RimWorld

RimWorld

Beastly Vanilla Turrets
66 Comments
pgames-food 11 Aug, 2024 @ 6:51pm 
(btw if you use turretbase, the weapon you want to mount usually needs to be nearby on the floor)
pgames-food 11 Aug, 2024 @ 6:50pm 
yup there is one i think by haplo, (turretbase). i use both in my games, turret base has a manual, and more expensive auto tracking one, and both mods have a nice use case (but i cant check my game atm as had to uninstall rimworld temporarily to make space :)
Wild Dog 11 Aug, 2024 @ 3:58pm 
Is there a mod out there where you can just mount one of your guns to a tripod/fixed turret that doesn't require any power and has to be manned by a pawn to work? Basically, a gun in a strategic location that I don't necessarily want my pawn to have to carry around all the time as their primary weapon.
pgames-food 17 Jan, 2023 @ 2:54pm 
hi zilla i think if the quality affects the stats of the item, (or like if something is "infused" with keywords giving extra stats), then it could affect it too, but i havent tried any quality/infused items yet
Zilla 17 Jan, 2023 @ 12:05pm 
Does "Stats of the beastly turret is maintained from the weapon installed on it." mean that the quality of the used weapons matters? Or does it just use the base stats?
makoaluveaux 17 Nov, 2022 @ 12:58pm 
Crazy idea but would there be a way to have the mod generate turrets from weapons in the game? Modded/unmodded? Just would be really cool.
TheGoofyOne  [author] 6 Oct, 2022 @ 5:27pm 
Updated to 1.4 and tested stand alone. No errors, works perfectly :)
SuwinTzi 28 Dec, 2021 @ 9:41pm 
@Thundercraft From what I understand CE overwrites core files, which makes compatibility with CE a nightmare.
Thundercraft 10 Sep, 2021 @ 7:57pm 
As I wrote below: Hovering over Beastly Vanilla Turrets turrets in the Security tab kept giving red exception errors. After several hundred of these errors piled up, the log said: "Reached max messages limit. Stopping logging to avoid spam."

I also tested if it made a difference if Combat Extended was higher or lower in the mod list. But these errors kept happening either way. After building some Beastly Vanilla Turrets turrets, I could see that they actually shot at enemies within range... if Combat Extended was loaded after. But if Combat Extended was loaded before, then the turrets wouldn't even fire at enemies.

Well, even if these errors did not happen, the turrets in Beastly Vanilla Turrets would not respect ammo consumption.

I also tested it in combination with Yayo's Combat 3, which seems a bit like a lite version of Combat Extended. Beastly Vanilla Turrets worked just fine with that, even with Yayo's ammo turned on. Though, the turrets still did not consume ammo.
Thundercraft 10 Sep, 2021 @ 7:47pm 
Quote, "Compatibility - Should be completely. This XML only MOD overwrites no core files."

My testing shows that this mod is incompatible with Combat Extended. I even tested it with the bare minimum mod list: Harmony (required by CE), Core, Royalty DLC, Ideology DLC, Beastly Vanilla Turrets, & Combat Extended. In every case, this mod gave a RED error that did not exist without it (in combination with CE):

Quote, "Could not resolve cross-reference: No Verse.ThingDef named Gun_EmpLauncher found to give to Verse.ThingDefCountClass (2x null)"
Details: https://pastebin.com/MAvyPx8f

When I started a new game and turn on God/Dev Mode, I opened the Security tab to place some turrets. However, merely hovering the mouse over Beastly Vanilla Turrets turrets gave another error:

Quote, "Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object"
Details: https://pastebin.com/Jxjvd3Jg
The Pregnator 31 Jul, 2021 @ 6:56am 
@K.K.i i have the same visual problem. but they still work as intended. its just that you only see the stand
K.K.i 23 Jul, 2021 @ 5:14am 
nice mod, but idk why in my game i can only see the stand/support of the turret but no appeal of the guns, tried many times to fix it. plz tell me it is my problem or the mod?
TheGoofyOne  [author] 21 Jul, 2021 @ 1:23pm 
Updated to RW1.3
TheGoofyOne  [author] 21 Jul, 2021 @ 1:22pm 
@Sumatris - I do not know how to continue the workmanship over yet. Sorry.
Sumatris 14 May, 2021 @ 2:55am 
Cool idea, but what spoils the fun a bit is that weapon quality isn't taken into account - I just put three legendary miniguns on a turret, only for them to revert to crappy normal ones :-(. Any chance you might do something about this, like basing the turret stats on those of the weapons it's carrying, or at least an average if they're of different quality levels?
Catlord9001 18 Apr, 2021 @ 4:41am 
any chance we could get a patch for this and the double-minigun mod? right now, with this, Double Minigun, Dual Wield, and Personal Turrets, you could only get 7 miniguns onto 1 pawn, but if you added a "beastly double-minigun turret", that'd go up to 10 miniguns being wielded by 1 guy.
pgames-food 9 Apr, 2021 @ 1:11am 
hi goofy, is it possible to add a gun from mechs, like needle gun? (i managed to collect about 10 so far lol) :)
nephilimnexus 8 Apr, 2021 @ 1:55pm 
These are all awesome, by the way.
TheGoofyOne  [author] 8 Apr, 2021 @ 1:03pm 
Added 3 EMP Launcher Turret
TheGoofyOne  [author] 8 Apr, 2021 @ 1:02pm 
@nephilimnexus - Sorry I missed that. No it doesn't.
nephilimnexus 25 Feb, 2021 @ 8:54am 
Does the quality of the guns used matter?
TheGoofyOne  [author] 23 Jan, 2021 @ 6:49am 
@Battleseed - Added 3 Incendiary Launcher per your request.
TheGoofyOne  [author] 23 Jan, 2021 @ 6:03am 
Added 3 shotguns as it seems we have more of these early on.
Battleseed 21 Jan, 2021 @ 2:33pm 
Thanks for the update
TheGoofyOne  [author] 21 Jan, 2021 @ 7:39am 
MOD Updated to 1.2
Lailani01 14 May, 2020 @ 10:17am 
I miss it too! These turrets are like, exotic and nice looking compared to boring vanilla ones. My colonies are gonna be uglier until this is updated!
timsteele 5 Apr, 2020 @ 12:06pm 
I miss this mod .
Battleseed 15 Mar, 2020 @ 10:48am 
Add an Incendiary Launcher version please.
猛男 8 Mar, 2020 @ 8:49am 
1.1 please
Myrmatta 29 Feb, 2020 @ 10:04pm 
Do you have an estimation of when/if this mod will get updated to 1.1?
猛男 27 Feb, 2020 @ 11:01am 
need version 1.1
Karmapowered 28 Jul, 2019 @ 2:51am 
I'm looking for a mod that allows me to use vanilla-like low-tech turrets for my starter colonies, so I'd say this mod definitely fits the shoe

Now, I've also been looking into another similar mod, trying to convince its mod author to make it compatible with TurretExtensions , but have had no feedback till now.

Would I have a better chance with you, switching to your mod, since I really want my turrets to be as vanilla-like as possible, and all work consistently the same (with the framework above) ? I think it's mostly a matter of XML patching, something like this .

Thank you very much for your consideration, and sharing and creating the mod.
pgames-food 27 Jul, 2019 @ 11:08pm 
yeah theres lot of work involved in making mods.. more than meets the eye :)
TheGoofyOne  [author] 26 Jul, 2019 @ 3:39am 
you would need the artwork from each of the mods you want to add a turret for, then hack at it to make three fit on a turret base, then you would need to create a new def in xml with its own properties and stats. Use a MOD tool like Fluffys Mod Manager and you can download local copies of the mod in a separate folder for working on. This is key here as working on the active ones in the main mod directory is not a good idea and you have nothing to revert to when you make a mistake. Then you'll have a copy of this mod, which you can look at and copy the defs, change the names, etc, change how many bullets per second etc... its fun, when your into it or that particular game.... enjoy
adalast 24 Jul, 2019 @ 9:57am 
a www, that makes me a little sad. I may have to see if I can figure out how. Is it seriously just XML? Did you have to make the artwork at all or is it somehow assembled using the XML?
TheGoofyOne  [author] 23 Jul, 2019 @ 9:14pm 
no plan to sorry :(
adalast 21 Jul, 2019 @ 7:19pm 
@TheGoofyOne what would the odds of you making patches for some of the weapon mods be? I know some youtubers who would squeal like stuck pigs if they could use Rimsenal guns with this mod.
TheGoofyOne  [author] 14 Jul, 2019 @ 6:23pm 
more what?
TheGoofyOne  [author] 15 Jun, 2019 @ 6:12am 
Says mount vanilla guns on vanilla turrets, i think that's good enough. Add it to your own description.
TheGoofyOne  [author] 14 Jun, 2019 @ 2:15pm 
No standard turret spacing
pgames-food 9 Jun, 2019 @ 8:42am 
(btw the random ore might not generate on a map or you get surrounded by biters. no biters is good to learn the game, but low biter settings can still be fun :)

(some people like having 1 huge lump of each ore to mine, but i like using more frequent ore patches, of smaller sizes and richness, as for me its more fun moving ore-miners around :)
pgames-food 9 Jun, 2019 @ 8:40am 
ok sure - you dont have to always restart btw, you can pick up anything you placed, by axing it, and replacing it elsewhere :)
TheGoofyOne  [author] 8 Jun, 2019 @ 6:03am 
i'm running vanilla to start, gone through about 6 restarts so far as you learn things and are like, well this design is not going to work at all.. :) Loving it though. After vanilla play i'll look into it more.
pgames-food 7 Jun, 2019 @ 5:59pm 
yeah factorio is very good. (when i first got it, it was a bit complex at first, and it took me several youtube episodes with arumba to learn the game, and then i really got into it.

to start with, the tutorial and vanilla is good, but if you want to go all the way, i did an Angel Bob Yuoki game :) (new versions might conflict now but the pyanadon mods, like Pycoal for example, really do help the original game shine even more :)
(so if you want a base with beautiful clean coal, lol, try pycoal :)
TheGoofyOne  [author] 6 Jun, 2019 @ 6:38pm 
factorio , just got that one recently. Very involved to say the least!
pgames-food 5 Jun, 2019 @ 6:31pm 
ah ok it must be in dll then - yep xml is easier (though i wish there was 1 big definitive page which lists down all the "vanilla at least" tags and options details... (factorio has a page listing what all the variables can be but i havent found something similar which lists all the possible tags that things can have
Tilur 5 Jun, 2019 @ 12:16pm 
"When gun don't work, use more gun."
TheGoofyOne  [author] 4 Jun, 2019 @ 4:00pm 
@[REd}Moon - TYVM :)

@pgames-food - I checked out that mod, and it would really have to come from them., They use C# programming and I only use standard xml, the lesser/easier of the mod options
Orcus 4 Jun, 2019 @ 9:54am 
MOAR DAKKA
pgames-food 3 Jun, 2019 @ 7:46pm 
Misc. TurretBase, Objects
is the mod from haplo, maybe theres a way to mix the abilities of both mods somehow (i think his one automatically lets you attach any modded item, if it is on the floor nearby)