RimWorld

RimWorld

[KYD] Rapid-Fire Turrets
Kayedon  [developer] 4 Sep, 2021 @ 3:47pm
Bug Reports
All bug reports must be submitted with a HugsLib log by pressing CTRL+F12,
Incompatibilities or inconsistencies with mods, please be specific with what turret and what mod.
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Showing 1-3 of 3 comments
Evilservant6 6 Sep, 2021 @ 9:39pm 
turrets and automated mortars that shouldnt be modified with this (or at least I believe so)
Mods:
Save our Ship 2 (SOS2): all ship-to-ship turrets, including the "Spinal mount cannons"
Glitter Tech: automated mortars (i.e. cruise misile mortars)
Last edited by Evilservant6; 6 Sep, 2021 @ 9:43pm
Kayedon  [developer] 7 Sep, 2021 @ 8:59pm 
Originally posted by Evilservant6:
turrets and automated mortars that shouldnt be modified with this (or at least I believe so)
Mods:
Save our Ship 2 (SOS2): all ship-to-ship turrets, including the "Spinal mount cannons"
Glitter Tech: automated mortars (i.e. cruise misile mortars)
Save our Ship2: All ship-mounted weapons should be unpatched.
Glitter Tech: All auto mortars and missile turrets unpatched.
JustKazuma 30 Oct, 2021 @ 11:24pm 
Unknown mod interaction causes Rimatomics patch for Punishers to not be active anymore.

https://gist.github.com/b92263bb3222cfb160d9ee655f217489

EDIT: Outside of severe mod list changes to fully troubleshoot (game state save wont stay stable if I remove anything in my attempts to test), moving Rapid Fire to the very bottom (even below RocketMan) isnt helping. I'm guessing something is hard-conflicting.
Last edited by JustKazuma; 2 Nov, 2021 @ 11:59pm
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