RimWorld

RimWorld

1.0 Turrets
25 Comments
TacoLite Apr 11, 2024 @ 7:21pm 
@Darth_Sergeant You are correct. It should work as is, as the edits this mod makes should have no bearing on turret behavior. Adding the 1.5 <li>s to the About section should be all thats needed to prevent people's mod manager's / game's from throwing warnings. If you find the time and are willing, it would be a kind gesture. Either way, thank you for your contribution to the modding scene.
Darth_Sergeant  [author] Apr 11, 2024 @ 6:18pm 
Should still work unless there has been a major rework in how turrets function.
Farbott Apr 11, 2024 @ 1:19am 
:)?
hope this works for 1.5, coming from CE to more vanilla to experience anomaly in its full the nerfs do NOT look nice
Vattende Oct 24, 2022 @ 2:20am 
Thanks for the update, very kind !
Loki 655 Oct 23, 2022 @ 9:10pm 
@Darth_Sergeant Thanks for mentioning it would work despite the update. I wasn't looking forward to going without it for my first 1.4 run.
Darth_Sergeant  [author] Oct 22, 2022 @ 2:22pm 
Haven't had a chance to update yet, but it should work fine despite being red.
Theta Oct 22, 2022 @ 3:59am 
1.4?
Kaedys Feb 20, 2022 @ 1:12pm 
Btw, the reason that the autocannon AP went from 60% to 30% is because, if AP isn't defined, the game automatically gives projectiles an AP of their damage * 1.5. So the AP went from 60% to 30% simply because the damage went from 40 to 20.
hoia Jul 21, 2021 @ 10:16am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
Sorry if you get this a lot.
Lyca Jul 20, 2021 @ 2:35pm 
Please update :(
jtjumper Aug 13, 2020 @ 9:38pm 
1.2?
Darth_Sergeant  [author] May 2, 2020 @ 5:45pm 
@groovybluedog, you're right. I added a line above it to clarify.

@Bad Vlad, I read your post back when you posted but didn't say anything. Thank you for the information.
groovybluedog May 1, 2020 @ 12:15pm 
Description could be a tad clearer in showing if it's going from the change > the reverted mod or vice versa
K Apr 16, 2020 @ 11:34am 
Just so you know, armor penetration is a very strange stat, and it can either be set by the attack verb or if it's not set, calculated off of the damage. That's the reason why it's not in the xml for autocannon turrets, as it was calculated off of the damage. Reverting the damage nerf should also revert the armor penetration to the previous value.
Darth_Sergeant  [author] Mar 25, 2020 @ 4:25pm 
@da_namemaker

I just made a quick update. It should be showing the correct range now. (It will show 50 on the stats page but it's written as 49.9 in the patch).
da_namemaker Mar 25, 2020 @ 1:56pm 
I'm having an issue with the slug turret. The range is still the nerfed one 39.9.
LeAnomalocaris Mar 25, 2020 @ 12:38pm 
Oh dang, didn't even realize this happened until I saw this.
Delta7777777 Mar 24, 2020 @ 6:30pm 
based
Cat® Mar 24, 2020 @ 6:09pm 
No worries, thanks for the response at any rate. I'd rather the turrets be a little too strong than a lot too weak.
Darth_Sergeant  [author] Mar 24, 2020 @ 5:02pm 
I actually am unable to make a menu. I think it requires an assembly file, and I am not using the required software to edit it.

Deleted my previous post because my info was off. I was suggeting to try [KV] In-Game Definition Editor but realized you cannot edit everything with it. I am not sure if it lets you tweak turret stats like I initially suggested.
Cat® Mar 24, 2020 @ 10:02am 
Would it be possible to make this mod include configuration sliders? For example I did not think the mini-turret nerf was much of a problem, while the UST nerf was.
Latex Santa Mar 22, 2020 @ 1:24pm 
@Garr Incorporated This is why modding exists. To add what couldn't have been done by the dev and to fix the occasional retarded nerfs. Such as this one.
Latex Santa Mar 22, 2020 @ 1:23pm 
PLAYER: Thank God for these turrets! Although expensive to build and maintain, and prone to deadly friendly fire, they've saved my bacon from many colony-ending raids and kept the game fun and still challenging for me.

TYNAN: i DiSLiKe pLaYeRs UsiNG KiLLbOxEs

PLAYER: What the hell are you DOING?!?

TYNAN: i GeT tO dECiDe hOw yOu hAvE fUn wIth mY SinGLE plAYer gAmE

PLAYER: Gee, thanks. An artillery cannon is getting outranged by a guy with a rusty rifle. What fun wooooo T_T
CMDR Youth Mar 21, 2020 @ 8:51am 
Imagine out-ranging (and out-damaging) an elevated-platform slug-cannon with automated sensors and target tracking...

...With an awful sniper rifle.
Garr Incorporated Mar 20, 2020 @ 1:49pm 
Jesus. I heard that the turrets were nerfed, but this is ridiculous. How do you expect us to deal with opressing forces with this pitiful damage?
I am definitely installing this mod. Thank you.