X4: Foundations

X4: Foundations

Chill Turrets
136 Comments
fariot 2 Jun @ 5:08am 
not working
DemoniX20 24 Feb @ 2:06pm 
turrets do not destroy mines (
KoTenila 20 Jan @ 5:32pm 
in 7.0+ this mod is not needed. these functions are now in the game. And turrets shoot at surface elements themselves.
Sukha 7 Dec, 2024 @ 9:42am 
A dirty fix is available on the nexus
白刃NEKO 10 Oct, 2024 @ 9:05am 
这个mod7.1版本有问题 不智能 无法攻击s和m 而且开启后再关闭 全局的炮塔设置也无法适用了(慎用):lunar2019deadpanpig:
Sakata 19 Aug, 2024 @ 7:30pm 
I do not use VRO and still have this issue. Just doesn't work :(
Dryad 6 Aug, 2024 @ 8:42pm 
@Chillmatica
I tested it again and it didn't work. Indicates that the installation is successful, but the turret will only attack capital ships or missiles, not enemy turrets.

Request a fix. Thanks
Edward 6 Aug, 2024 @ 2:44pm 
After a bit of testing, it seems the "Auto set turret modes" in the Mod API is bugged in 7.1. Using this option force all M-Turrets into missiles only instead of missiles first.

This will also force all new build ships to use the same bug command. (not really a deal breaker, just turn this off and use presets until a update comes:pandastunned:)
Edward 6 Aug, 2024 @ 2:27pm 
For some reason this mod makes all build ships come out with missile target only. You need to change my hand every ship to missile first for this mod to work.
Dryad 6 Aug, 2024 @ 9:56am 
By the way, I also use Ship Variation Expansion VRO mod.
Dryad 6 Aug, 2024 @ 9:53am 
Hello, I used VRO mod, in version 7.0, set the turret to Attack only capital ships.However, my turret only locked the hull of the XEN station, not its large turret.

When I set the M turret to Shoot only missiles, they do shoot other targets as well.

I really need the mod functionality, why don't large turrets work? Oh yes, the same is true of the capital ships they are fighting on Xen.
Blackyy 26 Jul, 2024 @ 1:02am 
@falconDS9 the Vanilla Settings with 7.0 are more "intelligent" as you think:

Attack Capitals First: Capitals/Destroyer -> Corvettes -> fighter
Attack Fighter first: Fighter -> Corvettes -> Capitals/Destroyer
Attack Missiles first: Missiles -> Fighter -> Corvettes -> Capitals

The only thing they´re not doing is target surface elements. And thats why we´re all using Chill Turrets.
Goldenhelm 25 Jul, 2024 @ 5:12pm 
+1 on turrets with the modded options not doing anything
Edeinawc 25 Jul, 2024 @ 3:32pm 
I'll just add to the pile here and say that indeed the turrets are not doing anything for me when I set their behaviors to "Capitals Only" and "Missiles Only".
FalconDS9 25 Jul, 2024 @ 10:01am 
when i set my turrets to shoot only missiles, they never fire at all. im on game version 7.1 open beta. i hope this mod gets an update, i realy dont want to play with the "less intelligent" vanilla settings..
Blackyy 25 Jul, 2024 @ 1:51am 
i´m using only VRO and ROR. The problem is: The turrets are doing nothing with recommendet settings. Could be an issue with the "new" Vanilla turret AI (Shoot capitals first etc.)
BIGGIE_slim XD 18 Jul, 2024 @ 2:14am 
Any way to change the medium turret option of "Shoot only missiles" to "Shoot missiles first"? That way missiles can be prioritized but AI will still target fighters if no missiles are present? As of right now, my destroyers are getting harassed by F's because of the automatic setting.
G-RED 12 Jul, 2024 @ 5:56am 
Nevermind about Ship Variation Expansion affecting similar files as Chill Turrets, it seems it's just the T files, which seem to just be "language" files.

Probably not Ship Variation Expansion affecting the turrets.
G-RED 12 Jul, 2024 @ 4:04am 
I'm also experiencing the same issues as @Sakata. My turrets don't fire when set to "Attack only Capital Ships", and "Shoot only Missiles". They only attack if I use vanilla turret orders.

I was using this with the Scimitar ship from the Ship Variation Expansion mod. Looking at it's .cat file, it does seem to affect similar .xml files as Chill Turrets.
Sakata 11 Jul, 2024 @ 11:06pm 
@Chillmatica any chance you have a fix or ideas for assisting "HmmmmYESSS" and myself with the issue we're having regarding the mod? I miss my ships' turrets being slightly less stupid.
Chillmatica  [author] 6 Jul, 2024 @ 9:41am 
Any turrets should work. It works with VRO turrets and I also had added compatibility for small and XL turrets that some other modders had made late last year.
Sandwych 1 Jul, 2024 @ 7:50pm 
Hey, this may be a stupid question but does it only work for vanilla turrets or all mod turrets I added to the game?
BlueMoon 1 Jul, 2024 @ 6:44am 
i also have the same errors as sakata

[] 64265.88 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='$turretmodes.indexof.{weaponmode.attackenemies} or $turretmodes.indexof.{weaponmode.attackcapital} or $turretmodes.indexof.{weaponmode.attackfighters} or ($defencedronemode == dronemode.attackenemies and this.assignedcontrolled.hasarmeddefencedrones) or ($turretmodes.indexof.{weaponmode.mining} and this.ship == player.occupiedship) or ($turretmodes.indexof.{weaponmode.autoassist} and $autoassist_active?) or (($defencedronemode == dronemode.autoassist) and $dronetargets.count) or @$primarytarget.canbeattacked or @$targets.count']/@value' in patch file 'extensions\chillturrets\aiscripts\fight.attack.object.capital.xml'. Skipping node.
BlueMoon 1 Jul, 2024 @ 6:34am 
my m turrets stop firing completely when a missile neters range (they return to their "idle" position) and l turrets do not engage s/m targets with the setting turned on
Chillmatica  [author] 30 Jun, 2024 @ 7:12pm 
Thanks for the log output. That is probably the cause, yes. And likely conflicting with another mod. I'll have to see if I get anything with just my mods installed but my guess is it will be fine since the mod was working for me earlier when I checked on the 23rd.
Sakata 29 Jun, 2024 @ 6:36pm 
Hey, update to this - still not working. I do have some more info though from help I got on Ego's discord
I have a TON of messages like this one in the logs after enabling logging. Maybe they're related?


[] 197220.04 No matching node for path '/aiscript/attention[@min='visible']/actions/do_if[@value='this.ship.pilot and (@$targets.count or $dronetargets.count or ($miningtargets.count and this.ship == player.occupiedship))']/@value' in patch file 'extensions\chillturrets\aiscripts\fight.attack.object.medium.xml'. Skipping node.
Sakata 25 Jun, 2024 @ 2:41pm 
Still not working even after updating SN ModAPIs.
Let me know if there is anything I can do to help debug this!
It did work (most of the time) before 7.0, so I imagine there's some interaction going on.
Sakata 25 Jun, 2024 @ 11:13am 
@Chillmatica - Also, I note that SirNuke's Mod APIs are updated. The funky way they do releases on Github makes it... not obvious.
GameBurrow 24 Jun, 2024 @ 12:54am 
@Chillmatica - I had the same issue as Sakata is reporting, since the 7.00 beta update. Disabling Chill Turrets fixes it. It's like it is firing at certain things but not others, haven't tried again since full release so I don't remember what worked and what not.
Sakata 23 Jun, 2024 @ 12:57pm 
For some reason my ships have stopped firing when using the mod. Immediately starts firing again when I set to attack all enemies.
Is there any mod conflict? or a way to tell if there is, or give your scripts priority?
Chillmatica  [author] 23 Jun, 2024 @ 12:18pm 
Yes. Works like a champ for me. See the updated description above for settings and you need an additional mod for now.
Archindar 23 Jun, 2024 @ 8:30am 
Has it been tested for release v7.00? I find that it's kinda not working
GameBurrow 7 Jun, 2024 @ 1:28pm 
Yeah vanilla feature is better than it was, but still not as good as this mod.
Chillmatica  [author] 10 May, 2024 @ 10:52am 
Beats me. I'll take a look when Timelines comes out.
Adonnay 9 May, 2024 @ 1:35am 
Did they though? I don't see my heavy turrets attack turrets and shields first. This is the most important part of this mod (for me).
Chillmatica  [author] 10 Apr, 2024 @ 5:37am 
Well that's good news if so. Only took them years :) I haven't got to play the beta but for like 10 minutes.
GenBrien 8 Apr, 2024 @ 5:02am 
seems they made that mod vanilla in the 7.0 BETA
ModestEgo 27 Mar, 2024 @ 9:11pm 
yea, let us know if you do! I have Favorited for now and will subscribe either way if I play vanilla
Chillmatica  [author] 25 Mar, 2024 @ 6:17pm 
Probably will when I come back to play the game bud. It's a shame SWI patch came out shortly after I stopped playing :(
ModestEgo 16 Mar, 2024 @ 12:23pm 
@Chillmatica Would you be willing to make a compatibility version for the SWI mod?
CHOO CHOO 9 Mar, 2024 @ 10:49pm 
Based Kraut TheSylance!
Cpt. Asperger 29 Jan, 2024 @ 6:50am 
Is there a way to disable the mod for L turrets only? The M turrets behavior is fine but the L turrets are busted now and they delete enemy turrets from capitals and station in seconds, leaving enemies defenseless and trivializing fights.
FREELOADER EUROPEAN 28 Jan, 2024 @ 8:36pm 
my medium turrets are not targeting anything except missiles? could this be conflicting with the Kuda AI tweaks?
Skaeger 19 Jan, 2024 @ 12:53pm 
I think the medium turret changes are worth the buggy large turrets. Worst case you can give the large turrets a different setting.
dostunuz 6 Jan, 2024 @ 1:10am 
like gtvc16 said this is very problemic unfortunately i stopped using this mod but i love your other mods
Chillmatica  [author] 6 Dec, 2023 @ 9:42am 
Thanks :) Tribulations of having to use google translate.
TheSylance 2 Dec, 2023 @ 8:30pm 
Nice mod. But in the initial popup the word "Angriffshauptstädte" should be replaced with "Großkampfschiffe angreifen"

and keep the word "Chill Turrets" because "Kühltürme" are cooling towers, like the ones on power plants. Or replace it with "Entspannte Türme" wich is the translation by meaning.
Excel.exe 19 Nov, 2023 @ 3:42pm 
If I have a Large turret that I wish to be used for anti fighter and missile duty does setting it to missile defence make it act like medium turrets and vice versa?
GTAVC16 8 Nov, 2023 @ 1:05am 
Great mod, I love it!

However, I have a small issue with my large turrets:
They are set to attack capitals and I have allowed them to attack fighters.
This works perfectly fine as long as there are no capital targets around.
As soon as a capital is within range, all L turrets stop firing at fighters and target the L enemy.
So far so good, but my problem is this:
The L turrets that do not have a line of sight to the L enemy also stop firing at fighters, pretty much reducing my damage output.

I'm using the VRO Megalodon with longrange modded Ion Projector Turrets (a weaker version of the Ray main weapon). As a beam weapon, they have great accuracy for shooting modules and fighters alike, but as soon as a Capital or Station hostile is within 35km, they all stop firing at fighters.
Even the one on the far side of my ship with no possibility of hitting the L ship.
Wakelessrex 26 Oct, 2023 @ 2:57pm 
Would be very nice if the large turret priority also incorporated "targeted" units as the primary and continued with the rest there.

I often will pilot a cap ship and prioritize other cap ships by selecting them. Would be nice incorporation into the mod if it doesnt do that already.

Thank you for your work and mods.