RimWorld

RimWorld

Primitive Turret
104 Comments
Sinful Alochii Jul 27 @ 12:36pm 
Well as far as the research goes, that has yet to come to pass as I work with "Research Reinvented" But it seems that Greatbow and Smithing were both required to make several of them. Its no worries though.

Some one somewhere reworked the tech tree and its now neolithic and animal is showing much earlier things. Smithing has been moved to Neolithic and so on. So not sure what is going on with which mod I am playing with.
Xell  [author] Jul 27 @ 2:58am 
sure i get you thanks for you feedback.
My early concept for this mod is turrets that help you primitive only colony so in my thinking greatbow and smithing did not fit in this era. So i kept it in the Neolithic tech era with large research cost explained parts in the research finish text. "The raider you killed had a strange looking blueprint with him - Catapult Reseach Promt" so you dont progress lorewise to medival in this mod you just looked at a thing and tryed to rebuild it with stuff you have.
Sinful Alochii Jul 26 @ 9:00am 
I looked into the refresh and I am not sure if you understood what I was mostly talking about. The amount of research isn't really the big issue. The problem extends that three of the required research for "Stone Turret, Triple Turret, Fire Turret, Catapult Turret, Monkey Spirit, and Trebuchet Turret" are all considered "Neolithic" research but they require "Greatbow, Smithing, Pila Turret, and Ballista Turret" which are all "Medieval" research, making it confusing as to why the prior mentioned turrets are Neolithic instead of being Medieval?
Sinful Alochii Jul 26 @ 8:05am 
Absolutely love my early Turrets for my Passive Playthrough. MONKEYS UNIT!
This was totally an Ingenious mod. Thank you for such creative talent. I love anything that helps make my Tribal starts more entertaining.
PremierVader Jul 26 @ 3:48am 
Wonderful! Looking forward to the art update too!
Xell  [author] Jul 26 @ 2:16am 
There will be an art upgrade soon to
Xell  [author] Jul 26 @ 2:09am 
Update is out with the balanced Research cost. enjoy :3
Xell  [author] Jul 26 @ 1:59am 
happy to hear you like it <3
sure will look into that
Sinful Alochii Jul 25 @ 6:20pm 
@Xell
First of hello and I LOVE this mod!
Sorry had to get that out of the way, second, are you aware that research for several of the turrets such as the Fire and Catapult requires 3 Medieval research before you can completely the Neolithic tree?

I play as a Zero tech Tribal start with Tech Advancing and this becomes literally over 8k research just to finish up the turrets alone. Could you look into it at all? Thank you~
Xell  [author] Jul 18 @ 5:51am 
high tech coming soon :D
PineappleOfDoom Jul 18 @ 5:29am 
Age Of War vibes
Xell  [author] Jun 30 @ 1:05pm 
dont worry update is incoming :)
Th232r Jun 29 @ 9:33am 
appears to be working just fine in 1.6 so far, many runs no issues.
WiseArkAngel Mar 20 @ 7:26pm 
Trebuchet will be a fine addition to any raiding parties I send out.
Xell  [author] Feb 13 @ 2:17pm 
<3
GoofyGas Feb 8 @ 2:20am 
BTD6 moment
Xell  [author] Dec 1, 2024 @ 9:03am 
good one :steamthumbsup:
yakerisu Dec 1, 2024 @ 8:09am 
"It may be a good defensive little monkey but can you live with the guilt if he gets crushed by your enemies?"

Me:You forget a thousand things every day,How about you make sure this is one of them?
Autolycus Aug 7, 2024 @ 11:14am 
This is great, well done and thank you.
Aulie Mar 7, 2024 @ 9:50pm 
We goin bloons tower defense with this one
Vartarhoz Feb 20, 2024 @ 2:14pm 
Reggie you god damn monster.
wuj555555 Nov 5, 2023 @ 7:33pm 
It could also be powered by food
Aerensiniac Oct 22, 2023 @ 1:20am 
This is a lovely mod for higher difficulty, early defense scenarios. I am all over it.
That being said, i have instantly met 2 problems:
- Turret range is not displayed while you are placing the turret
- It's research tree is broken inside ResearchPowl for some reason

Maybe a small mention would be also the extreme amount of research required for some of the turrets, like 6.5k. I mean you can research electricity AND regular turrets from that amount
IHateTheIRS Oct 9, 2023 @ 2:01am 
throw rock at empire in cataphract armor
IHateTheIRS Oct 9, 2023 @ 2:00am 
stone turret funniest turret
么丨 Sloth Oct 7, 2023 @ 3:29am 
@VolatileGlitchAviator do you have a link for it please ?
VolatileGlitchAviator Oct 3, 2023 @ 7:03pm 
Well a CE patch from Xell anyways, I however have a ce patch for it, :).
Sandwich Jul 14, 2023 @ 7:27pm 
add a turret that shoots out coconuts
Zanklev™ Jun 1, 2023 @ 1:54pm 
What tech level are the turrets marked as? I'm using researchpowl and any turret above arrows switches between medieval and tribal if I change any settings in researchpowl, it's the only mod that has this issue. I also found an incompatibility, this mod crashes the game when shooting zombies from Zombieland occasionally. Sometimes the turrets have no issue shooting zombies but occasionally it will freeze then crash the game, I'm not sure why but when I checked the log it has something to do with the way the turrets apply damage to the zombies.
Zackymanic May 18, 2023 @ 8:26am 
why no ce? it make the shit game less shit
beelzeboops Feb 22, 2023 @ 2:21pm 
Allright, I thought so, just didn't saw any comment about it. Thank you for your reply :-)
Xell  [author] Feb 22, 2023 @ 2:14pm 
its not CE compatible and never will get a patch for it
beelzeboops Feb 22, 2023 @ 11:01am 
It seems the mod isn't compatible with Combat extended. When I have CE installed, the turrets won't fire. When CE is not active they work as intended. Otherwise i love this mod :-)
Xell  [author] Jan 31, 2023 @ 8:43am 
fixed the error - tower works now as it should
geronimo1120 Jan 31, 2023 @ 8:08am 
@xechostormx
Changed ToxicSensitivity to ToxicResistance and it does indeed get rid of the error. Haven't tried playing with it yet though so I guess we'll see if it explodes lol
Fakelok Jan 8, 2023 @ 6:20am 
Arrow Turret drop monkey meat. turrets can decay but you can turn off them, so they dont.
WetSocks Dec 27, 2022 @ 5:40pm 
Uggg-Tech
echostorm Dec 20, 2022 @ 10:03pm 
ToxicSensitivity needs reworked as ToxicResistance... Maybe just the name change?
Xell  [author] Dec 1, 2022 @ 2:31am 
glad you like it :3
Skpy Nov 30, 2022 @ 7:08pm 
I love it!
(≡◉‿‿◉≡) Aug 20, 2022 @ 7:04am 
I was kind of expecting a monkey turret throwing rocks lol
Jbecl Sleeper Apr 2, 2022 @ 10:59pm 
What ~~~~~~~~~~~~~~~~ a great mod!
Lyven Feb 6, 2022 @ 10:50am 
is it possible to have a nerfed version of this? i really like the concept, but it bugs me that most of the turrets here are quite powerful compared to other turret mods out there despite supposedly being primitive? reduced damage, reduced penetration, and cheaper research?
kingsjack123 Jan 21, 2022 @ 1:22pm 
intresting but it ant very realist in the context of the game tho, is it? my i suggest making a line up of dryad themed turrets? maybe set it up were there are resources from anima and dryad assets you get from pruning and mining, like anima gems and some sort of low AI plant sprout or something?
Xell  [author] Jan 11, 2022 @ 4:38pm 
yes thats the normal one thats the error the stone one is not affecting it.
Annabellee Jan 11, 2022 @ 4:01pm 
ok, yea I think it has to do Vanilla Furniture Expanded - Security since that adds ballista to.but since it not putting up in-game it find I just thought I report it
Xell  [author] Jan 11, 2022 @ 3:52pm 
i did try to find the error but didnt found anything in my xml. i am not skilled enouth to fix that sry, but since rimworld is not puting up errors just ignore it i guess
Annabellee Jan 11, 2022 @ 3:17pm 
so im getting a Duplicate XML error on startup with the ballista turret https://gist.github.com/HugsLibRecordKeeper/aa64dcc149f9694517ac3f03416289aa#file-output_log-txt-L5843
Roshiro Dec 8, 2021 @ 8:07am 
just trying to update my defenses and getting a huge amount of negative mood feels bad. I'm not killing them, just moving them D:
Xell  [author] Dec 8, 2021 @ 7:44am 
i will see what i can do, thanks for your feedback