RimWorld

RimWorld

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Rah's Vanilla Turrets Expansion
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Mod, 1.3, 1.4
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1.432 MB
Aug 24, 2021 @ 12:07am
Dec 27, 2022 @ 12:12pm
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Rah's Vanilla Turrets Expansion

Description
Rah's Vanilla Turrets Expansion

A small vanilla friendly mod that adds 9 unique turret variations, ready to defend your colony from merciless raids and attacks. Raids in Rimworld can be difficult to deal with due to breaching and sapper tools/tactics. This mod tackles that problem head on with strong new turrets for the mid and late game.

RVTE is a direct rebalance project and ‘successor’ to the old classic 'More Vanilla Turrets' mod. This version has been rebalanced to make the gameplay experience more in tune with the vanilla game. Major changes include build materials and rearming costs, more realistic rearming materials, tweaking of stats, an all new powerful armor-piercing cannon for difficult mech raids, and more.

Main features:

- Features 8 turrets and 1 special mortar weapon. Some turrets have both automatic and manned versions, giving a total turret number of 14.
- Significant rebalancing of material and rearming costs for better gameplay value. Players can no longer spam turrets with endless ammo, thus making the game more challenging and fun.
- No more 5 steel to rearm a powerful sniper turret, or infinite ammo super mortars.
- Turrets are strong and capable, but they need to be managed wisely due to vanilla-like rearming costs.
- Charge cannon added with v2.1. High precision, and deadly armor piercing turret. Expensive to build and maintain. (New RVTE turret !)
- Many of the standard gun turrets take approx 100 steel to rearm, or more.
- Rocket complex takes high-explosive shells; 5 for 10 rockets.
- Precision turret accuracy fixed. It’s now a lethal sniper platform in the right hands.
- Blast turrets take frag grenades instead of steel. 4 frags for 40 rounds.
- Devastator mortar takes plasma power cells for rearming the plasma reactor. 1 cell for 20 rounds. Made at the Fabrication bench.
- Manned turrets cost the same as automatic turrets. They still have more range and accuracy, but the operator is more exposed with around 40% cover on most turrets.
- Research nodes sorted.
- Better descriptions.
- Removed moat floor due to balance.
- Continued tweaking and balance work.
- Combat Extended compatible !
- To get you in the mood ! https://www.youtube.com/watch?v=DRAlWtadQRc

ALL TURRETS:

Gun complex

A perimeter mounted gun designed to work without power. Simple and reliable as long as someone is manning it. Gives good cover, and it never explodes.

Stats:
Style: Continuous fire
Barrel: 150 rounds
Range: 32
Rearm: Steel

Rocket complex

An older class of rocket weapon that requires manual control and reload. Fortunately, with the help of decent optics and a deadly blast radius its presence is still dreaded on the front lines. Makes efficient use of high-explosive shells. Gives good cover.

Stats:
Style: Slow continuous fire
Barrel: 10 rockets
Range: 55
Rearm: High-explosive shells (5)

Sentry gun

A more powerful variant of an automated turret. Longer dual barrels provide increased accuracy, and greater burst. A staple weapons platform in any large colony.

Stats:
Style: Burst fire (3)
Barrel: 150 rounds
Range: 30 auto, 38 manned
Rearm: Steel

Shredder turret

Shredder turret is designed for close range. It doesn't explode when destroyed, thus making it a perfect choice for indoor defense. The only downside is its rather large size.

Stats:
Style: Burst fire (5)
Barrel: 80 rounds
Range: 20 auto, 25 manned
Rearm: Steel

Precision turret

A highly calibrated gun turret with high armor penetration. Advanced optics allows it to deliver precise single shots at long distances.

Stats:
Style: Slow continuous fire
Barrel: 40 rounds
Range: 50 auto, 55 manned
Rearm: Steel

Blast turret

Blast turret is designed for close range area damage, and it does so by launching a burst of 3 frag grenades at a time. Beware of friendly fire.

Stats:
Style: Burst fire (3)
Barrel: 40 grenades
Range: 20 auto, 25 manned
Rearm: Frag grenades (4)

Vulcan cannon

Fortified minigun tower that fires hundreds of rounds continuously until ammo depletion. A rare sight to behold, the vulcan cannon can usually only be found in wealthy urbworld settlements.

Stats:
Style: Continuous fire
Barrel: 800 rounds
Range: 46 auto, 48 manned
Rearm: Steel

Charge cannon

A heavy pulse charged rail-assisted weapon turret. It fires high precision armor-piercing projectiles every second continuously until the barrel breaks down. Meant for heavily armored targets. It requires a large amount of plasteel to restore. Experimental tech.

Stats:
Style: Continuous fire
Barrel: 40 rounds
Range: 50
Rearm: Plasteel (80)

Devastator mortar

A magnetic mortar weapon that launches plasma projectiles with great velocity and accuracy. It also has a large blast radius thanks to its burst of five shells. Comes with an integrated plasma reactor that fuses EMP and explosive shells into reactive plasma projectiles. -- Requires the plasma power cell to function.

Stats:
Style: Mortar burst fire (5)
Barrel: 20 plasma rounds
Range: 500
Rearm: Plasma power cell (1)

Extras:

- Rah's Bionics and Surgery Expansion: My bionics and surgery mod.
- Forum: https://ludeon.com/forums/index.php?topic=55372.0

If you have any suggestions or find something wrong, feel free to let me know !



[ko-fi.com]


Credit goes to Marn for his original mod and turrets, and legodude17 for the 1.1 update.

Steam locks all mods in the workshop to 4 stars until around 200 ratings have been accumulated. So if you like this mod, don't hesitate to give it a thumbs up !

Enjoy <3
Popular Discussions View All (1)
0
May 5 @ 3:24am
Vulcan Cannon HP rebalance suggestion
Frostberg
< >
145 Comments
Kokorocodon Aug 10 @ 1:30pm 
@Frost (I'm smart therefore I'm dumb)
Gerewoatle Jul 13 @ 3:19pm 
@Frost: You're being a facetious little shit now. "Accessibility Options" does have a very specific meaning in the context of video games whether you like it or not. You don't get to just genericize it to mean whatever you want it to mean.

And it is easy. Literally use the search bar to find RIMMSqol. You're already in the workshop whining about how no one will do every single thing for you and trying to grossly stretch the very serious subject of disability options into "me want more pew pew, why doesn't the modder accommodate my every whim for me?"

If you can't take ten seconds to do something for yourself then why the fuck are you playing a timesink like RimWorld to begin with? It would have taken you less time to find RIMMSqol and download it than it would have for you to type up your little bullshit argument about how helpless you are when modders don't do every single thing you want for you.
Frost Jul 13 @ 7:09am 
@Gerewoatle Right. Equating a third party to options found in game, again requiring people to at the very least know about, learn, implement and test. The same thing I said in my first comment, addressing nothing. "This isn't about accessibility, it's about personal preference for mechanical balancing" considering you appear to be knowledgeable in the subject area you should know that having options in game and not requiring further knowledge or action is the literal definition of accessibility. It does not specifically refer to people with a disability and can be used to/and is used to refer to the ease of access for everyone. "Piss of with blaming people like me" : "It's trivial to tweak yourself" - Complete lack of consideration for other peoples accessibility and like my original comment you have assumed something to be easy because you can do it. Thanks wasting my time addressing a bunch of non arguments.
Gerewoatle Jul 13 @ 5:42am 
@Frost: And that is exactly why the RIMMSqol mod exists, my fella. You just open it up, find the thing and change plain numbers and letters. No coding knowledge necessary, or even XML.

People like that are the reason I added RIMMSqol as a recommendation. Hell, I even use it plenty just for the sake of saving myself some tedium when I'm tweaking a lot of things at once for a run.

And by the way, piss off with blaming "people like me" for a lack of accessibility options in games, something I fully support and which is disconnected from this particular issue. This isn't about accessibility, it's about personal preference for mechanical balancing.
Frost Jul 13 @ 5:36am 
@Gerewoatle People like you are why we don't have accessibility options. Cos when I get in from work I really want to learn to do those 3 things just to change values on mods. As someone who is very literate to computing asking the average person to even edit a xml/ini file is just insanity. Don't use the mod/get another or your option of spending hours learning concepts you have no interest in so you can essentially mod the game yourself. Just because you are knowledgeable about something does not mean everyone else is inheritly capable of it, this is why games have option menus and don't ask you to edit the game files yourself.
Rah  [author] Jun 22 @ 3:07pm 
thanks for the feedback. Been busy, but I will look into buffing the turrets a bit.
Karmapowered Jun 22 @ 6:16am 
2/ Settings are good to have, but support and evolutions in light of updates of the game or the release of other *popular* mods are even better.

Sure you can ask players to tweak mods (which I did for this one, to include the "Vulcan cannon fix" at least) or use third-party tools like you suggested, but that potentially creates another batch of issues that the original mod authors aren't responsible of, namely PEBCAK. And to be honest, most mod users will expect a "download & play" experience.

Anyway, my point is that authors should from time to time take their mod, download a popular collection of mods from the Workshop, play with it and see how it feels. If possible, listen to constructive user feedback for improvements and evolutions of course, but also drop any pretence at "vanilla balance" at this point in time.

When you take into account everything the 1.4 (all DLC) game + the VE series alone can throw at you, 1.1 "vanilla balanced" turrets just doesn't cut it anymore.

(2/2)
Karmapowered Jun 22 @ 6:10am 
@Gerewoatle Fair enough, and I really don't want to sound ungrateful or disrespectful towards one of the more known and grizzled mod authors here (if you've heard of EPOE, you've heard of the author of this mod as well). It wasn't my intention before, it isn't now.

I'm just saying that :

1/ sometimes creators take a way too cautious approach for the sake of "vanilla" balance, like with this mod. With ever-increasing numbers of mods, the days of "vanilla" are long gone, the "VExpanded" series has taught us that much.

Now it's either *pure* vanilla, or mods. The current most popular "Vanilla experience collection" on the Workshop features no less than... 85 mods, including Yayo combat , so yeah.

(1/1)
Gerewoatle Jun 21 @ 4:53pm 
@Karma and others: Whatever you personally consider the "oomph" to be, it's trivial to tweak yourself. You can set the stats to be whatever you feel is good to achieve the correct balance for the particular mods you're using.

Learning to edit XML, make patches and, in a pinch, simply using RIMMSqol is extremely conducive to enjoying a long career of varied modded experiences in RimWorld.
Karmapowered Jun 21 @ 3:15pm 
The thing with "vanilla" is that it's a relative notion.

Raids in 1.4 are quite a bit more powerful than what they used to be in 1.1 (or whenever the values that this mod was balanced around were established).

Please don't get me wrong, the mod is good. It's obvious a lot of efforts were poured into it and balancing will never be an accurate science, especially in a modded game.

However I have to concur that the turrets currently lack some serious oomph when playing on 1.4 on higher difficulties, and don't justify their expense in resources, research and building time.