RimWorld

RimWorld

Infinite Turrets
 This topic has been pinned, so it's probably important
Knight  [developer] 20 Apr, 2019 @ 10:21am
Issues, Conflicts and Bugs
Post all bugs and issues here!
< >
Showing 1-15 of 32 comments
Virsa 4 May, 2019 @ 12:59pm 
Hey! I found a little problem: When used together with Selected Reconnector and if Infinite Turrets is below Selected Reconnector in the load order it doesn't work, the turrets still use "ammo". If used above the other mod both mods seem to work fine.

PS: Thanks for your work and making this mod ;o)
Knight  [developer] 4 May, 2019 @ 1:58pm 
That's interesting... that literally shouldn't happen. I can't possibly see how that mod would conflict with turret ammunition. Perhaps it's something else?
Virsa 4 May, 2019 @ 9:32pm 
After ruling out (a ton of) other mods, I reduced it to those two only. For testing I started a new save and deactivated every other mod. So with only Core, Selected Reconnector and Infinite Turrets (in this order) I can reproduce the behaviour.

Unless there are other ways Mods leave a "residue" which is loaded somehow I think it's just that.
Knight  [developer] 5 May, 2019 @ 5:43am 
You're right - it does conflict. I just reproduced it. It's a really interesting bug;

Basically, my mod uses xpatching to remove a property of turrets in their .XML document. This property is labelled with a number and xpatching uses that number to know what it's looking for. For example, the property "refuelable" is [6] so we say, essentially, "delete property[6]".

Selected Reconnector adds another property to every item in the game that uses power. This means that the property at location [6] is no longer "refuelable" but something else. My mod deletes that and, since it's not the ammo replacement property, it doesn't work.

All I can say is put my mod before "Selected Reconnector" - that should completely fix it.
Knight  [developer] 5 May, 2019 @ 5:46am 
Also, sorry for doubting you. It's just such a bizarre conflict and I would've never had expected it from a completely unrelated mod.
Virsa 5 May, 2019 @ 11:53am 
No problem, Selected Reconnector was also one of the last mods I checked because I never saw a connection between those two. Thanks for looking it up.

You may want to put up a combapility note in your description so others wont run into the same troubles.
Len Kagamine 28 Oct, 2019 @ 11:00am 
@Knight "Simple Turrets" Mod unsupported. No crash, but mod doesn't remove top up.
Knight  [developer] 28 Oct, 2019 @ 5:05pm 
@Len Kagamine Sorry, Steam went down for a while here... I actually posted saying that I was having trouble making the mod compatible for some odd reason and that I'd look more into it soon. Weirdly, only two of the turrets are accepting the patch whereas the others aren't (despite it being the exact same piece of 'code')
Shira 13 Feb, 2020 @ 9:48am 
doesnt work with security expanded,could you fix it please?
Last edited by Shira; 13 Feb, 2020 @ 9:48am
MarsMond 1 Mar, 2020 @ 11:01am 
Doesn't seem to work with all vanilla furniture expanded - security turrets for me. It seems all turrets that use a durability that's called barrel durability work fine, if it's anything else, so for charge railgun, rocket turret, emp cannon, and flame turret, it doesn't work.
Probably good for the rocket turret, as it's more an automatic mortar, but others are more classic turrets.
I would figure the name is the problem, the only other mod i used that should affect turrets is ED-Enhanced Options with the turret control, incase it's not reproduceable.
Knight  [developer] 1 Mar, 2020 @ 11:17am 
It's less-so the name and more the fact that they use different code to process their ammunition. I can't really do too much about that, sadly.
Reiquard 12 Mar, 2020 @ 1:38pm 
Started new game with:
-Core [1.1.2571]
-Royalty
-Infinite Turrets
A fresh-built mini-turret has 120/120 charges and loses them after each shot.
Last edited by Reiquard; 12 Mar, 2020 @ 1:41pm
Shadmark 20 Mar, 2020 @ 2:29pm 
none of my turrets get infinite ammo... even put this mod at the very top of my load order but it did not fix
Nouvi 28 Mar, 2020 @ 1:53am 
For me this works with Vanilla turrets (at least autocannon and uranium slug) and More Vanilla Turrets 1.1, but does NOT work with Vanilla Furniture Expanded - Security (flamer at least) or Avali turrets.
Mantics 29 Apr, 2020 @ 2:48am 
Uranium slug turret is not infinite,but every other turret is...
there are no other mods for turrets i use and debug log seems clear
Last edited by Mantics; 29 Apr, 2020 @ 2:51am
< >
Showing 1-15 of 32 comments
Per page: 1530 50