RimWorld

RimWorld

[KYD] Rapid-Fire Turrets
126 Comments
elĐeve 16 Jul @ 8:04pm 
reviiiive this oneeeeee
Uncle Kevin/7 11 Jul @ 9:10pm 
yo blud where update is this dead?
Watcher9 22 Feb @ 11:58pm 
Is this CE- I mean Rimworld compatible?
VelxraTV 20 Jul, 2024 @ 8:06am 
Please update tag for 1.5
Nyx (She/Her) 26 May, 2024 @ 2:59pm 
nah mostly just trying to signal to the "1.5 now" horde that yes this is in fact, safe as is
Nyx (She/Her) 26 May, 2024 @ 11:23am 
works in 1.5, just needs the version tag
Artermus 22 Apr, 2024 @ 8:52am 
This runs just fine in 1.5 :)
Vethrivi 21 Mar, 2024 @ 11:21pm 
this absolutely needs to be base game
elĐeve 13 Mar, 2024 @ 4:17pm 
i'm using the beta they have on github so maybe something from this mod just get into the cooldown or something, or maybe it's just another thing.
sorry i can't test the culprit because i'm waiting for the 1.5 and my modlist rn is fucked up with the loading times
Kayedon  [author] 13 Mar, 2024 @ 3:50pm 
SOS 2 turrets shouldn't be touched by this mod, unless they changed something.
elĐeve 25 Feb, 2024 @ 4:53pm 
SoS2 turrets got buffed and it's so dangerous that i love it
Kayedon  [author] 14 Feb, 2024 @ 1:46pm 
Sure, thanks for bringing that mod to my attention.
CurtimusPrime92 14 Feb, 2024 @ 1:43pm 
can you add an exception for defName="WallTurretMiniGun" from "wall mounted turrets" this mod seems to be patching it from it's base of 0 up to the mod default, the wall gatling already has a mechanic for a spool up and copled with this mod ADD in cooldown makes them fairly weak option for security
Kayedon  [author] 28 Dec, 2023 @ 10:52am 
Yes.
Theunfatpig 28 Dec, 2023 @ 9:22am 
Can this be added mid save?
Farbott 13 Aug, 2023 @ 6:40pm 
I can see the firerate difference Pazik is having, the cooldown between shots exist, would love this mod more if the firerate of the turrets were lowered a little in exchange for this no cooldown, maybe a mod feature?
取个名字好难啊 2 Mar, 2023 @ 8:43am 
turrets of glitter tech may have effect again
Kayedon  [author] 13 Feb, 2023 @ 5:28pm 
CEO of Mercurylight Industries:
At this time, no additional software modification is planned. Your concerns have been noted once our software development department is restaffed from the incident on Xyleis 4, in which the entire staff inexplicably stopped responding to communications following reports of an insectoid raid.

Pazik:
No changes to the formula were made when updating our software for the latest '1.4' update, however our engineers will examine several legacy product samples to determine if such a difference is present.
Pazik 12 Feb, 2023 @ 10:00pm 
Fire rate seems decreased in 1.4. It is still faster than vanilla with this mod, but nowhere near what it used to be in 1.3. Is this intentional?
MercuryDoll 2 Dec, 2022 @ 11:25am 
Greetings, our company has shown great interest in your product, however our security department has voiced concerns regarding thermal efficiency, as well as logistics complaining about ammo resupply. While we are sure these are non-issues, to ease their minds would it be possible to patch the firmware to add a small delay inbetween shots, or would that require too much overhead? Regards, CEO Mercurylight Industries
Zacky 0.0 21 Nov, 2022 @ 4:05pm 
hello is this compatible in CE just hopefullly can just patch the rimatomic one if its ok
Key WiteWolf 14 Nov, 2022 @ 11:10pm 
Greetings KYD Industries. I bring you a pair of messages from some of our clients.
From the Mechinator and her automated army - She wishes to express her satisfaction with your products in assisting her with the elimination of "filthy biologicals".
From the Morlock colony - They wish to express their gratitude in helping to keep out those "tainted by the sun", as well as their *very* enthusiastic opinion of the speed at which this delivers them... excellent dining opportunities.
KWW Colony Management sends our regards on behalf of our mutually happy customers.
Pasaway 9 Nov, 2022 @ 4:56pm 
I love this mod. I used it with Rimatomic's obelisk and enjoyed a beautiful laser light show.
Kayedon  [author] 9 Nov, 2022 @ 4:08am 
Greetings, Levendi. All internal tests show no issues.
Levendi 9 Nov, 2022 @ 3:19am 
Stopped working for me after 1.4/Biotech. Just normal firing rate
Pasaway 7 Nov, 2022 @ 12:52pm 
You had me at Rimatomic's Punisher turrets.
CurtimusPrime92 1 Nov, 2022 @ 6:30pm 
i.e.

<xpath>/Defs/ThingDef
[not(comps/li[@Class="CompProperties_Mannable"] or

snip

defName="CMissileTurret" or
defName="Turret_Auto_Mortar" or
building/buildingTags/li[text()="RE_Reaper" or
@ParentName="CaslteDefendsBase"]
)]
CurtimusPrime92 1 Nov, 2022 @ 6:24pm 
can i ask you to include Auto-Mortars(unofficial) to being exempted from this mod's patch operation? this causes auto-mortars to nuke any raid before they can even attack lol
KemonoAmigo 17 Jun, 2022 @ 5:08am 
I love your dedication to roleplaying, good sir. Your fine product has greatly assisted multiple offshore enterprises, as well as my "competitors", unfortunately.
Kayedon  [author] 16 Jun, 2022 @ 7:52pm 
Greetings, from the esteemed public relations department of KYD Industries. On behalf of the entire company, we want to apologise for the erroneous software patch uploaded over six months ago that broke compatibility with Rimatomics. Rest assured those responsible have been re-assigned to new positions, and the patch has been restored, allowing Marauder-class cannons to once again turn hostile Mechanoids into dust.
Tanden22 6 Apr, 2022 @ 1:07am 
Just a heads up to anyone using DanDMan68's "Jurrets" mod: running more than 3 of the 5x turrets WILL turn your game into a slideshow.
JustKazuma 11 Mar, 2022 @ 5:23pm 
If you use CE, you mod for CE, not for Rimworld. Thats how extensive CE's effect on the game's base is.
[Sin]Greed 19 Feb, 2022 @ 10:20am 
I'm very new to modding, but is the reason why this isn't compatible with Combat Extended, is due to the numerous overhaul and modifications CE does?
Only-He-Stands-There 8 Jan, 2022 @ 12:28am 
Anybody tested it with JDS's castle walls? I'm currently running it both and either defense towers are on go-juice or software upgrade applies to autonomous defense towers. It's honestly fun to watch, but breaks immersion a bit.
Ah yes, mechaniod ships turrets from VEM are now actually a threat, though i guess that's for better than worse.
kingslycamben 25 Dec, 2021 @ 9:42pm 
Seems not to be compatible with the point defense turret from vanilla expanded ancients.
🍀clover🍀 25 Dec, 2021 @ 1:31pm 
so do the gun barrels still deteriorate according to shots fired? i feel that could be pretty balanced for a map where steel is scarce, esp. my zombieland run
jupiter 22 Dec, 2021 @ 10:28pm 
could this software watch also be applied to the security drones from vanilla expanded: mechanoids.
Nova Drayosix 13 Dec, 2021 @ 10:19am 
Fascinating, well considering that fact, then I will opt in for the Security Update, as not only does the prospect of making my own automated defenses far more efficent intrigue me, but also the challenge of Faction Base Raids actually being difficult and require strategic planning excites me. This sounds like it will be much fun =)
Kayedon  [author] 12 Dec, 2021 @ 11:33pm 
Yes, enemy factions have been offered the exact same software upgrade!
Nova Drayosix 12 Dec, 2021 @ 10:43pm 
Does this by chance extend to enemy turrets as well? Or just my own?
Kayedon  [author] 27 Nov, 2021 @ 6:28am 
KYD Industries has experienced difficulty acquiring one of the mentioned turrets for testing, but believe ski /they should also be improved by this software, ancient software be damned!
PremierVader 27 Nov, 2021 @ 12:23am 
Greetings good sir, I am curious if the venerable KYD Industries has also included a software update for the ancient turrets found in the new mod Vanilla Expanded- Ancients. In particular the Ancient turrets that mod has. Either way I am about to find out as I have just added both mods together!
Kayedon  [author] 24 Nov, 2021 @ 4:42pm 
Our technicians have gotten a little bit smarter, and consolidated some of the technical operations behind-the-scenes allowing our software patch to function.

Additionally, a deranged starship captain recently filed a report about something called "Reapers", an immortal race of sentient starships allegedly waiting in darkspace. The report alleges that these "Reapers" were responsible for a missing testing facility of KYD Industries, and that these "Reapers" had stolen our technology to buff their own ships. We have dismissed that claim.
Hohen 11 Nov, 2021 @ 12:00am 
This also applies to Reaper turrets.. which is a new form a fear.
cerealjerk 7 Nov, 2021 @ 2:35am 
Is anyone using the mod InfiniteTurrets with this mod?Curious about compatibility.
JustKazuma 3 Nov, 2021 @ 9:27pm 
@Kayedon

I confirmed its got something to do with just Rimatomics and Rapid-Fire mod. I loaded a game with just these two mods, Harmony, Visual Exceptions, Rocketman, and Humanoid Alien Races (nondev) on a test and confirmed the Punishers are not rapid-firing anymore.
MapleSierrap 3 Nov, 2021 @ 10:49am 
Sometimes I think.
JustKazuma 30 Oct, 2021 @ 5:19pm 
I'll have a log for you to chew on in the bug reports discussion soonish (at work), but I will point a flag towards TD Enhancement Pack and the removal of SOS2. Thats the only real changes to my mod list that I can cite from my previous game to this new one.
Kayedon  [author] 30 Oct, 2021 @ 10:44am 
Hi! We've reviewed the code in "Dubs Rimatomics" and can find no discrepancies that would prevent our software patch from applying.
JustKazuma 30 Oct, 2021 @ 6:40am 
Unsure if this is an actual issue or not, but I've noticed the Punishers in Rimatomics are not being affected by the mod anymore.

Granted, Rimatomics has had several updates the past week or so. Maybe something changed? I can report that the mod worked 100% before the recent main game patch.