RimWorld

RimWorld

Rah's Vanilla Turrets Expansion
233 Comments
Crumb Aug 1 @ 8:32am 
Really hoping this gets patched with Reel's Turret Pipeline!
Yo Homie Jul 30 @ 2:02pm 
Can i add this in an existing save? or is there any other mods where I dont need to rearm turrets?
军阀的右獠牙 Jul 30 @ 6:03am 
Excuse me, is it possible to turn off the red light of the Vulcan Cannon without power interruption?
Jixxor Jul 26 @ 5:35am 
Reel's Turret Pipeline Compatibility would be nice indeed. It's fun to have turrets that actually function as proper defenses, but with the increased cost it's a bit time consuming when pawns have to rearm them all the time. Plus these turrets turning off during combat is an actually noticable drop in firepower.
Unexpectedwalrus Jul 25 @ 9:01pm 
+2
Rhys Jul 25 @ 7:42am 
+1 Reel's Turret Pipeline Compatibility.

Will be subbing, and using this if it gets added.
Omega13 Jul 23 @ 5:07pm 
Seconding the wish for compatibility with Reel's Turret Pipeline, also so glad to have this one back!
wardragon Jul 23 @ 4:45pm 
thanks for the update :goldstack:
SirPhoenixBlood Jul 22 @ 6:03am 
its not downloading the updated file even after i delete the file and make it redownload it its only downloading the 1.5 file for me
Вуф Jul 21 @ 11:22am 
Integration with reel's pipeline? I've seen MVT version with it and it did work for that
Chicken Kickin Fun Jul 21 @ 7:05am 
ty king
Rah  [author] Jul 20 @ 10:47pm 
very busy lately, but did a quick update. enjoy!
So far it still works, but i cant tell for you guys, everyone is using different mods.
Thranos Jul 14 @ 10:47pm 
Working just fine in 1.6 as far as I can tell.
Professor H. Farnsworth Jul 13 @ 8:22am 
@Tal'Raziid
People just see a red warning and does not think/bother to try.. There might be some space issues as there's new tags concerning vacuum, but on ground should be fine?
Tal'Raziid Jul 12 @ 1:50pm 
Link, Wardragon, have you tried it in 1.6 to see if its actually broken?
Commander Link Jul 12 @ 7:32am 
i miss the vulcan turret. please update the mod when you get a chance? :>
wardragon Jun 28 @ 12:01pm 
any plans too update to 1.6
Scorpio Jun 21 @ 11:27pm 
pipe turret patch?
Cant Dodge Rodge Jun 14 @ 11:24am 
I have been looking to see if there is any sort of patch to go along with Reels Turret Pipeline for this awesome turret mod. Haven't been able to find anything. Anyone know if there is one or plans of there being one?
lego116 Jun 12 @ 11:14am 
@rah "Van's Retexture : More Vanilla Turrets" re-textures the turrets from the earlier version of this mod, but that version is out of date.
Rah  [author] Jun 11 @ 2:37pm 
sry been away. i havent tested it with other turret mods, but I don't see any reason why it shouldn't work.
lego116 Jun 4 @ 7:12pm 
Does this version work with "Van's Retexture : More Vanilla Turrets"
200 Jun 2 @ 6:23am 
it doesn't appear to be compatible with reels. perhaps with some kind of patch.
Evono May 9 @ 9:59pm 
is this compatible with Reels turret mod ?
Rah  [author] Apr 12 @ 7:31pm 
<3
kot Mar 16 @ 9:55am 
This mod was always the goat
Rah  [author] Mar 12 @ 3:42pm 
It's compatible yes.
Daniel Mar 2 @ 6:44pm 
is this mod compatible with combat extended?
Rah  [author] Jan 9 @ 12:28pm 
<3
KeyLime Jan 8 @ 10:58am 
Cool! Thanks again! :cozybethesda:
Rah  [author] Jan 8 @ 12:55am 
I'll note it down and take a look at it if I get some time.
KeyLime Jan 4 @ 2:26pm 
Thanks for the quick reply, and thanks for the mod. Do you think you might add the functionality to turn on or off lights, or potentially add that button to change them to darklight? My darkness worshiping cultists are not big fans of the turrets from this mod.
Rah  [author] Jan 3 @ 10:23pm 
not while they're active, but you can turn them off with the power button.
KeyLime Jan 3 @ 10:53am 
Any way to turn off the lights coming from the turrets?
DocHolliday Dec 21, 2024 @ 5:25pm 
I'm blind thank you very much, I have the swkotor mod series so the crafting menus are very cluttered.
Xeonzs Dec 21, 2024 @ 4:56pm 
Thank you, will give it a try again
Rah  [author] Dec 21, 2024 @ 4:23pm 
update 2.8: Vulcan Cannon has been buffed. After some testing, it did come up a bit short. It actually used to be stronger, but the firing rate had some issues in the previous versions. It should now be quite strong. I might continue to tweak if it turns out to be a bit too op. Some text description was also updated on a few turrets. enjoy.

@DocHolliday, fabrication bench.
DocHolliday Dec 20, 2024 @ 11:28am 
How do I make plasma power cells?????????
Xeonzs Dec 16, 2024 @ 4:15pm 
Yeap the vulcan is very dissapointing, not worth the resources and research at all.
Dust Nov 24, 2024 @ 4:07pm 
Vulcan cannon has a lot of ammo and decent range, but otherwise seems pretty lackluster for what one would expect of both the name, and the amount of resources and research. A variety of vanilla small arms fire faster than this thing, including the LMG and Minigun.
Rah  [author] Oct 30, 2024 @ 12:01pm 
@Sunny, it has very high fire rate, but it will struggle against armored targets. So I recommend combining it with other turrets, and/or colonists.
@Futstub, nice. enjoy !
Futstub Oct 29, 2024 @ 2:06am 
Got here because of MysteriousFawx video. :)

Will definitely try it!
Sunny Oct 23, 2024 @ 10:50am 
maybe just me, but the vulcan cannon seems quite weak compared to its cost
Rah  [author] Oct 16, 2024 @ 2:23pm 
<3
Scelous Oct 13, 2024 @ 3:50pm 
Thank you, Rah! Your turret and bionic mods are some of my most favorite; I can't play rimworld without them.
Rah  [author] Oct 6, 2024 @ 2:44am 
The error should be resolved on the dev build of CE.
Jack Oct 4, 2024 @ 7:15am 
Does not currently work with CE
Rah  [author] Sep 28, 2024 @ 1:11pm 
nope