RimWorld

RimWorld

[XND] Turret Extensions (Continued)
34 kommentarer
Mlie  [ophavsmand] 20. maj kl. 10:25 
@rout I cannot reproduce this, none of the low-tech factions in the game even has siege raid as a tactic.
Head 20. maj kl. 8:18 
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 kl. 12:51 
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 kl. 5:46 
@Mlie Nice, thank you for your answer ! :reheart:
Mlie  [ophavsmand] 12. apr. 2024 kl. 5:41 
@Justedufun Updating all my mods, progress is posted on Discord
Justedufun 12. apr. 2024 kl. 5:14 
Hi, will you work on patching this for 1.5 or is it not on the schedule for now ?
Daedalus 11. apr. 2024 kl. 19:27 
1.5?
ImJustJoshin 21. aug. 2023 kl. 9:15 
@Mlie Thank you so much!
Mlie  [ophavsmand] 20. aug. 2023 kl. 13:13 
@ImJustJoshin Should be fixed now, seems it was never really implemented in the refuel job.
ImJustJoshin 15. aug. 2023 kl. 18:18 
Fuel Multiplier Factor does not work. Turrets will continue rearming with the same amount as before.
OldPayphone 12. aug. 2023 kl. 15:12 
@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  [ophavsmand] 12. aug. 2023 kl. 13:59 
@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 kl. 13:57 
@Mile Yes, I even triple checked because I was paranoid lol.
Mlie  [ophavsmand] 12. aug. 2023 kl. 13:03 
@OldPayphone Are you sure you have this mod active and not the previous version by Netrve?
OldPayphone 12. aug. 2023 kl. 12:57 
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 kl. 7:13 
@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 kl. 12:30 
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  [ophavsmand] 13. nov. 2022 kl. 13:35 
Colony mechs can now upgrade turrets
Mlie  [ophavsmand] 8. nov. 2022 kl. 1:55 
@Evono Please verify what mod is causing it by following the steps described under "Reporting Issues"
Evono 8. nov. 2022 kl. 1:37 
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. okt. 2022 kl. 12:40 
I am guessing this is still needed for 1.4?
The Grapest 24. okt. 2022 kl. 12:27 
Thank you Millie, you have done great work.
SunGod 22. okt. 2022 kl. 16:20 
Thank you Mlie!
mkvltra 22. okt. 2022 kl. 5:52 
Thank you
Mlie  [ophavsmand] 21. okt. 2022 kl. 22:30 
@mkvltra Updating all mods, progress on the Discord server
ImJustJoshin 22. sep. 2022 kl. 16:18 
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  [ophavsmand] 24. maj 2022 kl. 11:36 
@d0b1k I see, should be fixed now. Thanks for the report!
Drgn! Netrve 23. maj 2022 kl. 16:29 
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. maj 2022 kl. 14:20 
@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  [ophavsmand] 23. maj 2022 kl. 13:54 
@d0b1k Can you expand on that?
dob1k 23. maj 2022 kl. 13:50 
affectedByEMP does not work
CiXwOw 23. maj 2022 kl. 8:47 
Thanks Mlie!
pgames-food 20. maj 2022 kl. 14:56 
cool ive been using these in <=1.2 games and the effect of upgrades is really handy against raiders
Gerewoatle 20. maj 2022 kl. 13:00 
Thank you, Mlie.