RimWorld

RimWorld

[1.1] Definitely More Cannons
320 Comments
Armedwithpuns 8 Jun, 2021 @ 3:02pm 
What happened to the no ammo patch?
Mayano Topgun  [author] 2 Jun, 2021 @ 12:08pm 
I've posted the update of DMC on a new page
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2504445815
I decided to post it as a new mod instead of updating this is because i want to declutter a lot of things internally while giving it a new look.

DMC will always be in here for the classics.
DarkNova 1 Jun, 2021 @ 6:25pm 
No Problem i have make for a long time a Local Copy with the Mod Manager from Fluffy^^
I use the Local Copy as a Backup for Mods
Mayano Topgun  [author] 1 Jun, 2021 @ 6:02pm 
@darknova
sorry there was a mistake from my end, i've reuploaded it here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2504936011
DarkNova 1 Jun, 2021 @ 4:39pm 
Why was the Definitely More Cannons Turret Extension Patch removed from the workshop?
Mayano Topgun  [author] 31 May, 2021 @ 7:14am 
I need everyone's input in the discussion thread that i just created, please check it out!
Era 30 May, 2021 @ 1:09am 
Damn, sorry to hear about that
We can wait, this mod is amazing and deserves all the time and effort it needs, thankyou for all the effort you've put into it!

As a fellow modder I can understand the pain of loss of progress, in saying that- Dropbox, OneDrive or Github! Backup your /backups/, stay on the cloud but also keep local copies
Mayano Topgun  [author] 30 May, 2021 @ 12:58am 
sorry it's been more than a year, what's actually happened is that few months ago i was still working on an update for the mod but then i lost them because of a corrupt HDD and i got no backup for it, so at that time i was just done and not touching it again.

but now i think i have the time, enough motivation and some ideas to re-do the codes, but i can't promise the time, i'll work on it soon. Thanks for all those who've been waiting and liking my mod.
攀登纳蕾达峰 24 Apr, 2021 @ 11:31pm 
1.2 update please?
BLAZEPK 10 Mar, 2021 @ 5:35am 
It was a mod that I used so well two years ago, but it's dead...that's too bad.
Veiller 4 Mar, 2021 @ 10:54am 
1.2 please :<
Wolves Hero 28 Feb, 2021 @ 2:34pm 
Dead mods haven't updated
Stallion 23 Feb, 2021 @ 1:24am 
1.2 Please?
Lethice 11 Feb, 2021 @ 11:48am 
1.2 update please? :(
Lethice 3 Feb, 2021 @ 3:08am 
Anyone tried if it works for 1.2?
Era 7 Jan, 2021 @ 8:11pm 
has this been abandoned? =s
Mountain Kitten 21 Oct, 2020 @ 1:39pm 
pls 1.2.. i love this mod
delta23 15 Sep, 2020 @ 10:07pm 
update please
test 10 Sep, 2020 @ 1:56am 
upadape to remove the downadape
v8481s 19 Aug, 2020 @ 6:34am 
It is strange that the flak vest reduces movement speed 0.8 though the marine armor reduces 0.3.(jacket and pants are -0.1)
I think you tried to do -0.08 and you made a mistake.
ball gobbler 15 Aug, 2020 @ 5:22pm 
Update?
Ronivan 29 Jun, 2020 @ 6:21pm 
A suggestion, you should consider making the 40K turrets mod, since it has a lot of information related to the imperial turrets and such.
Kn1130 15 Jun, 2020 @ 3:32am 
First thing first, I love the cannons, looks nice and the ammo system feels great. BUT... the balancing needs work, 300% armor pen on just the 6 pounder gun. I know its for going against the armored centipedes 260 armor, but it throws the rest of the vanilla content out the window, as nothing in the base game can effectively kill it. So either I choose to use the cannons and beat the game easy mode or don't use it and get wiped by a single centipede. :/
Lord Dudelsack 14 Jun, 2020 @ 1:05pm 
is there any eta on the CE patch?
EIZI 11 Jun, 2020 @ 6:29pm 
Does this mod support firing across different maps? Just saying but I think if i can use naval artillery to support my ground attack force that will be amazing!
Also in that case we may be able to use naval gun in space battle in SOS2?
Regularity 29 May, 2020 @ 7:05pm 
Sorry if this is a dumb question, but I have to ask, which turrets are capable of being automated? Is it only the ones with their own research projects (20mm Flak 38 and 6 lber) or are there more that become available through the turret extension sub-patch?
Mayano Topgun  [author] 13 May, 2020 @ 5:59am 
the M40 Recoilless Rifle does have explosive radius because it shoots HEAT shells
Mayano Topgun  [author] 13 May, 2020 @ 5:58am 
@piliaboar11 because AP shells doesnt have explosives? and even with 37mm HEI shells wont have a 1m explosive radius.
piliaboar11 13 May, 2020 @ 4:08am 
Why autocannons and cannons doesn't have Explosive radius?
Is it bug? How can 37mm~100mm shells don't have any Explosive radius?
Exuvo 23 Apr, 2020 @ 4:20am 
The pawns ranged weapon skill should affect the cannon accuracy so use a better pawn.
Andy(bubbles) 22 Apr, 2020 @ 5:24am 
cannon accuracy is really terrible. I tried 76mm and shot almost 100 round just to hit a pirate. am I doing somethine wrong?
한쿡외쿡인 5 Apr, 2020 @ 12:08am 
Would be awesome to have rocket launchers if you plan on that too :)
ArmedPenguin 3 Apr, 2020 @ 3:17am 
Can you update the composite power armor/helmet so that they fulfill noble's needs for wearing power armor and title-equivalent gear? It currently does not.
Seohui | Night_Sunset 28 Mar, 2020 @ 10:22pm 
Thank you!
Mayano Topgun  [author] 28 Mar, 2020 @ 5:18am 
Seohui | Night_Sunset 28 Mar, 2020 @ 12:38am 
Can you tell me when the mode without Armored Centipedes will be 1.1 updated?
Disastrophi 14 Mar, 2020 @ 12:23pm 
Are you going to upgrade the no armored centipede version of this also?
Ronivan 9 Mar, 2020 @ 8:56am 
Definitely love this mod, and its relation with real world cannons. I would make a suggestion to add more variations of ammo, like the sIG 33. It had HE, Hollow Charge, Smoke and Demolition.
pi123263 7 Mar, 2020 @ 11:28am 
Hey I have a question about the way the mod works, where is the explosive radius for the cannons defined? I cant see it in the files in Definitely More Cannons - No Armored Centipedes\Defs\ThingDefs\Turrets\Cannons
大鸡炖蘑菇 29 Feb, 2020 @ 11:31pm 
OK,I found other modders can combine and post some ways to do it
Mayano Topgun  [author] 29 Feb, 2020 @ 6:35pm 
its technically impossible to make it work for both 1.0 and 1.1
大鸡炖蘑菇 29 Feb, 2020 @ 5:59pm 
could you please combine 1.0 ver with 1.1?i have 2g mod and it's difficult to change them,thank you!
Mayano Topgun  [author] 28 Feb, 2020 @ 9:42pm 
For those who use Rimworld 1.0:
Unsubscribe from this version of the mod, then subscribe to this version ->
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2009892744
Then load your previous savegame, it should load perfectly fine.
Jarp Habib 28 Feb, 2020 @ 12:57pm 
Broke compatibility for 1.0, any chance of getting that back?
Ace Arriande 27 Feb, 2020 @ 1:42pm 
Thanks for the update!
pi123263 27 Feb, 2020 @ 10:52am 
Thanks for the update to 1.1!
Ronivan 27 Feb, 2020 @ 10:48am 
I salute you sir! Thanks for the update.
Acerrrr12 [ENG] 27 Feb, 2020 @ 7:08am 
could you make it so that it lists 1.0 and 1.1 as compatible seeing as rimworld refuses to load it in 1.0 now that it is labled to work exclusivly for 1.1?
Mayano Topgun  [author] 27 Feb, 2020 @ 6:46am 
have been updated to RW 1.1 (at least only for this mod only, haven't updated the other variants)
HentaiHamster 26 Feb, 2020 @ 6:09pm 
Or just a mod that replaces the fabrication bench with the CNC machine texture?