RimWorld

RimWorld

More Vanilla Turrets [B18]
188 Comments
Spiritwind 19 Jun, 2020 @ 10:06am 
Is there an updated branch of this still?
mm3_al 21 Oct, 2018 @ 2:52pm 
Thank you so much for your creativity, and energy in building this mod.
SmugFrog 20 Oct, 2018 @ 1:11pm 
Thanks for making this and letting it be carried on to version 1.0!
Sam 29 Sep, 2018 @ 11:01pm 
Despacito 7 Released, we're all very thank ful for your hard work bringing more turrets in. I've used this mod since A12 and so on. It's okay to give it to someone else. Thank you for working hard on it, and bringing it up to this point c:
"The" SeanMacLeod 3 Sep, 2018 @ 2:26pm 
@TheSuspect
:steamfacepalm:
taza325 3 Sep, 2018 @ 4:15am 
B19!!!
Deskcar 1 Sep, 2018 @ 12:03am 
Is there a way to tell how much damage the turrets do?
Mysterius 8 Aug, 2018 @ 6:06am 
Moat needs to prevent grass and tree growth.
DaydreamDaveyy 23 Jul, 2018 @ 12:03am 
Does this turrets spawn at AI colonies? And are they usable by NPCs?
PremierVader 20 Jul, 2018 @ 3:50am 
HEY is this compatible with Combat Extended?
jiejue233 11 Jul, 2018 @ 9:47am 
Still don't know what relationship on there between Vanilla and Turrets :steambored:
Duck 11 Jul, 2018 @ 5:47am 
Is there a 1.0 beta download?
Kanjejou 7 Jun, 2018 @ 5:53pm 
all work for me but the basic guncomplexe seem a bit short in raneg ciompared to common firearm and the fact that you can get hit behind the complex make it ... not so good compared to the manned military turret
tib 28 May, 2018 @ 10:58am 
i have a bug with my guns complex. They target (makes the little noise) the ennemy but never shoot. fix in the next update or just me ?
Willard 26 May, 2018 @ 1:31pm 
My save has been corrupted after placing down and clicking on a devestator mortar, could I get any advice on how to fix it?
Karl the Joyful 25 May, 2018 @ 6:47am 
If anyone wants to get rid of the glows around the turrets and you feel like doing it yourself, go into the defs and delete :
<li Class="CompProperties_Glower">
<glowRadius>6</glowRadius>
<glowColor>(260,0,0,0)</glowColor>
</li>
From all of the turrets. The exact numbers will obviously change, but you can do this for any mods that add glowers that aren't defined in the dlls.
Crazed Dutchman 15 May, 2018 @ 6:07am 
I have seen an increase in errors about the graphics of the turret bases unable to load, might be worth checking on that
Blitzred 6 May, 2018 @ 1:16pm 
Appreciate you patching this for Beta, seems to work good for me. However now that I finally got to vulcan towers I notice they now have this glowing red arua around their mininum range radius. Personally find it a bit distracting, do you know what causes it and if it can be disabled?

Again, not sure if this mod or another, haven't changed any new mods since A18, just updated my ones.
Boon: Dwight's Socks 29 Apr, 2018 @ 3:04am 
None of the turrets added by this mod seem to be working for me. They build, but will not fire. I get an indicator saying it is "Ready to fire in xxx." but then repeats over and over, while tracking the target.
Gums 28 Apr, 2018 @ 12:27pm 
Breaker 23 Apr, 2018 @ 11:55pm 
Does it work with CE?
Zesty the Hermit 20 Apr, 2018 @ 6:39pm 
Known, but still No hard feels, just wondering whats going on with the Normal feller with this mod though. Anyway I'll deal with it ect, hope I didn't come off like a arse.
kasenra  [author] 20 Apr, 2018 @ 6:17pm 
@Zesty Well if you want to use it in A18 its a bit difficult to use the original file
Zesty the Hermit 20 Apr, 2018 @ 6:12pm 
Not too fond of useing this hence its not from the Normal Aurhor, but Dammit if the turrets and borning and dull with out it! "No hard feelings Naps some one was bound to plop this in the workshop someday ^^" "
eumemo 7 Apr, 2018 @ 8:06pm 
Hi, is this compatible with combat extended? I built a military grade turret and it just won't shoot, I was wondering if it has anything to do with the ammunition system of combat extended. Thanks!
kasenra  [author] 7 Apr, 2018 @ 2:27pm 
@TupiNUMBooR wow thanks for pointing that out to me, I'll add a link
TupiNUMBooR 2 Apr, 2018 @ 2:42pm 
There is a mod that allows control turrets: ED-EnhancedOptions
Maybe you can add it to description?
Fujisawa 31 Mar, 2018 @ 11:15pm 
Hello. Can I ask you a favor.

This MOD overwrites Vanilla's "BuildingBase".
Therefore, other MOD is affected.
Please modify it to use your own unique DefName.
Wysaw 22 Mar, 2018 @ 10:31am 
@nuggles I think they made it that way for balance.
Takz 21 Mar, 2018 @ 8:51am 
Hey i was wondering is it a bug that the vulcan can't shoot over walls?
Micro 14 Mar, 2018 @ 8:59pm 
@krhfulcher I couldn't get the devastator to fire at all after choosing a target; could it be because I was targeting wildlife instead of an actual enemy? Although, on auto-fire it still never attacked anyone...
krhfulcher 28 Feb, 2018 @ 5:24am 
Thanks! It's weird no one has mentioned this before. Maybe it's something new to B18? Maybe I never noticed because this is my first time this far into late game. I guess for now I'll just have to use those super OP devastator mortars to destroy these 150-200 man raids I'm getting.
kasenra  [author] 27 Feb, 2018 @ 3:59pm 
@krhfulcher This seems to be the case. There is no way for me to alter the shooter accuracy with the current structure that I can see. I'll run some tests and see if I can hack up something more functional
krhfulcher 27 Feb, 2018 @ 3:29pm 
No idea if that value can be changed somehow, but I'm really hoping so. I feel like in A17 it was different because I was able to defend better with a much smaller setup. 12 Vulcans and 24 Precision turrets, and I am getting overrun by 40-60 man raids. I can see them destroying one or two with rockets but they are able to completely destroy every single gun. Gets pretty annoying spending all those resources and 4-6 days hauling and constructing just for it to keep happening. Also, to my knowledge, I am not using any mods to modify gunplay. Yours is the only combat-related mod I am running at all.
krhfulcher 27 Feb, 2018 @ 3:22pm 
Severed might be onto something, it's the "shooter" modifier that is wrecking the accuracy.

https://imgur.com/a/q8VbO
SumYungGuy 26 Feb, 2018 @ 7:31pm 
The issue is that shot accuracy breaks down into multiple components. The range accuracy settings in the xmls are only the modifier for the weapon side of the calculation. I did a quick comparison and all turrets operate as if they had an 8 in shooting skill. Which means they rapidly drop off in accuracy over longer ranges. I don't know where or even if there is a variable to alter this.

But you can clearly see what I'm telling is true by selecting a manned turret. Select forced targetting, and hover over a distant mark, you'll see the 90% modifier for the precision turret, and another much lower modifier for the 'shooter', which refers to skill level.
kasenra  [author] 25 Feb, 2018 @ 8:10pm 
@Dreadnought06 Read the description.
kasenra  [author] 22 Feb, 2018 @ 6:58pm 
@krhfulcher You're clearly in very late game with those kinds of resources and power armored raiders, so the turrets will obviously drop off slowly, but those accuracy figures are nowhere near what is actually within the files. Do you have mods that modify the gunplay? At long range, precision turrets are set to have 90% (!!!) accuracy, and, at medium range, have around 45% (85% at touch range) can you send me screenshots of the Info Tab headings for accuracy or check for modifiers? I'd understand some problems with Glitter-Level Raiders but those numbers are insanely off.
krhfulcher 22 Feb, 2018 @ 6:11pm 
I love the idea of this mod. The models and textures are awesome. However, during my current playthrough, these turrets are basically useless. I have 12 Vulcans defending the door to my base and with all twelve firing at the same spot, they can maybe take out 3-4 raiders before the horde is within melee range. I understand the vulcans are full automatic turrets, but the accuracy and damage is so, soooo low. The vulcans hover somewhere around 12%. Even the "precision" turrets never get above 20%. Earlier today I had 24 precision turrets fire on one raider with a suit of power armor from max range, and he was able to make it within two tiles of melee range before he went down. Given the resource cost, blast diameters, and power consumption I was hoping for beefier defenses. Was this intentional? Is there something weird going on or is this normal?
kasenra  [author] 19 Feb, 2018 @ 1:28pm 
@Vasilas not just you, turrets now emit light (more intensely on auto turrets) to serve as a distinguisher between manual and auto turrets
Apohavnosis 19 Feb, 2018 @ 1:58am 
Is it just me, or all turrets generate light around them?
Nurgles Faithful 15 Feb, 2018 @ 3:06pm 
@napstablook or something

When are the devastator and cell fabricators being brought back?
Apache49 14 Feb, 2018 @ 11:29am 
Could you create a non-lethal turret? Something that incapacitates, like the Astra Militarum Webber or the Glittertech Pain Gun? It would be really useful to have an automated defense against prison breaks. That, and mental breaks from AI persona cores or going berserk inside the base cause... issues. I had one colonist go berserk and before I could do anything he'd been ripped to pieces by the defenses I'd set up to stop infestations.
kasenra  [author] 12 Feb, 2018 @ 2:10pm 
@Haldazan yes, and now you can even just read the description to see that
NoisyN8 12 Feb, 2018 @ 12:46pm 
can this mod be added to current saved games?
Terminus Est 11 Feb, 2018 @ 2:33pm 
Oh i just saw the link in the description sorry
Terminus Est 11 Feb, 2018 @ 2:07pm 
The original?
kasenra  [author] 11 Feb, 2018 @ 2:00pm 
@Terminus The Non steam link has been updated