RimWorld

RimWorld

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More Vanilla Turrets
 
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Jul 24, 2016 @ 4:18am
Dec 22, 2016 @ 1:51pm
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More Vanilla Turrets

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Description
Version: 1.7.6
Made for RimWorld A16

This is the official updated version of More Vanilla Turrets.
A little mod that adds more turret variations with the attempt to keep their vanilla art style along with some careful balancing.

IMPORTANT!
*Its highly recommended to avoid using new mods in your existing saves to avoid issues.
*Seems to be uncompatiple with Combat Realism mod, be advised.

Included turrets


Gun complex

A perimeter mounted gun is designed to work regardless if you have power or not as long as somebody is manning it.
Explodes in a small radius of 1 when destroyed.

Stats:
Tech Level = Industrial
Range = max32
Health = 225
Cost = 150 steel, 100 stuff, 5 components
Damage = Bullet - 17, Burst - Continuous, shot every 18 ticks (0.3 seconds)
Size = 3 by 1 cells
Research prerequisites = Electricity
Project cost = 1000
===========================================================
Rocket complex

An older class of weapon that requires manual control and reload. Fortunately, with the help of decent optics and deadly weapon blast radius its presence is still dreaded on the front lines.
Explodes in a radius of 3 when destroyed.
Requires shells to reload.

Stats:
Tech Level = Industrial
Range = min3 max55
Health = 225
Cost = 150 steel, 100 stuff, 5 components
Damage = RocketDamage - 40, Explosive radius - 2.5
CoolDown = 8.3 seconds
Size = 3 by 1 cells
Research prerequisites = Gun Complex, Mortars
Project cost = 2000
===========================================================
Military grade turret

A more powerful variant of an automated turret. Longer dual barrels provide increased range, and for greater burst.
Has higher chance to explode in a radius of 4.

Stats:
Tech Level = Industrial
Range = 28
Health = 200
Cost = 150 steel, 120 metal stuff, 4 components
Damage = BulletDamage - 11, Burst - 6
CoolDown = 7.3 seconds
Power = 390
Size = 1 by 1 cells
Research prerequisites = Gun Complex, Gun Turrets
Project cost = 2000
===========================================================
Shredder turret

Shredder turret is designed for close range. It doesn't explodes when destroyed thus making it a perfect choice for indoor defense, the only downside is that it takes more space than an ordinary variant.

Stats:
Tech Level = Industrial
Range = 20
Health = 240
Cost = 225 steel, 180 metal stuff, 5 components
Damage = BulletDamage - 21, Burst - 4
CoolDown = 5.3 seconds
Power = 420
Size = 2 by 2 cells
Research prerequisites = Military Turret
Project cost = 3000
===========================================================
Precision turret

A highly calibrated gun turret. Advanced optics allows it to deliver a single but precise shot at fairly long distances.
Explodes rarely in a radius of 2.5.

Stats:
Tech Level = Industrial
Range = 50
Health = 120
Cost = 225 steel, 180 metal stuff
Damage = BulletDamage - 42
CoolDown = 5 seconds
Power = 420
Size = 1 by 1 cells
Research prerequisites = Shredder Turret, Charged Shot
Project cost = 4000
===========================================================
Blast turret

Blast turret is designed for close range area damage, and it does so by launching a burst of 3 frag grenades.
Explodes in a radius of 4.5 when destroyed.

Stats:
Tech Level = Industrial
Range = min5 max20
Health = 200
Cost = 250 steel, 200 stuff, 6 components
Damage = grenade damage - 30, Burst - 3, explosive radius - 2, explosion delay - 50
CoolDown = 5.3 seconds
Size = 2 by 2 cells
Research prerequisites = Precision Turret
Project cost = 5000
===========================================================
Vulcan cannon

Fortified minigun tower that fires continuously, very durable but power hungry. Its tall and has long range, but due to that it can't aim under itself and can't be placed indoors.
Explodes in a radius of 5.1 when destroyed.

Stats:
Tech Level = Industrial
Range = min6 max36
Health = 500
Cost = 500 steel, 600 stone stuff, 15 component
Damage = BulletDamage - 6, Burst - Continuous, shot every 6 ticks (0.1 seconds)
Power = 1000
Size = 3 by 3 cells
Research prerequisites = Blast Turret, Multibarrel Weapons
Project cost = 6000
===========================================================
Devastator mortar

A magnetic catapult that launches plasma projectiles with greater velocity, accuracy, and much larger blast radius thanks to its burst of five shells. Does not consume shells but needs a lot of power.
Watch out for a huge explosion in a radius of 10 when destroyed.

Stats:
Tech Level = Spacer
Range = min20 max500
Health = 360
Cost = 750 steel, 400 metal stuff, 20 component
Damage = ShellDamage - 30, Burst - 5, Explosive radius - 3.5
CoolDown = 83.3 seconds
Power = 1400
Size =2 by 2 cells
Research prerequisites = Mortars, Vulcan Cannon
Project cost = 7000
===========================================================
Shallow moat
not a turret

A light perimeter defense to slow down your enemy.
Can be dug on diggable terrain, and could be removed with "remove floor" tool.

Stats:
Cost = none
Size = 1 by 1 cells (can be dragged)
PathCost = 70
===========================================================


You can visit the mod discussion here > https://ludeon.com/forums/index.php?topic=9521.0


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Popular Discussions View All (1)
9
Feb 1 @ 2:26pm
Combat Realism Bugs
=GT=Ryan=GT=
< >
239 Comments
Leike 3 hours ago 
My Problem solved itself some other mod disabled all explosions so the Devastator was useless.
Marn  [author] 9 hours ago 
@jars_u Oh yeah! thanks for letting me know, I definately submitted it.
As for balance, it's subject to change as it usually does with a potential new version.
I will surely have a look at some of the mentioned turrets.
jars_u Feb 19 @ 5:09am 
Marn, have you considered submitting your mod to officially be in RimWorld as outlined at https://ludeon.com/forums/index.php?topic=29505.0 ?
Call Me LEGEND Feb 19 @ 12:31am 
What a PERFECT mod!
Leike Feb 15 @ 2:13pm 
somehow the Devastor Mortar does 0 damage within my savegame do I have to change some settings somewhere?
WaR DesigneR 🚬 Feb 15 @ 2:00pm 
Devastator mortar is very op , i used 3 of them and i made the raiders flee in less then 3 ses entering the map . need balanced
sibada Feb 14 @ 12:03am 
GOOD
OKOK Feb 10 @ 11:48pm 
what is OP when facing a 50++ raid and some time 2 x 50. one start first waiting to attack when a second one show up and both attack in 2 direction. will install this one on the next run.
NOSTRI Feb 10 @ 11:16am 
@WaR DesigneR
Well you can edit it and change dmg.
You can find it here -> "730528968"
darktoes Feb 10 @ 1:01am 
Then don't build it, damn.