RimWorld

RimWorld

Defensive Machine Gun Turret Pack
458 Comments
愉悦z Aug 18 @ 1:24am 
Overall, I express my respect to you and thank you for the mods you made. These cannons are all very interesting
愉悦z Aug 18 @ 1:20am 
OK
sumghai  [author] Aug 17 @ 10:46pm 
@愉悦z - Please post in English only on my Steam Workshop pages.

This mod already contains a twin M2HB turret, and I have no plans to add a quad M2HB variant.
愉悦z Aug 17 @ 5:19pm 
如果有双联装m2hb或者四联装m2hb自动炮台就更好了🤣
愉悦z Aug 17 @ 5:18pm 
bro,这模组我也用了一阵子了,我必须说这个模组太爽了,或许不是最强力的炮台,但是绝对是射的最猛最爽的❤️❤️❤️
sumghai  [author] Aug 6 @ 10:23pm 
@darkshade - As mentioned previously, the fuel gizmo shown for turrets represents barrel durability, NOT ammo capacity .

Colonists/pawns (not "Rims") will only replace the barrel once its durability reaches zero. This is normal base game behaviour for vanilla turrets as well.

If you're looking for actual ammo consumption as a gameplay mechanic, that's only found in the Combat Extended mod.
darkshade Aug 6 @ 9:00pm 
Thx for great mod, I have question, my rim does not refill the ammo (ex 93537/100000) to max after the battle or at any time or circumstances. I even right click the turret but there arn't any recharge option. How do I refill this turret manually?.

I know that it still large ammount of ammunition till end of use. but I just want to see my rim to refill the turret!

p.s I tried work tab to wait till my rim to refill but nothing happen.
Megladon Aug 6 @ 2:53pm 
Yes this Mod is a little OP, but worth it, I like to play with my own play through with no allies and big raids to balance with the mod, the other way is to not to have loads of these turrets and just have a few dotted tactically.. oh and btw, do not accidentally set your pawns in front of them/get them in a cross fire... They are also great if you want to let the turrets do the work in defending the base entirely, to let yourself have the freedom of reaping carnage across the world... They are very good
theDehumanized Aug 6 @ 5:08am 
@Lanceyy242 Yeah I just start using this mod I can confirm its OP af though I agree with author that vanilla turrets useless
sumghai  [author] Aug 4 @ 10:53pm 
@Lanceyy242 - If you're playing in vanilla combat, the fuel gizmo in the turrets actually represent Barrel Durability, not ammo capacity. The values specified for each turret are thus based on real-life data for barrel wear before replacement.

For Combat Extended, the vanilla barrel durability mechanic is replaced with the CE ammo system, with capacity and consumption also based stats calculated using the official CE balancing spreadsheet and real-life manufacturer datasheets.

In any case, the stats and performance for both cases strike an adequate balance between RimWorld mechanics and real-life values. Vanilla base game turrets just happen to be jury-rigged Heath Robinson contraptions with inferior performance.
Lanceyy242 Aug 4 @ 7:11pm 
One of the coolest turret mods I've seen, but it seems grossly overpowered. 10k or 100k ammo capacity means you never have to reload them, the insane burst shot amount and the damage both seems to make every single vanilla turret completely useless. Maybe a nerfed fork of the mod with way less power? I don't even have touch anything when defending a 500k wealth gravship against any kind of raid, for the cost of a bunch of steel and some components. Still, amazing mod but seems kinda OP, no?
anyanyany Aug 4 @ 3:30pm 
I have removed all mods besides this one, Core, Odyssey and Royalty and created a new save.

The same issue persists with the M230LF turrets damaging themselves off-screen.
I have also tested this with no barricades and the issue persists.
lucky_one 🍀 Aug 4 @ 3:18pm 
@anyanyany I dont see anything that should conflict. The only thing I can think of is that the turrets are hitting the wall and getting affected by the splash damage. Have you tested them in a open space?
sumghai  [author] Aug 4 @ 2:44pm 
@anyanyany - I usually only run very minimal modlists, so I cannot account for all possible interactions/incompatibilities with third-party mods I'm not familiar with.

Please narrow down your modlist by following 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.
anyanyany Aug 4 @ 2:22pm 
@lucky_one
No, my modlist is this:
https://i.imgur.com/pyc6zby.png
lucky_one 🍀 Aug 4 @ 1:30pm 
@anyanyany Are you using the Stray Bullets mod by anychance? That mod was causing it for me. It bugs the turrets if you have something close to them, making them damage themselves.
anyanyany Aug 4 @ 1:27pm 
https://www.youtube.com/watch?v=qGEUPxfxk6w

Here is a link showcasing the glitch.
I'm not sure what could be causing it.
sumghai  [author] Aug 4 @ 1:16pm 
@anyanyany - Apart from having a larger caliber, the M230LF isn't functionally different from the other turrets in this pack (or vanilla automation turrets in general). So I'm not sure how what you've described could have happened.
anyanyany Aug 4 @ 8:49am 
The M230LF seems to have a weird bug where it damages itself when it's off-screen.

For example: I have 4 of them on one side of my gravship, I get raided by waster and pan my camera and zoom in on them to watch them get blown to smithereens, they are nowhere near my ship. The raid is over, I pan back up to my turrets and one of them has blown itself up and is just components.

This doesn't happen when the camera is on the turrets the entire time.
I think the bullet sometimes isn't travelling when it's off-screen because I've lost some prisoners and animals which are positioned in the rooms next to where the turrets are located.
sumghai  [author] Aug 3 @ 11:30pm 
Updated to 1.8.11 - 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.
sumghai  [author] Aug 3 @ 7:37pm 
@Just - Good catch, thanks! I'll fix it tonight.

@Akkarin - I assume you're referring to one of the miniguns?
Akkarin Aug 3 @ 2:04pm 
hmm, not sure about this one, the turrets seem very overpowered balance wise.
one of them shoots 150 bullets per burst...
Just Aug 1 @ 11:51am 
Hi! I found a typo in one of the Defs, which leads to corrupted exported XML.
In the file Defs\ThingDefs_Buildings\Buildings_Security_Turrets.xml there is definition for "Bullet_DMGT_30x113mmB". After node is closed there is a letter "e".

Rimworld ignore it, but exported XMLs loose indentations and cannot be analyzed.
https://imgur.com/a/SUwtjkj
Sig (Von Luck WT) Jul 27 @ 9:52pm 
This is my favorite turret mod, thank you so much!
JoeOwnage Jul 21 @ 11:03am 
This mod is great for putting defenses on your gravship I love it
Shayul Jul 21 @ 6:41am 
sweet mod! thanks :D
lucky_one 🍀 Jul 17 @ 10:44am 
nvm, it was another mod doing it, sorry
lucky_one 🍀 Jul 17 @ 10:21am 
is it intended that after every shot the hp of the turret lowers? Im not talking about barrel durability, im talking about the hp itself.
sumghai  [author] Jul 15 @ 11:03am 
@тетеря, блин - Hmm, I'm not sure if that's something I want to do.

The refuelable comp in base came turrets actually refers to barrel wear/durability, which is conceptually different from ammo consumption assumed by the patches in Reel's Turret Pipeline.

Even if I did apply Reel's patches and reduced the "fuel" count in my turrets, there's still the matter of translations referring to durability rather than ammo count.
тетеря, блин Jul 14 @ 3:39pm 
would love to see your mods compatible:

https://steamcommunity.com/sharedfiles/filedetails/?id=3424132769
sumghai  [author] Jul 10 @ 3:55pm 
@XaocuT's Show - Sorry, but I'm not looking to add any more turret variants.
XaocuT's Show Jul 10 @ 3:52am 
Now we need Kord HMG
sumghai  [author] Jun 12 @ 5:19pm 
Updated to 1.8.10 - 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.
Swagatron Jun 5 @ 10:48am 
I use this mod specifically because it's super overpowered. A machine gun turret is more effective than essentially any pawn will ever be at putting out damage as well as armor piercing. One pawn with the double machine gun manned turret can hold off dozens of raiders by themselves. It's fun when I need a way to keep things like V.O.I.D. creatures and pawns out of my hard earned storage.
sumghai  [author] May 23 @ 7:40pm 
@ozeola1 - In what way do you believe this mod is overpowered?
ozeola1 May 23 @ 4:19pm 
Very op mod. But i still use it.
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.