RimWorld

RimWorld

Wall Mounted Turrets [1.0, see 1.1 in desc]
90 Comments
Mlie 6 Mar, 2020 @ 1:29pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2015445164
Hope this helps anyone!
Nylem 2 Mar, 2020 @ 2:15pm 
Such a shame this mod is potentially gone. Fingers crossed it can be brought back. If not thanks for one of my favourite mods :cozyspaceengineersc:
TioTrix 26 Feb, 2020 @ 7:22am 
::steamsad:
Honey Badger  [author] 26 Feb, 2020 @ 2:31am 
I can't update it since I lost the files to the mod, sorry
小賊一匹狼 25 Feb, 2020 @ 8:37pm 
1.1 :steamsad:
Palandus 21 Jan, 2020 @ 6:55pm 
There is a mod out there called Mechanical Walls, that can be used to convert a wall, into an Embrasure or recede entirely into the floor. Any possibility, of making it so that the turrets in this mod could recede into the floor and be let out when needed. That way, you could say have a flamethrower turret hidden so that enemies get close enough to it, and then pop it out when they have nowhere to go.
TioTrix 7 Dec, 2019 @ 5:38pm 
ok found the same bug or what ever it is in help bugs section.
and i ignore it then :D ty
Honey Badger  [author] 7 Dec, 2019 @ 5:30pm 
Please check the help/bugs section @TioTrix
TioTrix 7 Dec, 2019 @ 4:06pm 
Config error in Gun_WallTurretRocket: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

and i dont build any atm
Uncertainty 16 Nov, 2019 @ 3:19pm 
CE
Honey Badger  [author] 5 Nov, 2019 @ 3:01pm 
@antihell

Seems fine on my end, can you try disabling all your mods and then giving it another shot to see if it's not a mod conflict?
antihell 5 Nov, 2019 @ 3:23am 
Since friday my turrents wont shoot. They do this "beep beep" wenn an enemy approaches, but the wont shoot.... any idea?
ohBadger 26 Oct, 2019 @ 8:01pm 
is this mod balanced?
Honey Badger  [author] 22 Sep, 2019 @ 12:38pm 
Can be mounted on any walls
Burgerpants 22 Sep, 2019 @ 11:19am 
So it can only be mounted on regular old stone walls right? And not the smoothed stone wall?
HammahTime 20 Sep, 2019 @ 8:49am 
I like the mod but i have a few suggestions.

First off i think being able to walk through them with no penalty makes a lot of sense as they aren't impeding the colonist by being attached to a wall.

And this is more of a thematic suggestion, but maybe you can slightly reduce their model size to reflect that they are wall mounted?
Reiia 8 Sep, 2019 @ 7:33pm 
If anything, this wall mounted should allow no movement delay to walk through, imo o-o;; since it isn't on the foor no? :P
UnhandsTool 22 Aug, 2019 @ 12:34pm 
Mentioning the Minigun turrents' barrels not spinning in game; In the RimLaser mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1465459039&searchtext=Laser) the gatling laser has a full spin up animation that occurs every time you fire in game. It might be worth contacting the author for some pointers on it if you had the time or inclination to do so.

Also, I love the mod idea. And I love the idea of being able to place them in walls too, so keep up the good work!
Honey Badger  [author] 15 Aug, 2019 @ 1:47am 
@-nMi- D'Rock

The wall and flame turret are unlocked when you research gun turrets, the minigun and rocket turret are unlocked when you research autocannon turrets
-nMi- D'Rock 14 Aug, 2019 @ 5:55pm 
under what research tab can u find it?
pgames-food 12 Aug, 2019 @ 1:39pm 
ah my mistake for not verifying sorry :)
Honey Badger  [author] 12 Aug, 2019 @ 1:05pm 
They already are cheaper than the vanilla ones @pgames-food
pgames-food 12 Aug, 2019 @ 1:04pm 
hi honeybadger, i had an idea off the top of my head :)

as the turrets need a wall, maybe that could make them "slightly" cheaper than vanilla ones, in the sense that they can be mounted on a nearby wall, therefore needing less supporting structure :) that could be the niche that makes them preferable over vanilla ones, if being used near a wall
DF 12 Aug, 2019 @ 5:16am 
Maybe Can you add cannnon from XVIII age ?
Honey Badger  [author] 10 Aug, 2019 @ 2:28pm 
@Jim Thanks for the heads up, I uploaded a patch last night

@Humbungala Can't say i've heard of that, can you disable all your mods and do it again, just to be sure
Pigeonia 10 Aug, 2019 @ 8:29am 
Hey Im not sure if its a bug, but I have the mod downloaded and it only allows me to build the turrets backwards. Not sure if youve seen that before
Jim 9 Aug, 2019 @ 12:18pm 
Just a heads up, think you missed clearing the assemblies folder. I get the "X already has short hash" error when I subscribe, it does not persist when I remove it
Honey Badger  [author] 8 Aug, 2019 @ 1:02pm 
Just an FYI: I'm about to release an update with adds settings, which allows you to remove individual turrets, and disable the need to replace/refuel barrels
Honey Badger  [author] 7 Aug, 2019 @ 10:32pm 
Nah i'd prefer it to keep replacing chemfuel

The rocket turret just needs some steel
lilwhitemouse 7 Aug, 2019 @ 10:31pm 
I made a utility mod to allow multiple required "fuels" if you wanted your flamethrowers to need barrel replacing too. Just in case you want that ;p

In a related question, what sort of reloading does the rocket turret need?
Kerbo 1 Aug, 2019 @ 2:17pm 
@Honey Badger i see
ksm9701 1 Aug, 2019 @ 6:56am 
I see, thanks for quick answer:steamhappy:
Honey Badger  [author] 1 Aug, 2019 @ 6:05am 
@ksm9701 It's nothing you need to worry about, it's the just the game saying that only explosive projectiles should have a setting where they're forced to miss
ksm9701 1 Aug, 2019 @ 6:04am 
Can you tell me how to solve this problem? :steamsad:

Config error in Gun_WallTurretRocket: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Ironman_Mk11 1 Aug, 2019 @ 4:34am 
Wonderful concept, having turrets actually built *into* walls. Alas, that's what I (and a lot of other people, apparently) were hoping for when coming here but it's not actually the case. I'd be super interested to see that mod made.

As far as this one goes though, I'll echo others thoughts. Vanilla turrets can be placed "next to walls" (or anywhere, for that matter) already, so this isn't adding any new functionality to turret placement. It could just as easily be named "Wall Limited Turrets", "Indoor Turrets" (and require a roof overhead instead of walls), or just..."Extra Turret Types". *shrugs*

Mostly what this does so is just add 3 new turret types to the game. With that said, there's nothing at all wrong with adding new turret types. Variety is fun, and the flame and rocket turrets look really neat for helping with infestations!

Thanks for your contribution to the modding community @Honey Badger. I look forward to seeing what else you make!
Schlagschinken 1 Aug, 2019 @ 2:13am 
well i would use the mod more like a "decorative" thingy. since it looks better indoors as having a whole turret inside your house.
WabbaCat 31 Jul, 2019 @ 4:51pm 
as others pointed out... the issue isnt so much that its not part of the wall space. The issue is instead that there is no difference or benefit to the turret being wall mountable only. Its only a limitation, and I can simply place a regular turret on the ground where I would have placed the "wall mounted" one and be better off without the unnesesary mod that doesnt really do anything.

Perhaps the lower cost/lower energy requirements make them a better consideration?

Gonna give the mod a try anyhow and see how it works out
Candalf the Waxy 30 Jul, 2019 @ 10:27pm 
Thought It was gonna be a Turret wall block or something. cool tho
Honey Badger  [author] 30 Jul, 2019 @ 1:50pm 
@Kerbonautics These turrets can *only* be built next to a wall, and there is a 'part' of the turret sticking out when building, which shows the turret being 'mounted' next to a wall
Kerbo 30 Jul, 2019 @ 1:50pm 
the turrets are nice tho
Kerbo 30 Jul, 2019 @ 1:48pm 
but you can fit vanilla turrets next a wall, so good mod but not a accurate name
IceMaverick 30 Jul, 2019 @ 8:08am 
Okay, so they basically trade off range and durability for more firepower then? Alright cool, that indeed makes them pretty good for indoor killhouses so that's a pretty solid reason to make them. Thanks.
Honey Badger  [author] 30 Jul, 2019 @ 7:48am 
I just wanted to make some turrets that I could fit next to wall. You can't build anything below them, and these are designed more for indoor/enclosed defences. I've balanced them around the idea of them being inside a building.

Wall turret (Normal):
80 HP (Turret)
60 HP (Barrel)
15 DMG per hit (Bullet)
Range: 15 tiles

Flame turret:
200 HP (Turret)
300 HP (Barrel)
5 DMG per hit (Burn)
Range: 10 tiles

Rocket Turret:
250 HP (Turret)
30 HP (Barrel)
15 DMG per hit + Explosive radius of 1 (Bomb)
Range: 20 tiles
IceMaverick 30 Jul, 2019 @ 7:41am 
No I meant like... what gameplay reason would I ever make the player-decision of telling my colonist to build a Wall-mounted turret over a regular, vanilla turret? Like, is it just an aesthetic consideration? Is there some statistic change to mounting it? Can I wall-mount a turret and build a ground-based turret underneath it to stack them?

I want to know what the actual, in-game justification is for using this. Like I'm sure you didn't set out to make a mod with no reason in mind for why you wanted it, so I want to know what that is.
Honey Badger  [author] 30 Jul, 2019 @ 7:37am 
@IceMaverick You shouldn't HAVE to choose this mod over any other.

It's just a turret mod, it's not a game changer. I won't make any reasons why you should or shouldn't try it, if that sounds like i'm just being lazy, fair enough, but no one's forcing you to download this.

If you want me to try and justify its existence, I won't. I shouldn't have too.
IceMaverick 30 Jul, 2019 @ 7:28am 
The title made me think I was about to get turrets that are wall-mounted before I clicked. Like, literally *on* the walls, but alas, they are just simply beside the walls instead. I'm not really sure how or why they're different from just placing a normal turret beside a wall in this case because the description doesn't really enlighten me as to what makes these turrets special. Can I build other things underneath them? Why should I choose these over a normal turret?
Honey Badger  [author] 30 Jul, 2019 @ 6:20am 
@J'adore I fixed the code so if you don't want turret extensions on, the code shouldn't get in the way any more.
Honey Badger  [author] 30 Jul, 2019 @ 2:48am 
They are wall mounted turrets, I changed the name specifically to stop confusion.
MakiabelMFE 29 Jul, 2019 @ 8:30pm 
I agree with @theigabod if they are just turrets that don't explode then where does the "wall" come in? it's just a turret that doesn't explode, don't get me wrong, it's certainly very useful for indoors, but the name makes it seem like it's something else.
Inquisition 29 Jul, 2019 @ 8:03pm 
I feel guilty. Thanks for the update though <3