RimWorld

RimWorld

203 ratings
Ready Those Guns
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
133.255 KB
8 Sep, 2022 @ 12:48pm
20 Jun @ 12:50pm
5 Change Notes ( view )

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Ready Those Guns

In 1 collection by Mlie
Developed by me
109 items
Description


Between shots a manned mortar has a cooldown-time that only ticks down when a shooter is still manning it.
This mod adds a job similar to the turret rearming-job but for readying mannable mortar-like turrets.
Pawns will reload and ready mortars as a job under hauling.

This means that hopefully your mortars are all ready to fire when you next need them.
It also means that pawns incapabable of violence can help out readying, the same way they can replace barrels.

Ive tried it with various mortar-mods but if you notice any issues please report what mod that adds it and I will try to add compatibility for it.

The main difference with this mod compared to Keep Mortars Ready is that this mod does not require you to rebuild turrets and that mod seem to be having issues with modded mortars. That mod also adds an additional gizmo to control if the mortar should be managed while this mod obeys the vanilla allow-gizmo instead.

Additionally, I was not aware of that mod when I made this, but since they seem different enough Ill keep this up as long as there are no major objections.

Idea: JukeboxTheGhoul

[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: turrets, reloading
28 Comments
whitespacekilla 22 Jan @ 4:26pm 
@Mlie if it's of any use, I notice that the first check in the WorkGiver_Ready.HasJobOnThing method is whether the thing is reservable. I believe that means that for every BuildingArtificial on the map, a reservable check is issued before even checking simpler elements. That seems upside down to me.
whitespacekilla 22 Jan @ 4:18pm 
I can verify the other findings, this mod is the MOST EXPENSIVE work giver in my game (which includes over 800 mods). 15-19ms spikes, ~0.5ms on every tick. This is during a tribal stage of a colony with no mortars.
versus 30 Oct, 2024 @ 2:31pm 
I have a whopping 5 mortars/etc on my map that are only rarely used. After investigating with the performance analyzer, I tried removing this and got a pretty considerable boost to performance, which I think is saying something considering my current game has ~750 mods (and my PC is very good).
Caramel 17 May, 2024 @ 11:56pm 
Core 20ms
Pick up and haul 40ms
RTG 20ms with no mortar on map
yes, this mod need better code
Cat® 6 May, 2024 @ 3:53am 
Can confirm that this mod is very expensive in terms of processing. I was investigating slowdown related to another mod and saw that this was the second worst offender.
Sepherix 22 Apr, 2024 @ 5:48pm 
Holy, the perfomance hit is ridiculous.
PonyKisser:3 13 Feb, 2023 @ 4:41pm 
Keep mortars ready is nice but it doesn't work with any modded ones, this one works with modded mortars but not with achtung or 1.2 or some other mods
Droll 4 Dec, 2022 @ 9:33am 
It should also be noted I haven't tested the performance with fully built and active mortars on the map, it could be that there is some weird infinite loop bug when there are no mortars that's causing the performance drop, so someone is probably going to have to test it with actual mortars on the map.
Droll 4 Dec, 2022 @ 9:30am 
@SMD8593 I've been playing for much longer now and the improved performance has held. Dubs performance analyzer also seems to confirms this as the Work Giver tab is reporting much less CPU cycles being used.

My recommendation is probably to avoid this mod. Though be aware that I'm playing on extreme map sizes (350x350) on a pretty powerful computer.
SMD8593 2 Dec, 2022 @ 7:16am 
@Droll So did you confirm whether this mod caused the issue or not? this seems like a cool mod but I'm on a weak laptop so performance is a huge deal for me.