RimWorld

RimWorld

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[XND] Turret Extensions 1.1
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Mod, 1.0, 1.1
File Size
Posted
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494.777 KB
28 Aug, 2018 @ 8:57am
14 Mar, 2020 @ 9:30am
17 Change Notes ( view )

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[XND] Turret Extensions 1.1

In 1 collection by XeoNovaDan
XND's RimWorld Mods
8 items
Description
RimWorld Version 1.2
The 1.2 version of Turret Extensions, Turret Extensions - Continuum, is now being maintained by Netrve, please find the workshop page here -

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2201064941

Netrve's fork also has an optimised 1.1 version of this mod which doesn't suffer from the performance issues this release suffers from, and is even compatible with 1.0




Translations
Deutsch - Energistics

Overview
Turret Extensions is a multi-purpose mod that does the following:
  • Fixes several vanilla bugs such as inaccurate cooldown/warmup stat readouts, pawns always facing south when manning turrets, and siegers potentially using wrong shell types
  • Makes manned turrets use the Shooting Accuracy and Aiming Time stats of the pawn using them
  • Allows you to view the damage amount and damage type of turret ammuniton (e.g. shells)
  • Adds various, well-documented turret framework extensions that allow modders to easily do what was previously impossible without C#, purely via XML

Turret Extensions' various framework extensions allows for turret mods that fill niches that could simply never be filled before without the extra capabilities that Turret Extensions brings to the table. Here's some of what Turret Extensions allows for as of v1.3.0:
  • Manned turrets that actually factor in their operator's accuracy and/or aiming time stats
  • Automatic turrets that can be force-targeted by the player, just like with pawns
  • Turret force-targeting to auto-cancel when the target is downed, just like with pawns
  • Turrets with limited firing arcs, as opposed to always being 360 degrees
  • Upgradable turrets with a large variety of parameters that can be adjusted

An example of a mod that uses a significant chunk of this mod's framework is TE Turret Expansion, which you can find in the Links section.

All of the above can now be done purely in XML; not a single line of C# is required! There is comprehensive documentation in the Links section for how to use this framework in your mods.

If you want to spice up your mod's thumbnail a bit, you can download a 'Powered by Turret Extensions' overlay image from Dropbox here[www.dropbox.com] - with and without drop shadows.
Preview:



If you have any suggestions or other constructive feedback, feel free to let me know!

Compatibility
Mods:
Turret Extensions naturally won't be compatible with Combat Extended. Mods that aren't patched with Turret Extensions will mostly behave as they would in vanilla.

Saves:
Should be safely addable to existing savegames. There shouldn't be any problems removing this from existing savegames if you're not running any mods that depend on this.

Links
GitHub releases: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/releases
Documentation for modders: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki
Source code: https://github.com/RimWorld-CCL-Reborn/TurretExtensions

TE Turret Expansion: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1496140597

Credits
Big thanks to Mehni, erdelf, Lanilor, ChJees, Spdskatr, Telefonmast and FuriouslyEloquent for helping me with the C#!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library - this probably wouldn't have been possible without his work
Diana Winters - for proofreading the documentation
Marnador - for the RimWorld-style font
Popular Discussions View All (2)
2
1 May, 2020 @ 1:22am
Error
NECEROS
0
26 Jul, 2020 @ 9:45am
Error while upgrading vanilla miniturret/mortar
Prodigy
222 Comments
Mlie 20 May, 2022 @ 12:39pm 
josuadmc 26 Jul, 2021 @ 10:43am 
1.3 Update?
ASMR gaming 5 Jul, 2021 @ 3:07am 
is this getting updated to 1.3
Alexander 26 Aug, 2020 @ 12:56am 
shit job giver on this, why does it run all the time. booo
Drgn! Netrve 17 Aug, 2020 @ 9:29pm 
You can find my fork of TE (approved by XND), which includes performance fixes for the issues mention by Kayedon and Fellow Feeling, as well as continued support here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2201064941
hehe 15 Aug, 2020 @ 7:20pm 
I'd like to echo what Kayedon just said - I just gave up on this mod because it was causing 2000ms spikes every 5-10 seconds. It makes the game completely unplayable and that breaks my heart because it's one of my favourite mods.
Kayedon 15 Aug, 2020 @ 7:10pm 
If you ever return to this mod, I'd like to report a bit of an issue. Per Dubs Performance Analyzer, ConstructDeliverResourcesToTurrets - Construction is over 10 times more resource intensive than any non-mod job, despite being low on the priority list and me not currently constructing any turrets. The second most intensive job is DeliverResourcesToTurrets, also linked to your mod, just shy of 10 times more resource intensive than any other job.

Thoughts?
Toast 12 Aug, 2020 @ 12:55pm 
1.2 :D
Herald Rejn 12 Aug, 2020 @ 10:12am 
1.2?
Videogameplayer 12 Aug, 2020 @ 7:37am 
surprised to be the 1st to ask since I know many use this mod. 1.2 compatibility on its way?