RimWorld

RimWorld

Defensive Machine Gun Turret Pack
422 Comments
sumghai  [author] May 10 @ 11:35pm 
Updated to 1.8.9 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Gerewoatle Apr 9 @ 7:05pm 
@123caboom - Modded turrets have to be manually patched to appear in NPC bases, which is fairly simply done in XML, but you have to do it for each base type individually. And NPCs won't use manned turrets, so it's useless to patch those in.
sumghai  [author] Apr 9 @ 1:37pm 
@123caboom - To be honest, I'm not sure if these turrets will spawn in enemy faction bases. I haven't really looked into this.

If you don't have CE, then yes, by default the turrets require a small amount of steel to "refuel" (i.e. replace) their barrels.
123caboom Apr 8 @ 3:46am 
And how to reload them without ce or any mod with ammu?
Does it work to reload with steel?
123caboom Apr 8 @ 3:44am 
Will enemy ai habe this turrets placed too?
Fentmelon Mar 22 @ 5:52am 
great mod the only problem is when using the combat extended mod the mini gun turret rips 300 rounds at a single target (usually) overkill especially when dealing with pawns wish i could turn it to burst mode to conserve ammo. other than that its great.:steamthumbsup:
sumghai  [author] Mar 19 @ 5:13pm 
@Latex Santa - Moar dakka iz alwayz gud.
Latex Santa Mar 19 @ 10:19am 
@sumghai
I love this mod. It's perfect just the way it is.
It's become my absolute favorite turret mod for this game.
And the gun sounds, MMMPFFF. They're a religious experience.
Gud dakka, lad. Gud dakka indeed.
sumghai  [author] Mar 15 @ 9:19pm 
@Valhalla - I have no plans to add any more turrets to this mod; aside from the vanilla art refresh a while back and the M230LF autocannon, I'm simply maintaining this mod to work with future RimWorld updates.
Valhalla Mar 15 @ 7:20pm 
Could we get a m1917 Browning .30 as a DP-28 counterpart? Also some more russian machine machine guns would be awesome, or an mg3
Dyspeptic Icarus Feb 3 @ 9:14pm 
:O
sumghai  [author] Feb 3 @ 9:00pm 
@Plutocron - I'm going to pass on that idea, as it is outside the original scope of this mod.
Dyspeptic Icarus Feb 3 @ 3:58pm 
Suggestion: Give them all Wall-Mounted variations.
sumghai  [author] Jan 28 @ 2:27pm 
@ravist2roty75 - Please follow the troubleshooting guide [gist.github.com], then submit a bug report in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
ravist Jan 28 @ 9:33am 
After installing the mod with Combat Extended, some turrets stopped firing. The ammo requirement is disabled. Please help me.
Bambles Dec 29, 2024 @ 5:46pm 
@sumghai Issues with CE can never fully be put to rest lmao, I love the mod but it's a never ending bag of bugs. Thanks for the updates and replies homie
sumghai  [author] Dec 29, 2024 @ 11:49am 
Updated to 1.8.8 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.

Thanks for your patience, folks - hopefully the CE shenanigans can finally be put to rest.
sumghai  [author] Dec 29, 2024 @ 10:41am 
@Overlord Zenon - Your pastebin is invalid, but I've just reproduced the issue on my end. There is something bizarre going on with patching for CE lately, so I'll take another look in a moment.

@Eng-Chasers - See above.
Eng-Chasers Dec 29, 2024 @ 7:33am 
I am having the same issue with Overlord Zenon, will see if it affects my gameplay.
Overlord Zenon Dec 29, 2024 @ 5:20am 
Is combat extended now a mandatory requirement? In the newest version i get a lot of CE Errors and i am not using CE. This even happens when this is the only mod that is installed. Due to the amount of errors i have posted some examples here:
https://pastebin.com/QpxcPjD8
sumghai  [author] Dec 29, 2024 @ 12:27am 
Updated to 1.8.7 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
sumghai  [author] Dec 28, 2024 @ 11:10pm 
@Dr. Quackers M.D. - The Fire Control Computers mod (and its unofficial RW 1.5 fork) has less than 2000 subscribers, so I'm even less inclined to look into compatibility with a mod that potentially alters base game behaviour in a non-standard manner, regardless of "potential".

@Bambles - Hmm, something odd is going on. It should be compatible.

I just booted up my game, and DMGTP works properly with the GitHub version of CE, but not the Steam version, so I'll need to take a look later tonight.

In the meantime, please switch over to manually downloading and installing CE from GitHub.
Bambles Dec 28, 2024 @ 4:45pm 
using Combat Extended and the ammo types on all of the turrets says not patched for CE and wont allow me to load them so uh... is it compatible with CE or not?
Dr. Quackers M.D. Dec 26, 2024 @ 11:54am 
Yar I let them know but check it out its good, and has a ton of potential, when it works right.....
sumghai  [author] Dec 12, 2024 @ 5:21pm 
@Dr. Quackers M.D. - I'm not familiar with the Fire Control mod that you speak of, and if that mod is altering base game behavior in a non-standard manner, then its author(s) needs to fix compatibility issues from their end.
Dr. Quackers M.D. Dec 12, 2024 @ 4:58pm 
It's an issue with fire control not linking turrets sometimes. If you ever get around to compatibility, it would be nice to see this worked in.
sumghai  [author] Nov 28, 2024 @ 12:24pm 
@Dr. Quackers M.D.- Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Dr. Quackers M.D. Nov 28, 2024 @ 4:25am 
M2HB has a ton of issue it wont shoot for me, other people cant build it.
sumghai  [author] Nov 9, 2024 @ 11:35pm 
@Gary Oak - Looks like a mod conflict.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Gary Oak Nov 9, 2024 @ 9:49pm 
i have the necessary research for it, i can build the mounted twin M2HB even. but the mounted single M2HB isn't in the build list.

here are some other clues that indicate mounted M2HB is removed
- tried spawning it in dev mode and it isn't in the list of possible things to spawn
- its not in the list of possible furniture items in a stockpile zone

sharing my logs if it helps
https://gist.github.com/HugsLibRecordKeeper/cf961843b98c9c3ebaf25d6b98225f70
sumghai  [author] Nov 6, 2024 @ 8:45pm 
@Gary Oak - Make sure you have completed the required research projects to unlock the Mounted M2HB turret. Usually, this would be the Recoil operation research.

If you are running Combat Extended, you will need to instead unlock the Heavy Weapons research.
Gary Oak Nov 6, 2024 @ 12:49am 
was the mounted M2HB removed? i cant build it anymore, neither can i find it through dev mode
Pro-Yo Oct 12, 2024 @ 7:36pm 
@sumghai perfect!
sumghai  [author] Oct 12, 2024 @ 5:35pm 
@Pro-Yo - Most likely because they fire larger-than-usual caliber bullets, and are more accurate than base game turrets.

@Quilava - These are intended to be accurate replicas of Old Earth machine guns from the 20th/21st Centuries, so I don't plan on giving them generic RimWorld-y names anytime soon.
Quilava Oct 12, 2024 @ 2:23am 
I like the turret design, even tho turret name are accurate to irl, it kinda off set the rimworld vibe immersion, rename them to something more lore friendly would be a nice touch for the mod :cool_seagull:
Pro-Yo Sep 9, 2024 @ 4:15pm 
Infact the M134 is also quite strong with just a single shot weirdly
Pro-Yo Sep 9, 2024 @ 4:10pm 
Hey there! I don't know if it is intentional, but the M2HB mannable turret one shots almost anything and also applies a gunshot from whatever the pawn using the turret is equipped with.

Not using CE, and I get it, IRL a .50 cal M2 would rip and tear some things. Just wanted to make sure it was intended!
sumghai  [author] Sep 1, 2024 @ 11:30pm 
@Knolsman - Feel free to use XPath PatchOperations to fine tune the barrel durability of the turrets from this mod to your liking.
sumghai  [author] Aug 22, 2024 @ 10:32pm 
@Withy - That requires a fundamental change to the base game's turret and pawn jobgiver/driver behaviour, which is beyond the scope of this mod.
Withy Aug 22, 2024 @ 12:56pm 
Just a suggestion: It would be really cool if your colonists could reload the gun while someone else is using it. I'm not sure if its possible but it would be a really cool feature because sometimes undrafted colonists try to reload my turrets and im unable to use the turret when this happens.
sumghai  [author] Jul 28, 2024 @ 1:19pm 
@Gryn - Alright, send me a copy of your savegame with only Core, Harmony, Combat Extended and DMGTP loaded. I'll take a look.
Gryn Jul 28, 2024 @ 5:58am 
@sumghai i did all u said but is seems not work correctly, now is dont show barrel durability, but also dont show ammo capacity, and not possible to load ammo.
sumghai  [author] Jul 26, 2024 @ 8:49pm 
@Gryn, @Stim Shady - Please verify you have followed the troubleshooting instructions provided in my previous comment. Otherwise, I will assume that the issue has been resolved.
sumghai  [author] Jul 9, 2024 @ 12:35am 
@Gryn, @Stim Shady - Alright, something bizarre is going on.

1) Do you have the local, Steam or both versions of Defensive Machine Gun Turret pack installed?
2) Do you have the local, Steam or both versions of Combat Extended installed?
3) Can you try deleting all local versions of both mods, and only use the Steam versions of both mods?

I recently learned about a RimWorld bug where if you (for example) have 1 version of DMGTP and both the local and Steam versions of CE, DMGTP will only recognize the local version (and not the Steam version).
Stim Shady Jul 8, 2024 @ 2:57pm 
@sumghai sorry , well first of all the ammunition system isnt working , instead the barrel durability takes its place and the game throws logs trying to find ammunition types for the turrets when it cant . not much more than a couple weeks ago both CE and this mod worked without any problem
Gryn Jul 8, 2024 @ 10:24am 
@sumghal actually is just dont work with ce, like no ammo and esle, only barrel durability
sumghai  [author] Jul 6, 2024 @ 4:24pm 
@Stim Shady - Could you describe in more detail what is happening?
Stim Shady Jul 6, 2024 @ 11:36am 
@sumghai it seems the new CE update broke this mod´s compatibility
枯れたバラは Jun 14, 2024 @ 9:26pm 
@sumghai thx for hlep and love this Defensive Machine Gun Turret Pack
sumghai  [author] Jun 14, 2024 @ 9:26pm 
Updated to 1.8.6 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).