RimWorld

RimWorld

Reel's Turret Pipeline
186 Comments
Reel  [author] 11 Jul @ 10:57pm 
CE compat would require me to remake this mod from scratch, and ditch the VE framework in favor of new original code.

I am not a programmer, I would rather let CE make their own iteration of this mod. They are more than free to do so.
Necromenta 11 Jul @ 10:35pm 
I don't even thought I wanted or need this mods, in fact I actually avoid this kind of mod, plus the facial and storage mods (just ogrestak ez) however I can't just NOT install everything from a modder that is not only updating extremely fast but also fulling its steam workshop with amazing GIFSSS

great mods pal! I do have to say that this compatible with CE would be HUGE, but I understand CE adds a loooot of work for something you do for fun, and doesn't help the other people think they are paying you being so salty, if you feel like adding compat at some point, would be HUUGE

But the mod is great as it is as every other you've done!
健太郎大冒险 10 Jul @ 1:39am 
this is almost a must-have mod and yes many people dont play CE and still want this mod
Green Party Dew 8 Jul @ 1:49pm 
agreed
Reel  [author] 8 Jul @ 1:23pm 
@Мармелад not everyone plays with CE
Мармелад 8 Jul @ 12:24pm 
whats the point of this mod existing if its not for CE jeez lol
Reel  [author] 2 Jul @ 10:53pm 
no
sherlock 2 Jul @ 10:49pm 
ce pls
Force 30 Jun @ 11:11pm 
could someone make a CE patch for this pleasseeee
Reel  [author] 24 Jun @ 8:07pm 
Updated to 1.6
Reel  [author] 9 Jun @ 9:14pm 
@noobscifi
The ammo injector works as a shelf/stockpile, make the policy critical and your pawns will haul them.
noobscifi 9 Jun @ 8:34pm 
So I have all 3 buildings set up, along with a pipe network, and ammunition, but how do I actually load the ammo in? Right clicking isn't giving me a haul interaction.
Reel  [author] 24 May @ 12:24pm 
@pdaigosl
Read mod descriptions to find out!
pdaigosl 24 May @ 10:40am 
this works with Combat expanded? It shows a error message at rimpy
Reel  [author] 22 May @ 8:32am 
I'll think about it.
//SlipperyPete:. 22 May @ 6:11am 
Great mod, but either the hub, or the injector & dispensers, or all three should have a power cost.
[OcUK] Silent 20 May @ 2:07am 
How would I get this to work with CE?
Love the idea behind the mod
Kelarius 16 May @ 6:41pm 
@Reel Great, thanks!
Reel  [author] 16 May @ 6:37pm 
@kelarius
It should, yeah.
Kelarius 16 May @ 1:00pm 
Sorry if this is a stupid question, but does this automatically account for starting game settings? E.g., if the storyteller / scenario setting reduces turret reload cost to 50%, would the ammo requirements with this mod similarly be reduced?
XXXII 14 May @ 9:13am 
666
Evono 12 May @ 8:20am 
Ah thanks :)
Xiangleng 11 May @ 12:48pm 
I made a patch for the mods I play and attempted balance tweaks. If anyone needs.
Xiangleng 11 May @ 12:46pm 
@Evono The dispenser is used to take out ammunition from the pipeline system, the injector is used to store ammunition into the pipeline system, and the hub determines the capacity limit of the pipeline system.
You can choose to use pipes to feed your turrets, or you can order colonists to feed them manually.
It works just like any other mod with pipeline system.
Evono 11 May @ 7:23am 
@Reel bit confused , do we need dispensers near turrets for it to work or just the ammo pipe connected ? and if so how many dispensers ? 1 per turret ?
Capitalvice 10 May @ 10:37pm 
Thank you for adding the bit about making my own patch. You're a life saver!
King Matt 👑 10 May @ 12:22pm 
King Matt 👑 9 May @ 2:42pm 
I went ahead and made a patch for Dead Man's Switch mods here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478759797

If you'd like to officially add them to the mod I would be happy to send the patches over!
SOLDIERRFK 8 May @ 1:06pm 
Can ammo be crafted with uranium or plasteel then?
Reel  [author] 8 May @ 1:05pm 
@Soldierrfk
Their ammo is replaced by this mod
SOLDIERRFK 8 May @ 1:03pm 
How does this work for turrets that don't take steel as ammo like uranium slugs or charge turrets?
Evono 8 May @ 12:24am 
Ah thanks ! btw awesome mod
PapaJuicy 7 May @ 3:55pm 
hello. what is the easiest way to tell what turrets this work with?
Reel  [author] 7 May @ 1:43pm 
Or Vanilla Chemfuel Expanded.
Xiangleng 7 May @ 1:38pm 
@Evono The flame turret consumes chemfuel, you can use the Rimefeller Compat Patch for it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3157758092
Evono 5 May @ 7:57pm 
The steel flame turret from Vanilla security expandet doesnt seem to have a Pipe network is this intended? or a confclict? also where should this mod be placed in the load order?
Reel  [author] 2 May @ 1:41am 
@Evono
Yayo and VCR will work.
Evono 2 May @ 12:15am 
Would this be comatible with Yayo combat ? or maybe even the combat mod of the vanilla team?P
versus 26 Apr @ 12:52pm 
I'd think that, if anything the rate of people who don't use the workshop would be lower for CE users than people who don't play with CE. Even if it wasn't, at a 100% CE usage rate among non-steam users, you'd need over a million people just to catch up to PUAH workshop subs.

Even workshop sub numbers don't tell the full story, since most people aren't in the habit of outright unsubscribing from major mods (do you unsubscribe from, for example, VE every time you enable/disable any of them?), and I think the rate of CE subs who are not necessarily using it right this moment is probably considerably higher than PUAH subs.
BigGovernment 22 Apr @ 10:25am 
Any update on your faction mod?
alonlystalker 20 Apr @ 10:41pm 
@Jester I am not use it, and none of my friends use it too, what majority is for you then?
Deadoon 20 Apr @ 8:27pm 
@jester Those arguments apply to pick up and haul as well, so it doesn't change anything.
Jester 20 Apr @ 6:14pm 
@deadoon, don't forget the users who use github or those who have pirated the game.

@Return, didn't ask you to patch it, i'm just letting you know a majority of players use combat extended. neither am I asking you to make an entire remake from scratch in order for it to work.
Deadoon 20 Apr @ 5:39pm 
@jester, majority of rimworld users do not use combat extended. You can verify this to a degree with the subscriber counts it's sitting at 280k.. Using pick up and haul as a good baseline for a common essential mod, that is sitting at over 1.3M.
It's popular, but not even close to a majority situation.
Reel  [author] 20 Apr @ 4:42pm 
@Jester
Wait till you realize that this mod would require an entire remake from scratch in order for it to work with CE.

I don't play with CE. I don't intend to play with CE. It's not getting patched from my end.
Jester 20 Apr @ 4:03pm 
Wait till you realize a majority of Rimworld users use Combat Extended. lol.
Reel  [author] 19 Apr @ 5:22pm 
@foomaster
Nah. Harder than you think.
TEL AVIV MONSTER 19 Apr @ 12:43pm 
pleeeeeeeeeeease patch for CE bro pleeeeeeeeeeeeease puhleeeeeeeeeeeeeeeeaseuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh