RimWorld

RimWorld

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Based Turrets
   
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Mod, 1.6
File Size
Posted
Updated
390.841 KB
Jul 11 @ 7:28am
Aug 2 @ 7:04am
8 Change Notes ( view )

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Based Turrets

Description
An alternative to Misc turret bases.

Platforms
Adds 2 constructable turret platforms that can be equipped with any ranged weapon!

Light platform
A variant of the mini-turret.
Currently platforms can mount guns equal or less to their mass.
  • 70 steel + 30 metallic
  • Base mass of 8 kg
  • 120% cooldown time

Heavy platform
A variant of the auto-cannon turret
  • 300 steel, 40 plasteel + 50 metallic
  • Base mass of 100 kg
  • 100% cooldown time

By default mounted guns will take damage when used by a turret until it is too damaged to continue shooting and will need replacement. However the amount of bursts a gun can shoot before needing replacement can be configured in

Options
  • Weapon degredation: As the gun is used, it degrades and will eventually need replacing.
  • Bursts to destroy: how many bursts a weapon can fire before it breaks.
  • Allow biocoded weapons: Should biocoded guns be allowed on turrets.

Extensibility
An example xml patch is included showing how to override the texture used for individual weapons when mounted.

Technical explanation (aka: How to add new platforms)
Because a turret in Rimworld cannot exist without a gun, each platform is defined by 2 TurretBaseDef, the Platform and the Turret version. ThingClass "Building_TurretBase" and "Building_MountedTurret" respectively.
Each part of this duo then further have a "relatedTurretDef" member referencing each other.

Only the platform is buildable, and when provided a weapon, it will replace itself with the turret def referenced by the "relatedTurretDef" member assigned the provided weapon. And then reverse happens when weapon is removed.

Credits
  • Madman666: Preview
29 Comments
GGKTH Sep 13 @ 2:34am 
oh wow
EXistenZ Sep 11 @ 3:25am 
Thanks. This mod makes runs with pacifist colonists more easy and fun. ( ͡°( ͡° ͜ʖ( ͡° ͜ʖ ͡°)ʖ ͡°) ͡°)
nickson50nic Aug 12 @ 7:24am 
epic mod
Zeracronius  [author] Aug 8 @ 2:23pm 
The fire rate should have been sorted?
There might be an issue with charge-up weapons right now that i need to look into however.
Andreas Aug 8 @ 12:31pm 
Can the fire rate issue be resolved by simply setting the cooldown time sufficiently high?
L. Velociraptor Aug 1 @ 6:24pm 
Yo, @Zeracronius & @Honey Badger, I'm the one what asked about wall turrets 2 compatibility. Really stoked to hear you're considering working on how other modders can make turrets like yours including wall ones, thanks so much for all the hard work and updates! :p2cube:
Zeracronius  [author] Aug 1 @ 3:28am 
The salvos to break is completely configurable in mod options, and the default is 1000.
(Note a salvo can be multiple shots depending on weapon)
Aizuki Aug 1 @ 1:42am 
ah ok, glad you aware. i put beam graser on turret and it broke only few shot. kinda cost > kill
Zeracronius  [author] Aug 1 @ 1:10am 
Currently there is not a platform bigger than 100 kg, however changing the mass is easy in the xml, and so is adding additional turrets.

For fire rate, it is something I have been trying to figure out how to handle.
The problem as far as I can tell is that many weapons are slowed down primarily by "aiming delay" Stat, which the game only ever takes into account if verb is cast by pawn.
Aizuki Jul 31 @ 10:06pm 
got issue where the turret fire rate so faster than original one, even faster than vanilla