RimWorld

RimWorld

154 ratings
Security: Re-Examined
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Mod, 1.5
File Size
Posted
Updated
1.263 MB
28 Mar @ 5:53pm
5 May @ 12:42pm
11 Change Notes ( view )

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Security: Re-Examined

In 1 collection by Smxrez
Re-Examined Mod Series
8 items
Description



You know the drill: I feel the mod has some balance/design issues, so I rebalanced existing content and added some new stuff.

There are a lot of building changes here, so I won't be able to explain everything in the description or infographic. However, a complete list of changes can be found in the lower part of the contents section.

The deployable turret/barriers while cool in concept, they struggle due to a lack of options and usability. The barrier slows you down even when retracted making it effectively a slightly better sandbag that needs power. Now, you can remotely toggle the power, while no longer having a speed penalty when submerged. Floor turrets now also have a remote toggle, plus three new variants and all floor turrets have slightly worse range than their base counterparts for balance (and because it slightly improves their accuracy due to how the range system works).
NOTE: To remotely toggle the power you need to research Microelectronics

The next changes I made weren't balance changes but visual fixes instead
- The Dual Autocannon wasn’t properly aligned with the vanilla turret counterpart. Fixed.
- The Military Turret wasn’t properly scaled or aligned with the vanilla turret counterpart. Fixed.
- The Floor Turret had an outdated icon from when it used to have an offset after popping up. Fixed.

I also took a look at the Artillery as functionally it gets unlocked after mortars but had worse accuracy and a longer cooldown while also being inconsistent with vanilla (it didn’t need barrels). Now, it has massively improved accuracy, making it a powerful, fairly accurate crowd control option. It also now requires barrels, consuming them at double the rate of a mortar, but it can also hold two barrels.

This mod is incompatible with Ferny's Persistent Calvary Spikes mod as it does the same thing.

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)


[ko-fi.com]










Full list of changes:
Trench warfare research: - Removed HMG Complex: - No longer needs research Trench warfare - Now needs research Gas operation Deployable Barrier: - No longer has a speed penalty when submerged - Can be remotely flicked on and off by the player (NOTE: To remotely toggle the power you need to research Microelectronics) Floor turret: - UI Icon fixed - Range 28.9 -> 24.9 - Can be remotely flicked on and off by the player (NOTE: To remotely toggle the power you need to research Microelectronics) Sentry gun: - Bullets per salvo 6 -> 15 - Ticks between bullets 5 -> 3 - Fuel refill multiplier 0.5 -> 1 - Fuel capacity 60 -> 200 - Hitpoints 120 -> 150 Flame turret: - Flammability 2 -> 0 - Hitpoints 120 -> 150 - Projectile damage 2 -> 4 - Min distance to ignite 2 -> 3 - Range 10.9 -> 12.9 Decoy: - Uranium cost 0 -> 10 - HP 30 -> 70 - No longer needs the research Trench warfare - Now needs the research Complex Clothing + Complex furniture Searchlight: - Effect range 3.9 -> 6.9 - Debuff strength 75% -> 40% Charge turret: - Hitpoints 120 -> 300 Double autocannon: - Range 32.9 -> 30.9 - Cooldown 5.6s -> 5.3s - Accuracy short 52% -> 60% - Fixed improper alignment with vanilla autocannon Military turret: - Range 28.9 -> 26.9 - Cooldown 6.6s -> 6.4s - Fixed improper alignment with vanilla Mini-turret - Renamed to Double mini-turret Ballista: - Cooldown 4.5s -> 5s Artillery: - Requires barrels like the vanilla mortar (1 barrel = 10 fuel with a max of 20 fuel stored) - Barrel build cost 0 -> 2 - Miss range 9 -> 3 Charge Railgun: - Advanced component cost 5 -> 4 - Projectile speed 120 -> 200 - Armor penetration 45% -> 55% - Damage 60 -> 75 - Accuracy touch 35% -> 40% - Accuracy short 55% -> 60% - Accuracy medium 85% -> 90% - Accuracy long 75% -> 80% - Cooldown 9.6s -> 9s Bear trap: - Damage 35 -> 75 Calvary spikes: - No longer expire - Damage 8 -> 7 - Wood cost 6 -> 9 - Build time 2 -> 17 Barbed wire: - Damage 4 -> 5 - Cost 10 -> 5 - No longer needs research Trench warfare - Now needs research Smithing Trench and Platform: - No longer need any research VWE Shovel, Baton: - Needs Smithing research instead of Trench warfare VWE Combat knife: - Needs Machining research instead of Trench warfare Fortifications Industrial reinforced Trench/Platform: - Needs Concrete research instead of Trench warfare Alpha prefabs trench line: - Needs Gas operation research instead of Trench warfare




Q: CE Compatible?
A: No If you want a patch, ask the CE team.
Q: I don't like the new turrets can I remove them?
A: Disable it with cherry picker.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.




- Smxrez (Me): XML, new turret textures.
- OskarPotocki: Original flame/charge/popup turret textures.
- OganessonG: Remote power toggle functionality.
61 Comments
Evan 4 Jul @ 3:50pm 
Apparently the vanilla expanded team is basically going to recode Security Expanded for 1.6 due to the old code apparently kinda sucking. Felt it was worth giving you a heads-up if or when you get on trying to update this for 1.6.
cptpapadakis 1 Jul @ 2:39pm 
i cannot find the half wall or barrier,pls help
Smxrez  [author] 13 Jun @ 3:35pm 
@Neptimus7 Automatic power switch is used to allow you to toggle the hidden security
Power logic wont serve that same function
Neptimus7 13 Jun @ 3:30pm 
Any idea if this works with Power Logic instead of Automatic Power Switch?
Butcherj1 10 May @ 4:19pm 
@Smxrez I use version 1.4 of Rimworld due to some mods I love not being updated for use with 1.5. I think this mod is awesome and would love to play with it. Could you please allow this to be compatible with Rimorld v1.4? Thank you
Smxrez  [author] 8 May @ 11:45am 
@Rime Pendragon fixed now in latest thanks for the report
Rime Pendragon 8 May @ 4:24am 
I think I have found the problem. The error goes away when I remove the Alpha Prefabs mod.
Smxrez  [author] 7 May @ 3:45pm 
yeah seems to work fine on my end
maybe your load order got messed up somehow?
Smxrez  [author] 7 May @ 3:41pm 
@Rime Pendragon it should but i may have messed up the mod compat patch ill double check
Rime Pendragon 7 May @ 9:42am 
Does this work together with your Turrets: Re-Examined mod ? I'm getting a Could not resolve cross-reference to Verse.ResearchProjectDef named VFES_PulseChargedDefenses (wanter=researchPrerequisites) error when I have both mods active.