RimWorld

RimWorld

[XND] TE Turret Expansion
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.
Basch Mar 19, 2020 @ 12:32pm 
Thanks for the quick response, it didn't even dawn on me that it could have been mod manager!
XeoNovaDan  [author] Mar 18, 2020 @ 1:58pm 
@Mobius-1 - TIL Mod Manager updated. Seems to be a known issue with Mod Manager.
Basch Mar 18, 2020 @ 1:46pm 
Hay, having an issue where TE Turret Expansion doesn't recognize Turret Extensions right, it says "Depends on [XND] Turret Extensions v>= 0.0.0. v1.3 is loaded. Any quick fixes I can do? Is this just a weird thing?
Plymouth Mar 18, 2020 @ 11:11am 
@XeoNovaDan
I get the "not very much" aspect, but for cannon it seems like nothing changed.
XeoNovaDan  [author] Mar 17, 2020 @ 2:15pm 
@HeadWar - Can't seem to reproduce the issue you're mentioning. Is there a mod conflict perhaps?

And I probably won't expand on that particular path since I don't really want to introduce too much power creep with this mod and really want to keep it minimalistic.
XeoNovaDan  [author] Mar 17, 2020 @ 12:18pm 
@Plymouth - Since they're low-tech, not very much. Their upgrade costs are also fairly low to reflect that.
Plymouth Mar 17, 2020 @ 5:19am 
How exactly do ballistas and Cannons improve whenever I upgrade them? From looking at the stats, I can't see any obvious difference.
XeoNovaDan  [author] Mar 17, 2020 @ 1:16am 
Okay, since 2575 is not like 2573 as far as Turret Extensions is concerned, I can take a look at this this evening
HeadWar Mar 16, 2020 @ 5:18am 
It would be good if there was some more modern option on the Ballista -> Cannon -> ??? path. Something with an area effect, that can be manned. Perhaps a recoilless rifle or a rocket launcher.
XeoNovaDan  [author] Mar 15, 2020 @ 1:18pm 
Definitely sounds like a fault that's occured with Turret Extensions. I'll check when RW's next main build drops since TE's current build is actually reverted from a previous build since RimWorld had an update which was also reverted
HeadWar Mar 15, 2020 @ 12:34pm 
They will also cheerfully start loading the mortars with cannonballs once they are out of high-explosive rounds.
XeoNovaDan  [author] Mar 15, 2020 @ 10:02am 
@HeadWar - How bizarre! I'll need to check this at some point.

@The Iron Rose - Sorry, forgot to get back to you on this one! I'll also check that when RW gets to its next build.
HeadWar Mar 15, 2020 @ 4:25am 
Not sure when this broke, but I know it used to work a few days, maybe a week ago? Tried to load an upgraded mortar with an antigrain shell. The pawns instead load it with a cannonball for the cannon. Forbidding all cannonballs makes the game say there is no available ammunition, even though I have an antigrain warhead lying around.
The Iron Rose Mar 2, 2020 @ 4:36pm 
unfortunately i get the following when loading into a game in progress:

https://pastebin.com/jdCw6gcG
XeoNovaDan  [author] Feb 29, 2020 @ 2:47pm 
@Mortagon - Steam may have updated Turret Extensions for you but not TE Turret Expansion. Should fix itself at some point
Mortagon Feb 29, 2020 @ 2:45pm 
Just started getting the error XML error: <useMannerShootingAccuracy>true</useMannerShootingAccuracy> doesn't correspond to any field in type TurretFrameworkExtension. Context: <li Class="TurretExtensions.TurretFrameworkExtension"><useMannerShootingAccuracy>true</useMannerShootingAccuracy><useMannerAimingDelayFactor>true</useMannerAimingDelayFactor></li> with newest update
XeoNovaDan  [author] Feb 29, 2020 @ 2:43pm 
And update pushed
XeoNovaDan  [author] Feb 29, 2020 @ 2:15pm 
@Simmin - Good catch, will fix!
Simmin Feb 29, 2020 @ 2:13pm 
I found a bug! Regular mortars cant take cannonballs, but when upgraded they can.
Simmin Feb 29, 2020 @ 1:48pm 
A medieval Bombard!!!, now just need a way to add them onto the boats mod and we can have pirates of the caribbean in rimworld!
XeoNovaDan  [author] Feb 22, 2020 @ 8:57am 
Note for 1.1: This mod will be updated along with the next update to Turret Extensions - this will include the suggestion below since the next TE update will introduce limited attack angles!
Jacques Cartier Aug 4, 2019 @ 7:25am 
It would be cool if this added a manned, old-fashioned cannon to give more pre-industrial options. I really like how this mod gives manned turrets to secure your less technologically advanced colonies.
NECEROS Jul 13, 2019 @ 10:41pm 
I'm a fan of XeoNovaDan. Great mods. :)
Patient Jul 10, 2019 @ 12:15pm 
It's funny in the description of his mod Neceros says "to do [in future] add some manned turrets that use vanilla weapons" so I was wondered if you two had talked / were aware of each others mods. Maybe you two should be trading ideas and such? Anyways thanks again for the quick reply :)
Patient Jul 10, 2019 @ 12:11pm 
*Thats what I figured*
Patient Jul 10, 2019 @ 12:10pm 
Awesome thanks! Thanks what I figured actually but such a non-issue :)
XeoNovaDan  [author] Jul 10, 2019 @ 12:09pm 
@CreativeFraser - Hello, there would appear to be some minor overlap with the Mini-Sniper Turret from this mod and the Sniper Turret from Simple Turrets, but that's all there is to it as far as I can tell from description alone.
Patient Jul 10, 2019 @ 12:04pm 
Hi XND sorry if this has already been asked, would there be any issues? or overlap? when using this alongside Neceros' Simple Turrets mod?
Crispynugget Feb 23, 2019 @ 5:42pm 
having an issue to get the emplacement upgraded, doesnt work for some reason.
XeoNovaDan  [author] Jan 25, 2019 @ 4:43am 
Unfortunately, it seems that actually patching won't be so easy after all. I'm not really into modding RW anymore, so I won't do it myself.

Open to PRs though!
XeoNovaDan  [author] Jan 25, 2019 @ 4:28am 
@CANADIAN TAPEZOID - Sorry for the late response. Here's a list:
Ballista - Greatbows
Mini-Sniper Turret - Gun Turrets + Precision Rifling
MG Emplacement - Gas Operation


@DrStarfish - I think I might actually do that one.
DrStarfish Jan 25, 2019 @ 4:25am 
Can it be made compattible with Combat extended?
CANADIAN TAPEZOID Jan 13, 2019 @ 8:41pm 
how do you unlock these
Maverik Nov 5, 2018 @ 11:40am 
In my limited experience with this mod, I don´t think the Ballista and the Machine Gun Emplacement are Op, in fact, they feel more weak than a regular pawn using just a decent weapon, and I only use them situationaly with my melee pawns when I dont want to risk them in a close fight, but you know better the mod, and I respect mods who care about balance, so I will not modify it
XeoNovaDan  [author] Nov 5, 2018 @ 10:00am 
@Maverik - As designed, otherwise they'd be way OP. You can easily edit XML though.
Maverik Nov 5, 2018 @ 3:14am 
Using the manned turrets doesn´t increase the ranged skill, can you add that?
Bjem Oct 17, 2018 @ 11:33am 
Can anyone upload a B19 version? This update is kinda in the middle of my playthrough
Alabaster Sep 29, 2018 @ 4:26pm 
Very cool mod!
Worgensnack Sep 18, 2018 @ 10:23am 
thanks
XeoNovaDan  [author] Sep 18, 2018 @ 6:58am 
Thanks to an update to Turret Extensions (v1.2.2), this is now fully compatible with existing savegames.