RimWorld

RimWorld

Based Turrets
29 Comments
GGKTH Sep 13 @ 2:34am 
oh wow
EXistenZ Sep 11 @ 3:25am 
Thanks. This mod makes runs with pacifist colonists more easy and fun. ( ͡°( ͡° ͜ʖ( ͡° ͜ʖ ͡°)ʖ ͡°) ͡°)
nickson50nic Aug 12 @ 7:24am 
epic mod
Zeracronius  [author] Aug 8 @ 2:23pm 
The fire rate should have been sorted?
There might be an issue with charge-up weapons right now that i need to look into however.
Andreas Aug 8 @ 12:31pm 
Can the fire rate issue be resolved by simply setting the cooldown time sufficiently high?
L. Velociraptor Aug 1 @ 6:24pm 
Yo, @Zeracronius & @Honey Badger, I'm the one what asked about wall turrets 2 compatibility. Really stoked to hear you're considering working on how other modders can make turrets like yours including wall ones, thanks so much for all the hard work and updates! :p2cube:
Zeracronius  [author] Aug 1 @ 3:28am 
The salvos to break is completely configurable in mod options, and the default is 1000.
(Note a salvo can be multiple shots depending on weapon)
Aizuki Aug 1 @ 1:42am 
ah ok, glad you aware. i put beam graser on turret and it broke only few shot. kinda cost > kill
Zeracronius  [author] Aug 1 @ 1:10am 
Currently there is not a platform bigger than 100 kg, however changing the mass is easy in the xml, and so is adding additional turrets.

For fire rate, it is something I have been trying to figure out how to handle.
The problem as far as I can tell is that many weapons are slowed down primarily by "aiming delay" Stat, which the game only ever takes into account if verb is cast by pawn.
Aizuki Jul 31 @ 10:06pm 
got issue where the turret fire rate so faster than original one, even faster than vanilla
Aizuki Jul 31 @ 5:59pm 
are there another platform that can carry more than 150kg weapon?
Zeracronius  [author] Jul 31 @ 10:50am 
Quality is retained, and as far as i can tell from vanilla code, should still be taken into account.
Sumatris Jul 31 @ 6:08am 
Do mounted guns retain their quality level or are they all the same once installed?
Zeracronius  [author] Jul 28 @ 6:59am 
Made a small update that makes sure rotation retained when switching between turret and platform.
Vanilla turrets can't be rotated, so i simply didn't think of it.
Zeracronius  [author] Jul 28 @ 3:34am 
It might have been a bit misleading, i'm not intending to change how this already works, rather just potentially fix some issues and then provide documentation on how other mods can easily add their own platforms.
Torkkar Jul 27 @ 4:44pm 
TBH dude you could also take a look at the Wall turrets & just add a "Wall Turret base" all in all this is working very well as is.
Zeracronius  [author] Jul 27 @ 4:19pm 
I originally intended this to be just a mod for providing "out of the box" turrets of modded weapons without additional work from mods, with the option of those mods providing custom textures for it.
I never considered trying to make it more of a "framework" for other mods to make their own modular turrets and platforms.

It is actually pretty simple, to the point of not even needing Harmony. I'll try to formulate a technical description and explanation of how it works tomorrow.
Zeracronius  [author] Jul 27 @ 2:42pm 
@Honey Badger
This is basically just adding a custom class of turret.
Have a look at the building xml, it shouldn't be difficult to do something with.
However it's possible you run into some issues that i'll need to fix on my end.
Torkkar Jul 27 @ 1:16pm 
yeah it took some fanangling but I found out how to do it feel free to add this to the description with a compatable mod but here's how:

Vanilla Factions Expanded - Pirates Warcasket weapons work with HEAVY TURRET BASES however to get them mounted you must:

1) build the desiered weapon as a security structure and have a Warcasket either pick it up or equip and drop it then store the weapon on a shelf or stockpile area.

2) follow this mods mounting method but select the Warcasket weapon.

3) sit back and watch the show as your guns mow down the enemy.

just a note rapid fire weapons like the Warcasket Charge blaster seem to be more accurate than sniping weapons like the Warcasket Charge Lance.
Honey Badger Jul 27 @ 11:12am 
Hey Zeracronius! I've had a comment on my mod Wall Mounted Turrets V2 asking if I can do a mod compatibility with this one, but wasn't entirely certain on how to do so (I mean my turrets are pretty much just using vanilla base code), was wondering if you would be able to help give instructions on how to make a patch? :)
Zeracronius  [author] Jul 27 @ 7:41am 
@Aizuki
Damage and penetration is based on the weapon. It literally just uses the verb provided by the mounted gun.
The accuracy for small platforms is currently the same as regular turrets: 0.96, which a comment in vanilla says is equivalent to level 8 shooter.

The small platform then additionally has 20% slower shooting speed compared to a pawn.

@Torkkar
I don't see why they wouldn't unless they for some reason don't count as ranged weapons by default. Though the heavy platform currently has a max mountable weapon weight of 100kg.

(A platform can only have hold a weapon equal or less of its own mass)
Aizuki Jul 26 @ 4:33pm 
how was damage , accuracy and penetration calculate? is it from the gun itself or from the turret base? i noticed the base had its stats
Torkkar Jul 26 @ 10:08am 
so would these work for the modded Warcasket weapons from Vanilla Factions Expanded - Pirates? cause I'd love to use this to make Charge Cannon (charge rifle minigun) turrets for my ship
Zeracronius  [author] Jul 26 @ 7:08am 
@Aizuki
Small platform is 70 steel + 30 base material
Heavy platform is 350 steel and 40 plasteel
Currently identical to the cost and definition of vanilla turrets.
Only way i see you getting 351 steel is by another mod modifying it.

I did however just notice that i never assigned a stuff cost value to heavy platform, and this would be why the stuff material is getting lost.

I'll push another update once i've done some more testing.
Aizuki Jul 26 @ 1:37am 
also i cant change base turret materials, whenever i choose plasteel ... it revert back to steel
Aizuki Jul 26 @ 1:34am 
is it supposed require 351 steel to build the base? lmao you trigger my ptsd
angus_jo Jul 20 @ 6:08am 
Maybe I'm just using the wrong weapons. ;-)
It was just nitpicking on my part. Thanks for the mod and the answer. <3
Zeracronius  [author] Jul 20 @ 2:47am 
The heavy one is intended to be used for large heavy weapons, especially modded ones, or ones with custom texturing. And in those cases it looks right.
Ironically, having a B&S giant weapon mounted on the small platform also looks off.

However it might be relevant to add a higher tier tougher small platform.
angus_jo Jul 19 @ 6:01pm 
Love the mod. But the heavy variant looks a little bit odd. Couldn't you give it the same textur as the light one?