RimWorld

RimWorld

Terrasecurity (1.4, OBSOLETE, SEE WORKSHOP PAGE)
184 Comments
SepphorisVT  [author] Nov 12, 2024 @ 10:48am 
A new 1.5 version has been pushed. This workshop item won't be updated anymore, and just exists for anyone playing on 1.4.
The updated, overhauled mod is here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3364700123

Please subscribe to that if you want more content for 1.5+ and onwards!
SepphorisVT  [author] Oct 11, 2024 @ 7:14am 
MASSIVE update pushed to testing version (link in description). It's basically a new mod.
If the testing version works well and has no glaring issues, this main version will be updated.
SepphorisVT  [author] Jul 26, 2024 @ 4:02pm 
@Aulie ty. Mod dev takes so much longer than it seems. I thought this would all be done last month.
At this point I'm probably just going to stick with "it's done when it's done," so I'm not making promises I can't keep.
Aulie Jul 26, 2024 @ 3:47pm 
yipeeeeeeeeeeee im just glad to see you alive
SepphorisVT  [author] Jul 25, 2024 @ 8:58am 
https://steamcommunity.com/sharedfiles/filedetails/?id=3290330220

Link to the testing version of Terrasecurity, for 1.4 and 1.5. BETA, and prone to additions, changes, and bugs, but available for those who want to see what's been cooking.
Aulie Jun 11, 2024 @ 11:07am 
Can't wait
Aulie Jun 11, 2024 @ 11:07am 
Neat!
SepphorisVT  [author] Jun 4, 2024 @ 1:46pm 
@JessieFeathers being finished up as we speak. Many, MANY new features were added, so it's been time consuming to get them all finished up, and making sure it all works properly.

That said, it's in the home stretch, and I'm actually doing the last bits of art at this exact moment. If you're in the Rimworld server, I've been posting some of the last art pieces there. I can go into more detail about the new stuff there as well.
JessieFeathers Jun 4, 2024 @ 1:42pm 
1.5?
Kalter Stahl Apr 11, 2024 @ 8:31am 
Make sure to pace yourself and dont hurt your back! GL on the move!
SepphorisVT  [author] Apr 10, 2024 @ 9:37pm 
1.5 update and version is slightly delayed due to moving. It was intended to be updated for 1.5 tomorrow, but it may be up to a week or so (as with my other mods). Everyone can try to use this mod on 1.5 if they would like, but I cannot guarantee it will work.

The next update for this specific workshop item will only be for 1.4. The 1.5 update will be under a new workshop item, and will have a broader focus (and will also support 1.4). Once it is up, it is HIGHLY recommended you only use that mod!

An in-game and comment announcement will be made once the 1.5 update is available.
TheGreenDigi Mar 29, 2024 @ 5:16pm 
Love the new upcoming stuff you've shared info on. Honestly makes me think it'd be cool if we could grow like, a disposable cannon/rocket launcher that just has one shot, but the fact you can grow it would make it interesting to balance/stockpile it, Just thinking of a big tree-looking thing that launches an explosive nut or something lol
SepphorisVT  [author] Mar 29, 2024 @ 8:23am 
"Upcoming features and additions" thread has been updated with a few ideas of what to expect for the next big update.
TheGreenDigi Mar 26, 2024 @ 5:22pm 
That'd definitely be interesting, though wouldn't want too much feature creep for just one update lol
Feels like something that'd be fit to tackle further on
SepphorisVT  [author] Mar 26, 2024 @ 5:08pm 
Depending on how the next DLC is, I might look into adding some other features that were thought of, but never added since it didn't fit in. However, the presence of DLC parts being underground - the place where plant roots, water, and minerals are - might just allow it to work.
Aulie Mar 26, 2024 @ 11:48am 
Cant wait to beat up the horrors of the new DLC with nature!
SepphorisVT  [author] Mar 13, 2024 @ 10:16am 
1.5 has been officially announced to drop next month. This mod will get it's next update on 1.4 as soon as I can add it, but after that, any future changes will be on 1.5. Luckily, the next update probably has the biggest additions and changes that will make this mod very tribe-friendly, and very experience-friendly.

It's very possible that the 1.5 version will be a brand new listing. Not only due to any 1.5 changes, but also because the scope of this mod will starting moving past weapons. Armor, furniture, decor, structure, etc. is something I want... but all that wouldn't really fit in a mod called "Terra security .
Kalter Stahl Mar 6, 2024 @ 1:17am 
Sounds all good to me. Wasnt saying i disagreed, just that i keep ending up not using them because of other available options. Higher tier repair options sounds great!
SepphorisVT  [author] Mar 6, 2024 @ 12:21am 
@Kalter Stahl them deteriorating is due to their plant nature, their ability to be grown, and them not being stackable. With a big enough growing field and skill, you'll have an absurd amount. Even more so without the deterioration, and the current weapons are meant to be "starter" weapons.

That said my own longer tests have shown the current ones might die off a little *too* quickly, so I'm going to look into another way to balance them. Revitializing them will be a possibility, but I was going to introduce that for the next tier of weapons (there's 5 planned unique "families" total).
Kalter Stahl Mar 5, 2024 @ 10:25pm 
I mostly use your mod because I run alot of fantasy themed worlds. Not necessarily for low tech play-throughs. Just to point it out, don't know how others enjoy it in their own way.
Kalter Stahl Mar 5, 2024 @ 10:22pm 
Hmm, I will say I have avoided the guns most of the time because of how they deteriorate. Ive used the melee weapons tho cause they seemed to not? Although it might have been the passive Gear Repair ability on my fighters from RoM keeping them alive. I think ive read or seen a way to recharge the life force of the terra stuff with an item from terrasecurity but I dont know if i have run across it, or maybe it is a rare shop exclusive?
Kalter Stahl Mar 5, 2024 @ 10:12pm 
The turrets look and work great!
SepphorisVT  [author] Mar 4, 2024 @ 11:05pm 
The next update will hopefully be the final balance for the first tier of growable (Prima) weapons, and the next tier will start being worked on. If anyone happens to have input on any of the weapons - ammo, damage, growing time, whatever - it would be greatly appreciated.
SepphorisVT  [author] Mar 4, 2024 @ 12:45pm 
VEF Team was amazing as usual, and fixed the bug quite quickly once it was reported. You can now hunt without worry!

I will be pushing the next update once the remaining graphics are done, which isn't many. Just a few rotated textures for new structures.
Kalter Stahl Feb 25, 2024 @ 10:44am 
Ooo nice looks on the new additions!
SepphorisVT  [author] Feb 23, 2024 @ 9:57pm 
Next update will be coming out once the VEF team fixes an issue on their end, which is a CTD if weapons run out of durability while a pawn is hunting. It was confirmed as a problem on their side, not with Terrasecurity.

Until then, it is strongly suggested that your hunters have full ammo, or (even better) simply use a weapon that doesn't expire, i.e. a Recurve Bow or Greatbow.
SepphorisVT  [author] Feb 20, 2024 @ 5:52am 
@Aulie nah, it's staying tribal-oriented, friendly to medieval, and distant from Industrial+. A way for the mod to close itself off from Industrial+ is in the works, and this time it won't royally mess with mid-save colonies.

This new method - alongside a couple smaller QoL additions - will (hopefully) be pushed out in a few days.
Aulie Feb 19, 2024 @ 7:39pm 
@SepphorisVT all cool. Thought you were changing the direction of the mod itself. Anyways can't wait for more content from this mod ^^
SepphorisVT  [author] Feb 19, 2024 @ 7:11am 
@Aulie I apologize, that wasn't supposed to lock off tribals, that addition was supposed to discourage industrial+ from snooping. New tribals starts would automatically have those two techs (and thus wouldn't need the advanced tech), but it appears they aren't given to mid-save runs.

The requirements have been removed, and is being approached differently. You should have easy, immediate access now to it. Apologies for the issue.
Aulie Feb 18, 2024 @ 7:12pm 
Ooo looks like tribal runs are over now that research requires more advanced research and technology.
Aulie Feb 18, 2024 @ 7:06pm 
WOOO UPDATE!! (I love this mod keep it up!)
Kalter Stahl Feb 18, 2024 @ 1:12pm 
Noice! I'll try it out at some point!
Gerewoatle Feb 16, 2024 @ 8:47pm 
Closer and closer to Plants vs. Zombies.
SepphorisVT  [author] Feb 16, 2024 @ 8:02pm 
@Kalter Stahl (and whoever else is interested): Terrasecurity has been updated, now including a turret!
Kalter Stahl Feb 13, 2024 @ 9:28pm 
Hmm.. I suppose you could grow a plant from the ground that you harvest the turret from (which is actually a component for crafting the real turret) and then plant (construct) it where you want it.
Kalter Stahl Feb 13, 2024 @ 9:23pm 
I guess there isnt a way for it to be harvested and pop into a placed turret.
Kalter Stahl Feb 13, 2024 @ 9:20pm 
Hmm.. don't suppose it can work like a flower pot flower and when it goes away (like a flower does) it will be done "growing" and leave the plant turret on its space? Also excuse my ignorance i have no idea how modding works in this game lol.
SepphorisVT  [author] Feb 13, 2024 @ 8:53pm 
@Kalter Stahl technically (or naturally, in this mod's case) it's already done. I just haven't figured out a way to get it to grow.

But it works, it shoots sharp thorns, and it hates metal. It just doesn't want to be treated like - and I quote - an "artificial" solution.
Kalter Stahl Feb 13, 2024 @ 5:52pm 
As a rimworld of magic sci-fi/fantasy themed player I love this mod and im very excited for the organic turret research! :D
SepphorisVT  [author] Feb 8, 2024 @ 5:17pm 
@anitachall that's very possible? I never thought of checking if guns also deteriorate when used in melee, but my guess is yes since that's what actual melee weapons need to do too.

If you have some sort of job like melee training, that could certainly do it.
anitachall Feb 8, 2024 @ 4:57pm 
Is it possible that pawns are using them as melee weapons during social fights - thus making them disappear even when I haven't been firing them?
SepphorisVT  [author] Feb 4, 2024 @ 12:26pm 
@anitachall just confirmed how the weapons (including the SMG) should still work. With them being the "starter" bioweapons, all current Terrasecurity weapons quickly lose durability when being used. They are likely to expire after one decent fight. Their limited use is their tradeoff for ease of access and basically requiring no resources to attain.

If your pawn went hunting with them for even a decent amount of time, they would have been used up. Next update will have at least a couple new variants with higher durability (based on one of Rimworld's "special" trees).
SepphorisVT  [author] Feb 4, 2024 @ 12:17pm 
@anitachall checking just in case there's a problem that somehow went under the radar. Will let you know if it seems to be an internal problem, or is something on your end.
anitachall Feb 4, 2024 @ 11:01am 
I think there may be a bug? I grew some of the SMGs, equipped them on my pawns, and I think they decayed over time without actually being fired because the next time I drafted them the guns were missing.
TheGreenDigi Aug 18, 2023 @ 8:52am 
Yea I'd more so like to see some of the finished content finalized and released before tackling some of the more ridiculous stuff. Although plant vehicles like ships would be doable with the new vehicle framework IF you ever did wanna tackle that in the future
SepphorisVT  [author] Aug 18, 2023 @ 4:44am 
Bioships *is* on the "what if" document, after everything else that's planned. While it probably won't happen, it is actually an idea that's been entertained.

However the stuff that's more likely to be useful would be coming first; more weapons, armors, turrets, security walls, etc.
TheGreenDigi Aug 17, 2023 @ 7:41pm 
That'd be very funny but much too ambitious lol
HIM🐀 Aug 17, 2023 @ 6:41pm 
nice, now we need organic, all-natural, electric-free plant tanks and spaceships that you can grow in your garden
TheGreenDigi Aug 3, 2023 @ 12:16pm 
Excited to hear the mod is still being worked on. This is def one of my faves since I just enjoy toying around with plant-focused colonies
SepphorisVT  [author] Jul 12, 2023 @ 1:24am 
@HighKngRoku yes! There's three melee weapons in the mod already; a mace, a sword, and a dagger. There will be more once I am satisfied with the next tier of weapons.