RimWorld

RimWorld

Infinite Turrets
244 kommentarer
Artholos 28. feb. kl. 1:14 
Holy mackerel this mod is absolutely destroying performance and is completely incompatible with SOS2. TPS went from ~120 to over 650 after uninstalling, even with the 150 other mods I have installed.

As for SOS2 it caused the cannons to not fire, reactors to not refuel, and prevented guns from firing point defense. rip...

Players, remove this mod immediately and switch to something else. I personally went with Need No Turret Bullets. Sad to see this long standing titan get abandoned :c
扫噶 12. jan. kl. 1:03 
1.5 please
speedY [ Я v Ь ] 20. nov. 2024 kl. 16:03 
Update for 1.5 please :lovely:
Alaric_ 26. maj 2024 kl. 10:17 
I was able to track an error in 1.5 down to this mod. With this mod fires and braziers do not appear to consume resources, but on the down side they do not emit any heat.

I do not know if this is a problem caused by interaction with another mod or if it is just this one.

I switched to [1.5] Need No Turret Bullets at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3235799418 . It seems to work okay with 1.5
Xeonzs 7. maj 2024 kl. 7:41 
Thank you for providing an alternative.
Mengya 2. maj 2024 kl. 21:56 
Xeonzs 1. maj 2024 kl. 18:19 
Still worked in 1.4 (if you're still on that version), but in 1.5 you get lots of critical errors and massive lags, don't use if you're on 1.5
Aquo67890 28. apr. 2024 kl. 17:09 
Do not use in 1.5 throws a bunch of errors and lags the game
摸鱼户 27. apr. 2024 kl. 21:51 
1.5 pls:(
Ho0ony 21. apr. 2024 kl. 9:04 
I'm not sure if this is accurate, but in my case, I experienced a severe TPS drop in version 1.5. I experienced a 200TPS to 450TPS increase outside of this mode.
RedWardog 20. apr. 2024 kl. 11:55 
@crafty1983 it does not unfortunately
crafty1983 20. apr. 2024 kl. 8:43 
Has anyone tested to see if this mod works anyway on 1.5?
DOGGYSTYLER 🗕 🗗 🗙 20. apr. 2024 kl. 1:56 
update ?
THE Big show 18. apr. 2024 kl. 2:46 
plz update
去码头整点薯条 17. apr. 2024 kl. 3:58 
1.5:steamhappy:
Turu 16. apr. 2024 kl. 6:38 
1.5? :steamhappy:
Arty Aeterna 13. apr. 2024 kl. 12:03 
1.5 update?
KX 2. apr. 2024 kl. 4:49 
@KelTuze there's a option on the gameplay tab and on the storyteller section that let you change the rearm cost of the turret, you just have to change the difficult of the storyteller to Custom and it will be a option related to that there.
KelTuze 1. apr. 2024 kl. 1:12 
but still use only one steel ingot for the entire magazine.*
KelTuze 1. apr. 2024 kl. 1:08 
I, like many others here, don't like the new mechanic of replacing gun barrels and charging turrets, but at the moment I'm looking for a mod that would allow turrets to be recharged less frequently. I play solo, so it's hard for me to run around and recharge turrets. For example, the sniper turret has 30 shots, and when playing in zombie mode, it's non-stop reloading. I just can't keep up with it. Could you possibly add a setting in your mod to have a 'larger magazine', say not 30 shots, but 300 shots in the sniper turret? That way, you reload less often, and still only use one steel per shot.
FrAmed46 4. jan. 2024 kl. 1:51 
combat extended doesnt work with this sadly
Wintermist 3. dec. 2023 kl. 14:16 
Doesn't seem to work for the Fortifications turrets, is it because they're not turrets but actually manned guns?
A Lonely Prince 28. okt. 2023 kl. 2:18 
Nope, still needs ammo.
A Lonely Prince 27. okt. 2023 kl. 0:16 
Might have found the reason but haven't tested yet. Rimpy autosorts the mod AFTER Combat Extended, not before. It throws a warning saying that it should be loaded after CE. Not sure if this is my issue but rn too lazy to restart my game.
A Lonely Prince 27. okt. 2023 kl. 0:11 
Doesn't seeem to be working with CE Turrets anymore. Still need ammo to be reloaded...
Bing Chilling 25. okt. 2023 kl. 9:17 
Sorry but my turret still consume ammo and require to reload ammo by pawn. I have CE only, and load order is CE>infinite turret, any idea why it isn't working?
WynnyMcBobSon 1. okt. 2023 kl. 14:55 
yes
Dr.Gloom 2. juli 2023 kl. 15:08 
Now SUPPORTS Combat Extended! !!!!:steamhappy:
Rime_Low 30. apr. 2023 kl. 14:40 
Does not work with Anty ant of Roo
Legowaffles 23. mar. 2023 kl. 19:38 
Does not appear to work with Ancient Point Defense Turrets and Ancient Security Turrets from Vanilla Factions Expanded - Ancients.
Unlimited Dejavu 7. mar. 2023 kl. 20:03 
After a long search, I managed to find a solution, it's certainly not infinite cartridges, but you can increase your value for each turret, I tried on a double turret, which is given at the beginning of the game, subscribe to the RIMMSqol mod. Then, after downloading the game save, go to the menu, settings, mod settings, Qol, weapons tab, look for the right turret, in my case military turret double gun, scroll to the bottom, Ammo User Properties tab, magazine size parameter, enter your value, I put 5000 rounds for the sample. It works with the combat extended mod, there are even special parameters for this mod.:praisesun:
Nitsah 25. feb. 2023 kl. 18:46 
Needs an update for 1.4 CE
Unlimited Dejavu 20. feb. 2023 kl. 15:23 
Indeed, the same problem, the mod does not work, the turrets also get damaged, the cartridges run out. Most likely there is a problem with the combat extended mod, if you set the mod above the combat extended mod, rimpy shows that the infinite turrets mod should be lower in order.
TheCombatFox 21. jan. 2023 kl. 7:22 
I'm having the same problem as @quail currently but I'm not sure if the load order is the problem or just a mod bug.

@quail
Can I confirm from your side? Did you put the mod in top load order?
TheCombatFox 21. jan. 2023 kl. 7:19 
Does this work with existing save? I mean I already created a game with this mod but I forgot to put it on the top load order
quail 4. jan. 2023 kl. 10:12 
with ce 1.4, turrets require a colonist or mech to 'refill' the turret ammo. it doesn't actually cost anything and they just do it but if you dont then the turrets will run out of ammo at a certain point and they'll stop firing. not sure if this is intentional or bug
Frost 21. nov. 2022 kl. 0:08 
It seems not working with CE 1.4
Злой Михаил 6. nov. 2022 kl. 5:54 
The message may contain errors my english is bad.

I found a bug, your modification with the installed mod (Combat Extended) defines mortars as a regular turret. Because of this, any shells in mortars are completely infinite. Or did you mean to make mortar shells infinite? The description of the mod does not say anything about this, and I think this should not be.
VelxraTV 24. okt. 2022 kl. 21:14 
Thank you for updating!

Ran some tests today. I found that the point defense turret from VFE ancients has barrel wear.
Fmannen 24. okt. 2022 kl. 6:49 
Thanks for the update!
Knight  [ophavsmand] 22. okt. 2022 kl. 18:12 
Updated. Let me know if there's any major issues. My other mods will be updated soon.
Adek 22. okt. 2022 kl. 6:46 
Dear sir, we need update to 1.4 please. Much love <3
ГлазОК 21. okt. 2022 kl. 19:23 
Please update to 1.4
VelxraTV 21. okt. 2022 kl. 12:46 
Please update to 1.4
RyanCR3000 17. okt. 2022 kl. 2:52 
does this work with the "Brrrrt" mod?
Dr. Crow 31. juli 2022 kl. 14:55 
@mechinode I would assume that's more due to Chemfuel being the Fuel to shoot flames, rather than "replacing a warped barrel". Also Chemfuel is far more easy to amass and unlimited, where as steel is far more important.
Mismagius 27. juli 2022 kl. 22:28 
oh and also pretty much all of the turrets from the antimatter annihilation still require to be refueled even with this mod installed
Mismagius 27. juli 2022 kl. 22:15 
so just wanted to let you know that the absolute turret from the Mechalit Core v2 mod still requires to be refilled even with this mod installed. and yes this mod is at the near top of the load order. the rest of the turrets in that mod work fine
Mechinode 12. maj 2022 kl. 22:49 
doesn't seem to work with flame turrets. they seem to still require chemfuel. No errors shown.
#6 31. jan. 2022 kl. 13:02 
This also doesn't work for the Gauntlet Turrent from the new Vanilla Expanded Pirates. I tried the trick with setting fuel usage to 0 but even that doesn't seem to work.