RimWorld

RimWorld

Wall Mounted Turrets Version 2
76 Comments
The Dutchman Nov 26 @ 9:50am 
Of course it can. It just adds turrets...
Judge Judy Nov 18 @ 4:39pm 
Trying it out right now in my save, seems to work with no issues
Judge Judy Nov 18 @ 2:24pm 
Can this mod be added mid-save?
Nyry Oct 1 @ 1:03pm 
Massive work! :steamthumbsup:
Vril Sep 17 @ 12:44pm 
Ceiling turrets like the ceiling light mod?
Honey Badger  [author] Sep 6 @ 2:48am 
Washed? Wished* to implement
Honey Badger  [author] Sep 6 @ 2:48am 
Maybe, but I saw a new thing to experiment with and wanted to try it out, I did wish to expand upon it but i just struggled with some of the turrets i washed to implement. Also i feel the vanilla research tab has a LOT going on already, i didn't want to clutter it any more, especially when other mods start adding to it.

Plus it was a good excuse to hide stuff like the toxbomb turret away if you didn't have biotech, and I made the rest of the charged turrets in its own research block for balancing reasons. You'd naturally skip everything and go straight for charge minigun turrets.

Maybe I'll rebalance it in the future and add some more turrets in.
Anker Sep 5 @ 9:38pm 
Most of the turrets are folded into vanilla research of an appropriate tier, but Toxbomb and Wall Charge are clogging up a research tab all on their own. Might I suggest Charge turrets be folded into Pulse Charged munitions, and Tox turrets into one of the basic ones?

Actually... The research tab one has Wall Charge Minigun, Shotgun, and Sniper, while Pulse Charge already has the basic Wall Charge Turret. You might as well throw them all under Pulse Charged Munitions, with minigun requiring also Multi Barrel Weapons, Sniper Precision Rifling, and Shotgun... Uh, gas operation, I guess.
Honey Badger  [author] Aug 20 @ 11:35am 
And yes in the future XML extensions will be required since that's what lets me easily make mod settings (Since the alternative is basically doing stuff in C# and I sadly just lack experience in that programming knowledge and having difficulty issues focusing atm), but i'll make it a proper requirement WHEN its done and ready.

I just forgot I left that file in the original folder after testing and taking a small break xD
Honey Badger  [author] Aug 20 @ 11:30am 
Ah, that's a blunder on my part, that's something I'm still WIP on for future mod settings :) (When I can figure it out)

Sorry about that, I'll push an update to take that out since it has no functionality ATM
Zeracronius Aug 20 @ 9:14am 
Might just be missing a MayRequire
Cerastia Aug 20 @ 2:57am 
After today's update, I got an error. After installing Xml Extensions, the error disappeared.

Does this mod require Xml Extensions?


<Part of error>
Type XmlExtensions.SettingsMenuDef is not a Def type or could not be found, in file WMT Mod Settings.xml. Context: <XmlExtensions.SettingsMenuDef>
Honey Badger  [author] Aug 19 @ 9:15pm 
Dammit!
Anker Aug 19 @ 7:49pm 
Minor point- The tox bomb turret ammo readout says "Toxhsells shots".
yellowdotchuck Aug 13 @ 10:51pm 
Okay. I was wondering if it'll also be added in the stats to update the list.
Honey Badger  [author] Aug 13 @ 10:38pm 
@Yellowdotchunk What do you mean? :o

If you mean showing new updates as a video, I don't really do anything that's super duper groundbreaking to justify making videos on each update (There a change log at the top right of this workshop page, beneath the workshop image), even making new turrets, whilst nice, I think is nice for people to find out themselves.
yellowdotchuck Aug 13 @ 5:12pm 
Would there be update demonstration?
DracoHoribilis Aug 11 @ 8:55am 
the error lied in another mod that had a few wall turrets, and it was about muzzle flash, so if you download a mod with muzzle flash it autosolved the issue on all related mods.
Honey Badger  [author] Aug 11 @ 8:16am 
I've not pushed an update to this mod since the 5th.
DracoHoribilis Aug 11 @ 1:25am 
Must have had an update between today and yesterday, I cam in to find countless errors.
baronjutter Aug 9 @ 10:30pm 
Its taken me a solid 2 hours of trial and error, but I finally figured out what had nearly bricked my current save: this mod. I've had this mod for ages without any issues, but suddenly I had pawns all bunching up "standing" and getting stuck in that mode. No errors, just "standing". One by one I disabled mods until suddenly the problem stopped when I disabled this one. Why? I have no idea! I have no idea why it would start today when the mod hasn't been updated since the 5th. I don't get it. I've successfully re-enabled every mod in my list without issue, but the moment I enable my beloved wall turrets, everyone starts to get stuck "standing" :(
Temeriki Aug 8 @ 4:37am 
@URU | Deo
Modifying the values is easy, the issue is when the mod updates steam will overwrite your changes. You can use RimPY to make like a fixed modpack outside steams reach after using steam or whatever to dl all the mod.
Sumatris Aug 8 @ 3:49am 
No worries, take your time and release it when you think it's ready :-). It's not like there's a shortage of turrets to pick from as is.
Honey Badger  [author] Aug 8 @ 2:32am 
That is the plan. It was originally going to have a new 'railgun' wall turret released with it, but I've been having issues with how it looks in-game. I was hoping it'd be a quick fix but its been a bit hard to sort out. :S
Sumatris Aug 8 @ 2:30am 
Is the Large Wall Turret Base research project included in preparation of upcoming content? It doesn't show any actual unlocks.
URU | Deo Aug 6 @ 12:34pm 
@Honey badger Thanks a lot, amazing mod :)
Aguastral Aug 6 @ 11:42am 
Hello, thank you for this new version ! But is it possible to add the options to "remove" the barrel replacement (so give infinite ammo) to the turret like the v1 ?
Honey Badger  [author] Aug 6 @ 11:05am 
@Uru | Deo

Super easy. I have zero programming knowledge. Its all XML and the format is self explanatory. I would recommend you make a local copy of the folder (There's an option in game under the 'Advance' button) so every update doesn't wipe what you've got (Though keep in mind if I make a new patch / turret, then you'll have to update!), then in the folder:

1.6 > Defs > ThingDefs_Buildings > There's a whole list of XML files in there, it will all be self explanatory just by reading it, I've left notes in there mainly for myself but you might find them useful for justification why I did one thing over another, or what something does.
URU | Deo Aug 6 @ 11:02am 
@honey Badger how difficult is to a normie(have some knowledge in programing tho) like me to change some values in the turrets?
Reprogrammed Automaton Aug 4 @ 8:54pm 
I agree with not removing the build materials.
terrlerr Aug 4 @ 8:01am 
Please don't remove build material selection, the clutter is worth making all of these out of self-repairing materials.

Also, any chance of adding config options to the mod? I used to keep a local copy of the previous version with custom values, it'd be great if those could be tweaked in game instead.
8faiNt ı♣ı Aug 3 @ 6:20pm 
I think you should get rid of the material type and instead just have alternative versions of it in subcategory to pick the kind of wall turret you want to build in the menu. it clutters the thing very much if im being honest.
Honey Badger  [author] Aug 3 @ 7:52am 
Not at this moment of time.
he1989223 Aug 3 @ 12:44am 
Is it compatible with CE?
Honey Badger  [author] Aug 2 @ 6:12pm 
I've added 5 new turrets: 3 charge, a firefoam, and a toxbomb launcher turret, alongside a new research tab. :)
Nimn Jul 31 @ 1:41pm 
So, dunno if a mod conflict or not. Everything works fine otherwise, but my stun turrets aren't stunning XD I bet it's my no friendly fire mod doing it. Got tired of snipers killing my melee with headshots. I'd wager it's that mod specifically causing it even if normal shots still kill prisoners. Could be an incompatibility and worth saying here so nobody thinks it's the mods fault or broken.
Honey Badger  [author] Jul 31 @ 5:01am 
Thank you! I've got a few ideas planned and working on as I type! :)

These turrets very much came in handy for me in my Odyssey playthrough, if it weren't for these I think I would've had a lost playthrough.
Sumatris Jul 31 @ 4:57am 
I always liked this mod for the prison control alone, but now with Odyssey and its space-limited gravships it's become even more awesome. Lets us mount a whole lot of firepower on the hull without needing to expand the ship's floor space. Still not enough to deter serious raids, but certainly a huge help. Keep up the good work! :-)
Nimn Jul 27 @ 8:18pm 
Omg thank you! Epic mod provided, and epic solution to the only issue i've had. My cat killed the prisoners after being locked in with them, nasty bugger. Don't know how it got in, doors were blocked by a wall.
Honey Badger  [author] Jul 27 @ 7:58pm 
Yeah! Get this mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2602436826

It makes turrets attack prisoners, including WMT :)
Nimn Jul 27 @ 7:58pm 
Okay my plan to use the stun turrets in the prison failed. 4 turrets, in range, ignored the prisoner attacking them XD I'm sure there's a mod that changes that. Still love the idea. Prison breaks are still a slaughter. My fault, pawns have incendiary weapons.
Nimn Jul 27 @ 3:42pm 
After some thought i realised, if a fire that big actually did hit the ship, odds are there'd be no oxygen left anyway and everything would be destroyed in the fire. Thinking with immersion, if the fire is big enough to scare a vampire away, it's going to be too much to put out and time to hit the escape pods. Still, it'll be a great addition.
Honey Badger  [author] Jul 27 @ 3:35pm 
A firefoam wall turret is on my to-do list! I just need to make it and get textures for it!

For the time being you'll have to settle with the vanilla one or firefoam poppers unfortunately. ^^"
Nimn Jul 27 @ 3:34pm 
Was going to say it's just missing a tranq gun, but then i saw the stun turret. Now it's just the utility of a firefoam turret, think a VE mod has it. But really, that's just for lazy people or vampire colonies. So worth it.
Honey Badger  [author] Jul 27 @ 3:30pm 
Glad you like it @Nimn - I think I chose a good time (by pure coincidence no less!) to remake this mod in time for Odyssey. :)
Nimn Jul 27 @ 3:29pm 
Just saying, you're a legend. As cool as big guns look, gravships are limited in space and i can't put turrets inside at risk of clogging the ship. This is a must have.
Honey Badger  [author] Jul 26 @ 10:43pm 
I released a small update that should let you build these turrets over stuff like tables and chairs and what not, IT MAY BE JANKY so please don't go hunting me down if it doesn't look super clean!
Honey Badger  [author] Jul 26 @ 10:19am 
I'll keep it in mind, I'll say outright its very likely not something I could do at my skill level, but hey, maybe I could enlist the help of someone who knows how to make this work in the future. :)
Cato Jul 26 @ 10:04am 
The VFE dazzle effect would be a bonus for sure. Just purely for aesthetics, Moonlight mod makes maps rather dark at night, having sweeping searchlight beams coming from the hull would look cool.
Honey Badger  [author] Jul 26 @ 9:41am 
What would you envision the searchlight doing? First thing that comes to mind is I think VFE which had a searchlight turret that gave a sort of blinding effect to slow enemies down?