RimWorld

RimWorld

Brrrt
154 Comments
^Magik Spud^ 9 May @ 10:06pm 
Now that you mention that- the Mortar also not working for me, but the sniper turret still work.
Holgast  [author] 9 May @ 7:53pm 
as with the last time this was reported, I have just tested again and found no issues (there shouldn't be any, it just uses the vanilla turret code). there must be another mod interfering with it
^Magik Spud^ 9 May @ 6:52pm 
Yes, I just tested disable XML from mod list and the GUN still won't move at all. You know how turret turns their head around randomly, this one stuck in one position the way it was build. I turn on dev and spawn an enemy pawn to test and that pawn walk right pass - no action between the GUN and enemy pawn.
Holgast  [author] 9 May @ 4:28pm 
people have been reporting problems with xml extensions lately. could you try it without? it's not compulsory
^Magik Spud^ 9 May @ 5:02am 
Hello, sorry about my grammar.
I subscribed to this mod and build the GUN and also have XML installed, and position it above the way above the BrrtGun in mod list.
The gun won't move, won't shoot, nothing at all. I have in total a bit over 16k energy to spend which should be enough for the GUN.

Can someone or mod Author help please?

Exception ticking BrrtTurretFlam326179 (at (97, 0, 100)): System.MissingFieldException: Field 'RimWorld.DesignationCategoryDefOf.Security' not found.
[Ref A8563B9F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Above is a copy from the Debug log. ^ Thank you.
Holgast  [author] 8 Mar @ 4:33pm 
that's weird, but it's just coded like a normal turret so it could just be a weird quirk with the ridiculous number of bullets it fires
gmalezon 8 Mar @ 1:05pm 
Sometimes this turret aims and shoots at 2 different points, one being the enemy in the front and the other being a tile behind the turret (vanilla, no CE). Is it a common issue? No red messages show up when it does that.
Niggler 18 Sep, 2024 @ 7:13am 
is this ce compatible?
GuamXV 2 Sep, 2024 @ 10:28am 
Does this shoot down mortars? :steamhappy:
rad_hazard_c 8 Aug, 2024 @ 6:04pm 
Nevermind bud. It was literally as easy as adding <li>1.5</li> to the supported versions under the Retextured mod. But thank you and have a fantastic day.
Holgast  [author] 7 Aug, 2024 @ 4:15am 
yeah I would love to have it, I thought that they were going to at some point but they published it separately. if you just want the texture, you can edit your local copy and add the texture
rad_hazard_c 6 Aug, 2024 @ 4:57pm 
Any chance of getting permission for and incorporating Brrrt-Retexturrrre into this mod? It seems the retexture is still stuck in 1.4 with no sign of life.
BurachOK 3 Aug, 2024 @ 4:22am 
Thank you
Holgast  [author] 3 Aug, 2024 @ 3:42am 
I named it in line with the vanilla turrets because I don't always use weapon renamers. but maybe I can just rename it
Holgast  [author] 3 Aug, 2024 @ 3:39am 
as previously mentioned in these comments, it needs both multi-barrel and turrets research and is called 'ultra heavy autocannon turret' if you are not using a weapon rename mod or CE
BurachOK 3 Aug, 2024 @ 3:19am 
How does it called in game, i cant find it, is it in some research?
Holgast  [author] 3 Aug, 2024 @ 3:02am 
Please read the description. XML Extensions is optional for extra mod options.
BurachOK 3 Aug, 2024 @ 2:33am 
So, for it to work, i need to enable it in xml extencions?
EV_SkyFall 9 Jun, 2024 @ 9:27am 
i don't think i will use this but
damm, i love it
Todokoro 28 Apr, 2024 @ 1:05am 
The mod we don't deserve, but definitely didn't know I needed. thank you for making this :D
Dffdhh 13 Apr, 2024 @ 7:11am 
I love this super turret
Damion Wolf 2 Aug, 2023 @ 11:43am 
*Squeals with delight after finding this*
Holgast  [author] 26 Jul, 2023 @ 2:52am 
Just tested with only Brrrt and the 1.4 version of CE on - couldn't replicate. You have a lot of mods on, it's possible something else caused it to break
Smoker Store 21 Jul, 2023 @ 12:01pm 
The turret can't shoot and it prompts an error, I have combat extended
https://gist.github.com/HugsLibRecordKeeper/5b818e86cdab1ef5bd3d4cfd16133f63
Holgast  [author] 28 Jun, 2023 @ 4:57am 
nah
Raider1 27 Jun, 2023 @ 1:00pm 
geez i'd want to keep the enemies alive to organfarm and torture. bit overkill, don't'cha think?
Uncle's Fate ;) 2 Jun, 2023 @ 2:43am 
Probably the only turret to fend off againts a void raid <3
Atoz 25 Apr, 2023 @ 6:49pm 
The gun wont Shoot i built two of them to defend the Ship and they just sat there not firing then they blew up not very BRRT
Holgast  [author] 14 Apr, 2023 @ 9:54pm 
as previously mentioned below in these comments, it needs both multi-barrel and turrets research and is called 'ultra heavy autocannon turret' if you are not using a weapon rename mod
crashday 14 Apr, 2023 @ 11:00am 
Where is it located in the research branch?
GAU-8 does not find anything in the search.
stoicalscreams 13 Apr, 2023 @ 3:45pm 
Hey for some reason it won’t shoot at enemies, no matter what.
Nick Nape'em 17 Feb, 2023 @ 2:39am 
yep its there im an idiot
Nick Nape'em 17 Feb, 2023 @ 2:16am 
@oohh ok ill check now
Holgast  [author] 17 Feb, 2023 @ 2:08am 
I have just tested it before my comment and again after your comment and it appeared both with and without godmode. If you are not using combat extended or another weapon rename mod, it is called 'ultra heavy autocannon turret' which is a name I coined in the style of the vanilla turrets
Nick Nape'em 17 Feb, 2023 @ 2:04am 
@Holgast i got both mate, i even tried godmode
Holgast  [author] 17 Feb, 2023 @ 2:02am 
Just tested. no issue here. make sure you have done the prereq research, it needs both turrets and multibarrel weaponry
g_BonE 16 Feb, 2023 @ 2:35pm 
same here, no entry in security tab.
Nick Nape'em 10 Feb, 2023 @ 4:37am 
for some reason it wont show up in my security tab
Holgast  [author] 16 Dec, 2022 @ 1:39am 
probably not, the code for point defense is part of vanilla expanded ancients and wouldn't work without a similar framework. I could take a look at that other mod linked below and see if it does similar
tototooto 15 Dec, 2022 @ 11:24pm 
I am unable to use Vanilla Expanded Framework-based mode due to my personal mode conflict reason.

Is there a possibility that the point defense function will be added through this mode self-update?
Holgast  [author] 25 Nov, 2022 @ 1:29am 
so the point defense code will only run if you have Vanilla Ancients Expanded and XML Extensions on and have toggled on the mod option in the XML Extensions extra mod menu, since the code I was using was tied to Ancients. I have it off by default because it was causing issues with CE
bujiu 24 Nov, 2022 @ 6:59pm 
The functionality we want is similar to this mod ——Anti-Air Weapon
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2802147499
bujiu 24 Nov, 2022 @ 6:57pm 
no ce
Holgast  [author] 24 Nov, 2022 @ 1:43pm 
Oh man, it's been ages since I looked at the point defense, I don't even recall if that's included in Vanilla Framework. Could you let me know whether or not you are using CE? I heard that there was an issue with that some time ago. If not, that code is probably locked to Ancients which I heard has a lot of issues in 1.4
bujiu 24 Nov, 2022 @ 9:21am 
Cannot shoot down drop pods.
《ELIF_》 7 Nov, 2022 @ 7:38am 
any chance you can make this paintable?
The Atomic Option 26 Oct, 2022 @ 9:08am 
haha brrrt
Holgast  [author] 14 Oct, 2022 @ 5:02pm 
Fixed (it turns out that forcedMiss doesn't do anything below a certain percentage anyway,so I had nothing to worry about)
Holgast  [author] 14 Oct, 2022 @ 4:43pm 
I'll have to see if I can put in a tiny forced miss so it doesn't affect accuracy too much :<
ZУΛИКΛLI 14 Oct, 2022 @ 4:42pm 
ok thank you