RimWorld

RimWorld

Turrets: Re-Examined
33 Comments
TheXpJohn 22 Jul @ 5:53am 
so if i only add this mod can i have the turret of the two mod combine or should i still subscribe for the two mod ?
BlueberryMuffin 15 Jul @ 1:52pm 
it is updated v
Smxrez  [author] 12 Jul @ 8:36pm 
whenever VFE - Sec updates
Venality 12 Jul @ 7:34pm 
Update?
Smxrez  [author] 28 May @ 6:56pm 
@Philip Connors should work just fine together
Philip Connors 28 May @ 4:25pm 
Hey I'm trying to expand my modlist and I love this mod but I'm seeing Ferny has a similar one as well, I was wondering if you know if that is compatible? The mod's name is "Progression: Defenses" I believe. The main part of it is moving most combat building's to their own tab but it affects a small part of Vanilla Security Expanded research. Thank you for any help, love your mods :D
Smxrez  [author] 24 May @ 7:37am 
the taser turret is from my other mod Non-Lethal: Re-Examined
taser turrets dont deal much / any damage but inflict a status effect that will eventually down a pawn
It can do it fairly fast at the cost of being short ranged, needing a wall, and lots of power draw .
Commander Link 23 May @ 9:47pm 
ah, I should be questioning Rah? I simply clicked on the "i" in the turret and checked which mod it was from which led me back here.

anyway also, i don't think it's got to do with pawn death on down chance, i only discovered this when i was about to shut the game down and decided to spawn about 30 revenants for fun, and they all got OBLITERATED by the tasers in the medical/prison ward, while gun turrets outside struggled to down them
Smxrez  [author] 22 May @ 12:31pm 
@Commander Link thats likely the case also wrong mod (There is also a built in chance for pawns to die on being "downed" and you can lower this in your storyteller settings)
Commander Link 22 May @ 6:41am 
for some reason the taser turret kills revenants in like 3 hits, do they instantly die if they are "downed" ?
Smxrez  [author] 21 May @ 8:41am 
@Scorpio ill probably get around to patching that mod eventually but i've been taking a little bit of a break from the game and modding it not sure when will be fully back.
Scorpio 21 May @ 5:03am 
Zaljerem's More Vanilla Turrets (continued) support please? Since it's more updated and has support for the turret pipeline mod
Smxrez  [author] 20 May @ 9:25pm 
1.2.0
- Reduced vulcan cannon damage 12 -> 10
- Increased vulcan cannon ticks between burst shots 5 -> 8
- Reduced vulcan cannon fuel multiplier 4 -> 3
Smxrez  [author] 19 May @ 3:19pm 
@hpdelron The numbers are fine beyond vulcan cannon being overtunned (Vulcan cannon was originally a spacer turret in the OG mod and I didn't do enough to nerf it)
The railgun is also fairly strong but could probably benefit from a lower CD however I have already buffed alot if its stats
hpdelron 19 May @ 3:14pm 
Great mod concept. Turrets could use more variety from vanilla, and various mods are kind of all over the place in what they offer. A nice unifying pass is a an excellent idea.

That said the current tuning leaves a lot to be desired. The Vulcan Cannon stands out as silly levels of way more powerful than other options, even those on tech levels above it.

Going over the numbers makes the post too long to put as a comment but, the difference is so huge that factors like armor penetration and cost just don't even begin to enter the picture. There's other big tuning issues as well such as the Charge Railgun having such low base DPS that even infinite range and armor pen wouldn't make it compelling choice.

I love the idea and the research consolidation but it needs some serious time ironing out the numbers.
Inglix 4 May @ 7:20am 
Not sure if you want to address this, but the research screen coordinates you chose for the StandardSecurity research project (11, 3 .1) are exactly the same as the coordinates used by GonDragon's Tech Tree for the VFE_MechanoidStructures research project.
Tal'Raziid 3 May @ 9:05am 
Gotcha, thanks!
Smxrez  [author] 3 May @ 8:58am 
@Tal'Raziid Should work fine without but like I said on the mod page it is designed around using it
Smxrez  [author] 3 May @ 8:58am 
@Inglix i'll probably patch more mods in the future including that
Tal'Raziid 2 May @ 11:24pm 
Does this *actually* require Rah's? As in, will things break without it?
Inglix 2 May @ 9:17pm 
Any chance you'd consider also handling Zaljerem's More Vanilla Turrets (continued) as an alternative to Rah's Vanilla Turrets Expansion? Since they're both continuations of the same mod most of your existing patches would probably be applicable.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3283744514
Smxrez  [author] 1 May @ 3:22pm 
1.1.0
- Added support for Rim-Effect Renegade: Core
Smxrez  [author] 1 May @ 1:43pm 
@Salt Dagger
Do you mean the Gatling gun? its technically manned so i dont think it makes sense to cover it here but I could still give a look at it regardless
I might make a mod that has a bunch of misc re-examined patches for mods where I would only change a few things instead of overhauling alot of the mod
Salt Dagger 1 May @ 7:55am 
Any chance of covering the turret from VFE Settlers (in this or another mod)? It's laughable how hard it is to use
Smxrez  [author] 28 Apr @ 5:42pm 
@Sorin hopefully
Sorin 28 Apr @ 8:03am 
Ferny's collection compatible?
Smxrez  [author] 26 Apr @ 8:49am 
@GomeShark512 "If you're gonna run Rah's I highly recommend using Van's Retexture : More Vanilla Turrets as that's what I use for the previews. (Yes it does work with Rah's)"
GomeShark512 26 Apr @ 8:39am 
Do the Rah's turrets retextures come with the mod or does it need to be downloaded separately
lostormisplaced 26 Apr @ 5:47am 
Re-examined returns!
Smxrez  [author] 25 Apr @ 1:54pm 
@Julian yeah it should work without and should be fine to add to a save
Smxrez  [author] 25 Apr @ 1:53pm 
@Zezin they are not included and yes they are compatible
Julian333XD 25 Apr @ 1:50pm 
Two questions: 1. so this mod can be used without Rah's mod, despite it being a dependency? (yes, i read the description on this page, just asking to be sure)
2. can this be safely added to a run or not?
Zezin 25 Apr @ 1:45pm 
Are the SirVan textures included? If not are they compatible?