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Definitely More Cannons - No Ammo Patch
   
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Mod, 1.0, 1.1
File Size
Posted
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0.078 MB
May 10, 2019 @ 9:02pm
Feb 28, 2020 @ 9:51pm
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Definitely More Cannons - No Ammo Patch

Description
This patch removes the needs of ammunitions for the turrets in Definitely More Cannons mod. But it also adds power consumption for all turrets and mostly doubled the power consumption of turrets that already needs power. And also all the turrets from mid to high tier requires Composite Alloys to build, which you can only get from Armored Centipedes or craft it if you use the No Armored Centipede edition.

You have to install either one of DMC or DMC No Centipedes Edition and load it before this patch.


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16 Comments
Imaginarium Mar 15, 2020 @ 7:54pm 
The M247 bug just randomly happen

-I built 2 more of them, without any wall between them and the pawn
-After 2 hours, 1 show the same bug as below but the second M247 is still functional

Can't think of any reason why it happens. I play on merciless Randy and wiped out a mechanoid cluster without any problem, then a tribal raid. And when a new mech cluster spawned, one of the 2 turrets suddently stopped working and went sitting ducks
Imaginarium Mar 15, 2020 @ 4:50pm 
Hi
I noticed a problem while trying to use the M247 turret

-I use your mod with an other one allowing turrets to set force targets
-Was working great until yesterday
-Now, I always get the message "target is beyond maximum range" and the turret won't fire
Doesn't fire by itself nor with the « set force target » command either
-I have build a wall between the M247 and the pawn manning it, and noticed the turret animation doesn't play anymore
-I have the M247 flanked with 2 unmanned turrets for point defense (they are from an other mod : range is about 26 if I remember correctly)
-When targets comes in range of the unmanned turrets (so, below 26), the M247 still display the same "target out of range" message
-I tried a 40mm Bofors and it works perfectly (plays animation and fires normally)
-I tried to build a new M247 without wall between it and the pawn, and works great

So apparently the wall I built is interfering in some way
TheAshenHat Mar 6, 2020 @ 3:49am 
Just wondering if DMC No Centipedes Edition will be getting an update to 1.1 as well?
Fary  [author] Feb 28, 2020 @ 9:52pm 
Update compatibility with RW 1.1
Fishbed-J Jun 24, 2019 @ 1:09pm 
@Fary thank you for explanation
Fary  [author] Jun 24, 2019 @ 10:47am 
also forgot to mention that the howitzers or "mortars" from my mod works because this patch erases the element node in the xml that makes it accept an item category (in this case, the ammo) as its ammunition, which CE requires it to not have it and make it use CE's ammo format instead, thats why it works.
Fary  [author] Jun 24, 2019 @ 10:41am 
Why i can't make my mod compatible with CE:

in my mod, i created the turrets XML format based on the vanilla with a little bit of modification. the turrets in my mod have different XML formats based on a combination on how they works:
- Magazine Feed/Manual Feed (Magazine feed means it has internal ammo storage, using rimworld's turret barrel durability mechanics)
- Powered/Not Powered
- Manned/Unmanned
- can shoot over walls/can't shoot over walls
- uses explosive round/uses armor piercing round
For example the 2S3 Akatsiya turret uses format: Internal ammo storage, Not powered, can shoot over walls, uses explosive round
You see, there are a bunch of combination of these that forms a different formats, but CE requires them all to use the SAME FORMAT.

TLDR i basicly have to write the mod from scratch to make it compatible with CE, afaik. I cant just write a xpath patch to change the format of each of the turrets and ammo xml files.
Fary  [author] Jun 24, 2019 @ 10:28am 
because in rimworld there are 2 kind of turrets, "mortar" and "gun turret", gun turrets are basicly a building with a gun, "gun" as in the guns that the pawns are using, they have the same xml def format, meanwhile mortars doesn't use this "gun" format.
And because CE overhauls on how guns works and how it defined in the rimworld's XML files, "gun turrets" will always needs a patch in order to work with CE. meanwhile mortars not necessarily needs to.
Fishbed-J Jun 24, 2019 @ 9:31am 
Well it seems that indirect fire weapons (Howitzers) are working perfectly, unfortunatelly direct fire weapons (cannons) doesnt work with CE (I didnt test them all)
Vilain Nabo Jun 11, 2019 @ 4:42am 
Not all of them it seems, 15cm siG 33 seems to be working, can't get 40mm Flak 28 Bofors working for some reasons...