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RimWorld

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[XND] TE Turret Expansion
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Mod, 1.0, 1.1
File Size
Posted
Updated
842.284 KB
Aug 28, 2018 @ 9:17am
Apr 28, 2020 @ 2:18pm
12 Change Notes ( view )

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[XND] TE Turret Expansion

In 1 collection by XeoNovaDan
XND's RimWorld Mods
8 items
Description
Translations
日本語 - Proxyer

Overview
TE Turret Expansion is a vanilla-friendly turret mod that uses the extended turret framework from Turret Extensions, which gives each added turret various unique characteristics compared to other turret mods (e.g. limited firing arcs and upgrades). This mod currently adds four turrets across two tech levels:

Medieval:

Ballista
Pros
Cons
+ Does a significant amount of damage
+ High AP for a pre-industrial weapon
+ Has a stopping power of 2.5
+ Very good range
- A limited firing arc of 90 degrees
- Very slow fire rate
- Limited upgradability
- Flammable

Cannon
Pros
Cons
+ Launches explosive cannonballs
+ Excellent range
+ Portable like mortars
- A limited firing arc of 90 degrees
- Slow fire rate
- Very inaccurate
- Expensive to sustainably fire

Cannonballs can be produced at smithies or purchased from traders.

Industrial:

Mini-Sniper Turret
Pros
Cons
+ Accurate with 97% shooting accuracy
+ Does a considerable amount of damage
+ Same range as a bolt-action rifle
+ Portable like mini-turrets
- Low DPS due to a slow fire rate
- Poor close-quarters performance
- Somewhat component-intensive to build

Machine Gun Emplacement
Pros
Cons
+ Same range as an assault rifle
+ Doesn't require electricity
+ Has a stopping power of 1
+ Very powerful
- Fairly expensive and takes a while to build
- Easily hit with ranged attacks
- Somewhat inaccurate

All turrets use vanilla research projects and are also upgradable. TE Turret Expansion also makes the following minor changes to vanilla turrets...

Mini-Turret:
Can now be upgraded to be made...
  • Somewhat more accurate
  • More reliable with a slightly stronger barrel

Autocannon Turret:
Can now be upgraded to be made...
  • Significantly more durable (both HP and barrel)
  • Somewhat less flammable
  • Somewhat more accurate

Uranium Slug Turret:
Can now be upgraded to be made...
  • Significantly more durable (both HP and barrel)
  • Somewhat less flammable
  • Somewhat more accurate
  • Quicker to fire

Mortar:
Can now be upgraded to be made...
  • Considerably more accurate
  • Somewhat quicker to fire

Compatibility
Mods:
Requires Turret Extensions in order to work properly.

Incompatible with Combat Extended. There are no other known incompatibilities.

Saves:
Should be safely addable to ongoing savegames. There will be one-off errors when removing this from ongoing savegames though, and you will lose TE Turret Expansion-added turrets and all upgrades to vanilla turrets.

Credits
Shotgunfrenzy and Oskar Potocki - for providing some great artwork!
Marnador - for the RimWorld-style font

Links
GitHub releases: https://github.com/XeoNovaDan/TETurretExpansion/releases
Source code: https://github.com/XeoNovaDan/TETurretExpansion
Popular Discussions View All (1)
3
Feb 23, 2019 @ 8:13pm
Weird XML error
dninemfive
76 Comments
Mlie May 20, 2022 @ 12:41pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810488349
Hope it helps anyone!
lako1986 Nov 21, 2020 @ 2:00am 
I have similiar problem to @rimean.
I can build new turrets yet when I try to upgrade them no pawn handles it, and they cannot be forced to do it.
sonicht Oct 3, 2020 @ 12:20am 
Compatible with Turret Extensions Continuum 1.2?
Blackthorn Aug 24, 2020 @ 6:45pm 
needs a 1.2 version
Gearhammer Aug 10, 2020 @ 8:13am 
Wrong version for Turret Extensions. Requires 1.3 Turret Extensions version.
rimean Jun 10, 2020 @ 9:25am 
How can i upgrade turrets? I'm pressinng upgrade button and i have resources, but what's next?
XeoNovaDan  [author] Mar 19, 2020 @ 4:16pm 
Potentially, haven't really checked how that works in code. I'll play around with the explosive stuff a bit at some point and take another look at how things are
Chicago Ted Mar 19, 2020 @ 4:04pm 
Hm, I don't know, really. Vanilla mortars do 50 damage and can reliably damage stuff like mechanoids whereas a cannon shell can be blocked by clothing made out of cloth. I think the issue might be that the 10% is applied two times, i.e. the cannon ball does 10% of the 10% - once from the vanilla damagedef 'bomb' and once from your items_resource_shell.xml

If you look at the vanilla mortar shells, they don't have any damage in their respective xml itself, instead simply referencing the damage type 'bomb'.
XeoNovaDan  [author] Mar 19, 2020 @ 3:36pm 
@Chicago Ted - I do agree 10% AP is low, however, I'm keeping this in line with vanilla in terms of balance and vanilla explosive weapons also only have 10% AP.
Chicago Ted Mar 19, 2020 @ 1:46pm 
The cannon hits like a wet noodle, 40 damage but only 10% armor penetration. Anyone else having the same problem? Even cloth parkas reliable stop any damage.