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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.
@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.
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.
@Tae.Kucing - No worries mate
@Tophat_Macaroni - Cheers mate
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
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.
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
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
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.
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.
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
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.
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