RimWorld

RimWorld

Ground Turret Mod
63 Comments
Alfie Brook 2 Apr, 2023 @ 11:26am 
Update and upgrade to 1.4 : Ground Turret Mod (Continued)
FlashPoint55  [author] 28 Mar, 2023 @ 4:54am 
@Alfie Brook OK! I'd appreciate it if you could.
Alfie Brook 26 Mar, 2023 @ 11:30am 
Hello,may I (refactor and) update some of your mods? Seems you have no eager to maintain those. For now, Ground Turret Mod is on my list.
Alfie Brook 14 Mar, 2023 @ 5:01am 
Update plz? Useful to me.
Len Kagamine 18 Sep, 2021 @ 12:22am 
Turrets Not compatable with original version of Simple Turrets "Sniper Turret" in any load order
Tech 18 Aug, 2021 @ 7:30am 
would love to see compatibility with the Misc. TurretBase mod.
SghHanzMullerSW 7 Aug, 2021 @ 5:17am 
@Flashpoint Nice bro
FlashPoint55  [author] 7 Aug, 2021 @ 4:44am 
updated.
SghHanzMullerSW 28 Jul, 2021 @ 6:59am 
Update ?
yeastus 6 Jun, 2021 @ 6:23pm 
Can be used to cheat when a component in a turret breaks (the little red flashy thing that is random) and needs repair. If you put it underground then bring it back up it no longer needs repair.
Armedwithpuns 8 Feb, 2021 @ 2:48pm 
hey can you add compatibility for the defensive machine gun turrets pack and defensive turrets continued? what you've done so far is really good, so enjoy your award!
Tactical Femboy 1 Dec, 2020 @ 8:26am 
why's it not CE compatible
ELLIOTTCABLE on Discord 24 Aug, 2020 @ 10:35am 
Hey - it'd be great if you could include the "load after Turret Extensions" restriction to the mod's metadata, so the game's mod-autosort feature could work properly! (Also, it'd help those of us using Fluffy's Mod Manager to manage mod-lists, haha. <3)
RinVindor 23 Jun, 2020 @ 9:25pm 
Hey so I noticed a weird bug. I have a Magnetic shield from a mod. I know inter-mod compatibility is not exactly easy but the shield just prevents power outages during solar flares at the cost of like 25000 W. During a flare I had turrets burrowed that wouldn't unburrow, the command was gone even though the entire base had power thanks to the shield. Wasn't sure if you could look into that or not.
Ratso1000 5 Jun, 2020 @ 9:41am 
Hi, does this mod support Vanilla Security Expanded?
T9000 13 May, 2020 @ 7:18am 
@FlashPoint55 Thanks. I thought as much, so after I made those turrets automated, I conformed them to the percussion turret in the Simple Turrets mod. Yet, both the turrets I made automated, and the two automated turrets that come with Definitely More Cannons still duplicate their ammo - and the only difference I can see between the percussion turret (from Simple Turrets, which uses mortar shells, but doesn't duplicate ammo on grounding) and these other turrets is the ammo type. Any way, another amusing application of this mod is making retractable walls!
FlashPoint55  [author] 13 May, 2020 @ 4:44am 
@Grithin I didn't test with artillery.
when turret goes down, turret treated as destroyed and goes up, treated as made.
so dropping ammo when burrowing turret is not weird. i think. :)
T9000 12 May, 2020 @ 11:27am 
I added a patch that applies grounding to all turrets. Oddly, the turrets from "definitely more cannons" duplicate and put their ammo on the ground (turret remains loaded, and the same amount is also put on the ground) when they are grounded. Do you have any clue as to why - perhaps because they use a custom ammo type?
silesianhighlander 16 Apr, 2020 @ 11:31am 
Thank you!
Luinithil 4 Apr, 2020 @ 3:12am 
Pity these don't automatically unborrow on detecting enemies in firing range. Having to unburrow a dozen turrets by hand is slightly annoying.
Sinza 29 Mar, 2020 @ 8:37am 
Nice!
FlashPoint55  [author] 29 Mar, 2020 @ 3:57am 
updated.
silesianhighlander 28 Mar, 2020 @ 2:22pm 
I'd love that to be updated. One of my favorites, adds a lot of tactics to the game.
WaxWorm 19 Mar, 2020 @ 10:38am 
I second that wish for a 1.1 update :)

Or maybe @Mlie wants to take over?
Sinza 11 Mar, 2020 @ 1:43pm 
Hey Flashpoint, an Update would be really appreciated! :)
Armedwithpuns 28 Feb, 2020 @ 10:05am 
is it possible for you to make this mod compatible with more vanilla turrets and defensive machine guns?
Palandus 7 Feb, 2020 @ 8:35pm 
I noticed in my output log, that there is a lot of errors called:

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

error in unburrowTurret XP

... I only mention it because my game seems to freeze completely when i started using the mod, usually when it tries to autosave, and then have to ctrl alt del to exit the game. I know that sometimes with huge raids it can take a while to unfreeze, but even then, waiting a full 10 minutes usually addresses that. Here, it doesn't unfreeze.

Sometimes it autosaves without issue. Other times it freezes the game, and I lose 8-15 minutes of progress.
Ploskiy Grib 1 Jan, 2020 @ 4:56am 
Seems like its not compatible with more vanilla turrets or is it due to how I loaded my mod list?
Turret Extension
Ground turrets
More vanilla turrets extension patch
More vanilla turrets
gensiota_dev 8 Dec, 2019 @ 11:39pm 
In the same vein as below, for Rimatomics; burrowing a turret makes it lose installed modules like MEPS and SCAD (noticed on the Tesla Coil).
Nex-Razin 27 Sep, 2019 @ 6:22am 
I've noticed that burrowing the turrets from Rimatomics removes kill count and ammo from the punishers. Thought I'd mention it just in case.
Disastrophi 22 Sep, 2019 @ 10:01am 
Does this work with more vanilla turrets or definitely more cannons?
admr 21 Sep, 2019 @ 4:07am 
림아토믹 포탑들은 적용되는데 바닐라 보안 확장모드 터렛들은 적용이 안되는데 어떻게하죠? 제가 바닐라확장모드 xml수정해서 적용시킬수없을까요?
NECEROS 8 Sep, 2019 @ 3:56am 
Found a small bug: When I burrow a turret with an upgrade (via Turret Extension), it only refills the barrel durability up to the normal amount, not the upgraded amount.
Kerimt the fraud 31 Aug, 2019 @ 10:56pm 
CE 쓰는데 그냥 함 해봤는데 터렛 장탄이 초기화되네요 아쉽
BluePebble 18 Aug, 2019 @ 5:47pm 
와 완전 기발하네요! 잘 쓰겠습니다!
만드시느라 고생하셨어요~~~
FlashPoint55  [author] 13 Aug, 2019 @ 3:09am 
@VoidRose if that item have patch for this mod, yes.
VoidRose 12 Aug, 2019 @ 8:03pm 
Can it be made with modded items?
FlashPoint55  [author] 10 Aug, 2019 @ 6:11pm 
@Deyrina no animation. sorry
CE patch? i'll try it, but don't expect it :)
@Luinithil Fixed! :)
Berser163 10 Aug, 2019 @ 2:26pm 
what kind of animation hiding the turret is available in this mod ?
Will there be compatibility with CE ?
Tzeentch 10 Aug, 2019 @ 11:58am 
Could u make this mod for CE? Please
Luinithil 10 Aug, 2019 @ 8:12am 
Possible to fix Turret Extensions upgrades going missing?
FlashPoint55  [author] 8 Aug, 2019 @ 4:14pm 
@Pelador thats good idea! I can't wait until tonight...
mp mod? ok. i'll try it. thank you! :)
Pelador 8 Aug, 2019 @ 8:56am 
@FlashPoint55

FYI: If you log into the Multiplayer mod discord, someone there could explain to you how to use the MP API to make the Gizmo's and any other functionality synchronised as a compatibility interest.
Pelador 8 Aug, 2019 @ 8:52am 
@FlashPoint55

Note the building class has a Draw() function that can be overridden. Just thinking that a lot of the custom hatch process could be automated here, with the idea that the comp then provides the alternative path for the base hatch design as an override? This would remove the need to having to setup all the XML definitions for the hatches themselves?
⚡ mr.Quantique 8 Aug, 2019 @ 7:18am 
This is very nice! i love the look of theise it blend very well into a base.
FlashPoint55  [author] 8 Aug, 2019 @ 6:07am 
custom-hatch updated!
NECEROS 8 Aug, 2019 @ 12:08am 
Another problem!

I'm using the XND Turret Extension mod, which allows you to upgrade turrets.

When I unburrow a turret, it comes back un-upgraded (even if it was upgraded before). I'm sure this makes things more complicated, but I thought you should know.


Thanks!
Pelador 7 Aug, 2019 @ 11:59pm 
@ThePooba

Uses Gizmos, so those would need to be synchronised for MP. (But could be made compatible.)
ThePooba 7 Aug, 2019 @ 7:45pm 
I'm suprised this doesn't work with CE
Oldschool Sosok 7 Aug, 2019 @ 6:59pm 
Is it compatible with more vanila turrets?