RimWorld

RimWorld

[XND] Turret Extensions 1.1
222 Comments
Mlie 20 May, 2022 @ 12:39pm 
josuadmc 26 Jul, 2021 @ 10:43am 
1.3 Update?
ASMR gaming 5 Jul, 2021 @ 3:07am 
is this getting updated to 1.3
Alexander 26 Aug, 2020 @ 12:56am 
shit job giver on this, why does it run all the time. booo
Drgn! Netrve 17 Aug, 2020 @ 9:29pm 
You can find my fork of TE (approved by XND), which includes performance fixes for the issues mention by Kayedon and Fellow Feeling, as well as continued support here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2201064941
hehe 15 Aug, 2020 @ 7:20pm 
I'd like to echo what Kayedon just said - I just gave up on this mod because it was causing 2000ms spikes every 5-10 seconds. It makes the game completely unplayable and that breaks my heart because it's one of my favourite mods.
Kayedon 15 Aug, 2020 @ 7:10pm 
If you ever return to this mod, I'd like to report a bit of an issue. Per Dubs Performance Analyzer, ConstructDeliverResourcesToTurrets - Construction is over 10 times more resource intensive than any non-mod job, despite being low on the priority list and me not currently constructing any turrets. The second most intensive job is DeliverResourcesToTurrets, also linked to your mod, just shy of 10 times more resource intensive than any other job.

Thoughts?
Toast 12 Aug, 2020 @ 12:55pm 
1.2 :D
Herald Rejn 12 Aug, 2020 @ 10:12am 
1.2?
Videogameplayer 12 Aug, 2020 @ 7:37am 
surprised to be the 1st to ask since I know many use this mod. 1.2 compatibility on its way?
pgames-food 22 Jul, 2020 @ 10:18pm 
ah ok, hopefully xeonovadan can have a look when they get a moment.
btw cool, i missed simple turrets, just subscribed from seeing the error page :)
NECEROS 22 Jul, 2020 @ 2:01pm 
I've narrowed it down to Turret Extensions for sure. With nothing but necessary mods, even the mini-turret couldn't be upgraded (I am including TE Turret Expansion). It complains about the job driver and toil already being reserved.

https:// git.io /JJl2E
pgames-food 20 Jul, 2020 @ 5:30pm 
hi neceros, i tried out the mod, with a few other turret mods too, and it let me upgrade a usual vanilla minigun turret, and even a balista arrow turret.

(i cheated in some materials/power etc) and unlocked all research, but it did upgrade (just gave a few repeatable error popups in debug, until it actually started upgrading it)
i'll send you 4 screens :)
pgames-food 19 Jul, 2020 @ 6:30pm 
(msg btw)
pgames-food 19 Jul, 2020 @ 6:28pm 
hmm ok, ill have try a test here...
the date of the last update shows march.. so im guessing if the upgrade stopped working recently, it might not be the mod?
NECEROS 19 Jul, 2020 @ 5:17pm 
I'm just using Simple Turrets. It used to work, but lately it's stopped. Just won't let me upgrade the turrets. I've even double checked the code and it's all good
pgames-food 19 Jul, 2020 @ 5:07pm 
hi neceros, are you using any other related mods,
like this one? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2009766414
NECEROS 18 Jul, 2020 @ 10:05pm 
Does this work for anyone else? Can't upgrade my turrets
NickNakNok 18 Jul, 2020 @ 12:29pm 
same question as Proxyer.. thankyou!!!
Mlie 16 Jun, 2020 @ 1:36pm 
Would it be possible for the upgrade-process to refresh the graphics when a new turretGunDef is defined? Since the turretTopGraphicPath can not be used in 1.1 the only way to change the graphics seems to be to replace the turretGunDef but that does not seem to replace the turret texture, just updates the gun-values.
Proxyer 9 Jun, 2020 @ 8:17pm 
Hello XeoNovaDan.
Currently, the version notation in the Manifest.xml file is not A.B.C recommended by Mod Manager, but only A.B of 1.3, so a warning appears when opening the Mod list. Therefore, by modifying <version>1.3</version> to <version>1.3.0</version>, the warning will not be displayed when opening the Mod list. Thank you.
Wish Granter 3 May, 2020 @ 12:41pm 
Nope, cant even upgrade the standard steel turret, no errors when trying it, only the line "must the assigned to upgradable turrets"
Wish Granter 3 May, 2020 @ 12:38pm 
Is there a patch to make this work with Vanilla security expanded?

Also, I seem to not be able to even upgrade the auto cannon, which is vanilla.
It only tells me that is has to used on "upgradeable turrets"
Agusfer 3 Apr, 2020 @ 8:12pm 
Yep seems like that is the one, thanks @Nattnissen :)
Nattnissen 3 Apr, 2020 @ 5:32pm 
@Agusfer Kyrox probably used Dub's Performance analyzer
Agusfer 2 Apr, 2020 @ 8:13pm 
@Kyrox how can you know the resources used while playing? Is it a mod or something in dev mode? I got a mod that tells me load times of each mod but one to know which mod or task uses high resources while playing would be really useful to me.
XeoNovaDan  [author] 2 Apr, 2020 @ 10:45am 
@Kyrox - Fair do. Low priority though because IRL's gotten pretty hectic with the COVID situation in the UK
Kyrox 2 Apr, 2020 @ 9:09am 
Your JobGiver is very resource intensive. I had to pass on this one sadly. Just too much performance loss. 26+ ms baseline. Maybe create a new work type so it's easier to keep just 1 or 2 pawns on it? This will eat your game alive if you have everyone set to maintain turrets.
XeoNovaDan  [author] 1 Apr, 2020 @ 11:32pm 
Cheers! The error should be harmless though
duper 1 Apr, 2020 @ 11:14pm 
ok like i said it was to let you know but thank you for anser
XeoNovaDan  [author] 1 Apr, 2020 @ 10:48pm 
That's theoreitcally because those mods are referencing this mod in Manifest.xml files, but this mod no longer has one so it doesn't have a version at all technically.
Hades-Pluto 1 Apr, 2020 @ 12:33pm 
Same as @duper
0riginal 31 Mar, 2020 @ 5:46pm 
Same as duper
BIGDORD 30 Mar, 2020 @ 12:57pm 
Same as @duper
duper 30 Mar, 2020 @ 2:49am 
dont know why but when i add 2 mods that need this mod i get a red text in the mod sechon saying vershon miss mach it say you mod vershon is 0.0.0 and need 1.3 but i can see on your mod it is 1.3 so not shur what haponing just whanterd to let you know mods are "more vanilia - turrets extensions pach" and "rimsenal security - turrets extensions pach " and i use "mod manager" to see the info
XeoNovaDan  [author] 18 Mar, 2020 @ 1:56pm 
@Andrew - People have reported conflicts but from what I could test, they seem to work fine together. And thanks, much appreciated, glad you're enjoying them :)
Aylaine 18 Mar, 2020 @ 1:03pm 
Hey XND, wanted to ask a quick question. Is this compatible with Mortar Accuracy or do they not play nice together? Also wanted to say, thanks for all the great mods. :)
XeoNovaDan  [author] 15 Mar, 2020 @ 4:17am 
@Simmin - Mod maker
Simmin 15 Mar, 2020 @ 12:36am 
if i wanted a mod to work with this should i ask you or the mod maker?
Nathan1852 14 Mar, 2020 @ 9:34am 
@XeoNovaDan Thanks for that
XeoNovaDan  [author] 14 Mar, 2020 @ 9:29am 
@Nathan1852 - Looks like RW got reverted back to its previous build, thus breaking this mod again. I'll revert this mod's update too.
Nathan1852 14 Mar, 2020 @ 9:19am 
I'm getting seemingly the same error with the new version.
Log: https://gist.github.com/6d02b665abf957fbf85d248b6333c7c6
XeoNovaDan  [author] 14 Mar, 2020 @ 6:52am 
@Think3r - I haven't done so yet, though it shouldn't be too difficult to implement.

And yeah, vanilla now has the turret information, though warmup and cooldown readouts may be inaccurate since turrets have their own separate warmup and cooldown variables, and the vanilla way of stat readouts surprisingly doesn't take that into account - this mod now makes those variables get taken into account.

I've also upped the turret-related bugfix game with this particular mod, such as pawns always facing south when manning turrets, and manned turrets ignoring the manning pawn's stats.
Think3r 14 Mar, 2020 @ 6:22am 
@XeoNovaDan I always appreciated your Turret Extension very much because of the additional information provided in the turret's info tab (like range). However, I refrained from actually using upgradable turrets from your other mods. Yet, the button to upgrade turrets still appeared, which was useless, of course. By any chance, have you implemented the detection of upgradable turret mods, such that the button won't appear when those mods are not used? I haven't played 1.1, yet, and don't know whether the additional turret information provided by your mod has been implemented into Vanilla.
XeoNovaDan  [author] 14 Mar, 2020 @ 5:29am 
Okay, pushed v1.3.2.1 which fixes the issue from both your guys' reports. Thanks!
XeoNovaDan  [author] 14 Mar, 2020 @ 5:15am 
Yikes, looks like the latest update broke this. Should only take a few moments to fix!
Nightliss 14 Mar, 2020 @ 3:00am 
Got some exception during loading.

[BetterLoading] Exception occurred processing mod finalize events! Details: System.TypeInitializationException: The type initializer for 'TurretExtensions.HarmonyPatches' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.Void RimWorld.Building_Turret::PreApplyDamage(Verse.DamageInfo& dinfo, System.Boolean& absorbed) ---> System.Reflection.AmbiguousMatchException: Ambiguous match in Harmony patch for RimWorld.StunHandler:Notify_DamageApplied.System.Reflection.AmbiguousMatchException [...]


https://gist.github.com/529b54a4b5182be733df75300043b1d9
Xion 13 Mar, 2020 @ 11:15pm 
Sorry for posting again but this mod is breaking others more, here's the log
https://gist.github.com/8ddb3313834bbf276fbf5da2d0255ea5
Xion 13 Mar, 2020 @ 10:55pm 
Getting some errors about HarmonyPatches, this mod is also breaking "No Random Construction Quality" mod for some reason, if this mod is loaded before the other then the other will not work.
The Iron Rose 9 Mar, 2020 @ 3:00pm 
I'm pretty sure steam didn't update the version correctly. Tried again to generate a log and it worked fine