RimWorld

RimWorld

1.0 Turrets
25 Comments
TacoLite 11 Apr, 2024 @ 7:21pm 
@Darth_Sergeant You are correct. It should work as is, as the edits this mod makes should have no bearing on turret behavior. Adding the 1.5 <li>s to the About section should be all thats needed to prevent people's mod manager's / game's from throwing warnings. If you find the time and are willing, it would be a kind gesture. Either way, thank you for your contribution to the modding scene.
Darth_Sergeant  [author] 11 Apr, 2024 @ 6:18pm 
Should still work unless there has been a major rework in how turrets function.
Farbott 11 Apr, 2024 @ 1:19am 
:)?
hope this works for 1.5, coming from CE to more vanilla to experience anomaly in its full the nerfs do NOT look nice
Vattende 24 Oct, 2022 @ 2:20am 
Thanks for the update, very kind !
Loki 655 23 Oct, 2022 @ 9:10pm 
@Darth_Sergeant Thanks for mentioning it would work despite the update. I wasn't looking forward to going without it for my first 1.4 run.
Darth_Sergeant  [author] 22 Oct, 2022 @ 2:22pm 
Haven't had a chance to update yet, but it should work fine despite being red.
Theta 22 Oct, 2022 @ 3:59am 
1.4?
Kaedys 20 Feb, 2022 @ 1:12pm 
Btw, the reason that the autocannon AP went from 60% to 30% is because, if AP isn't defined, the game automatically gives projectiles an AP of their damage * 1.5. So the AP went from 60% to 30% simply because the damage went from 40 to 20.
hoia 21 Jul, 2021 @ 10:16am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
Sorry if you get this a lot.
Lyca 20 Jul, 2021 @ 2:35pm 
Please update :(
jtjumper 13 Aug, 2020 @ 9:38pm 
1.2?
Darth_Sergeant  [author] 2 May, 2020 @ 5:45pm 
@groovybluedog, you're right. I added a line above it to clarify.

@Bad Vlad, I read your post back when you posted but didn't say anything. Thank you for the information.
groovybluedog 1 May, 2020 @ 12:15pm 
Description could be a tad clearer in showing if it's going from the change > the reverted mod or vice versa
K 16 Apr, 2020 @ 11:34am 
Just so you know, armor penetration is a very strange stat, and it can either be set by the attack verb or if it's not set, calculated off of the damage. That's the reason why it's not in the xml for autocannon turrets, as it was calculated off of the damage. Reverting the damage nerf should also revert the armor penetration to the previous value.
Darth_Sergeant  [author] 25 Mar, 2020 @ 4:25pm 
@da_namemaker

I just made a quick update. It should be showing the correct range now. (It will show 50 on the stats page but it's written as 49.9 in the patch).
da_namemaker 25 Mar, 2020 @ 1:56pm 
I'm having an issue with the slug turret. The range is still the nerfed one 39.9.
LeAnomalocaris 25 Mar, 2020 @ 12:38pm 
Oh dang, didn't even realize this happened until I saw this.
Delta7777777 24 Mar, 2020 @ 6:30pm 
based
Cat® 24 Mar, 2020 @ 6:09pm 
No worries, thanks for the response at any rate. I'd rather the turrets be a little too strong than a lot too weak.
Darth_Sergeant  [author] 24 Mar, 2020 @ 5:02pm 
I actually am unable to make a menu. I think it requires an assembly file, and I am not using the required software to edit it.

Deleted my previous post because my info was off. I was suggeting to try [KV] In-Game Definition Editor but realized you cannot edit everything with it. I am not sure if it lets you tweak turret stats like I initially suggested.
Cat® 24 Mar, 2020 @ 10:02am 
Would it be possible to make this mod include configuration sliders? For example I did not think the mini-turret nerf was much of a problem, while the UST nerf was.
Latex Santa 22 Mar, 2020 @ 1:24pm 
@Garr Incorporated This is why modding exists. To add what couldn't have been done by the dev and to fix the occasional retarded nerfs. Such as this one.
Latex Santa 22 Mar, 2020 @ 1:23pm 
PLAYER: Thank God for these turrets! Although expensive to build and maintain, and prone to deadly friendly fire, they've saved my bacon from many colony-ending raids and kept the game fun and still challenging for me.

TYNAN: i DiSLiKe pLaYeRs UsiNG KiLLbOxEs

PLAYER: What the hell are you DOING?!?

TYNAN: i GeT tO dECiDe hOw yOu hAvE fUn wIth mY SinGLE plAYer gAmE

PLAYER: Gee, thanks. An artillery cannon is getting outranged by a guy with a rusty rifle. What fun wooooo T_T
CMDR Youth 21 Mar, 2020 @ 8:51am 
Imagine out-ranging (and out-damaging) an elevated-platform slug-cannon with automated sensors and target tracking...

...With an awful sniper rifle.
Garr Incorporated 20 Mar, 2020 @ 1:49pm 
Jesus. I heard that the turrets were nerfed, but this is ridiculous. How do you expect us to deal with opressing forces with this pitiful damage?
I am definitely installing this mod. Thank you.