RimWorld
USCM - Turret
73 commenti
Pasaway 27 lug 2024, ore 9:57 
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  [autore] 27 lug 2024, ore 9:37 
It should be fixed. Old warmup value. I set it to 0 like vanilla turrets :)
Hiztaar  [autore] 27 lug 2024, ore 9:29 
Not at all... I check
Hiztaar  [autore] 7 apr 2024, ore 14:09 
Yes it will :)
crafty1983 7 apr 2024, ore 3:17 
Will this get a 1.5 update?
delta23 1 dic 2022, ore 4:02 
can CE?
Doc Cams 11 ago 2022, ore 5:36 
Works like a charm. Nice one bruv!
Hiztaar  [autore] 10 ago 2022, ore 19:57 
Perfect. Thanks for the feedback! :)
Kopaka 10 ago 2022, ore 9:54 
it works, I cannot construct it anymore, just buy it
Doc Cams 9 ago 2022, ore 5:30 
Thank you very much. Will update if it works.
Hiztaar  [autore] 7 ago 2022, ore 9:58 
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 ago 2022, ore 6:46 
@kopaka damn right bro. :D
Kopaka 5 ago 2022, ore 16:04 
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  [autore] 5 ago 2022, ore 8:24 
Yes it's really OP, but extremely expensive too. I'll check for the 1 work tick tho.
Doc Cams 4 ago 2022, ore 22:19 
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  [autore] 8 giu 2022, ore 0:56 
Ok I just updated it should work fine now @Skully 0092
Thanks for the report and for your love for this mod!
Hiztaar  [autore] 8 giu 2022, ore 0:18 
Thanks for the report, I will check it out :)
V.O.I.D. 7 giu 2022, ore 16:40 
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  [autore] 13 ago 2020, ore 12:29 
The error is no more :)
Kyrox 6 apr 2020, ore 1:33 
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, ore 10:41 
sorry if there some mistakes - English not my native language
HeyWTF 26 mar 2020, ore 10:40 
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  [autore] 25 mar 2020, ore 23:09 
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, ore 11:47 
if you can write pm your email i can send screenshot with mods and full report
Hiztaar  [autore] 25 mar 2020, ore 10:18 
What is your mod order ?
HeyWTF 25 mar 2020, ore 10:07 
the same, resubscribe doesn't change it
HeyWTF 25 mar 2020, ore 10:06 
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, ore 1:52 
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  [autore] 15 mar 2020, ore 0:11 
That's strange I don't have that bug at all. Can you try unsubscribe then subscribe again ?
Raistlin 14 mar 2020, ore 12:29 
I play with 1.1
Hiztaar  [autore] 14 mar 2020, ore 5:20 
What is your version ?
Raistlin 14 mar 2020, ore 4:12 
No sorry. It's still the same error :(
Hiztaar  [autore] 13 mar 2020, ore 0:05 
Is it fixed now ?
terrifyingsloth 12 mar 2020, ore 10:55 
It is! thank you very much
Raistlin 11 mar 2020, ore 11:55 
Raistlin 11 mar 2020, ore 11:53 
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  [autore] 10 mar 2020, ore 23:12 
Is it fixed now ?
terrifyingsloth 10 mar 2020, ore 12:52 
im playing on 1.0 right now
Hiztaar  [autore] 10 mar 2020, ore 3:06 
This is not normal. What version do you use ?
terrifyingsloth 9 mar 2020, ore 19:55 
my turret is just a purple square, do you know how to fix that?
Hiztaar  [autore] 27 feb 2020, ore 2:33 
Just fixed the graphic issue on 1.1. Enjoy :)
Sgori 17 giu 2019, ore 14:20 
Because they are very powerful.
King Ratt 16 giu 2019, ore 21:45 
Why do they have to be excessively expensive?
HalfdeadKiller 9 gen 2019, ore 14:57 
Can confirm turrets working as intented! Excellent! Thank ya!
Hiztaar  [autore] 9 gen 2019, ore 1:30 
Bug fixed !
Hiztaar  [autore] 9 gen 2019, ore 1:05 
Super weird I go check that. Thanks for the report
HalfdeadKiller 8 gen 2019, ore 23:36 
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 ott 2018, ore 2:02 
Turret Extensions gives you more options for your turrets. You should look into it. It's more of a request.
Hiztaar  [autore] 29 ott 2018, ore 18:38 
A patch ? Is it incompatible ? It should be 100% compatible with everything.