RimWorld

RimWorld

[XND] Turret Extensions (Continued)
34 Comments
Mlie  [author] 20 May @ 10:25am 
@rout I cannot reproduce this, none of the low-tech factions in the game even has siege raid as a tactic.
Head 20 May @ 8:18am 
Mortars are still being loaded with stone chunks by the AI during a siege unfortunately. You can reproduce by using the debug menu to spawn a siege from a medieval faction or similar
Thetaprime 21 Apr, 2024 @ 12:51pm 
I see you playing Slay the Spire Mlie! Good for you, it's a badass game.Thanls for the update and all of the rest of your hard work. Anyone who doesn't appreciate it can piss off.
Justedufun 12 Apr, 2024 @ 5:46am 
@Mlie Nice, thank you for your answer ! :reheart:
Mlie  [author] 12 Apr, 2024 @ 5:41am 
@Justedufun Updating all my mods, progress is posted on Discord
Justedufun 12 Apr, 2024 @ 5:14am 
Hi, will you work on patching this for 1.5 or is it not on the schedule for now ?
Daedalus 11 Apr, 2024 @ 7:27pm 
1.5?
ImJustJoshin 21 Aug, 2023 @ 9:15am 
@Mlie Thank you so much!
Mlie  [author] 20 Aug, 2023 @ 1:13pm 
@ImJustJoshin Should be fixed now, seems it was never really implemented in the refuel job.
ImJustJoshin 15 Aug, 2023 @ 6:18pm 
Fuel Multiplier Factor does not work. Turrets will continue rearming with the same amount as before.
OldPayphone 12 Aug, 2023 @ 3:12pm 
@Mile It's all good. I fixed it. I re-installed the game twice and verified the files after each install and on the second go around it worked for some reason. Sorry to trouble you.
Mlie  [author] 12 Aug, 2023 @ 1:59pm 
@OldPayphone Well, it does not happen when I test the mod so can you provide a log showing your modlist perhaps?
OldPayphone 12 Aug, 2023 @ 1:57pm 
@Mile Yes, I even triple checked because I was paranoid lol.
Mlie  [author] 12 Aug, 2023 @ 1:03pm 
@OldPayphone Are you sure you have this mod active and not the previous version by Netrve?
OldPayphone 12 Aug, 2023 @ 12:57pm 
Having this mod installed breaks my game. When enabling this mod it gives an error saying it's for Rimworld version 1.2.
AerosAtar 18 Mar, 2023 @ 7:13am 
@Mlie
Something a little odd, and perhaps just needs to go into a "Known Issues" list if it isn't an easy fix, since all it ends up costing is a little pawn labour, but...

The first time I reload a save after upgrading a turret, that turret needs to be repaired back to full health from it's original (non-upgraded) value - i.e. the max is still increased, but the current is set to the value for the original turret.

I have seen this happen on both vanilla and modded turrets (Mechanoid Master Blaster & Pulsefire Turret in my specific case, though probably happens with others too).

Subsequent reloads don't have this issue - it is only on the first save reload for a particular turret after upgrading it.
ImJustJoshin 9 Dec, 2022 @ 12:30pm 
Dang if only this extension could change a turrets size and turret graphic upon upgrade instead of just the base. A nice patch could've been made for one of my favorite turret mods if it was possible.
Mlie  [author] 13 Nov, 2022 @ 1:35pm 
Colony mechs can now upgrade turrets
Mlie  [author] 8 Nov, 2022 @ 1:55am 
@Evono Please verify what mod is causing it by following the steps described under "Reporting Issues"
Evono 8 Nov, 2022 @ 1:37am 
Getting this error
Mech_Constructoid3571597 threw exception in WorkGiver UpgradeTurrets: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) TurretExtensions.WorkGiver_UpgradeTurret.TurretExtensions.WorkGiver_UpgradeTurret.HasJobOnThing_Patch0(TurretExtensions.WorkGiver_UpgradeTurret,Verse.Pawn,Verse.Thing,bool)
at RimWorld.JobGiver_Work+<>c__DisplayClass3_1.<TryIssueJobPackage>b__0 (Verse.Thing
..............
https://gist.github.com/06e550832ab1a851cb9846e36697cdca
Demognomicon 24 Oct, 2022 @ 12:40pm 
I am guessing this is still needed for 1.4?
The Grapest 24 Oct, 2022 @ 12:27pm 
Thank you Millie, you have done great work.
SunGod 22 Oct, 2022 @ 4:20pm 
Thank you Mlie!
mkvltra 22 Oct, 2022 @ 5:52am 
Thank you
Mlie  [author] 21 Oct, 2022 @ 10:30pm 
@mkvltra Updating all mods, progress on the Discord server
ImJustJoshin 22 Sep, 2022 @ 4:18pm 
A purely visual error occurs when looking at the Upgradable info section of a turret capable of receiving an upgrade.

[Before the turret upgrade]
Upgrade Bonuses:
-Max hit points: 300 => 390
-Power consumption: 100 => 150

[After Upgrade]
Upgrade Bonuses:
-Max hit points: 390 => 507
-Power consumption: 100 => 150

All other values that I've seen so far only show the upgraded values once in the info section like they should but Max hit points updates again for some reason.
Mlie  [author] 24 May, 2022 @ 11:36am 
@d0b1k I see, should be fixed now. Thanks for the report!
Drgn! Netrve 23 May, 2022 @ 4:29pm 
Hi Mlie, thanks for picking up where I slacked off.
I sadly never got to where I wanted with the mod, but work and other focuses have drawn me away. I'm happy to know that people now have a better version ready, thanks for your work :)
dob1k 23 May, 2022 @ 2:20pm 
@Mlie i wrote xml patch for Rah's Vanilla Turrets Expansion using properties that this mod adds
<Operation Class="PatchOperationAddModExtension">
<xpath>/Defs/ThingDef[defName="GunComplex" or defName="RocketComplex"]</xpath>
<value>
<li Class="TurretExtensions.TurretFrameworkExtension">
<firingArc>160</firingArc>
<affectedByEMP>false</affectedByEMP>
</li>
</value>
</Operation>
firingArc works,affectedByEMP doesn't
Mlie  [author] 23 May, 2022 @ 1:54pm 
@d0b1k Can you expand on that?
dob1k 23 May, 2022 @ 1:50pm 
affectedByEMP does not work
CiXwOw 23 May, 2022 @ 8:47am 
Thanks Mlie!
pgames-food 20 May, 2022 @ 2:56pm 
cool ive been using these in <=1.2 games and the effect of upgrades is really handy against raiders
Gerewoatle 20 May, 2022 @ 1:00pm 
Thank you, Mlie.