RimWorld

RimWorld

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[FSF] Always Rearm Turrets
 
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Mod, 1.0
File Size
Posted
Updated
0.204 MB
Aug 29 @ 4:25am
Sep 14 @ 10:53pm
3 Change Notes ( view )

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[FSF] Always Rearm Turrets

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In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Updates
18 items
Description
Description

By default turrets are generally only reloaded when they hit 75% ammo. This is a huge problem when you have raids that go into the hundreds. At that point you might even need to reload during combat. With this mod turrets will always be reloaded even if they are 99% full of ammo. So next time a raid happens your turrets will start combat at 100%.

Warning: While the vast majority of turrets probably won't waste any resources on early reloading some mod based ones that use things like components most certainty will. You can avoid this by forbidding turrets until you want them reloaded.

Mod Support

I don't really plan to add a patch for every turret mod but here's a list of ones that have been done.

- Vanilla Furniture Expanded Security
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12 Comments
FrozenSnowFox  [author] Sep 14 @ 10:53pm 
@Dr Zhivago
Fixed, thanks for letting me know. I forgot about the turret complex's.
Dr Zhivago Sep 14 @ 10:40pm 
I believe you accidentally missed the complexs from Vanilla Furniture Expanded Security. Both the VFES_Turret_HMGComplex and the VFES_Turret_ChargeComplex. Unless it was intentional.
FrozenSnowFox  [author] Sep 11 @ 2:49pm 
@TheFatPuppers
Both of those are already included. It works on all vanilla turrets.
TheFatPuppers Sep 11 @ 2:46pm 
you should make one so you can repair autocannon and uranium slug-shot turrets
Dr. Ben Carson Sep 6 @ 3:54am 
ok thanks i will try it
FrozenSnowFox  [author] Sep 5 @ 7:53pm 
@Dr. Ben Carson
I can't say since I haven't tried it although I think it should be. Its a lightweight xml patch that only changes the when to refuel field. As long as its loaded after combat extended it should work fine. It would still only work on vanilla turrets and those listed under mod support though.
Dr. Ben Carson Sep 5 @ 7:47pm 
this is combat extended compatible?
FrozenSnowFox  [author] Sep 2 @ 5:20pm 
@NECEROS
I'm glad you like the mod and its nice to see modders willing to have it on their turrets by default.
NECEROS Sep 2 @ 5:15pm 
You know, I hadn't thought about this. I'm going to change my turret mod to do this by default. Great mod
pgames-food Aug 31 @ 6:12pm 
ok cool, thanks very much for the information,
yep - it could be that 1 or 2 extra shot which saves the battle (i mean the defence) :)