RimWorld

RimWorld

fluke May 29, 2019 @ 1:07am
Combat Extended - Uranium Slug Turret.
Is there anyway to add vanilla uranium slug turret while using combat extended mod ? I tried spawn tool but it did not work. Hope there's a way by editing game files.
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Showing 1-15 of 17 comments
believor in Prawn May 29, 2019 @ 7:20am 
Originally posted by Ninja Camper:
Is there anyway to add vanilla uranium slug turret while using combat extended mod ? I tried spawn tool but it did not work. Hope there's a way by editing game files.
nope

same with the minigun

and the autocannon turret

and the standard mini-turret
fluke May 29, 2019 @ 7:22am 
Not true. I got the minigun working by editing game files. Just can't figure out this uranium turret
Security Cam #7 May 29, 2019 @ 7:51am 
Originally posted by Ninja Camper:
Not true. I got the minigun working by editing game files. Just can't figure out this uranium turret
I'll take a look when I get on my PC.
You can search for the files by yourself in the meantime. I know there are separate turret gun files, very much like normal guns. I just don't remember where they are.
Last edited by Security Cam #7; May 29, 2019 @ 7:52am
Preechr May 29, 2019 @ 8:02am 
I saw a discussion where the minigun was removed because its not a real thing, just a movie prop.

This is from Ludeon Forums regarding turrets:

Quote from: Beyondfubar on February 26, 2019, 09:25:12 AM
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible?

None. Process for the weapon is the same, turret itself needs to be set to Building_TurretGunCE



---So you should be able to add it back in as easily as you did the minigun
fluke May 29, 2019 @ 8:34am 
Originally posted by Preechr:
I saw a discussion where the minigun was removed because its not a real thing, just a movie prop.

This is from Ludeon Forums regarding turrets:

Quote from: Beyondfubar on February 26, 2019, 09:25:12 AM
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible?

None. Process for the weapon is the same, turret itself needs to be set to Building_TurretGunCE



---So you should be able to add it back in as easily as you did the minigun
Why did I not think of this
Security Cam #7 May 29, 2019 @ 8:45am 
Originally posted by Preechr:
I saw a discussion where the minigun was removed because its not a real thing, just a movie prop.
The creator of that thread needs to learn history. Miniguns do exist (at least mounted ones). For example the M134. One can pretend a colonist mounts a minigun, that's why the cooldown times are here.
https://en.m.wikipedia.org/wiki/Minigun
Last edited by Security Cam #7; May 29, 2019 @ 8:48am
fluke May 29, 2019 @ 8:54am 
The only drawback using minigun in CE is that you can only carry 500 rounds at once. Carrying anymore creates an error making it unusable. Also it's only possible to use it while wearing marine armor due to it's weight.
I've found that 2 minigun colonists are best suited to deal with centipedes carrying inferno cannon, since almost EVERYTIME they blind it before it can finish warming up its cannon.
Preechr May 29, 2019 @ 9:03am 
Sure, mounted miniguns are a thing. Carrying one around in the jungle as a hand-held weapon is not a thing.
Sigfig May 29, 2019 @ 9:38am 
Originally posted by Preechr:
Sure, mounted miniguns are a thing. Carrying one around in the jungle as a hand-held weapon is not a thing.
Maybe if you Schwarzenegger you can hold it for about 10 seconds
Might be possible if you also have a harness that spreads the weight threwout the body.
Security Cam #7 May 29, 2019 @ 10:12am 
Originally posted by Preechr:
Sure, mounted miniguns are a thing. Carrying one around in the jungle as a hand-held weapon is not a thing.


Originally posted by Smelly Fish:
One can pretend a colonist mounts a minigun, that's why the cooldown times are here.
Security Cam #7 May 29, 2019 @ 10:14am 
Originally posted by Mr.fănŧâsŧic:
Originally posted by Preechr:
Sure, mounted miniguns are a thing. Carrying one around in the jungle as a hand-held weapon is not a thing.
Maybe if you Schwarzenegger you can hold it for about 10 seconds
Might be possible if you also have a harness that spreads the weight threwout the body.
The wiki says the minigun weights only about 40 kg. There are people on the world who can flip a car.
martindirt May 29, 2019 @ 12:10pm 
Originally posted by Smelly Fish:
Originally posted by Mr.fănŧâsŧic:
Maybe if you Schwarzenegger you can hold it for about 10 seconds
Might be possible if you also have a harness that spreads the weight threwout the body.
The wiki says the minigun weights only about 40 kg. There are people on the world who can flip a car.
I think not the carrying / holding it is the problem with the minigun, but the insane recoil, when you shoot a burst at around 5-600 rounds/min... Without proper stand and counter weight, nobody would be able to hold a minigun after pulled the trigger.
believor in Prawn May 29, 2019 @ 12:25pm 
Originally posted by Smelly Fish:
Originally posted by Mr.fănŧâsŧic:
Maybe if you Schwarzenegger you can hold it for about 10 seconds
Might be possible if you also have a harness that spreads the weight threwout the body.
The wiki says the minigun weights only about 40 kg. There are people on the world who can flip a car.
it also needs a power source to spin the barrels
Preechr May 29, 2019 @ 12:34pm 
*sigh*

From the quora link I posted:

"Do you know how heavy 1,500 rounds of 7.62×51mm NATO ammunition is? The NATO round is 25.70g per bullet. Make the math, and, without the links for the feeder unit (MAU-201/A), the ammo weights in at 38.55Kg (that’s 85 lbs, by the way!). That’s ONLY the bullets! And for UNDER a minute of actual firing (more like 30 seconds). Even a 500 round belt would be in the neighborhood of 12.9Kg (28 Lbs) for a mere 15 seconds of shooting time."

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Date Posted: May 29, 2019 @ 1:07am
Posts: 17