RimWorld

RimWorld

Fire Control Computers
69 Comments
Church.exe 4 Aug, 2024 @ 3:43pm 
Updates aside there are two things I'm curious about here
1 : how ISN'T it compatible with CE? It says "Compatible with CE to some extent" but are there any specific things that are broken or don't work as expected? (or is it more of a "it should work but we can't thoroughly test everything" situation)
2 : would this help with performance? If turrets aren't active, do they still need to be ticked or would this mod greatly increase performance since turrets aren't constantly looking for targets when they don't need to be?
CTH2004 9 Jul, 2024 @ 2:09pm 
Fair enough. Outta curiosity, that mod going to just be this mod but in a new upload? Or will it contain all sorts of new features? Come to think of it, will it be part of a VE mod?
Bambaryła 7 Jul, 2024 @ 2:41am 
It will be updated for 1.5. Be patient. We have to test it thoroughly against vanilla and CE. It will be republished under a different mod item.
CodyProductions 1 Jul, 2024 @ 10:29pm 
The only thing I'd suggest is to add the option to toggle whether or not a turret is controlled by the fire control station. On the actual turrets I might add, like how you'd tell a turret to hold fire.
The Blind One 9 May, 2024 @ 12:46pm 
This concept needs to be expanded imho into a proper Vanilla Expanded Defenses or something. It's honestly a really cool concept and execution.

Hope this gets updated and the love it deserves!
earthman_baum 20 Apr, 2024 @ 8:49am 
1.5 please.
This mod is so great!
Senilia 13 Apr, 2024 @ 12:07pm 
1.5?
MisterIgor 11 Apr, 2024 @ 10:25pm 
1.5?
FailPail 3 Apr, 2024 @ 11:08am 
could this prevent a player from taking enemy siege mortots?
KahirDragoon 28 Feb, 2024 @ 2:13pm 
Nice way to add some challenge in a new way since you cant just spam turrets anymore.

But could you either also include turrets regardless of power network or just exclude them automatically? Right know things like auto martors cant be used with the fire control anyway unless we go to the settings and exclude them specifally.
Scorpio 23 Dec, 2023 @ 2:39am 
my dude its not working with vanilla rocket lauchers , steel needs manual activation and direction
legodude17  [author] 16 Dec, 2023 @ 12:14pm 
@Emilie Sackenball: Yes it's in the settings.
Emilie Sackenball 10 Dec, 2023 @ 3:02pm 
its there a way to exclude some turrets? there are some mod who do not connect to the power grid and they stoped to work
CTH2004 16 Oct, 2023 @ 3:51pm 
Okay, Here's my idea on a system for letting mechanators control turrets (directly and indirectly). Another that is semi-related is coming soon-ish
CTH2004 16 Oct, 2023 @ 3:18pm 
just realized, does this mod basically make turrets useless without Controll Computers? Because, if so, then it means turrets are completely useless until you do 2 more reasearches past it...
CTH2004 6 Oct, 2023 @ 12:45pm 
alright, will do! (:
legodude17  [author] 4 Oct, 2023 @ 3:31pm 
@CTH2004: Make one for your idea, please.
CTH2004 4 Oct, 2023 @ 7:28am 
I have a semi-indepth suggestion, should I make a discussion for it? If so, @Legodude17, would you like me to make a "suggestions" thread for just all suggestions (I will assume so unless told otherwise), or one soeley for my idea?
V.O.I.D. 8 Sep, 2023 @ 10:56pm 
Not Sure if Im a Moron or Not. I was running a Debug Game for playtesting new mods in the list (Since Rimworld Previously was throwing up errors on map generation, IE: Generated World, Ideoligions, Pawns, but Crashed to Main Menu when trying to Start a game and create a world.) and thankfully this mod was NOT apart of that, but a issue I had (No idea if it was tossing errors sadly) was that the Turrets would turn, and beep like normal, but never fire. Since it was an Extreme Debug Game, I had 4 Archotech Towers each controlling no more than 10 turrets, and a Ultratech Tower controlling only 5 turrets. Not a single turret fired, Either Manned or Autonomous. I dont know if it was that they were entombed with Archotech Shields or something else. just wondering if you had this issue (And I did NOT alter any of the Mod Settings, in case that is an issue, and I AM aware that i'm a moron that did NOT get any Logs for it. I apologize for that.)
123nick 19 Aug, 2023 @ 12:01am 
thanks for the response, thats good to know and helpful. itd be nice if there was a button to remove the override of default behavior and leave it back to default behavior to determine how turrets work, but its just a nice extra thing to have is all.
legodude17  [author] 18 Aug, 2023 @ 7:44pm 
@123nick: Correct. Adding a setting allows you to override the default, which is that something is controllable, and complexity based on size. If you set controllable to false, then it no longer requires a control computer. Do note that even if mortars did need a control computer then still don't need one if they are manned.
123nick 18 Aug, 2023 @ 6:58pm 
hey, i have a question. im looking at the mod settings menu, when i add a turret, it gets configuration options, like "Controllable?" and bandwidth used. But is there any option to remove the turret, if i added it on accident? does toggling "Controllable" just do the same thing as if you never clicked "add" ?

Heres what my current settings menu looks like: https://i.imgur.com/xQWmzSq.png
I want to make mortars not managed by the turret control system, because i added them on accident, but theres no button for that. if i turn off the controllable setting, will it be as it normally is, not requiring a Fire control computer?
TeH_Dav 4 Jul, 2023 @ 4:12am 
I noticed there are 2 archotech expanded mods; which one is the one that grants another level of firecontrol tower?
legodude17  [author] 24 May, 2023 @ 9:18am 
@Sssnipercat1: You can disable it needing connection in the settings.
Sssnipercat1 22 May, 2023 @ 8:34am 
How do I make it so that a turret doesn’t need to be connected to work?
Glottis 14 Apr, 2023 @ 3:19pm 
This mod makes turrets less OP.

On the other hand, vanilla expanded furniture - security has a bit of a bug. If you connect the system to a flame turret, the flame seems to originate from the control terminal. I just set fire to my indoor hospital while firing an outdoor turret in the opposite direction :D

It was fun and nearly killed my colony, but doubted it was intended behaviour.
Tal'Raziid 14 Apr, 2023 @ 11:25am 
For the love of all that is holy, *please* reduce the size of the ultratech tower at least
Tal'Raziid 9 Apr, 2023 @ 8:58pm 
please add a 'reset to default settings' button
kinonothin 5 Apr, 2023 @ 2:20am 
@legodude17 i don't know, wifi? i am talking about the sentries from vanilla expanded security
legodude17  [author] 4 Apr, 2023 @ 2:35pm 
@KemonoAmigo: Correct. And the only thing add does is add an entry to the settings for the turret. So removing is not really needed, as you can just set the setting back to 1.
@tf2 is a shit game: How would it connect to a turret with no power?
kinonothin 3 Apr, 2023 @ 4:31pm 
@Bambaryła yes you are right even though it would make sense to be able to control the turrets that dont use power, i am not sure if it is a feature or a bug, but currently i am not able to
KemonoAmigo 3 Apr, 2023 @ 4:09pm 
Mod is great but the settings menu needs some refining. I can add turrets but I can't remove them. And does the "Controllable?" option do? If I disable it, is that tower not affected by this mod and will work autonomously again?
legodude17  [author] 26 Mar, 2023 @ 5:11pm 
@Sgtknispel23: It does only effect the player. Another mod may be interfering with that function, though.
Bambaryła 25 Mar, 2023 @ 7:51am 
@tf2 is a shit game
@sgtknispel23
you can deactivate particular turrets in the settings: "Add" then "controllable" set to "x"
Sgtknispel23 24 Mar, 2023 @ 11:58pm 
love the idea,needs a way to make it effect only the player tho,had to deactivae the mod cause enemy turrets would not work
kinonothin 24 Mar, 2023 @ 4:16pm 
turrets that dont use power are completly innactive
Bambaryła 24 Mar, 2023 @ 2:38pm 
Manual and automated turrets can be controlled if they use power
Jules 24 Mar, 2023 @ 4:12am 
After a bit of playing I noticed that it seems to treat the turrets from the Industrial Fortifications mods as Automated turrets as well
Richard Mc Nutbuster 24 Mar, 2023 @ 1:02am 
@roque its just a game, why do the bullets sound so real though
Richard Mc Nutbuster 24 Mar, 2023 @ 1:01am 
shouldnt gun turrets be linked to the first fire control research in some way?
LAJ-47FC9 23 Mar, 2023 @ 9:52pm 
Any hopes of making friends with Rimatomics and Android Tiers Reforged, both of which have mechanics that could perfectly fit in with this?
Jinx_Dragon 23 Mar, 2023 @ 8:47pm 
Anything that makes it harder for my pawns, the better... thank you.
No more Early Industrial Age auto-defenses for me!
Bambaryła 23 Mar, 2023 @ 9:57am 
@Lama man: nope, they're entirely different things
@Roque the Rogue: pacifists can't fire these, how does that make sense? :) cool ideas otherwise
Roque the Rogue 23 Mar, 2023 @ 9:45am 
This is so PERFECT! I imagine pacifist pawns will still be able to use these however get mood penalties? I imagine mechanitors could come up with a automated turret tower rigged to core, say those higher mechanoid cores and allow the core to turn the turrets under back into autonomous? if it breaks down it frenzies every turret it had until fixed/hacked
Lama man 23 Mar, 2023 @ 8:19am 
but can it take the role of the SACS fire control if you have DR
Bambaryła 23 Mar, 2023 @ 6:40am 
It's still there
silverskene 23 Mar, 2023 @ 2:00am 
Question: how does this work with Ideology regarding colonists loving automated defenses? Is there still a buff or is it taken away with this mod because they are no longer automated?
Bambaryła 23 Mar, 2023 @ 12:54am 
the linebrakes were not intentional tbh i just didn't bother to fix them lol