RimWorld

RimWorld

Security: Re-Examined
61 Comments
Evan 4 Jul @ 3:50pm 
Apparently the vanilla expanded team is basically going to recode Security Expanded for 1.6 due to the old code apparently kinda sucking. Felt it was worth giving you a heads-up if or when you get on trying to update this for 1.6.
cptpapadakis 1 Jul @ 2:39pm 
i cannot find the half wall or barrier,pls help
Smxrez  [author] 13 Jun @ 3:35pm 
@Neptimus7 Automatic power switch is used to allow you to toggle the hidden security
Power logic wont serve that same function
Neptimus7 13 Jun @ 3:30pm 
Any idea if this works with Power Logic instead of Automatic Power Switch?
Butcherj1 10 May @ 4:19pm 
@Smxrez I use version 1.4 of Rimworld due to some mods I love not being updated for use with 1.5. I think this mod is awesome and would love to play with it. Could you please allow this to be compatible with Rimorld v1.4? Thank you
Smxrez  [author] 8 May @ 11:45am 
@Rime Pendragon fixed now in latest thanks for the report
Rime Pendragon 8 May @ 4:24am 
I think I have found the problem. The error goes away when I remove the Alpha Prefabs mod.
Smxrez  [author] 7 May @ 3:45pm 
yeah seems to work fine on my end
maybe your load order got messed up somehow?
Smxrez  [author] 7 May @ 3:41pm 
@Rime Pendragon it should but i may have messed up the mod compat patch ill double check
Rime Pendragon 7 May @ 9:42am 
Does this work together with your Turrets: Re-Examined mod ? I'm getting a Could not resolve cross-reference to Verse.ResearchProjectDef named VFES_PulseChargedDefenses (wanter=researchPrerequisites) error when I have both mods active.
Smxrez  [author] 5 May @ 12:43pm 
@Rainezean oops thanks for letting me know should be fixed in the latest patch
Rainezean 5 May @ 6:38am 
The popup Charge and flame turret has 2 fuel type, I made a comp fix to it
https://pastebin.com/t8HhLrUz

I also changed the flame turret to chemfuel ammo
Maple38 3 May @ 7:52am 
Put in a request for a CE patch. If there's anyone else who wants this, would appreciate some reactions on the request so it can get some attention. https://github.com/CombatExtended-Continued/CombatExtended/issues/3844
Smxrez  [author] 2 May @ 8:28am 
Smxrez  [author] 28 Apr @ 11:01am 
1.1.8
- Reduced decoy uranium cost 30 -> 10
- Reduced decoy hp 80 -> 70
Smxrez  [author] 25 Apr @ 5:36pm 
@Ahael thats a funny oversight on my part
Ill see if I can get it to use durability when firing off map
Ahael 25 Apr @ 4:54pm 
The Artillery's barrel durability doesn't decrease because the VFES_Artillery_Weapon doesn't have a <consumeFuelPerShot> value. Interestingly, adding this does make the Artillery consume barrel durability when used as normal, but firing at other maps still doesn't use durability
Smxrez  [author] 15 Apr @ 8:01pm 
@Inglix Fixed
Inglix 15 Apr @ 6:46pm 
Alpha Prefabs has a def named "AP_Prefab_TrenchLine" which has Trench Warfare as a research prerequisite.
Smxrez  [author] 10 Apr @ 5:29pm 
@Annabellee fixed thanks for the report
Annabellee 10 Apr @ 4:36pm 
umm so with removed of trench warfare I am getting an error when running Fortifications - Industrial. since it adds in reinforced trench and platform.
Smxrez  [author] 10 Apr @ 11:03am 
@vladislemon fixed
GVLT 10 Apr @ 5:48am 
Would be cool if the floor part would be paintable
Smxrez  [author] 10 Apr @ 5:25am 
@vladislemon I forgot other VE mods add stuff to trench warfare I’ll fix that when I get home
vladislemon 10 Apr @ 1:38am 
Hi! It seems that last version is incompatible with Vanilla Weapons Expanded because of "Trench Warfare" research removal. I checked Patches.xml and found only patches for VFES and no for VWE, but both mods depends on "Trench Warfare" research.
TheTanuki 9 Apr @ 7:29pm 
Este mod sera un buen arreglo para jugar mientras llegan las actualizaciones de los mods vanilla furniture expanded que anunciaron
Smxrez  [author] 9 Apr @ 7:01pm 
New update
- Barbed wire cost 10 -> 5
- Trench and Platform no longer need research
- Trench warfare research removed
- HMG Complex now needs Gas Operation
- Barbed wire now needs Smithing
- Decoy now needs Complex Clothing + Complex Furniture
- Military turret is renamed to Double mini-turret
Smxrez  [author] 6 Apr @ 9:41am 
@General Shyguy
Taser turrets are part of my other mod however I thought I fixed it so they could be placed on a wall when something is already there
Ill look at it today and see if I can get it working fully
General Shyguy 6 Apr @ 8:56am 
Issue with the wall taser turrets is that they cant be placed down if something is occupying the space in front of the wall, might as well be a normal turret.

Building on what Disgraced said, instead of more damage it just inflicts far greater bleeding effects rather than small scratches, a somewhat higher build cost, build time and chances to injure accidentally injure pawns walking on it might offset the bleed.
DisgracedDairy 5 Apr @ 1:04pm 
Actual razor wire. Does damage more frequently than barbed wire, but has a higher build cost.
Smxrez  [author] 5 Apr @ 7:24am 
@DisgracedDairy wdym
DisgracedDairy 5 Apr @ 2:03am 
One of the problems I have with VE Security is the fact we still don't have actual razor wire. You're better off building traps every other tile because barbed wire is just so ineffective as a security measure that you'd get more damage on average just building walls sequentially broken by spike traps.

With that said, does that sound like something you would consider adding?
Smxrez  [author] 4 Apr @ 9:27am 
@Alarico thank you for the kind words also you can rest assured that my health isnt suffering from me making all these mods lol (but I appreciate the concern)
Smxrez  [author] 4 Apr @ 9:24am 
@drshahramanvariazar it lets me add the ability to popup turrets allowing the player to pop the turrets up and down with a button press
kind of like why re-invent the wheel if a function exists
drshahramanvariazar 4 Apr @ 8:31am 
why do we need the OG remote power switch mod?
Alarico 3 Apr @ 2:00pm 
Smxrez, I don't know if you impress or scare me. In less than 25 days, you've created/modified about 9 mods, and that takes time.

I don't know you, but please take it easy, stay hydrated, and get some sleep :lunar2020ratinablanket:.

P.S.: Your mods are really good :)
Smxrez  [author] 3 Apr @ 11:11am 
@VU1 The mod doesnt fix it but you can get this instead to fix it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362405936&searchtext=Siege
VU1 3 Apr @ 10:58am 
By any chance were you able to fix the siege bug that the security mod had ?
Velvet 2 Apr @ 11:19am 
Lots of nice balance changes. Its always bothered me that flame turrets were flammable in particular. I mean really, what kind of lunatic would make a stationary, automated flamethrower out of flammable materials?

I probably still won't use artillery regardless, so this isn't a priority for me, but if there isn't already you should consider adding a toggle to revert the changes to artillery, since vanilla game settings have the classic mortars option that removes barrel cost and nerfs mortar miss radius to compensate.

Mortar miss radius with classic mortars on is 13, so artillery having a miss radius of 9 already makes it better. Maybe not enough better, but acceptably so, and just toggling the changes off entirely would save you having to maintain two separate rebalance patches for the artillery so I think its an acceptable trade-off for what would undoubtedly be a niche option.
Smxrez  [author] 1 Apr @ 2:41pm 
@Aizuki Just don't interact with the power switch if you don't want it
its there so I can add the function/ui to the popup turrets/barrier because otherwise there pretty gimmicky / weak
I might make an update to make it a soft dependency in the future though
Aizuki 1 Apr @ 2:26pm 
can you remove auto switch mod? its made less vanilla
Smxrez  [author] 31 Mar @ 7:07am 
@General Shyguy
Its what vanilla and most other mods do
Would rather make 1 mod consistent with everything else then make everything else consistent with 1 mod
General Shyguy 31 Mar @ 3:27am 
So the double autocannon and Sentry are no longer centred in the middle? Shouldn't it be the other way around with the vanilla turrets being centred instead?
J 31 Mar @ 2:55am 
amazing! whats your next re examine mod idea?
Smxrez  [author] 30 Mar @ 7:38pm 
however I might have added too much might decrease in the future
Smxrez  [author] 30 Mar @ 7:33pm 
fundamentally decoys are extremely strong due to rimworlds ai
so I made it so you can't spam them (worth noting they also get an HP increase to compensate)
chuck3n. 30 Mar @ 6:37pm 
I like a lot of the changes but why do decoys require uranium now?
Smxrez  [author] 29 Mar @ 10:15am 
It’s a hard dependency but that’s a good idea to make it soft
Doc 29 Mar @ 9:47am 
Is the automatic power switch mod a hard dependency? I'm interested in the balance changes but I don't need the player-remote power toggle for the deployable turret/barriers.