have had unchanged effect:
[XND] Turret Extensions - Continuum Mortar Accuracy Vanilla Furniture Expanded - Security More Pulse Turrets More Pulse Turrets+ Glitter Tech Dubs Rimatomics Rim-Effect: Core
https://i.imgur.com/FKJ19c7.png Turrets and software upgrades from the below manufacturers are compatible, but receive no improvements from our software:
Save Our Ship 2 Rim-Effect: Asari and Reapers https://i.imgur.com/JiM0qqU.gif
Technical Manual
Our software developers asked us to share the below information with all clients.
Almost every turret is patched to reduce cooldown rate and set a static warmup time. Does not affect mortars, artillery, manned defenses, or mech clusters. <li Class="PatchOperationReplace"> <success>Always</success> <xpath>/Defs/ThingDef [not(comps/li[@Class="CompProperties_Mannable"] or comps/li[@Class="CompProperties_CanBeDormant"] or comps/li[@Class="CompProperties_WakeUpDormant"] or @ParentName="BaseShipWeaponTurret" or @ParentName="BaseShipArtilleryBuilding" or @ParentName="BaseShipTorpedoBuilding" or @ParentName="BaseArtilleryBuilding_GT" or @ParentName="BaseArtilleryWeapon_GT")] /building[turretBurstCooldownTime > 0.2]/turretBurstCooldownTime</xpath> <value><turretBurstCooldownTime>0.2</turretBurstCooldownTime></value> </li> <!-- If not Mannable (static defenses from VFE-S, mortar) && not CanBeDormat or WakeUpDormant(MechClusters) && not SOS2 BaseShipWeapon or BaseShipArtillery or BaseShipTorpedoBuilding && not less than 1 turretBurstWarmupTime --> <li Class="PatchOperationReplace"> <success>Always</success> <xpath>/Defs/ThingDef [not(comps/li[@Class="CompProperties_Mannable"] or comps/li[@Class="CompProperties_CanBeDormant"] or comps/li[@Class="CompProperties_WakeUpDormant"] or @ParentName="BaseShipWeaponTurret" or @ParentName="BaseShipArtilleryBuilding" or @ParentName="BaseShipTorpedoBuilding" or @ParentName="BaseArtilleryBuilding_GT" or @ParentName="BaseArtilleryWeapon_GT")] /building[turretBurstWarmupTime > 1]/turretBurstWarmupTime</xpath> <value><turretBurstWarmupTime>1</turretBurstWarmupTime></value> </li>
Popular Discussions View All (3)
5
21 Oct, 2023 @ 7:54am
Patch request
Anna Yanami
3
30 Oct, 2021 @ 11:24pm
Bug Reports
Kayedon
126 Comments
elĐeve 16 Jul @ 8:04pm 
reviiiive this oneeeeee
Uncle Kevin/7 11 Jul @ 9:10pm 
yo blud where update is this dead?
Watcher9 22 Feb @ 11:58pm 
Is this CE- I mean Rimworld compatible?
VelxraTV 20 Jul, 2024 @ 8:06am 
Please update tag for 1.5
Nyx (She/Her) 26 May, 2024 @ 2:59pm 
nah mostly just trying to signal to the "1.5 now" horde that yes this is in fact, safe as is
Nyx (She/Her) 26 May, 2024 @ 11:23am 
works in 1.5, just needs the version tag
Artermus 22 Apr, 2024 @ 8:52am 
This runs just fine in 1.5 :)
Vethrivi 21 Mar, 2024 @ 11:21pm 
this absolutely needs to be base game
elĐeve 13 Mar, 2024 @ 4:17pm 
i'm using the beta they have on github so maybe something from this mod just get into the cooldown or something, or maybe it's just another thing.
sorry i can't test the culprit because i'm waiting for the 1.5 and my modlist rn is fucked up with the loading times
Kayedon  [author] 13 Mar, 2024 @ 3:50pm 
SOS 2 turrets shouldn't be touched by this mod, unless they changed something.