RimWorld

RimWorld

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Turrets: Re-Examined
   
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Mod, 1.5
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552.179 KB
25 Apr @ 12:58pm
20 May @ 9:24pm
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Turrets: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description

If you can’t tell by now—I love turrets. Like, a lot. But once you start stacking multiple turret mods, things can get messy. Everyone wants their own research projects and balance ideas, which makes stuff feel bad together.
So this mod fixes that. My goal? Make turret mods feel more cohesive, with clear eras and categories that actually make sense together.
This mod primarily focuses on VFE - Security and Rah’s Vanilla Turret Expansion, but I’ve added compatibility for a bunch of others too.

How it works: Most turrets have now been grouped into 4 tech tiers:
- Basic (750 - Blowback Operation)
- Standard (1500 - Microelectronics)
- Advanced (4000 - Multi-Analyzer)
- Spacer (7500 - Advanced Fabrication)

Yes, that means stuff like the Autocannon, Uranium Slug Turret, and Rocketswarm Launcher are grouped together now—but I’ve made sure compatibility shouldn't be an issue thanks to some wide XML patches.

What else:
- All of the weird manned turret's from Rah's have been removed
- Mortar variants of any kind (Artillery etc) require some level of turret research as a preq
- A few balance tweaks (some from Security: Re-Examined) to better fit the new progression. (A full list of which can be found below)
- Visual upgrades! Rah’s turrets now have proper shadows, the weird white glow is gone, and VFE Security’s charge turrets now have that nice blue glow like Rah’s.
- Manual research changes for:
  • VFE - Mechanoids
  • VFE - Deserters
  • Ancient Mining Industry
  • Security: Re-Examined
  • Non-lethal: Re-Examined
  • Laser Weapons: Re-Examined
  • Rim-Effect Renegade: Core
You technically don’t need Rah’s or VFE Security to use this… but it’s kinda made for that combo so like, why wouldn’t you?
If you're gonna run Rah's I highly recommend using Van's Retexture : More Vanilla Turrets as that's what I use for the previews. (Yes it does work with Rah's)

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]









Full list of changes:
Precision Turret: - Range 50 -> 40 - Min range 0 -> 3 - Plasteel cost 40 -> 10 - Steel cost 200 -> 150 - Stuffables cost 150 -> 50 - Damage 42 -> 32 - Cooldown 3 -> 2.6 - Also needs Precision Rifling Blast Turret: - Fuel multiplier 10 -> 20 (Fuel is worth more) - Steel cost 200 -> 150 - Plasteel cost 20 -> 5 - Frag grenade cost 4 -> 2 - Range 20 -> 24 Vulcan Cannon: - Fuel multiplier 2 -> 3 (Fuel is worth more) - Range 46 -> 38 - Damage 12 -> 10 - Ticks between burst shots 5 -> 8 - Cooldown between salvos removed - Also needs multibarrel weapons Shredder turret: - Steel cost 250 -> 200 Rah's Sentry Gun: - Renamed to Refined mini-turret - Range 30 -> 31 Gun complex: - Unlocks with gas operation Rocket complex: - Unlocks with Microelectronics Devastator mortar: - Also needs Spacer Turrets and Mortars VFE Sec's Sentry Gun: - Bullets per salvo 6 -> 15 - Ticks between bullets 5 -> 3 - Fuel refill multiplier 0.5 -> 1 - Fuel capacity 60 -> 200 - Hitpoints 120 -> 150now - Also needs multibarrel weapons Flame Turret: - Flammability 2 -> 0 - Hitpoints 120 -> 150 - Min distance to ignite 2 -> 3 - Range 10.9 -> 12.9 - Also needs Biofuel refining - Component cost 5 -> 4 Charge Railgun: - Advanced component cost 5 -> 4 - Projectile speed 120 -> 200 - Armor penetration 45% -> 55% - Damage 60 -> 75 - Accuracy touch 35% -> 40% - Accuracy short 55% -> 60% - Accuracy medium 85% -> 90% - Accuracy long 75% -> 80% - Cooldown 9.6s -> 9s Artillery: - Also needs Standard Turrets Searchlight: - Also needs Advanced lights Military Turret: - Renamed to Double mini-turret - Component cost 5 -> 3 - Steel cost 90 -> 120 Charge turret: - Hitpoints 120 -> 300 AMI Ancient Shotgun turret: - Removed from research as you can't build it anyways LWRE Laser turrets: - Also needs Spacer Turrets NLRE Non lethal turrets: - Taser turret also needs Standard Turrets - Tear gas turret also needs Advanced Turrets VFE - Deserters: - Imperial Defenses research needs Advanced Turrets VFE - Mechanoids: - All turrets also need Advanced Turrets VFESecRE: - Popup charge turret needs Spacer Turrets Rim-Effect Renegade: Core: - Mass acceleration turret research needs Spacer Turrets


Q: CE Compatible?
A: Balance changes? No. Research? Probably but I doubt it will flow very well.
Q: Does this work with X mod that adds turrets?
A: Nothing should break but like CE the research might not flow very well.
Q: Are Rah's turret retextures included in the mod?
A: No I use Van's Retexture : More Vanilla Turrets for the preview images
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.


- Smxrez (Me): XML
- SirVan: The Rah's turrets retextures used for the infographics.
33 Comments
TheXpJohn 22 hours ago 
so if i only add this mod can i have the turret of the two mod combine or should i still subscribe for the two mod ?
BlueberryMuffin 15 Jul @ 1:52pm 
it is updated v
Smxrez  [author] 12 Jul @ 8:36pm 
whenever VFE - Sec updates
Venality 12 Jul @ 7:34pm 
Update?
Smxrez  [author] 28 May @ 6:56pm 
@Philip Connors should work just fine together
Philip Connors 28 May @ 4:25pm 
Hey I'm trying to expand my modlist and I love this mod but I'm seeing Ferny has a similar one as well, I was wondering if you know if that is compatible? The mod's name is "Progression: Defenses" I believe. The main part of it is moving most combat building's to their own tab but it affects a small part of Vanilla Security Expanded research. Thank you for any help, love your mods :D
Smxrez  [author] 24 May @ 7:37am 
the taser turret is from my other mod Non-Lethal: Re-Examined
taser turrets dont deal much / any damage but inflict a status effect that will eventually down a pawn
It can do it fairly fast at the cost of being short ranged, needing a wall, and lots of power draw .
Commander Link 23 May @ 9:47pm 
ah, I should be questioning Rah? I simply clicked on the "i" in the turret and checked which mod it was from which led me back here.

anyway also, i don't think it's got to do with pawn death on down chance, i only discovered this when i was about to shut the game down and decided to spawn about 30 revenants for fun, and they all got OBLITERATED by the tasers in the medical/prison ward, while gun turrets outside struggled to down them
Smxrez  [author] 22 May @ 12:31pm 
@Commander Link thats likely the case also wrong mod (There is also a built in chance for pawns to die on being "downed" and you can lower this in your storyteller settings)
Commander Link 22 May @ 6:41am 
for some reason the taser turret kills revenants in like 3 hits, do they instantly die if they are "downed" ?