RimWorld

RimWorld

Infinite Turrets
250 Comments
crafty1983 Aug 6 @ 2:21pm 
np and thanks for the link.
Ali50 Aug 6 @ 10:55am 
ah it tried to use the parantheses for the link ...
https://steamcommunity.com/sharedfiles/filedetails/?id=2845053424
crafty1983 Aug 5 @ 2:31pm 
@Ali50 the link doesn't work. Said it mightlead to something malicious.
Ali50 Aug 5 @ 11:54am 
@CoolBreeze_75 you could use "Infinite Turrets XML Edition" (https://steamcommunity.com/sharedfiles/filedetails/?id=2845053424) which is actively maintained. There are currently a few modded turrets that slip through the recoginition but the author is working on it.
CoolBreeze_75 Aug 4 @ 6:45pm 
damn i kinda wish this was 1.6 :(
Latex Santa Jul 28 @ 3:07am 
@Artholos
Need No Turret Bullets is now probably screwed as well.
As far as I can understand, it was apparently made for CE, and is now abandoned.
A dark day, brothers and sisters.
Artholos Feb 28 @ 1:14am 
Holy mackerel this mod is absolutely destroying performance and is completely incompatible with SOS2. TPS went from ~120 to over 650 after uninstalling, even with the 150 other mods I have installed.

As for SOS2 it caused the cannons to not fire, reactors to not refuel, and prevented guns from firing point defense. rip...

Players, remove this mod immediately and switch to something else. I personally went with Need No Turret Bullets. Sad to see this long standing titan get abandoned :c
扫噶 Jan 12 @ 1:03am 
1.5 please
speedY [ Я v Ь ] Nov 20, 2024 @ 4:03pm 
Update for 1.5 please :lovely:
Alaric_ May 26, 2024 @ 10:17am 
I was able to track an error in 1.5 down to this mod. With this mod fires and braziers do not appear to consume resources, but on the down side they do not emit any heat.

I do not know if this is a problem caused by interaction with another mod or if it is just this one.

I switched to [1.5] Need No Turret Bullets at https://steamcommunity.com/sharedfiles/filedetails/?id=3235799418 . It seems to work okay with 1.5
Xeonzs May 7, 2024 @ 7:41am 
Thank you for providing an alternative.
Mengya May 2, 2024 @ 9:56pm 
use this instead if this mod doesn't update. https://steamcommunity.com/sharedfiles/filedetails/?id=3235799418
Xeonzs May 1, 2024 @ 6:19pm 
Still worked in 1.4 (if you're still on that version), but in 1.5 you get lots of critical errors and massive lags, don't use if you're on 1.5
Aquo67890 Apr 28, 2024 @ 5:09pm 
Do not use in 1.5 throws a bunch of errors and lags the game
摸鱼户 Apr 27, 2024 @ 9:51pm 
1.5 pls:(
Ho0ony Apr 21, 2024 @ 9:04am 
I'm not sure if this is accurate, but in my case, I experienced a severe TPS drop in version 1.5. I experienced a 200TPS to 450TPS increase outside of this mode.
RedWardog Apr 20, 2024 @ 11:55am 
@crafty1983 it does not unfortunately
crafty1983 Apr 20, 2024 @ 8:43am 
Has anyone tested to see if this mod works anyway on 1.5?
DOGGYSTYLER 🗕 🗗 🗙 Apr 20, 2024 @ 1:56am 
update ?
EDG.nobody Apr 18, 2024 @ 2:46am 
plz update
去码头整点薯条 Apr 17, 2024 @ 3:58am 
1.5:steamhappy:
Turu D. Sleep Apr 16, 2024 @ 6:38am 
1.5? :steamhappy:
Arty Aeterna Apr 13, 2024 @ 12:03pm 
1.5 update?
KX Apr 2, 2024 @ 4:49am 
@KelTuze there's a option on the gameplay tab and on the storyteller section that let you change the rearm cost of the turret, you just have to change the difficult of the storyteller to Custom and it will be a option related to that there.
KelTuze Apr 1, 2024 @ 1:12am 
but still use only one steel ingot for the entire magazine.*
KelTuze Apr 1, 2024 @ 1:08am 
I, like many others here, don't like the new mechanic of replacing gun barrels and charging turrets, but at the moment I'm looking for a mod that would allow turrets to be recharged less frequently. I play solo, so it's hard for me to run around and recharge turrets. For example, the sniper turret has 30 shots, and when playing in zombie mode, it's non-stop reloading. I just can't keep up with it. Could you possibly add a setting in your mod to have a 'larger magazine', say not 30 shots, but 300 shots in the sniper turret? That way, you reload less often, and still only use one steel per shot.
FrAmed46 Jan 4, 2024 @ 1:51am 
combat extended doesnt work with this sadly
Wintermist Dec 3, 2023 @ 2:16pm 
Doesn't seem to work for the Fortifications turrets, is it because they're not turrets but actually manned guns?
A Lonely Prince Oct 28, 2023 @ 2:18am 
Nope, still needs ammo.
A Lonely Prince Oct 27, 2023 @ 12:16am 
Might have found the reason but haven't tested yet. Rimpy autosorts the mod AFTER Combat Extended, not before. It throws a warning saying that it should be loaded after CE. Not sure if this is my issue but rn too lazy to restart my game.
A Lonely Prince Oct 27, 2023 @ 12:11am 
Doesn't seeem to be working with CE Turrets anymore. Still need ammo to be reloaded...
Bing Chilling Oct 25, 2023 @ 9:17am 
Sorry but my turret still consume ammo and require to reload ammo by pawn. I have CE only, and load order is CE>infinite turret, any idea why it isn't working?
WynnyMcBobSon Oct 1, 2023 @ 2:55pm 
yes
Dr.Gloom Jul 2, 2023 @ 3:08pm 
Now SUPPORTS Combat Extended! !!!!:steamhappy:
Rime_Low Apr 30, 2023 @ 2:40pm 
Does not work with Anty ant of Roo
Legowaffles Mar 23, 2023 @ 7:38pm 
Does not appear to work with Ancient Point Defense Turrets and Ancient Security Turrets from Vanilla Factions Expanded - Ancients.
Unlimited Dejavu Mar 7, 2023 @ 8:03pm 
After a long search, I managed to find a solution, it's certainly not infinite cartridges, but you can increase your value for each turret, I tried on a double turret, which is given at the beginning of the game, subscribe to the RIMMSqol mod. Then, after downloading the game save, go to the menu, settings, mod settings, Qol, weapons tab, look for the right turret, in my case military turret double gun, scroll to the bottom, Ammo User Properties tab, magazine size parameter, enter your value, I put 5000 rounds for the sample. It works with the combat extended mod, there are even special parameters for this mod.:praisesun:
Nitsah Feb 25, 2023 @ 6:46pm 
Needs an update for 1.4 CE
Unlimited Dejavu Feb 20, 2023 @ 3:23pm 
Indeed, the same problem, the mod does not work, the turrets also get damaged, the cartridges run out. Most likely there is a problem with the combat extended mod, if you set the mod above the combat extended mod, rimpy shows that the infinite turrets mod should be lower in order.
TheCombatFox Jan 21, 2023 @ 7:22am 
I'm having the same problem as @quail currently but I'm not sure if the load order is the problem or just a mod bug.

@quail
Can I confirm from your side? Did you put the mod in top load order?
TheCombatFox Jan 21, 2023 @ 7:19am 
Does this work with existing save? I mean I already created a game with this mod but I forgot to put it on the top load order
quail Jan 4, 2023 @ 10:12am 
with ce 1.4, turrets require a colonist or mech to 'refill' the turret ammo. it doesn't actually cost anything and they just do it but if you dont then the turrets will run out of ammo at a certain point and they'll stop firing. not sure if this is intentional or bug
Frost Nov 21, 2022 @ 12:08am 
It seems not working with CE 1.4
Злой Михаил Nov 6, 2022 @ 5:54am 
The message may contain errors my english is bad.

I found a bug, your modification with the installed mod (Combat Extended) defines mortars as a regular turret. Because of this, any shells in mortars are completely infinite. Or did you mean to make mortar shells infinite? The description of the mod does not say anything about this, and I think this should not be.
VelxraTV Oct 24, 2022 @ 9:14pm 
Thank you for updating!

Ran some tests today. I found that the point defense turret from VFE ancients has barrel wear.
Fmannen Oct 24, 2022 @ 6:49am 
Thanks for the update!
Knight  [author] Oct 22, 2022 @ 6:12pm 
Updated. Let me know if there's any major issues. My other mods will be updated soon.
Adek Oct 22, 2022 @ 6:46am 
Dear sir, we need update to 1.4 please. Much love <3
ГлазОК Oct 21, 2022 @ 7:23pm 
Please update to 1.4
VelxraTV Oct 21, 2022 @ 12:46pm 
Please update to 1.4