RimWorld

RimWorld

[KIR]No Turret Barrels Replacing
83 Comments
elĐeve Aug 23 @ 2:18am 
wishing for an 1.6
if it worked on 1.5 maybe it could work but...
SpaceDorf Aug 3 @ 7:20am 
I am afraid to ask, is there something similiar for 1.6 ?
Lèmon Feb 22 @ 7:29am 
its work on 1.5
BurachOK Aug 6, 2024 @ 2:51pm 
Hi, could you please make a patch for mod called "Brrrt"
DOGGYSTYLER 🗕 🗗 🗙 Apr 17, 2024 @ 12:43pm 
any word on updates or alternatives ?
nichts Feb 1, 2024 @ 11:50am 
this mods great for my colonies that are living on ice sheets and stuff, hate wasting so much steel for defenses.
DOGGYSTYLER 🗕 🗗 🗙 Apr 15, 2023 @ 3:53pm 
get well soon bro
Kirby  [author] Feb 28, 2023 @ 4:06pm 
It's been a while but i'm currently suffering a burnout, i haven't touch rimworld in days so sorry guys :P
Fedeh Feb 28, 2023 @ 3:37pm 
You dont need this mod anymore, there is an option in the edit scenario where you change how much you need to recharge turrets (you can turn it to 0)
Nova Feb 19, 2023 @ 11:54am 
lmao it was updated the day after you guys asked. @Rex @Mr.Rock23
Rex Oct 23, 2022 @ 10:50pm 
Any update coming?
Mr.Rock23 Oct 23, 2022 @ 12:03pm 
1.4? No rush, just curious
doriansachio May 20, 2022 @ 4:47pm 
Incomptaible with Rimefeller.
Kirby  [author] Jan 23, 2022 @ 9:55am 
Nope, only for turrets, since mortars use mortar shells.
Shinigami Jan 23, 2022 @ 8:49am 
Does this work with mortars?
posthum Jul 26, 2021 @ 10:48am 
Thank you!
Alaswing Jul 26, 2021 @ 9:47am 
nice, thanks mate!
Kirby  [author] Jul 26, 2021 @ 1:24am 
Okiee, here it is, but since there some people in comment saying there are some incompatibilities with some mods such as rimfeller and some of vanilla expanded stuff (The turrets i think)

I can't guarantee for any other mods that it might effect.
Alaswing Jul 25, 2021 @ 10:40am 
Request for update #3
posthum Jul 25, 2021 @ 10:16am 
Request for update #2
silfs Jul 24, 2021 @ 10:25pm 
Please fix bro
Derpforger Jul 10, 2021 @ 3:44am 
confirmed it just now, dosnt work with vannila for vannila expanded, this was the last turret fix mod i could find so i gotta manual shoot with zombieland on
Jigsaw717 Jun 22, 2021 @ 11:22pm 
Causes issues with rimfellar's deep drills, doesnt allow the steel needed to drill to be brought to them, i guess they use the same scripting as the barrel replacement.
Emelio Lizardo Jan 29, 2021 @ 4:29am 
Thanks Much. Know anyone willing to take on Redistribute Heat? It's a really vital mod that has been shamefully neglected.
Kirby  [author] Jan 25, 2021 @ 5:34pm 
Yuuuup, i also tested some stuff around with the patches and i'm using Mlie's code that he posted in the comments, and after some wrench wrecking, it works and i have tested it :steamhappy:
Redstark Magnusson Jan 25, 2021 @ 5:25pm 
Ayy, good to hear, welcome back.
Kirby  [author] Jan 25, 2021 @ 3:56pm 
Well it's been a long time since i have been away from playing rimworld, but since now i have renewed my interest in the game, i'm going to go back to remaking this mod with a new patch code and making it more compact without getting another mod to patch modded turrets... :slimehappy:
Emelio Lizardo Jan 25, 2021 @ 3:15pm 
I don't know how to implement a patch. Can the mod be modded to be 1.2 and affect all turrets?
Kitsune King Nov 21, 2020 @ 9:50pm 
1.2 update?
Mlie Nov 9, 2020 @ 11:46am 
You can use this patch instead, should work for all turrets, modded as well as vanilla:

<?xml version="1.0" encoding="utf-8"?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef/comps/li[@Class = "CompProperties_Refuelable"][fuelIconPath = "UI/Overlays/Barrel" or fuelLabel[contains(text(), "Shots until")] or fuelGizmoLabel[contains(text(), "Barrel")] or outOfFuelMessage[contains(text(), "Barrel")]]</xpath>
</Operation>
</Patch>
Gordleaf Sep 9, 2020 @ 2:41am 
Does the mod work in 1.2 as-is or will this need an update?
Rea Sep 8, 2020 @ 11:09am 
1.2 ?
Torkkar Aug 25, 2020 @ 4:19pm 
1.2?
ray0066 Aug 20, 2020 @ 6:49am 
1.2 please!
Serfs Jul 18, 2020 @ 3:14pm 
Does it with with 1.1 or am I going to have to clean my barrels again?
Oniwabanshu Mar 29, 2020 @ 9:55pm 
@Koi the heck you mean with correctly? Anyone should play the way they find it FUN, regardless what the developer say it should be fun.
Koi Feb 17, 2020 @ 6:40pm 
v Play the game correctly/fairly without cheating against the ai, ruining the experience for yourself?
Olex Jul 28, 2019 @ 3:56pm 
If you don't make a killbox, what are you supposed to do then? Wall yourself off and mortar everything to death? The AI may be stupid but the cost effectiveness of installing an all around defense system via mixed walls and turrets for every inch of the base perimeter is horrid.
OneInchOfLove May 6, 2019 @ 3:52am 
Thank you :kovacsmile:
Camalie Mar 3, 2019 @ 1:17pm 
can I request that you work on a patch for vanilla-Like Security?
Kirby  [author] Dec 23, 2018 @ 10:00am 
I might work on the Extended Turrets one...

Though right now i need to sleep right now... And make the Extended Turrets Patch tomarow...
Redstark Magnusson Dec 23, 2018 @ 9:53am 
Hmm, would it be possible to expand this to cover more modded turrets (Since modders think this whole maintenance thing is a good idea, when you only have finite resources on most maps) for instance, Avali, Extended Turrets, etc etc?

Pardon if its much to ask, just wanted to get rid of as much anti-QoL that kept being added with every update.
Enlonwhite Nov 10, 2018 @ 7:03pm 
Turns out there is a bug on the Uranium slug turrets, where they consume FULL fuel every time you go to reload them. So fire one shot then if pawn reloads it does so with a FULL stack of 60.

As such i am using this mod til that it fixed and I still would like a barrel cost amount fix option but i just used mods that increased steel drops from mining and such for that for now. Going to need to take those into account with this mod now.
Air Conditioned Sweat Shop Nov 7, 2018 @ 3:56am 
I don't mind the idea of barrel replacements, but the amount of bullets a turret can fire is pretty low...


Could you do one for the frontline trench mod also?
Enlonwhite Nov 1, 2018 @ 7:10am 
yay the COST of replacing the barrel is too high by default in my opinion, but adding a cost wasnt a bad idea for vanilla or in game in general.

I didnt know the cost went up if the difficulty went up? Is that a thing?
Either way, I would rather have a Reduced cost to a more reasonable level and just use end game resource production to keep it up.
This way i have to keep up production to maintain the barrels essentially.

So if you have a mod to allow changing the cost to refuel the barrels, to what we could choose/or just to a better degree then vanilla, I would gladly take that and still have limited killbox potential. :steamhappy:
Kirby  [author] Oct 31, 2018 @ 11:51am 
You can but it's kind of complicated to me... but here it is.

I set the fuelMultiplier for my custom mini-turret to 10, it only consumes 12 steel making the custom turret fully charged while changing it to 12, it now consumes 10 steel and it fuels it up even if it was in savage difficulty where as the mini turret consumes 40 steel, In savage!

I hope it is understandable, you can copy the turret xml from the core data, or make a patch of it.

Its kind of hard to explain, but i think the folks at ludeon fourms in the help fourms can help and give more info if you're lucky.
jpinard Oct 31, 2018 @ 11:47am 
Is this made ina way where I can edit the xml and so I can still be forced to do turret barrel replacement, it just won't cost as much?
Kirby  [author] Oct 30, 2018 @ 9:44am 
Uh no... Sorry... :steamsad:
david.bell Oct 30, 2018 @ 9:42am 
Are Tranquilizer Turrets from Tranquilizer Rifles mod included?
Kirby  [author] Oct 28, 2018 @ 3:02am 
No, not yet...

Maybe later...