RimWorld

RimWorld

USCM - Turret
73 Comments
Pasaway 27 Jul, 2024 @ 9:57am 
I deleted my comment before I saw your response. Even though the aim time (warm up) says 120 seconds, it seems to work just fine.
Hiztaar  [author] 27 Jul, 2024 @ 9:37am 
It should be fixed. Old warmup value. I set it to 0 like vanilla turrets :)
Hiztaar  [author] 27 Jul, 2024 @ 9:29am 
Not at all... I check
Hiztaar  [author] 7 Apr, 2024 @ 2:09pm 
Yes it will :)
crafty1983 7 Apr, 2024 @ 3:17am 
Will this get a 1.5 update?
delta23 1 Dec, 2022 @ 4:02am 
can CE?
Doc Cams 11 Aug, 2022 @ 5:36am 
Works like a charm. Nice one bruv!
Hiztaar  [author] 10 Aug, 2022 @ 7:57pm 
Perfect. Thanks for the feedback! :)
Kopaka 10 Aug, 2022 @ 9:54am 
it works, I cannot construct it anymore, just buy it
Doc Cams 9 Aug, 2022 @ 5:30am 
Thank you very much. Will update if it works.
Hiztaar  [author] 7 Aug, 2022 @ 9:58am 
Oooh. Ok. I fixed the bug. I don't see it on my side anyway. Please feedback if you still have it.
Doc Cams 7 Aug, 2022 @ 6:46am 
@kopaka damn right bro. :D
Kopaka 5 Aug, 2022 @ 4:04pm 
I think, what the triple OK meant is that he can build it for cost 0. For me it appear under security and it is just 1 work tick but no materials to build it...
Hiztaar  [author] 5 Aug, 2022 @ 8:24am 
Yes it's really OP, but extremely expensive too. I'll check for the 1 work tick tho.
Doc Cams 4 Aug, 2022 @ 10:19pm 
I have one comment, not a problem but super OP.
the UA-571-C Automated Sentry Gun does not cost anything to put up.
Pawn delivers nothing to blueprint, and with just 1 work tick, it is constructed.
Hiztaar  [author] 8 Jun, 2022 @ 12:56am 
Ok I just updated it should work fine now @Skully 0092
Thanks for the report and for your love for this mod!
Hiztaar  [author] 8 Jun, 2022 @ 12:18am 
Thanks for the report, I will check it out :)
V.O.I.D. 7 Jun, 2022 @ 4:40pm 
One Small Issue... well 2 actually. Number 1: There is no "Cannon" Graphic in my Game. (The Base Places down, it reads its "Active" With barrel durability. but there is no Rotating "Cannon" like other turrets, Doesn't Matter HOW i get them (Spawning the Turret in Via Debug Mode, Buying it, Spawning it into Colonist Inventory, and Dropping them That Way. They do not have the Cannons.) and Number 2: They didn't Seem to Activate when a Animal Went Mad and Attack. Unsure if its related to the Missing Cannon Graphic. but it means a cool turret doesn't Work. Also, there aren't any Errors in my Logs about The Turret. They just dont have their Cannons for some reason. Thanks for your Time! and Excellent Work! (Even though there is a bug now, i remember this was an Amazing Mod!)
Hiztaar  [author] 13 Aug, 2020 @ 12:29pm 
The error is no more :)
Kyrox 6 Apr, 2020 @ 1:33am 
Getting an error about the turret. Disabled the mod for now.
https://pastebin.com/4bgR6MC0

Full log:
https://gist.github.com/6101139a355a45c65118cd3094fa63fa
HeyWTF 26 Mar, 2020 @ 10:41am 
sorry if there some mistakes - English not my native language
HeyWTF 26 Mar, 2020 @ 10:40am 
So, where i can check, if it work abut turrets? In science tree in doesnt exist

And its not about this topic but... It will be great to make more often attack by aliens (and, especially at night hahahah) or even establish by aliens new nests on a whole planet or closer to player base

Like more bases of aliens - more often raids on my base and more biggest amount of enemies.
Thats make hurry to leave planet in game! (Haha)

Thats a point to make new steps - saving colonist or marines from aliens and make necessary surgery after - took out aliens hehehhehe
Hiztaar  [author] 25 Mar, 2020 @ 11:09pm 
I think the error is harmless. It's about the 1.0 compatibility and uses a tag they removed in 1.1.
HeyWTF 25 Mar, 2020 @ 11:47am 
if you can write pm your email i can send screenshot with mods and full report
Hiztaar  [author] 25 Mar, 2020 @ 10:18am 
What is your mod order ?
HeyWTF 25 Mar, 2020 @ 10:07am 
the same, resubscribe doesn't change it
HeyWTF 25 Mar, 2020 @ 10:06am 
XML error: <turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath> doesn't correspond to any field in type BuildingProperties. Context: <building><deconstructible>false</deconstructible><ai_combatDangerous>true</ai_combatDangerous><turretGunDef>Gun_UA571C_USCM</turretGunDef><turretBurstCooldownTime>1</turretBurstCooldownTime><turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath></building>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)

Raistlin 15 Mar, 2020 @ 1:52am 
I have it already unsubscribe and subscribe it again. Maybe Its a problem with other mod I have.
I will test it today evening.
Thank you.
Hiztaar  [author] 15 Mar, 2020 @ 12:11am 
That's strange I don't have that bug at all. Can you try unsubscribe then subscribe again ?
Raistlin 14 Mar, 2020 @ 12:29pm 
I play with 1.1
Hiztaar  [author] 14 Mar, 2020 @ 5:20am 
What is your version ?
Raistlin 14 Mar, 2020 @ 4:12am 
No sorry. It's still the same error :(
Hiztaar  [author] 13 Mar, 2020 @ 12:05am 
Is it fixed now ?
terrifyingsloth 12 Mar, 2020 @ 10:55am 
It is! thank you very much
Raistlin 11 Mar, 2020 @ 11:55am 
Raistlin 11 Mar, 2020 @ 11:53am 
Sorry since today i receive an error massage with this mod.
I have other mods too. Maybe it is a incompatiblity problem,

XML error: <turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath> doesn't correspond to any field in type BuildingProperties. Context: <building><deconstructible>false</deconstructible><ai_combatDangerous>true</ai_combatDangerous><turretGunDef>Gun_UA571C_USCM</turretGunDef><turretBurstCooldownTime>1</turretBurstCooldownTime><turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath></building>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)...

Any clue what it is?
Hiztaar  [author] 10 Mar, 2020 @ 11:12pm 
Is it fixed now ?
terrifyingsloth 10 Mar, 2020 @ 12:52pm 
im playing on 1.0 right now
Hiztaar  [author] 10 Mar, 2020 @ 3:06am 
This is not normal. What version do you use ?
terrifyingsloth 9 Mar, 2020 @ 7:55pm 
my turret is just a purple square, do you know how to fix that?
Hiztaar  [author] 27 Feb, 2020 @ 2:33am 
Just fixed the graphic issue on 1.1. Enjoy :)
Sgori 17 Jun, 2019 @ 2:20pm 
Because they are very powerful.
King Ratt 16 Jun, 2019 @ 9:45pm 
Why do they have to be excessively expensive?
HalfdeadKiller 9 Jan, 2019 @ 2:57pm 
Can confirm turrets working as intented! Excellent! Thank ya!
Hiztaar  [author] 9 Jan, 2019 @ 1:30am 
Bug fixed !
Hiztaar  [author] 9 Jan, 2019 @ 1:05am 
Super weird I go check that. Thanks for the report
HalfdeadKiller 8 Jan, 2019 @ 11:36pm 
I've got an odd bug. The turret has 50000/500 Barrel Durability and the Barrel Durability never ticks down. Debug setting the fuel to zero and then repairing the barrel with steel sets the Barrel Durability to 500, but still fails to tick down during combat.
Homebrew 30 Oct, 2018 @ 2:02am 
Turret Extensions gives you more options for your turrets. You should look into it. It's more of a request.
Hiztaar  [author] 29 Oct, 2018 @ 6:38pm 
A patch ? Is it incompatible ? It should be 100% compatible with everything.