RimWorld

RimWorld

[RH2] Rimmu-Nation² - Security
172 Comments
Йепппа! May 24 @ 11:08pm 
i love MIM-23 HAWK they even helped me get rid of the drops and the bodies
Capefear56 Jan 11 @ 2:11am 
The M2 Browning is unfortunately too good for me to use in my playthroughs. The weapon stats say it's supposed to fire 2-round bursts, but it appears to ignore this and absolutely unload everything like a proper machine gun. 40 damage with 80% armor pen and 42 range is just way too good for 120 steel and 6 components.
saintbrutal Nov 11, 2024 @ 5:40pm 
@the flying tank turret no it doesnt kill drop pods, just a glorified mortar lol
TheRealMe Nov 4, 2024 @ 4:55pm 
@The Flying Tank Turret think of it like an automatic mortar that launches three missiles over long range.
The Flying Tank Turret Sep 27, 2024 @ 2:14pm 
Can somebody explain how MIM-23 HAWK works? I'm so confused. Surface to air, how does that work in rimworld? Does it kill drop pods?
Tetrako Aug 18, 2024 @ 8:33am 
It's sadly not compatible with the Continued version of Yayo's Combat 3, can confirm missiles will still go off at an almost 90 degree angle to where they're aiming.
Blue Berry Boy Aug 8, 2024 @ 3:49am 
I know this is incompatable with yayos combat but is it compatable with the new one? The new one removed all the fancy animations and made it a seperate mod.
Nutsworth Aug 7, 2024 @ 9:17pm 
m2 browning makes my colonist snug as a rug. gud mod :steamthumbsup:
FoolishJester Aug 3, 2024 @ 7:01pm 
beautiful mods, dont let the "update"/"ce?" crowd get to you mate, you do you :steamthumbsup:
Chicken Plucker  [author] Jul 24, 2024 @ 4:18pm 
@Тупой Школьник - I'm assuming you're talking about Combat Extended. I don't make patches for CE, I'm busy enough with mine. If you would like answers to your question, please go to the Combat Extended discord server and ask the patchers there because they would know how things work with their mod. My responsibility ends with what my mods add, not what someone else's mod adds.

If I were to make compatibility patches with other mods, its not out of obligation and would be a rare thing for me to do, otherwise, I'll have to do it for every new mod coming out that needs patches and my job would never end.
Chicken Plucker  [author] Jul 24, 2024 @ 4:18pm 
@INVICTOS - No. Pods aren't even considered as pawns, they're skyfallers, something turrets just can't aim for. If I was to have it shoot down these objects, it would take C# coding.

@NukesRUs - I increased it because the DShK was added. Their real fire rates are obviously a lot more than whatever limitation the game allows, but the M2 needed to have a difference with the new emplacement and its own advantage, that being the fire rate. Unfortunately I don't have a lot of numbers to play with in the .xml, there was no in-between with the DShK and M2 fire rates, it either feels too slow or it has whatever it has now. I prefer it feeling like an actual M2.
Тупой Студент Jul 24, 2024 @ 5:37am 
how long are to wait til DSHK, Barret and MIM-23 made compatible?
SCREAMING LIKE A RADIO Jun 24, 2024 @ 12:16am 
Does the MIM-23 HAWK shoot down pods?
NukesRUs May 27, 2024 @ 8:20am 
Sorry if this is explained elsewhere, but why increase the fire rate of the M2? Seems like an unholy amount of firepower.
꧁༺Mï¢rð§ð£†༻꧂ May 17, 2024 @ 7:28am 
In YAYO's COMBAT settings you can turn off the "allow turrets" option and then the MIM-23 will work normally.
🎠GALLOP ON, TOGETHER ⭐ May 17, 2024 @ 12:17am 
After going back and testing (It's been a busy month and a half,) yes, it was Turret Extensions.
Chicken Plucker  [author] May 16, 2024 @ 11:01am 
@꧁༺Mï¢rð§ð£†༻꧂ - YAYO's COMBAT does this for other mods that add rockets, unless its pre-patched (no idea how to do that, much like CE patches). I'm not the one to ask if I can fix it, because my mod does not mess with the mechanics and physics of vanilla, YC does. If anything, I'd ask YAYO to sort it out, he's been probably told this for ages but I don't know how busy the gentleman is. Sadly my only suggestion is disable it, but I understand that's not a decision some would find easy to make.
꧁༺Mï¢rð§ð£†༻꧂ May 16, 2024 @ 10:02am 
Yes! MIM-23 does not work with YAYO's COMBAT. My rockets fly off the map and into the same place. Moreover, the MIM-23 itself is turned towards the enemy. Can this be fixed?
Chicken Plucker  [author] May 16, 2024 @ 8:56am 
@Farted - If they’re going way off target it could be Yayo’s Combat, assuming you have it. Are they just being inaccurate cause the raiders are moving fast? Need more details mate
Farted May 16, 2024 @ 6:53am 
Been a long time fan of this mod since 1.3, so giving a big thumbs up.

Just reporting that during raids, the MIM-23 shoots missiles out of the map instead at the raiders invading my base...is this a bug or something? The missiles don't hit anyone nor have any impact on the map lol.
Chicken Plucker  [author] May 5, 2024 @ 3:43pm 
@MIM-23's - Just artillery. There's no system for taking out skyfallers, if there's any out there it's all custom code made by someone else for mods.

@Tae.Kucing - No worries mate

@Tophat_Macaroni - Cheers mate
War May 5, 2024 @ 11:50am 
I don't understand the MIM-23's purpose? does it just act like artillery? or is it more of a direct fire weapon? or does it some how do air defense against drop pods?
Tae.Kucing Apr 30, 2024 @ 5:30pm 
thank for the anwear, cant wait for ur future mod
-Helper- Apr 30, 2024 @ 4:36pm 
Dude, I already fuckin' love this from the fun description and the balancing, You my friend are my new favorite mod creator.
Chicken Plucker  [author] Apr 30, 2024 @ 10:42am 
@Tae.Kucing - Claymore doesn't just work with trip wires mate, they can be remotely detonated as well. In fact I'd argue the trip wires you'd forget about is a lot more dangerous, especially, if you forget about that.

Anyway all this to say that there is no trip wire system in rimworld. There's already AP mines and vanilla IEDs that has to be stepped on by the victim. As for having to try and code some kind of linear "proximity mine" mechanic, I'm unwilling to have to commission my coder for that at the moment. Maybe in the future I can do it for a different device, like a trip wire grenade explosive or something when the coders are available. That way the pawns don't just run past the linear shrapnel, it'll be some omni-directional blast.

Will revisit the mod with some kind of proxy mines sometime later, but I don't think changing the claymore is necessary
Tae.Kucing Apr 30, 2024 @ 9:14am 
is theare a setting to make claymore like actual claymore rather then manual detonate? sometime i forget i have claymore for defense and forget to detonate it
Chicken Plucker  [author] Apr 20, 2024 @ 12:36am 
@Porkchop Sandwiches - The preview images are over there showcasing turrets and devices with details on their stats.

I didn’t think people could miss what this mod could do based on the colorful images of turrets and explosives with their labels and detailed stat sheet, but for you porkchop, because I care, I’ll add a new line in the description.
Porkchop Sandwiches Apr 19, 2024 @ 10:42pm 
The description is cute, but would you actually give us some more information on what this mod does?
敬自由 Apr 16, 2024 @ 3:12am 
明白。感谢回复
Chicken Plucker  [author] Apr 15, 2024 @ 1:26pm 
@梦想都没有跟咸鱼有什么区别 - https://imgur.com/gsDUPIj

Hi, that is a picture of vanilla security items. I have taken them to 2 outlander settlements for trade and they do not want to buy them. It is completely normal for traders, ALL of them, to not want to buy security items. Why? It's just how vanilla is coded. Turrets are not tradeable even in vanilla, and so are the ones in this mod because it is derived from their coding.

@Rachel L - I don't know. I understand that's an anti-climatic answer, but I do not test my mod with systems like LTS and CE because I'm far too busy maintaining my own stuff, if anything, it'd be best asking them because my security mod isn't the one overhauling how vanilla mechanics work. Likelihood tells me no.

@Nedlee - No worries
敬自由 Apr 15, 2024 @ 6:53am 
无法向贸易商出售此MOD的物品,商人都不要
Rachel L Apr 14, 2024 @ 11:19am 
Does this works with LTS simple ammo system?
Nedlee Apr 13, 2024 @ 12:10am 
Thank you for the update!
Chicken Plucker  [author] Apr 1, 2024 @ 5:24pm 
Update is live folks.

1.5 has the following changes:
- MIM-23 HAWK SAM turret added
- DShK 1938 turret added
- M82A1 turret added
- M2 Browning fire rate and ammo capacity increased
- Steel refill for all turrets significantly reduced to prevent hauling issues and to better match ammo cost with CE

Just a heads up that this new update is only for 1.5 and it may cause CE incompatibility. I'd add it for 1.4 but CE just announced its last 1.4 update, so me updating this for 1.4 will mean all you CE users may receive errors in your current saves
Ryder Apr 1, 2024 @ 7:14am 
Cool! Thanks
Chicken Plucker  [author] Apr 1, 2024 @ 7:11am 
@Ryder - I'm gonna significantly reduce the steel to minimize the issue best as possible with the AI, push the update and see where are in a few days. Best and simplest solution I can work out right now without having to tread into CE territory and force people to craft ammunition boxes.
Ryder Apr 1, 2024 @ 7:06am 
Yea i understand, thanks for the response!
Chicken Plucker  [author] Apr 1, 2024 @ 6:57am 
@Ryder - I'm gonna repeat this important part. There's nothing I can do about the AI of the game. For me to try and stop them hauling your steel away would be for me to have to pay a coder to potentially overhaul how AI works with hauling.

Your blueprint suggestion is a completely different bag of worms, it's a mechanic for buildings. I can't just slap it on the turrets, because again, I'd have to pay for a coder to somehow make a new system for blueprints and hauling to some turrets which will potentially come with its own bugs and mod conflicts. I know you have a very frustrating problem, but I didn't code the game's AI.

You are annoyed at a feature that isn't part of this mod, understandably so, but it is a greater part of vanilla, you are asking me to fix something that goes beyond the little box I have here.
Ryder Apr 1, 2024 @ 6:48am 
Can it not be made like a blueprint to "hold" the material until it can be "built"/rearmed in this case?
Ryder Apr 1, 2024 @ 6:47am 
I expect to be able to rearm the turret and not have colonists/lifters take the steel away. I don't have an issue with the amount of steel, i have an issue with the steel getting taken away and the pawn reloading the turret just getting stuck in an infinite loop of getting steel
Chicken Plucker  [author] Apr 1, 2024 @ 6:30am 
Correction, it's 1,500* on the M134. The M60 needs 50 steel to refuel, so cutting down the 1,500 to something like 150 steel to refuel means the M60 will have a comically low amount of steel needed to reload
Chicken Plucker  [author] Apr 1, 2024 @ 6:28am 
@Ryder - Well here's the problem. The M134 Minigun fires 2,000 rounds and I have to balance it somehow by making it use a lot of steel. The vanilla turret alone needs 60 steel for a "barrel" replacement when it's out of fuel.

Lifters have nothing to do with the security aspect of the mod because anything to do with hauling is with the game's AI. The only compromise we can potentially do is reduce the amount of steel needed, something like 200, which will make it require a lot less steel for the other turrets in a domino effect. Even then, you can still run into this problem, because again, I have no control over the AI of the game and we've got to balance these turrets somehow and make the steel refuelling require a lot of resources.

What exactly do you want to happen? That's not a condescending question by any means, this is an open forum right now.
Ryder Apr 1, 2024 @ 6:09am 
Found an annoying issue where lifters, will just take steel away from the turrets you are trying to rearm. So for context Im trying to rearm the M134 minigun and because it required 375 steel to rearm and colonists travel back and forwards since they cant carry that much, lifters come and just take it away. I can just turn the lifters off but thats annoying to do every time i have to rearm a turret. Same goes for the other colonists taking the steel away
🎠GALLOP ON, TOGETHER ⭐ Mar 31, 2024 @ 2:46pm 
[XND] Turret Extensions (Continued); that's my immediate guess. I'll get back to you on that shortly; having to tickle some other XML files myself right now.
Chicken Plucker  [author] Mar 31, 2024 @ 2:41pm 
@MGZoltan - Are you talking about Rah's Turret Expansion? If you are, I think it just adds new turrets, not change how anything works so I don't think its that.

Bit curious cause I know I name my turrets with unique defnames, so it can't possibly be another turret overwriting it from some other mod. Try reconstructing it with dev mode and see what happens mate, other than that I'm out of suggestions cause I don't know what could be in your modlist either
🎠GALLOP ON, TOGETHER ⭐ Mar 31, 2024 @ 2:36pm 
Alright, good to know. I'll have to dig through my mods a bit to see if something's making it misbehave, though I have no idea what'd be affecting /only/ that one.
Chicken Plucker  [author] Mar 31, 2024 @ 2:30pm 
@MGZoltan - Yeah just tested on 1.4 and the turret works just fine
🎠GALLOP ON, TOGETHER ⭐ Mar 31, 2024 @ 2:15pm 
@Chicken Plucker
The manned M134; rather than the MW2-esque sentry. I /am/ on 1.4; and it may be possible that something like Turret Expansion is making it shit itself? Though, the M2 and M60 function just fine.
Chicken Plucker  [author] Mar 31, 2024 @ 1:57pm 
@MGZoltan - Which minigun? The M134 of the sentry turret?

I just tested both for 1.5 and they worked seemingly as per usual. Please ping me if you're on 1.4 or something

@Gary Oak - The turret has its own stats, due to limitations with the engine, the turrets still behave like a "sentry gun" but needs a pawn standing next to it, so technically your pawn doesnt have to be Will Smith Deadshot to hit anything.

@THE LUNCH KING - Too powerful to add
🎠GALLOP ON, TOGETHER ⭐ Mar 31, 2024 @ 1:49pm 
Before I dive the rabbit hole- Is the Minigun turret functioning correctly for anyone else? it's got a weird minimum and maximum range and I can't seem to get it to fire; but that may be something on my way-too-big modlist.