RimWorld

RimWorld

[NEW LINK IN DESC] [XND] Turret Extensions - Continuum
64 Comments
Mlie May 20, 2022 @ 12:39pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810485459
Hope it helps anyone!
【CHN】贫穷 May 9, 2022 @ 5:57am 
Please update to 1.3. The current version of the turret cannot be upgraded. Upgrades cannot be built after delivering supplies to the turret. and will conflict with "While you're Up".
Jixxor May 8, 2022 @ 7:57pm 
excited to hear it's being worked on. thanks for the effort.
Tokido Saya Mar 21, 2022 @ 2:16pm 
(still waiting for it since the comment in Apr2021)
Tokido Saya Mar 21, 2022 @ 2:11pm 
hello,will this mod gonna be fixed and updated to 1.3?
Luna Dec 27, 2021 @ 11:43am 
plz update
Mr. Mauer (Mollari) Nov 1, 2021 @ 6:18pm 
any chance for an update?
Dakon Nov 1, 2021 @ 10:19am 
I really hope this mod will get upgraded eventually to 1.3.
Thanks for keeping us updated about the progress author. Any news since than?

Has anyone tried it in 1.3? Just asking in case it already works without any game breaking errors.
dictator putski Sep 3, 2021 @ 4:58am 
Also, if that ever gets done is there any chance you could make it patched for more vanilla turrets by default?
dictator putski Sep 3, 2021 @ 4:56am 
Bump! I would very much like to see this updated. Especially since you mention you'll be including TE.
Drgn! Netrve  [author] Aug 10, 2021 @ 3:01pm 
@Wade Wilson You should still be able to see the subscribed mod within your Subscribed Items. If that doesn't work, I would give RimPy a go as it has an Unsubscribe and Delete feature that could be of help here. Sadly I do know of issues similar to this, which is an unfortunate conflict caused by the Workshop.

Also: I'm working on updating the mod, I'm cleaning up a few things and merging Turret Expansion into this one. Work is underway, please hang tight.
Wade Wilson's Spoilt C4 Aug 10, 2021 @ 12:40pm 
@[GER] Zangetsu
The old mod is not in the Workshop anymore. If I undsubscribe from this, then it gets removed from the modlist in game. If I remove the ingame mod from modlist, I get unsubscribed from the mod here as well. I think this has to do something with the package names being the same and I can't find a way to clear the old cache.
[GER] Zangetsu Aug 10, 2021 @ 10:18am 
@Wade Wilson
hmm, unsubcribe this, and than, you can ingame in the modlist unsubscribe the old mod, after that subscribe the new one again...
Wade Wilson's Spoilt C4 Aug 10, 2021 @ 8:17am 
I seem to have an issue. I never unsubscribed from XeoNovaDan's Turret Extentions (now it's removed from the workshop). Now when I subscribe to your mod, the in-game mod list shows it as the old mod (I am guessing due to the same package naming) and the "Workshop Page" button leads to the old one (which is now removed) and never recognises yours. Is there a workaround for that?
leviathan Aug 10, 2021 @ 7:45am 
Is this mod that makes turret fire at escaping prisoners? I test it and vanilla game turrets don't fire at prisoners, but I clearly remember they did in one of my old games (1.1-1.2). It must've been a mod, but I can't figure out which one and since I used this one, I'd like to confirm that.
Azcaal Aug 1, 2021 @ 10:46am 
@Drgn! Netrve nice! Wish you the best of luck. just wish i could be of more help there?
Drgn! Netrve  [author] Jul 17, 2021 @ 7:40pm 
Regarding 1.3: My plans are to update the mod and fix the outstanding issues, on top of it I might integrate Turret Expansion into the mod by default and make it toggle-able.
ScarletRed May 22, 2021 @ 10:24am 
@Sumatris @cy-one
Vanilla turrets are not upgradable.
You can open the stat card for turrets and then see if they are upgradable in the line below Sell Price Multiplier
Tokido Saya Apr 22, 2021 @ 8:47am 
yeah when the haul finish and the bug will be fix,there is some problem on the "haul to upgrade" 's jobgiver.
Tokido Saya Apr 22, 2021 @ 8:11am 
hello,do you have a idea why pawn standing still when theres a turret waiting to be update?
i think i may not be the first one asking but this is a old bug.
this standing still bug will be fix and all pawns be fine when theres no turret in the queue but as long as there is all the builder will standing still even you draft them,they may stop standing after like a 1,2 hour and start working if you don't right click to focus them.
could this be fixed?
Sumatris Mar 27, 2021 @ 11:37pm 
I'm also unable to upgrade any turrets, even the vanilla models, exactly like cy-one described further down. Help/fixes would be appreciated.
Drgn! Netrve  [author] Mar 4, 2021 @ 8:08am 
@MrTentacles
I have seen this issue with the resource delivery failing a few times, but haven't really seen a reason why it happens. This might require more work if not a rewrite of how the work for delivering resources is implemented.

In the mean time, does this happen on new turrets? Were the turrets build before or after you installed this mod? Are they vanilla turrets? Have you tried without ShareTheLoad and/or JobsOfOpportunity?

The last question is just to be sure.
Peni4 Mar 4, 2021 @ 3:18am 
Hello. Does this mod improve the accuracy of turrets? I'm just tired of my RimAtomics turret turning half a degree to the left and blowing my entire volley INTO THE BACK! MY! PAWN!!! It was funny the first five times ... then it's just annoying.
Can this mod help me in my trouble?
Mesa Jan 25, 2021 @ 7:43am 
Drgn! Netrve  [author] Jan 15, 2021 @ 8:11am 
@cy-one
Turrets need to specifically made compatible with the upgrade path. If memory serves me right, then [XND] TE Turret Expansion adds the ability to upgrade those.

Going into that, @Rayden☆✪
Unless there were changes to RW I wasn't aware of, then [XND] TE Turret Expansion should still be fully compatible with 1.2 outside of the warning. The 1.1 version can be used with 1.2, as far as I've played with both, I haven't come across any issues.
Azuwi Jan 6, 2021 @ 4:20pm 
you gonna make a update for [XND] TE Turret Expansion mod? (1.2)
cy-one Jan 6, 2021 @ 3:18pm 
Bit confused. I built a normal mini-turret and military turret, but when clicking them with the upgrade tool it complains I need to use it on an upgradable turret... What turrets are upgradable? o.O
thatcodyguy Jan 3, 2021 @ 5:57am 
Simple Turrets by NECEROS is supported, but it broke a while ago with the update. It'll probably be addressed soon though!
Wolfette Jan 2, 2021 @ 6:52pm 
Is there a list anywhere of mods that are currently supported/have patches? Because I'm struggling to find any at all.
Jaxx - pshoooo Jan 1, 2021 @ 8:40am 
bless you for maintaining xnd's work :)
BlackWaterAquifer Dec 29, 2020 @ 12:34pm 
Hey, OP, where should i out this mod in the load order? thank you!
Dr Zhivago Nov 27, 2020 @ 7:22pm 
Just wanted to note that in testing both Mortar Accuracy and this mod, I cannot find any conflicts.

Mortars seem to function the way they should according to MA, regardless of load order. MA still marks the mod as incompatible though.
Drgn! Netrve  [author] Nov 26, 2020 @ 3:57pm 
While it is true that the mod hasn't received any updates in quite some time, that doesn't mean it isn't maintained. There haven't been any serious game breaking issues from what I've seen so far and I do keep an eye on the comments.

I understand incompatibilities and bugs can be annoying, but with the little spare time I have I do want to invest it in things I do enjoy. Currently those are other games I play with friends and coworkers.

I have a To-Do list based on the feedback given and once I find the motivation and time I will be packaging it all up into a bigger update, but that might happen as late as December during my vacation.

Shark Nov 26, 2020 @ 3:45am 
It's risky using not maintained mod
kotamine Nov 19, 2020 @ 1:18pm 
combat extended patch, thanks
Julian Skies Nov 13, 2020 @ 10:16am 
Rimworld is somewhat more complex than that in that it depends on *how* each mod manipulates a thing, and the load order matters only within the method.
I'm no modder by my simplistic understanding is that XPath -> XML -> C#, each one evaluated in load order. That is most likely wrong but gets the spirit of the complexity.
LordXamon Nov 13, 2020 @ 7:39am 
I dont know if this is how Rimworld mods works but, if two mods change the same (mortar accuracy in this case) isnt the mod load the later the one that is used?
Julian Skies Nov 13, 2020 @ 4:47am 
To add a little bit to what FoxoManiak said, it's not a hard incompatibility, rather both try to change how mortar accuracy works. In the only one of them works.

On that note, I'd like to request a compatibility change of possible. If both TE and Mortar Accuracy are present, to let Mortar Accuracy handle mortars. Both mods have other features I like, so I figured, if it might be possible to have both, if like to.
FoxoManiak Nov 11, 2020 @ 3:44pm 
I just want to point out that mortar accuracy isn't compatible with this mod
Wolfette Nov 2, 2020 @ 10:13pm 
Curious, I can't seem to upgrade any turrets, am I missing something? I looked in the mod settings for an automatic patcher, but there was no listing of [XND] Turret Extensions - Continuum at all in the mod settings.

Do I need to download other patch mods? I see a few but they look outdated so I'm wary of just plopping them in.
Marvin Nov 1, 2020 @ 4:15am 
does this work with vanilla extended security?
Drgn! Netrve  [author] Oct 26, 2020 @ 4:41pm 
That's actually a really good suggestion, going to write that down!
...I really need a better way of organizing these things.
Extinction Oct 25, 2020 @ 10:36am 
Okay, got it. Most things about turrets bothered me that is fixed with this mod then. It just felt wrong if the fixes were only applied when upgraded. Also i might make a suggestion when you get to it: currently turrets use a shooter stat of 8 - it would be neat if we could change the stat from 8 to whatever via xml to make actual sniper turrets that hit. Currently the curve makes it imposible no matter how high the hitchance is
Drgn! Netrve  [author] Oct 25, 2020 @ 9:47am 
The fixes should be implemented regardless of their upgraded status.
Which could cause the issues some have reported, but I will have to look closer at it.
Extinction Oct 25, 2020 @ 6:39am 
One question i have is: Do the bug fixes only apply once the turrets are upgraded or are these fixes implemented even without upgrading the turrets?
Drgn! Netrve  [author] Oct 24, 2020 @ 10:48am 
Hmm, that's a weird issue. From the top of my head I don't really see why this would happen, but I will keep that on my tabs so I know what to check when I have time again.
DrStarfish Oct 24, 2020 @ 7:47am 
I can confirm that it just this mod which causes the issue, I have no clue why though :(
DrStarfish Oct 24, 2020 @ 7:00am 
This mod (atleast with my huge modlist, so perhaps it is an issue where multiple mods clash) causes charge auto turrets from the mech clusters to have a warmup time of 0 (instead of the usual 1.25). Would anyone have any clue why? I do not have a crash log as there is no error, just something weird.
ZJK Oct 9, 2020 @ 10:00pm 
I seem to be having this issue where my 'Military Grade Turret' emplacements have the option to upgrade them, show on their window when selected the material and work amount requirements, but no pawn ever does the actual work. When attempted to be forced to, there isn't an option. When placed into an small allowed area with the turrets and the required materials, pawns with every job enabled will never upgrade them. Does this have something to do with my running the Complex Jobs mod, perhaps?
sonicht Oct 6, 2020 @ 8:36am 
thank you :)