RimWorld

RimWorld

Artillery Gun
126 Comments
Xercaine  [author] Oct 16 @ 10:29am 
@yeehaw Hey, I've now uploaded a patch that should work, please inform me if I missed anything. I'll update the textures and add the new ammo types at some later date, and also see if I can get sieges to work.
yeehaw Oct 14 @ 7:20pm 
CE compatible yet?
MASSIVE!!! Sep 17 @ 5:44am 
Would be realy cool if we send sum lovly shells the my not so friendly neighbours
Xercaine  [author] Aug 28 @ 1:43pm 
@KDHD Not yet, but I'm planning on looking into it once Vanilla Expanded Framework updates, to see if they've included that functionality from VFE: Security, as it's not a vanilla feature.
KDHD Aug 28 @ 1:40pm 
can this artillery attack other tiles on the world map like the VE:security one?
Xercaine  [author] Aug 25 @ 8:31am 
@DocHolliday I've uploaded a quick patch that should let you disable artillery guns in the mod options.
Xercaine  [author] Aug 25 @ 6:20am 
@DocHolliday Hey, no worries man, this has been requested before, and I think it's time I looked into it.
DocHolliday Aug 25 @ 3:59am 
also I apologize for calling it dumb that was unnecessary. I was tired and in a grumpy mood when I wrote that.
DocHolliday Aug 24 @ 7:32pm 
That would be really cool! I really like the idea of other factions using it, as even vanilla expanded security doesn't do that.
Xercaine  [author] Aug 24 @ 7:29pm 
@DocHolliday I could consider adding a mod option for it, if you'd like.
DocHolliday Aug 24 @ 7:24pm 
It would be cool to see this as a static defense when attacking OTHER bases, but not coming in raids against MY base.
DocHolliday Aug 24 @ 7:22pm 
This coming in raids against us is kind of dumb imo, that's literally what mortars are for, this should be the heavier immobile version, but that's just my opinion obviously... Just seems like there no reason to even use mortars anymore.
Xercaine  [author] Aug 5 @ 4:24pm 
@Monkey Magic Thanks for the input! I'll give it a look when I've bought Odyssey!
Monkey Magic Aug 5 @ 1:41pm 
@Xercaine - Yeah, I used to do that, but it got increasingly more difficult with other mods, and more DLC being released. I gave up in the end, and made my own tab which I use for all my mods that add research ^^

As for this mod, I uploaded a patch that moves it using the co-ords below for the interim. Currently it fits snugly between Basic Gravetech and Standard Gravtech , but you may want to shift it back further (to say X = 8) so it sits squarely underneath Gun Turrets , and next to Mortars as that is probably more appropriate.
Xercaine  [author] Aug 5 @ 12:21pm 
@Monkey Magic Yeah, I've been trying to stuff research into the vanilla research tree since 1.2, so there was a lot less DLC content lol. Thanks for the suggestion, I'll consider moving it!
Monkey Magic Aug 5 @ 6:45am 
@Xercaine - You should probably move the position of your mod's research on the tech tree since the current one conflicts with DLC research. I would suggest considering making your own tech tab, and using that for all your mod researches, as this prevents conflict with game, or other mod researches.

Or if you prefer to remain on the main tree, a better position (for game/DLC tech at least) would be:

X = 10
Y = 4.80
Xercaine  [author] Aug 3 @ 1:32pm 
@workingcupid Hey, are you using Vanilla Furniture Expanded Security? There's a patch that's disabled for it until it's updated to 1.6.
workingcupid Aug 1 @ 7:22pm 
I'm getting the following error when I place the artillery down:
Exception drawing Turret_ArtilleryGun2484152: System.InvalidCastException: Specified cast is not valid.
[Ref 98DF9A1C] Duplicate stacktrace, see ref for original

It repeatedly logs the error until it crashes my game, not sure what's up
EpicJp21 Jul 25 @ 5:27pm 
My goat
Xercaine  [author] Jul 22 @ 9:32am 
@MalbertoM Updated to 1.6 with simple testing! CE patch is disabled until the mod is updated.

@Goober Thanks, more is on the way whenever I get to it!
MalbertoM Jul 16 @ 12:54pm 
Plis update this mod, I always use in my games :(
Giggles Jul 11 @ 2:55pm 
Kinda forgot this wasn't vanilla, sick mod!
Goober Jul 11 @ 12:06am 
I hope to see more of the Industrial series
Mihsan Feb 16 @ 5:00pm 
Oh, sorry then. I will try to test it and find out what I can.
Xercaine  [author] Feb 7 @ 2:42pm 
@Mihsan I tested it with no other mods loaded, and it seems to work fine. It's likely a mod incompatibility, but if you find out what it is I can see what I can do. What mod is the howitzer shells from?
Mihsan Feb 7 @ 1:38pm 
This should not be marked with CE sign. The gun is bugged.

What shells does it use? How can I craft them? There are 105 mm howitzer shells, but they are not it. And also some kind of 101 mm cannon shells... but this thing needs 105 mm cannon shells, which are not craftable.
Xercaine  [author] Oct 25, 2024 @ 2:12pm 
@IsraeliDestroyer2244 Hey, this mod has what's called world tile shelling if you're using Combat Extended, but unfortunately not without it.
norvinsk Oct 25, 2024 @ 2:02pm 
ill try to put this in words but if lets say if i was at my base could i use the artillery to fire at other bases, while im at my base firing them?
Xercaine  [author] Oct 21, 2024 @ 5:13am 
@Bacontotem Thanks for informing me, but I see on the page for the mod that it's sadly not compatible with CE.

From the mod page: 'Not compatible with Combat Extended! Likely incompatible with any non-vanilla mortars and potentially other mortar mods.'
Bacontotem Oct 20, 2024 @ 4:05pm 
Found the error. Keep mortars ready and the artillery are fine, and CE+Artillery are fine, but something about keep mortars ready + CE breaks this mod.
Xercaine  [author] Oct 20, 2024 @ 3:17pm 
@Bacontotem By addons do you mean any mods or specifically Combat Extended's addons? Because loading only this and CE works fine for me. If it doesn't for you, maybe try to verify file integrity and as you said cycle through mods.
Xercaine  [author] Oct 20, 2024 @ 2:54pm 
@Bacontotem Did some basic tests and it seems to work fine, so it's likely a mod conflict. Do you have any mods you think could be interfering?
Xercaine  [author] Sep 24, 2024 @ 8:23am 
@Meyar It's a mod incompatibility of some sort. Do you have other mods that affect turrets or artillery?
Meyar Aug 16, 2024 @ 8:03pm 
Anyone else having an issue when sieges spawn in?

Exception while ticking lord with job RimWorld.LordJob_Siege:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1F140742]
at RimWorld.TurretGunUtility+<>c__DisplayClass2_0.<TryFindRandomShellDef>b__0 (Verse.ThingDef x) [0x00061] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].ToList () [0x00017] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x0001f] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Verse.GenCollection.TryRandomElement[T] (System.Collections.Generic.IEnumerable`1[T] source, T& result) [0x00029] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.TurretGunUtility.TryFindRandomShellDef (Verse.ThingDef turret, System.Boolean allowEMP, System.Boolean allowToxGas, System.Boolean mustHarmHealth,
Narlindir Aug 8, 2024 @ 3:59pm 
@dibo
install rimpy
remove half of the mods until you succesfully launch
mark mods as known good
add mods back in batches mark if launch was good
until you crash again
then test the mods from the bad batch individually

also try uising the log analyzer
give it the player.log path
C:\Users\yourpcname\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios

sorry for shorthand
I accindentally deleted my comment
Narlindir Aug 8, 2024 @ 3:56pm 
its an arguous process and sux
but sometimes thats all you can do
I run 700+ mods and have to do it often lol
its a pain evbery time
but i cant stop myself from adding more mods

maybe you will learn from my mistakes
dibo Jul 27, 2024 @ 8:50am 
im having trouble after installing the mod, it just keeps on saying it crashed and i keep on clicking on continue to load. it has made it so i cant play the game anymore i dont know why
Narlindir Jun 27, 2024 @ 5:43pm 
thanls for taking a look!
it turned out it was the artillery piece from VFE pirates instead
im apologize for my lak of thoroughness
if I find what causes it ill post it ^^
Xercaine  [author] Jun 27, 2024 @ 11:44am 
@Narlindir Hey, seems like a mod conflict of some sort. It's a bit too many mods for me to look through, but if you try loading half at a time, then add half of the remaining until you find out what mod it is you can figure it out that way.
Narlindir Jun 27, 2024 @ 9:05am 
firing regular HE
maybte thats the problem?
dont have CE
Narlindir Jun 27, 2024 @ 9:04am 
https://gist.github.com/HugsLibRecordKeeper/dbb2aec5b216546d2a50ea8e821875a3
doesnt fire
shows the cooldown
but resets every time it reaches 0

also would be cool if it would fire in all 4 directions but still in the limited cone
would save me form reinstalling it of having multiple
Xercaine  [author] Apr 11, 2024 @ 1:13pm 
Updated to 1.5 with some light testing. Please inform me of any problems if someone finds anything. I can't test this with Anomaly as I don't yet own it, but there's no reason to assume there should be any problems with it.
Xercaine  [author] Apr 7, 2024 @ 8:10am 
@Monkey Magic Thanks, good to hear. I will look it over and do some testing, but always nice when it seems like it's little to no extra work.
Monkey Magic Apr 7, 2024 @ 3:53am 
Heads up: Appears to be working fine for 1.5, so all it should need is an update to the About file
Xercaine  [author] Jan 16, 2024 @ 1:05pm 
@EnemyArea Thanks, you were right about the smoke! I've now fixed it along with a few other things that's been changed in updates. I've also added world tile shelling, which apparently is a new thing in CE now.

I've only been able to do some light testing, so please report issues should there be any.
EnemyArea Jan 4, 2024 @ 3:58am 
Is breaking the game if combat extended is active. You are referencing the "Gas_Smoke" which was replaced by "BlindSmoke" I guess.
Xercaine  [author] Oct 14, 2023 @ 7:46am 
@abadon12 No, it functions similarly to a mortar. If you want one that can target other settlements, you can try Vanilla Furniture Expanded - Security.
Faust555 Oct 8, 2023 @ 6:39am 
She shoots outside the settlement?
chill Aug 24, 2023 @ 12:06am 
nice
Xercaine  [author] Aug 23, 2023 @ 4:06pm 
@sus pumpkin #savetf2 Definitely, no fun without it! It can use all shells that vanilla mortars can.