RimWorld

RimWorld

USCM - Turret
73 Comments
Pasaway Jul 27, 2024 @ 9:57am 
I deleted my comment before I saw your response. Even though the aim time (warm up) says 120 seconds, it seems to work just fine.
Hiztaar  [author] Jul 27, 2024 @ 9:37am 
It should be fixed. Old warmup value. I set it to 0 like vanilla turrets :)
Hiztaar  [author] Jul 27, 2024 @ 9:29am 
Not at all... I check
Hiztaar  [author] Apr 7, 2024 @ 2:09pm 
Yes it will :)
crafty1983 Apr 7, 2024 @ 3:17am 
Will this get a 1.5 update?
delta23 Dec 1, 2022 @ 4:02am 
can CE?
Doc Cams Aug 11, 2022 @ 5:36am 
Works like a charm. Nice one bruv!
Hiztaar  [author] Aug 10, 2022 @ 7:57pm 
Perfect. Thanks for the feedback! :)
Kopaka Aug 10, 2022 @ 9:54am 
it works, I cannot construct it anymore, just buy it
Doc Cams Aug 9, 2022 @ 5:30am 
Thank you very much. Will update if it works.
Hiztaar  [author] Aug 7, 2022 @ 9:58am 
Oooh. Ok. I fixed the bug. I don't see it on my side anyway. Please feedback if you still have it.
Doc Cams Aug 7, 2022 @ 6:46am 
@kopaka damn right bro. :D
Kopaka Aug 5, 2022 @ 4:04pm 
I think, what the triple OK meant is that he can build it for cost 0. For me it appear under security and it is just 1 work tick but no materials to build it...
Hiztaar  [author] Aug 5, 2022 @ 8:24am 
Yes it's really OP, but extremely expensive too. I'll check for the 1 work tick tho.
Doc Cams Aug 4, 2022 @ 10:19pm 
I have one comment, not a problem but super OP.
the UA-571-C Automated Sentry Gun does not cost anything to put up.
Pawn delivers nothing to blueprint, and with just 1 work tick, it is constructed.
Hiztaar  [author] Jun 8, 2022 @ 12:56am 
Ok I just updated it should work fine now @Skully 0092
Thanks for the report and for your love for this mod!
Hiztaar  [author] Jun 8, 2022 @ 12:18am 
Thanks for the report, I will check it out :)
V.O.I.D. Jun 7, 2022 @ 4:40pm 
One Small Issue... well 2 actually. Number 1: There is no "Cannon" Graphic in my Game. (The Base Places down, it reads its "Active" With barrel durability. but there is no Rotating "Cannon" like other turrets, Doesn't Matter HOW i get them (Spawning the Turret in Via Debug Mode, Buying it, Spawning it into Colonist Inventory, and Dropping them That Way. They do not have the Cannons.) and Number 2: They didn't Seem to Activate when a Animal Went Mad and Attack. Unsure if its related to the Missing Cannon Graphic. but it means a cool turret doesn't Work. Also, there aren't any Errors in my Logs about The Turret. They just dont have their Cannons for some reason. Thanks for your Time! and Excellent Work! (Even though there is a bug now, i remember this was an Amazing Mod!)
Hiztaar  [author] Aug 13, 2020 @ 12:29pm 
The error is no more :)
Kyrox Apr 6, 2020 @ 1:33am 
Getting an error about the turret. Disabled the mod for now.
https://pastebin.com/4bgR6MC0

Full log:
https://gist.github.com/6101139a355a45c65118cd3094fa63fa
HeyWTF Mar 26, 2020 @ 10:41am 
sorry if there some mistakes - English not my native language
HeyWTF Mar 26, 2020 @ 10:40am 
So, where i can check, if it work abut turrets? In science tree in doesnt exist

And its not about this topic but... It will be great to make more often attack by aliens (and, especially at night hahahah) or even establish by aliens new nests on a whole planet or closer to player base

Like more bases of aliens - more often raids on my base and more biggest amount of enemies.
Thats make hurry to leave planet in game! (Haha)

Thats a point to make new steps - saving colonist or marines from aliens and make necessary surgery after - took out aliens hehehhehe
Hiztaar  [author] Mar 25, 2020 @ 11:09pm 
I think the error is harmless. It's about the 1.0 compatibility and uses a tag they removed in 1.1.
HeyWTF Mar 25, 2020 @ 11:47am 
if you can write pm your email i can send screenshot with mods and full report
Hiztaar  [author] Mar 25, 2020 @ 10:18am 
What is your mod order ?
HeyWTF Mar 25, 2020 @ 10:07am 
the same, resubscribe doesn't change it
HeyWTF Mar 25, 2020 @ 10:06am 
XML error: <turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath> doesn't correspond to any field in type BuildingProperties. Context: <building><deconstructible>false</deconstructible><ai_combatDangerous>true</ai_combatDangerous><turretGunDef>Gun_UA571C_USCM</turretGunDef><turretBurstCooldownTime>1</turretBurstCooldownTime><turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath></building>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)

Raistlin Mar 15, 2020 @ 1:52am 
I have it already unsubscribe and subscribe it again. Maybe Its a problem with other mod I have.
I will test it today evening.
Thank you.
Hiztaar  [author] Mar 15, 2020 @ 12:11am 
That's strange I don't have that bug at all. Can you try unsubscribe then subscribe again ?
Raistlin Mar 14, 2020 @ 12:29pm 
I play with 1.1
Hiztaar  [author] Mar 14, 2020 @ 5:20am 
What is your version ?
Raistlin Mar 14, 2020 @ 4:12am 
No sorry. It's still the same error :(
Hiztaar  [author] Mar 13, 2020 @ 12:05am 
Is it fixed now ?
terrifyingsloth Mar 12, 2020 @ 10:55am 
It is! thank you very much
Raistlin Mar 11, 2020 @ 11:55am 
Raistlin Mar 11, 2020 @ 11:53am 
Sorry since today i receive an error massage with this mod.
I have other mods too. Maybe it is a incompatiblity problem,

XML error: <turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath> doesn't correspond to any field in type BuildingProperties. Context: <building><deconstructible>false</deconstructible><ai_combatDangerous>true</ai_combatDangerous><turretGunDef>Gun_UA571C_USCM</turretGunDef><turretBurstCooldownTime>1</turretBurstCooldownTime><turretTopGraphicPath>Marines/Weapon/UA571CGun</turretTopGraphicPath></building>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)...

Any clue what it is?
Hiztaar  [author] Mar 10, 2020 @ 11:12pm 
Is it fixed now ?
terrifyingsloth Mar 10, 2020 @ 12:52pm 
im playing on 1.0 right now
Hiztaar  [author] Mar 10, 2020 @ 3:06am 
This is not normal. What version do you use ?
terrifyingsloth Mar 9, 2020 @ 7:55pm 
my turret is just a purple square, do you know how to fix that?
Hiztaar  [author] Feb 27, 2020 @ 2:33am 
Just fixed the graphic issue on 1.1. Enjoy :)
Sgori Jun 17, 2019 @ 2:20pm 
Because they are very powerful.
King Ratt Jun 16, 2019 @ 9:45pm 
Why do they have to be excessively expensive?
HalfdeadKiller Jan 9, 2019 @ 2:57pm 
Can confirm turrets working as intented! Excellent! Thank ya!
Hiztaar  [author] Jan 9, 2019 @ 1:30am 
Bug fixed !
Hiztaar  [author] Jan 9, 2019 @ 1:05am 
Super weird I go check that. Thanks for the report
HalfdeadKiller Jan 8, 2019 @ 11:36pm 
I've got an odd bug. The turret has 50000/500 Barrel Durability and the Barrel Durability never ticks down. Debug setting the fuel to zero and then repairing the barrel with steel sets the Barrel Durability to 500, but still fails to tick down during combat.
Homebrew Oct 30, 2018 @ 2:02am 
Turret Extensions gives you more options for your turrets. You should look into it. It's more of a request.
Hiztaar  [author] Oct 29, 2018 @ 6:38pm 
A patch ? Is it incompatible ? It should be 100% compatible with everything.