RimWorld

RimWorld

Buildable Orbital Cannon
90 Comments
Mr.Wireman  [author] 12 hours ago 
Or gravships even
Mr.Wireman  [author] 12 hours ago 
Yeah, you are right. I kinda forgot I used the Gauss base for the beam. I’ll look into it, maybe I will do some recoloring so it matches grasshoppers better
Reprogrammed Automaton 12 hours ago 
The turret base of the Anticraft Beam, its got more detail then the gauss one.
Mr.Wireman  [author] 12 hours ago 
@Reprogrammed: Hmm, which do you mean?
Reprogrammed Automaton 12 hours ago 
Don't suppose there is any chance we could get the cool mechanoid turret base from the mech hive mission as an option?
Mr.Wireman  [author] 15 hours ago 
Thank you, i have responded to it
Mee Goreng 16 hours ago 
Hi @Mr.Wireman, i've added my log to the discussion tab. I have the same error as ExterminaTor. Hope this helps!
Mr.Wireman  [author] 17 hours ago 
@Palaiologos : The CIWS is hidden behind the turrets, i will note it and get it fixed next update.

@Exterminator can you perhaps give me some more information?

Always put the Orbital Cannon mod at the end of your modlists and it should work pretty fine
Palaiologos 20 hours ago 
I'm having the opposite problem of @NovemGaming. I have CE loaded, but can only see the autocannon and artillery turrets in my build menu (even with DevMode)? I bought the CIWS from an orbital trader and could use it to build a copy, but it never showed up organically in my build menu.
ExterminaTor 22 hours ago 
mrwireman.gausscannon error
Mr.Wireman  [author] 12 Aug @ 12:50am 
No, CE is just an add-on. It works fine as a standalone.

Can you see if there perhaps are other research needed? Test with Devmode and see if they appear then
NovemGaming 11 Aug @ 7:24pm 
none of the turrets are showing up in security after I researched them. I do not have CE installed, is that the problem?
Mr.Wireman  [author] 11 Aug @ 7:29am 
Should not be a problem, as it just adds new items. My thought is that you have other conflicts
CrabFestIsBack 10 Aug @ 5:16pm 
Getting error when trying to add mid-save, error loading world - is it possible to add this mid save maybe I have something else conflicting? Mod looks awesome
Mr.Wireman  [author] 10 Aug @ 1:59am 
I could perhaps make a 5x5 version be 155mm, there is also the matter of autoloaders. Beams are not supported yet in CE i dont think
昭和の猫 10 Aug @ 12:53am 
I love those turrets in CE, but a shame there's no 155mm
Mr.Wireman  [author] 9 Aug @ 11:20am 
I have not yet made a CE compatible version of the menu
quail 9 Aug @ 11:17am 
do the customization settings work if you use CE? i cant find the mod menu and I just updated the mod
krn̈vr 9 Aug @ 7:02am 
okay it was the ammo ty
Mr.Wireman  [author] 9 Aug @ 6:21am 
Also be sure to check that the correct ammo is selected in the modsettings
Mr.Wireman  [author] 9 Aug @ 6:18am 
Until the newest update the big cannon was not included with reels, it should be now with version 1.81
krn̈vr 9 Aug @ 6:09am 
hey i love your turrets but also its compatible with reels turret pipeline right? idk if its a bug but it needs manual rearm even using the pipes
Mr.Wireman  [author] 8 Aug @ 3:22pm 
Customization added for half of the cannons with a new mod menu. If the settings dont update then just quicksave and load the save and it should be updated

Version 1.8
Keohtyzed 7 Aug @ 6:40am 
I'm totally strapping so many of these bad boys onto my ships. Thanks for sharing :steamhappy: !!
Mr.Wireman  [author] 4 Aug @ 10:59pm 
No problem! Just happy it was an user error and not my fault 😂
Moopsy 4 Aug @ 10:58pm 
no just playing the game normally i never right clicked the gravbeam to be honest i forget that was an option so i do apologise for the dumb question
Mr.Wireman  [author] 4 Aug @ 10:49pm 
They should all be in a menu on the Beam, meaning when you click it you should get a dropdown menu with the rest - Are you trying in dev/god mode?
Moopsy 4 Aug @ 10:43pm 
i like the idea of the mod but i must be blind as a bat because i can only build the gravship beam i can't seem to find the other weapons can i get some help please
Mr.Wireman  [author] 4 Aug @ 8:59am 
For now i have Added Vanilla Expanded Framework compatibility, meaning that the 9X9 Turrets have a much greater range if you have that installed.
Mr.Wireman  [author] 4 Aug @ 1:35am 
Yeah, I either have to add a dependency to VE for longer range, or code my own way around it in C#
Wheat Tail 3 Aug @ 9:42pm 
@Mr.Wireman, oh, didn't know that was the case. Weird, but thanks for the answer anyway!
Mr.Wireman  [author] 3 Aug @ 11:29am 
@Wheat I was not allowed to increase the range further without errors as that was over the limit of the predrawn sphere or whatever. I will look into increasing it but i suspect it takes more than xml.

@Tommuli
Not a bad idea, balancing is a hard thing to do, so letting the player adjust it is a good alternative. Yes, for balancing reasons i did make it have to be reloaded for every shot
Wheat Tail 3 Aug @ 10:45am 
Is the 9x9 Gauss Cannon's range so ridiculously low? It can't cover even the ship length itself.
Tommuli 3 Aug @ 10:03am 
It would be nice if the mod user could tweak the values of the turrets from mod options in the settings.
Tommuli 3 Aug @ 10:00am 
Is it intentional behaviour that the Gauss Cannon fires all of its ammo at once?
Con 3 Aug @ 5:14am 
wanted these as soon as I saw them in space, good job
Mr.Wireman  [author] 3 Aug @ 1:15am 
Yes, it does work in space
Filipino Goku 2 Aug @ 8:41pm 
Does the gravship artillery work on orbital tiles? Mortars don’t work in space apparently
Dinvan 31 Jul @ 5:01pm 
Compatible with Reel turret pipeline too? This is the ferrero rocher of mods, you are really spoiling us. <3
Mr.Wireman  [author] 29 Jul @ 12:38pm 
Should now be an update out that hopefully fixes the issue
Readtext 29 Jul @ 12:25pm 
It was a bit unexpected because of the rate of fire). I use the mod for mortar accuracy. Because of this, the ship did not have time to extinguish. And also the pawns sent to clean up also died under the fire of raiders and artillery)
Mr.Wireman  [author] 29 Jul @ 12:07pm 
Yeah, i need to add a Archotech tag or similar to it i think, that should stop it
Readtext 29 Jul @ 12:06pm 
You can simply disable it using Cherry Picker, but this also disables it for the player
Readtext 29 Jul @ 12:05pm 
Is it possible to somehow prohibit raiders from using artillery from the mod during a siege? It fires several shots at the base before you even get to it.
Mr.Wireman  [author] 27 Jul @ 1:07am 
@ Holgast Lol, that is not intended hahaha

I will check why that is
Holgast 26 Jul @ 9:57pm 
or rather, basic enemy bases that aren't in space
Holgast 26 Jul @ 9:57pm 
hello, I went to an yttakin base and they had gravship arty :P any way that raiders won't get these
krn̈vr 26 Jul @ 10:05am 
make the inflamable pls
TOOTHBRUSHDUCK 26 Jul @ 4:38am 
If them being too good unmanned is a concern, perhaps have a separate manning terminal so you can still place them on the outside of your ship, and not need to send pawns out to use the mortar-style ones
Mr.Wireman  [author] 25 Jul @ 1:23pm 
With the correct mods they will eventually yeah. The CE version has artillery enabled to other tiles. I will eventually make them compatible with VE's version of artillery. I might be able to make it so that the Anti Ship Beam can be used as the Orbital laser call-in