RimWorld

RimWorld

Wall Mounted Turrets Version 2
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Honey Badger  [developer] 14 Jul @ 12:59pm
Suggestions / Ideas!
Oh... You want more?

Alright, throw 'em at me!


I do already have some ideas in mind for turrets, I can't promise these will be made, I would need to investigate more:
  • Beam Wall Turret Done! Just needs new textures

  • Flamethrower Wall Turret (I've given this a go, but I suspect I'd need to do some stuff with C# which I'm not very knowledgeable in, so this is a 'no go' for the time being. Alternatively I could use Anomaly, however my understanding is that Anomaly is skipped over by many people (myself included) so I don't see this being a thing anytime soon sadly)

Player suggested ideas:
  • Railgun Currently done, but having issues with placeworker, trying to look into.

  • Searchlight Turret (Unsure of how to do this, request for this asked for it to be mostly cosmetic but if it can have gameplay effects on enemies)

  • Heavy Turrets that take up multiple tiles (Unsure on how to proceed on this, happy to take ideas on this if people really want it)


Added turrets:
  • Firefoam Wall Turret
  • Charge Shotgun Wall Turret
  • Charge Sniper Wall Turret
  • Charge Minigun Wall Turret
  • Toxbomb Launcher Wall Turret

Please also refer to the F.A.Q discussion before you start asking for things like Combat Extended!

Please also remember I am not experienced with programming so some ideas might be completely impossible for me!
Last edited by Honey Badger; 2 Aug @ 4:56pm
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Showing 1-15 of 34 comments
Railgun/Uranium slug turrets.
Honey Badger  [developer] 18 Jul @ 7:45am 
Originally posted by MapleSierrap:
Railgun/Uranium slug turrets.

How do you envision it working? :o - I could see maybe a really accurate long range turret that can shred through anything, but has a long warm-up and cooldown time, maybe needs reloading per shot?

When I made the sniper turret, I envisioned that being the Uranium Slug Turret version, since that's technically a sniper turret. (I mean, in the code at least its called sniper turret)
Charged shotgun, sniper, and minigun, in case someone wants to go for full charged.
Honey Badger  [developer] 18 Jul @ 8:43am 
Originally posted by yellowdotchuck:
Charged shotgun, sniper, and minigun, in case someone wants to go for full charged.

"You'll never catch me raiders! Not when I shift into, MAXIMUM OVERCHARGE, HIYAH!"

I think that could compliment MapleSierrap's idea pretty well actually if we wanted to go for a full charged set, definitely worth thinking about!
Originally posted by Honey Badger:
Originally posted by yellowdotchuck:
Charged shotgun, sniper, and minigun, in case someone wants to go for full charged.

"You'll never catch me raiders! Not when I shift into, MAXIMUM OVERCHARGE, HIYAH!"

I think that could compliment MapleSierrap's idea pretty well actually if we wanted to go for a full charged set, definitely worth thinking about!
Definitely. Even Combat Extended if someone wants to go all out in charged weapons. I think it's cook to see all weapons being charged, too, in case you want to go full on futuristic.
It might be a case for doing something like a multi-tile turret that goes through the wall but take some space on the inside (a bit like all those over-wall nutrient paste dispenser mods out there. Perhaps it would even be possible to make a mortar that could be fired from inside a structure/ship.
Honey Badger  [developer] 18 Jul @ 1:43pm 
Originally posted by Maddremor:
It might be a case for doing something like a multi-tile turret that goes through the wall but take some space on the inside (a bit like all those over-wall nutrient paste dispenser mods out there. Perhaps it would even be possible to make a mortar that could be fired from inside a structure/ship.

I did think about having Wall Turrets that took up multiple spaces (originally the Sniper Wall Turret was meant to take up 2 tiles adjacent to the wall, but I just never really went ahead with that idea in the end). I'm not sure if its something I'll pursue at this moment of time, maybe if I ever get a bit more confident in XMLing for RW.

As for the turret that takes up multiple spaces and goes through the wall or taking up space, that's just entirely out of my scope unfortunately, its a completely different thing than what I've got going on here, I'm just a novice who relearnt all this XML stuff and aren't a programmer. ;-;

Same goes for the mortar inside buildings / gravships. I've had mortars inside buildings before, I just had to remove the roof above them and then it works, usually I had a dedicated mortar room where all my shells and mortars were. But putting them in gravships? I suppose technically you could do what I suggested, just have to remove the roof manually and replace it when its not in use.
Would you be willing to change them to have no terrain affordance requirement so we can build them over water without requiring a bridge underneath? I feel like it'd make sense since they're mounted to the wall.
Honey Badger  [developer] 21 Jul @ 10:02am 
Originally posted by UltraEmailMan:
Would you be willing to change them to have no terrain affordance requirement so we can build them over water without requiring a bridge underneath? I feel like it'd make sense since they're mounted to the wall.

I don't see why not, its such a niche thing I wouldn't have thought about. But that's easily fixed, I just tested it and can push an update to fix this. :)

Are you making a base over water by any chance?
Honey Badger  [developer] 21 Jul @ 10:09am 
Originally posted by UltraEmailMan:
Would you be willing to change them to have no terrain affordance requirement so we can build them over water without requiring a bridge underneath? I feel like it'd make sense since they're mounted to the wall.

I pushed an update out to fix this, could you make sure its updated, and double check you can do this now? :)
Rhys 24 Jul @ 2:34pm 
Is it possible to allow them to shoot prisoners during a breakout? I had placed some stun turrets in my prison, and they were absolutely useless when they staged a breakout. Ended up chopping the prisoner I was holding for a quest in a panic lmao.
Honey Badger  [developer] 24 Jul @ 3:53pm 
Originally posted by Rhys:
Is it possible to allow them to shoot prisoners during a breakout? I had placed some stun turrets in my prison, and they were absolutely useless when they staged a breakout. Ended up chopping the prisoner I was holding for a quest in a panic lmao.

I highly encourage you to download this mod, it does exactly what you say and is compatible with my mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2602436826
Last edited by Honey Badger; 24 Jul @ 3:53pm
Rhys 25 Jul @ 6:37am 
Thought I already had that installed. Must have forgotten to put it back in when messing with RimSort. Oops! Good job on already adding a feature xD
Would you consider compatibility with something like Based Turrets? Wall mounted turrets with weapons-of-choice sound sick as heck, especially for mod-added nonlethal options like Phasers. :rbiggrin:

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522773071
Last edited by L. Velociraptor; 26 Jul @ 10:51pm
Honey Badger  [developer] 27 Jul @ 7:16am 
Originally posted by L. Velociraptor:
Would you consider compatibility with something like Based Turrets? Wall mounted turrets with weapons-of-choice sound sick as heck, especially for mod-added nonlethal options like Phasers. :rbiggrin:

Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522773071

I can take a look! But no promises sadly, depends on how easy / hard it is to do. For Reels Turret Pipeline it was quite easy since they just provided instructions on waht to do, but i'm not immediately seeing anything here so might have to look
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