RimWorld

RimWorld

Local's CE Turrets and Sentries
80 Comments
Nia 1 Aug @ 9:59am 
Tempted to install CE just for this mod. By far the best turrets I've seen so far!
Sanakara 26 Jul @ 5:24pm 
@local, thx for explanation.
Romans 9:21 26 Jul @ 3:52pm 
Does this allow turrets and sentries to be used by raiders and faction bases? Would be awesome if we would also have to face them.
Local  [author] 25 Jul @ 9:04pm 
Its supposed to be unlocked with Gunsmithing, so very early, yes.

its magazine capacity is only 3 and it shoots very slowly, it is not viable for dueling centipedes and is easily overrun by swarms of enemies.

It hits very hard and has alot of range... and thats about it.
Sanakara 25 Jul @ 8:58pm 
the anti-material rifle can be build right from the start, is that supposed to be so?
Asgore 16 Jul @ 1:23am 
Can't wait for you to replace it, i CRAVE this mod :sadMio:
Timothy 14 Jul @ 9:23pm 
hi,your series of mods is my absolute favorite weapon/turret mod. I was wondering if you have any plans to develop new weapons and turrets? I'm really looking forward to them!:steamhappy:
KDOSIS 12 Jul @ 11:33pm 
Thx for this info. Will wait for it :steamthumbsup:
Local  [author] 12 Jul @ 6:51pm 
This mod will be replaced by a better, dedicated heavy sentry guns mod with gravships in mind, and there will be a separate mod with high-tech guns
KDOSIS 12 Jul @ 11:58am 
1.6 and new cosmic guns pls
Leozingameplays 5 Jul @ 11:57pm 
They spawn in enemy bases? Would be a good addition to the difficulty while playing with vehicles
SloppyTheClown 22 Jun @ 5:04pm 
IM having issues with the meteorstorm sentry, i have a someone using radio back & binoculars to set a strike, for some reason its only shooting inside of the my own settlement instead at a enemy site. even select the world tile, still didn't work.
Mallory Forever 16 Jun @ 8:33am 
The Meteorstorm seems missing its recipe after disabling the ammo system, though still required ammo to reload, which means it's not usable if ammo system is turned off.
Local  [author] 28 May @ 7:20pm 
First lets try the drop down menus, on the security tab some options have a notch on the top right side of their icon, right-click on the CE options (M240, KPV, AGS-30, etc) and that should open a small menu that lets you select other similar turrets, most of my turrets and sentries should be in those menus.

If you already knew about that and they aren't showing up at all then yea I'd need to know which other mods you're using that affect turrets.
ChilenoXD 28 May @ 7:14pm 
For some reason some turret's don't show up in the building menu. Could it be some imcompatibility with another mod perhaps?
lego116 27 May @ 9:33am 
@local Make sense, I dont know what goes into making CE stuff and rimworld mods in gen. But I would definitely appreciate this mod having a non CE option! This looks like one of the best sentry/turret mods out there right now!
Local  [author] 27 May @ 5:10am 
Maybe, I can't say that it will be anytime soon since im still making content for the mod and I'd like to focus on that first, but if any of my mods was to be made vanilla compatible, it'd be this one.
lego116 26 May @ 10:39pm 
Will there ever be a non CE version? Not trying to be demanding but the guns seem really neat and look great, I just dont like CE.
Primarch sarge 25 May @ 5:11pm 
Many of the turrets don’t show up in the building menu for me for some reason
Local  [author] 20 May @ 9:31pm 
not yet
Birdinmotion 20 May @ 8:50pm 
has this been updated for CE's new drop pod targeting feature?
BF109-F4/Trop 14 May @ 1:47pm 
some of them are extremely difficult to use and even inferior to the turrets that come with CE or those in the VE. For example, the flamethrower turret has blind spots while the one in the VE doesn't, and the shotgun turret consumes a large amount of ammunition and only outperforms the heavy machine gun turret like KPV at extremely close range.
Rex 11 May @ 4:25am 
anyone knows the bill for gladiator turret ammo? Cant seem to find it in the loading bench
Fish from Fish Fortress 2 3 May @ 12:11pm 
was also gonna suggest, maybe a like abrams or leopard turret used as a stationary emplacment, would be about 4-4 or 5-3 and would be awesome as a late game defense manned emplacment again just a suggestion!
Local  [author] 3 May @ 11:42am 
ok figured you might refer to the Mk19.
Base combat extended already has the AGS-30, which is very similar.

It wouldn't be a priority, but a sentry with a Mk19 could be an option later on, yeah.
Fish from Fish Fortress 2 3 May @ 11:05am 
altho i think its actually called the mk19 but im not sure which one it is
Fish from Fish Fortress 2 3 May @ 10:59am 
they are quite based, and can be manned or automatic
Fish from Fish Fortress 2 3 May @ 7:57am 
so nato uses a mk.40 which shoots 40mm grenades at high speed, thats what i was thinking of
Local  [author] 3 May @ 6:59am 
im not sure about what you're refering to with "MK.40" exactly.

I have a very powerful 30mm CIWS sentry in the works.
Fish from Fish Fortress 2 3 May @ 5:54am 
could you add maybe more turrets for example smt like the irl MK.40 or like a CWIS type turret?
mod awesom tho
Local  [author] 24 Apr @ 11:41am 
maybe
Animal 7 24 Apr @ 9:32am 
Do you ever plan to make a mod adding more pulse weaponry?
PurpleHaze 17 Apr @ 12:51pm 
Hailstorm turrets bullets fly over wal=ls hitting mechs outside the walls causing them to get position locked and no longer move.
АЗС 7 Apr @ 11:56pm 
very cool turrets, but I think need to reduce the number of meteostorm missiles when crafting from 6 to 4, very good rockets
Diger☆★🌸★☆ 4 Apr @ 2:11pm 
Well, good stuff, but I can't create 140mm ammo for the Meteorstorm. The only available options are 81mm and 90mm, with the ammo system from CE turned off. I assume the 81mm rounds are just standard vanilla mortars. For some reason, I can only produce one additional type of ammo.
Fikus 4 Apr @ 9:45am 
Nooooo :D ur mod is awesome but no ,no-ce hkinda sucks but i understand that it would be some timeconsuming and stuff. Still thank u for ur creation !
Local  [author] 17 Mar @ 8:47pm 
Probably not, I really only play with CE on.

Also, I dont know vanilla balancing at all nor am I familiar with the quirks of vanilla combat and im not enterily sure of how I'd get some of the turrets present to work without CE.
Hefe Jeff 78 17 Mar @ 8:17pm 
Absolutely beautiful turrets. Any chance of a non CE version?
=[ZMP]= 14 Mar @ 8:12am 
How do I craft the ammo? CE ammunition system is disabled and in the loading bench there is no bill of any kind.
Local  [author] 11 Mar @ 1:19pm 
It should appear in the CE loading bench as "Make 7.62 Superposed x100".
Col. Colm Corbec 11 Mar @ 12:25pm 
Cant seem to craft the ammo for the Carnizera anywhere. It's labled as "7.62 Superposed" But does not list anywhere to create it. Might be a mod conflict but just thought I'd ask where it would usually be made?
I don't know how much people like it, but I think they're good as an alternative to the regular pulse weaponry. They more fun to use than standard silver and green that just industrial guns but shoot better and lighter ammo.

But maybe they're a little heavier on the logistic side? Why not add your own brand CoD: Advanced Warfare exoskeleton? CE: Armors - Extended Cut has one; it's basically using the utility slot. Just make a better, more expensive version of it so we can carry more ammo and wield heavier weapons like the handheld M2.

I think they just used a few graphics assets.
Local  [author] 10 Mar @ 3:50pm 
I've also been thinking about adding some more pawn weapons, but im unsure about how well people like the current ones.
Local  [author] 10 Mar @ 3:50pm 
Yes, so far I've been leaning towards adding something of the sort.

The original idea for the missing sentry slot was going to be a large railgun, 5000000W needed, 10 bazillion damage and pen, 5 hour aim time etc, etc... but that seemed quite clunky during testing. A sentry analog to the M167 seems to be the way to go.

More eastern bloc stuff is def needed yeah.
Will you add some sort of CIWS in the future? Some sort of the final step of the colony defense solution? I hope you add something from the east part of the world that uses 30×165 mm. Bill Door already added one, but the ammo consumption is really high because it doesn't have a burst fire mode. I don't know if that was the case IRL, but that thing is really drying up my colony income fast.


I play with [RH2] Faction: Gruppa Krovi; my equipment and vehicles are thematically similar, but the defense turret mostly still uses NATO equivalents. Heh, sorry for the rambling again.
tatagreiss 8 Mar @ 4:52am 
What do you think regaaarding a non ce version?
Maya 7 Mar @ 2:41pm 
Wish it supported 1.4, but the fact it doesn't is understandable
ilLawminate 1 Mar @ 3:37am 
how to activate this mod? does this need research?
KDOSIS 27 Feb @ 8:12am 
What about arty? There are no good mods for artillery guns :(
Nathanlasvegas 24 Feb @ 8:34am 
the bill for the 30mm caliber needs to be less cost effective, 200 rounds for a moderate amount of fsx blows any other anti-armor option out of the water.