RimWorld

RimWorld

Misc. TurretBase, Objects
320 Comments
L. Velociraptor Just now 
This is such a good idea, I love modular turrets and mechanoids. Would you consider a wall-turret base so we could wall-mount stuff?
Proxyer 5 minutes ago 
Hello Haplo_X1. Thank you for the update works.

So I have one question.
Where is the translation key for "DEBUG: gun is already installed"?
Krick 3 hours ago 
nice it works now, just remade the gun turrets after updating
Haplo_X1  [author] 9 hours ago 
Fixed the gravship issue
Krick 12 Jul @ 10:33am 
when lifting off with the grav ship turrets lose their guns every time :(
Archie 24 Apr @ 5:35pm 
Hey Haplo! Do you think you could make this compatible with Stack Gap? It seems that when Stack Gap is installed (In order to limit stack sizes) weapons drop out of the turret the moment they are installed, with an error.

Here's a hugslib log of a rimworld installation only with misc turrets, hugslib and stackgap:
https://gist.github.com/HugsLibRecordKeeper/c7b9555d567a944466f9ca29c38ac2a1
Haplo_X1  [author] 21 Mar @ 12:23pm 
I'm not sure it would work with CE. It would require a possibility to reload the weapon.
As I'm too lazy to figure that part out, I have disabled it for CE.
Most likely they will work with CE.. until the weapon magazin is empty that is :)
I'm bad 19 Mar @ 10:07pm 
Hey I had to do some searching through the comment to find my answer. I was wondering why the turrets would just not show up after being constructed. I play with CE and see you have them disabled CE because they weren't compatible. The CE Github has your mod listed as compatible I was wondering if that was a mistake or maybe you just forgot to re-enable the turrets when CE is also detected.
pgames-food 1 Jan @ 8:07pm 
hi @kolljak potato riot gun might be handy too, as it downs enemies on pain rather than wounds (but it might still have chance to cause them though)
Kolljak 31 Dec, 2024 @ 7:16pm 
found this today. cannot wait to put my tear gas grenade launchers in my prison.
Haplo_X1  [author] 15 Dec, 2024 @ 2:53pm 
No, Misc. Core is no longer needed for this to work.
Atreidi 15 Dec, 2024 @ 10:17am 
Asked because Rimpy still thinks it needs it...
Atreidi 15 Dec, 2024 @ 10:17am 
does it need misc core?
Kuratheris 14 Dec, 2024 @ 2:18pm 
I've found that the issue of weapons not disappearing after being put in the turret, or "falling out" of it, is caused by the mod Stack Gap.
Siflier 15 Nov, 2024 @ 12:59am 
@Yinina 排查了一下,应该是Stack gap的问题
Siflier 11 Nov, 2024 @ 7:15am 
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
Siflier 11 Nov, 2024 @ 7:15am 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.TryActuallyStartNextToil_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch1 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
Siflier 11 Nov, 2024 @ 7:15am 
same problem as Yinina

JobDriver threw exception in toil unnamed's initAction for pawn Yuriev driver=JobDriver_HaulToCellAndDoWork (toilIndex=5) driver.job=(InstallWeaponOnTurretBase (Job_2975037) A = Thing_DMS_Autocannon197178 B = (152, 0, 138) Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C4ED55A]
at TurretWeaponBase.JobDriver_HaulToCellAndDoWork+<>c__DisplayClass9_0.<Toils_TryToAttachToWeaponBase>b__1 () [0x00036] in <09ebc3b04818412cacf0628a8e8ff318>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00208] in <2a40c3593b334f29ac3cb3d32d652351>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
GUleiduoDaze 12 Oct, 2024 @ 4:30pm 
Great mod, there are far more balanced weapon packs out there than turret packs and this mod opens up infinity combinations.

One more thing to mention, I noticed that turret has different barrel texture according to mounted weapon type. Seems like it related to range? I wonder if it possible to make more barrel variants to represent sniper/cannon/burst weapons, right now my minigun on the turret having a long narrow barrel looks a bit weird

I guess it is hard to show the real gun sprite so that's what I think to fix
Yinina 12 Oct, 2024 @ 3:03am 
After my test, l have found the cause of the weapon malfunction: After the previously mentioned "weapon mounted on the turret", the weapon did not disappear directly, but appeared in the lower left corner and directly above the turret. At this time, the weapon can be picked up,destroyed or even sold.If a colonist is equipped with this weapon or the weapon is was first equipped with the weapon will lose the "equipment".Although the turret equipment bar shows the XX weapon, it will not shoot.This problem applies to all weapons that can be equipped.As for the weapon falling out again after being equipped, it should be caused by the conflict with other mods l installed.l have too many mods and l don't know which one is the problem.
Haplo_X1  [author] 8 Oct, 2024 @ 2:56am 
@Yinina: can you tell me a weapon that will not shoot? For the falling out weapons: I haven't seen this bug yet. It would help if I could reproduce this :(
InsideOutFace 8 Oct, 2024 @ 2:53am 
I know about that, yes. I'm requesting an option to remove the weapon without uninstalling the turret.
Haplo_X1  [author] 8 Oct, 2024 @ 2:52am 
Remove a weapon: uninstall the turret and the weapon will be dropped.
InsideOutFace 7 Oct, 2024 @ 11:02pm 
Please add an option to remove a weapon from a turret base. Otherwise I love this mod. <3 Combined with VWE: Lasers, it makes the coolest laser turret option I've ever seen.
Reed_33 26 Sep, 2024 @ 3:47am 
мод не работает(
выдаёт ошибку
Exception in JobDriver tick for pawn Omni Bot (Tier 5) 1 driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_352892) A = Thing_Frame_TurretWeaponBaseAutomatic_Buildable315824 Giver = X2_JobGiver_Work [workGiverDef: ConstructFinishFrames])
System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 4D4A7265]
Yinina 22 Sep, 2024 @ 9:07pm 
Hello, thank you very much for creating this interesting mod.l encountered some bugs during my gameplay, and l'm wondering if any other players have submitted similar issues:
1.Some turrets fail to fire.The auto-turrets with weapons installed constantly and rapidly re-adjust the aiming bar, but cannot attack properly. l tried moving the turret positions, but the ones with this issue still can't shoot normally.
2.Occasionally, the shooting direction of the turret doesn't align with its texture position.For example, the texture shows the turret facing upwards, but it's actually shooting to the right.
3.After installing weapons, they sometimes fall out. If it's a small turret,the weapon falls on top of it; for large turrets, it falls into the grid at the bottom left corner. Meanwhile, the turret status changes to "weapon installed," which is a positive bug,allowing a single weapon to be
equipped on multiple turrets withoutbeing consumed.
DiskenCider 16 Aug, 2024 @ 1:40am 
Thank you Haplo_X1. Your mod will popular in the future. I'm sure of it.
TSense 21 Jul, 2024 @ 2:17pm 
this mod does not list any requirements, it is made as a stand alone mod.
It doesn't demand any other mods in the mod list, but the text says something called "Miscellaneous 'CORE'" without any links to it
pgames-food 17 Jun, 2024 @ 3:42pm 
ahah oops - haplo strikes again :)
Haplo_X1  [author] 17 Jun, 2024 @ 12:58pm 
@pgames-food: That wouldn't really help, as the current tech level is already spacer and the weapon tag is already SpacerGun :)
Haplo_X1  [author] 17 Jun, 2024 @ 12:55pm 
@Krick: You can increase the WorkToMake. That would increase the trader price and the 'buying' pawns (Pirates, ...) must use more money to get their hands on one.
But.. It is already rather high, so I'm not too sure about the work-to-price calculation..
pgames-food 16 Jun, 2024 @ 6:22pm 
(hi i had a look @krick but wasnt sure what can do that - possibly setting to spacer weapontag like charge lances but not sure if it will cause other problems)
2962342497 16 Jun, 2024 @ 5:29pm 
What is the difference between the three versions of the automatic battery base?
Krick 25 May, 2024 @ 12:28pm 
anyway I can stop other pawns spawning with Micro Turret Launcher, if I edit Miscellaneous_Buldings_MicroTurret.xml with ++notepad?
pgames-food 24 May, 2024 @ 1:41pm 
yeah @krick, there can be tons of cool-sounding ranged weapons to find after combat, or even to buy from traders when you have many mods, and these turret bases have been an excellent way to put them to good use :) even if you have a set of low quality shotguns or something from a quest you were trying to fulfil, you can put the lower quality items to good use :)
Krick 24 May, 2024 @ 5:52am 
Really awesome mod, now theirs a lot of use for all these weapons raiders drop auto shotguns, smgs, snipers and on, warning don't stand in the line of fire of excellent sniper rifle turrets killed 2 of my own colonist by friendly fire
Ambit 1 May, 2024 @ 8:57pm 
Hello, might I recommend removing the quality element, or otherwise making it affect health? As of now awful turrets are more optimal
Red1 23 Apr, 2024 @ 8:19pm 
Thank you Haplo!
Haplo_X1  [author] 15 Apr, 2024 @ 12:26pm 
I removed the requirement from this. So, it doesn't need Misc. Core anymore.
Moonarian 14 Apr, 2024 @ 6:47am 
does this mod need Miscellaneous 'CORE'?
RimPY shows it needs dependencie
Haplo_X1  [author] 6 Apr, 2024 @ 1:51pm 
Thank you for your work. I'll add your link to the description :)
GynderDK 5 Apr, 2024 @ 6:06pm 
I've added some simple colored versions, that still works with the material color variations. They can be found in the Upscaled Re-Color folder on GitHub.

Same link: https://github.com/GynderDK/Misc.-TurretBase-Objects---ReTexture
GynderDK 4 Apr, 2024 @ 3:30pm 
I’ve taken the liberty to make some upscaled lineart, and slight retexture for the turrets in this mod,though I haven't made any colour versions yet. The design is nearly unchanged, as I liked the existing design, but the resolution was a bit lacking.

Here’s a link to GitHub: https://github.com/GynderDK/Misc.-TurretBase-Objects---ReTexture
Haplo_X1  [author] 28 Mar, 2024 @ 3:28pm 
I've removed the Misc. Core dependency for this.
saintbrutal 16 Sep, 2023 @ 1:41pm 
how come none of these auto turrets have "Force target/attack" feature like normal vanilla auto-turrets?
ProfileName 23 Feb, 2023 @ 6:08am 
Maybe that's a config option, Soglasen.
soglasen666 22 Jan, 2023 @ 10:24am 
Could you make standalone turret base mod please? I don't need keys rebinding and stuff that goes along with core mod.
[GDI] Martok 8 Jan, 2023 @ 2:42pm 
Could you add a bigger turret like the manual turret only keep it automatic? Just so we can have a auto custom turret that has more base HP?
Master_Michl 5 Jan, 2023 @ 8:07am 
I have question - is there a way to better manage reloading the weapons on weapon bases when using CEs ammo system?
24 Dec, 2022 @ 6:34pm 
is my weapon supposed to take damage when firing from the turret base?