RimWorld

RimWorld

Rimsenal - Security Pack
223 Comments
Dereck Delta Oct 28 @ 3:58pm 
Hey, i dont find the dependency Rimsenal Core, could you help me?
swagolini Oct 22 @ 9:00pm 
sweet mother of pearl
aunt jemichael Oct 12 @ 7:46pm 
This mod conflicts with Combat Extended. I get this error on startup:
Could not resolve cross-reference: No CombatExtended.AmmoCategoryDef named MoltenShell found to give to CombatExtended.AmmoDef Ammo_MoltenShell
PlatypusSpurs Oct 5 @ 3:51pm 
There are several turrets that don't seem to be working with CE currently:

EMP lobber turret
Incendiary lobber turret
Rotary gun turret
slugger turret
shooter turret

It shows the turrets aiming, but they can't fire.

Modlist:
Harmony
Core
Royalty
Ideology
Biotech
Anomaly
CE
Odyssey
Rimsenal: Murder diversified
Rimsenal: security pack
ZX Zero Sep 25 @ 5:30pm 
The 1.5 still need the core? the turrets don't have projectiles
-HoK- Cian Sep 13 @ 6:58am 
Loving the new turrets. Great job.
Totally Not Ed Sep 13 @ 3:15am 
Oh I'm pearl clutching it

Rimworld? More like Goonworld.
Dabeet Sep 12 @ 4:50pm 
any chance there's a patch for "reel's turret pipeline" mod?
turkler Sep 12 @ 4:48pm 
I'm a big fan of this mod's mascot
MerlinCross Sep 12 @ 3:59pm 
hmm well I suppose I put this back on the list next colony
Roque the Rogue Sep 11 @ 4:28pm 
Worship the fortification pack!
Proxyer Sep 11 @ 12:11pm 
@삼치구이/CeroForGrill
I have confirmed that the error has disappeared. Thank you for fixing it. :cupup:
삼치구이/CeroForGrill  [author] Sep 11 @ 11:54am 
Fixed I think
Proxyer Sep 11 @ 5:59am 
Hello 삼치구이/CeroForGrill. It seems that with the last update, two folders have been created in 1.6/Defs: ThingDef (new) and ThingDefs (the old, correct folder name). Please check them out. Thank you for the update.

Also, if Rimsenal: Murder diversified (old name Core) is not in the mod list, the following red error.

"Failed to find Verse.ThingDef named Apparel_DefensePack. There are 3861 defs of this type loaded."
삼치구이/CeroForGrill  [author] Sep 11 @ 3:18am 
Changelog:

- Thanks to a kind Anon, added the ability to apply fortification packs worn by pawns directly to Greydale turrets under construction.

- Two new low-tier turrets!

Slugger turret: A portable automatic turret equipped with a large-caliber slug gun. While it has limited range and fires only single shots, it delivers high stopping power and impressive firepower. Unlike more common mini-turrets, it won't detonate when damaged, making it ideal for indoor security. The barrel requires steel for maintenance after extended use. Its simple AI targeting system cannot be directly controlled and may cause friendly fire.

Shooter turret: A portable automated turret armed with a long-range rifle. It fires single powerful shots at extended range, but its simple AI makes friendly fire possible. If destroyed, it may explode. The barrel requires steel for maintenance after extended use.
Chigagad Sep 9 @ 8:08am 
Idk why but the latest update seems to be working again with CE. So whoever had problems with deployable weapons before (I did), it's working now.
Definitely not Doggo Sep 8 @ 12:59pm 
The Graser Turret might not even need any DLC. The Beam Def is now in Core -> Defs -> DamageDefs -> Damages_Misc
Same for the Vaporize explosion Def
Proxyer Sep 8 @ 12:38pm 
Thank you for the update!
당신의 Mod를 즐겁게 하고 있습니다!
삼치구이/CeroForGrill  [author] Sep 8 @ 12:19pm 
@Proxyer
Thank you for notice me! いつも助けていただき、ありがとうございます。
Proxyer Sep 8 @ 9:51am 
Hello 삼치구이/CeroForGrill .
Now, the following yellow error is recorded because a psd file (SuppressorGun.psd) is mixed in the texture folder. Please check it out. Thank you.

Tried to load duplicate UnityEngine.Texture2D with path: FilesystemFile [E:\SteamLibrary\steamapps\workshop\content\294100\736139206\Textures\Things\Building\SuppressorGun.psd], Length 145975 and internal path: Things/Building/SuppressorGun
A Bat From Wuhan Sep 8 @ 8:31am 
@Vagineer1

Rimsenal "Murder Diversified" was previously called Rimsenal Core.

Rimsenal Security previously required Rimsenal Core as a dependency, it no longer does.

Either the change is too recent for Rimpy to notice, or Rimpy will never notice because it's effectively abandonware.
Zoto Sep 8 @ 8:22am 
vv Better question is why you're still using Rimpy and not RimSort
Vagineer1 Sep 8 @ 5:22am 
Why does this mod ask for Rimsenal Core in Rimpy? A mod that doesn't seem to exist?
삼치구이/CeroForGrill  [author] Sep 8 @ 2:12am 
4. Jotun turrets overhaul

- Molten Cannon → ULM Cannon
• Renamed to ULM Cannon
• Converted to an automatic turret
• No longer needs specialized ammo

- Barrage Cannon
• Now launches explosive projectiles all at once instead of firing rockets in succession

5. Miscellaneous changes

- Tisiphone Portable Reactor is now a legacy item. (available in Rimsenal Faction Pack - Spacer)
- Smart mine is now a legacy item.
- Overall turret power consumption has been reduced.
- Production costs for several turrets have been adjusted.
- To clear up any confusion, the cannon’s description now states that it fires "straight ahead"—no more “low arc.”
삼치구이/CeroForGrill  [author] Sep 8 @ 2:12am 
Change log:

1. Texture overhaul!
- Almost every in-game textures have been revamped for greater detail and consistency.

2. New turrets!

- EMP lobber turret
- Incendiary lobber turret
- Incinerator turret
- Graser turret
- Rotary gun turret
- Suppressor turret

3. Standalone Now

- Rimsenal: Murder Diversified (formerly Rimsenal: Core) is no longer a prerequisite.
삼치구이/CeroForGrill  [author] Sep 1 @ 1:40pm 
2025.09.02

- Added research prerequisites to build Greydale turrets.
Host Migration Aug 31 @ 5:12am 
v These should be locked behind their respective research
Futstub Aug 31 @ 4:36am 
Honestly, it really sucks that these aren't locked behind a research. Makes it obsolete for most runs, and I think a lot of people don't start at spacer tech... All your other mods are great though, and I'll definitely use them for my next run.
Luckspeare Aug 23 @ 4:58pm 
Also might want to add explicit requirement for Rimsenal Core, since the mod doesn't alert you when it's being loaded without it as it is right now.
삼치구이/CeroForGrill  [author] Aug 21 @ 5:19pm 
That's a good suggestion. I'll consider it.
King Matt 👑 Aug 18 @ 3:48pm 
Thanks for updating this to 1.6! I really appreciate you

Any way you can lock the items behind the correct research? I am starting with a tribal run and currently have access to all of the weapons.

To offer some suggestions:


Deployable light mortar probably fits best with Mortars and Precision rifling research

Deployable machine gun - Gun turrets and Gas operation

Deployable AMR - Gun turrets and Precision rifling

Nest HMG - Gun turrets and Gas operation

Nest Grenade - Gun turrets and Mortars

Nest Recoilless - Gun turrets and Precision rifiling
Nationality Aug 14 @ 7:31pm 
@Anosemo It is the CE team that makes compat patches. Let them know.
Anosemo Aug 10 @ 2:48pm 
Not compatible with Combat Extended? Missing ammo for reload: no UI, no Context Menu :(
Kukika Jul 29 @ 1:02pm 
How does Mortar work? I cant even shot anything?
eaT_sAnd Jul 21 @ 6:35pm 
research modular equipment manufacturing and build the equipment assembly facility then graydale defence emplacements lets you make fortification packs
A7X otakomarek Jul 20 @ 8:05am 
how do i get fortification packs, so i can build the machineguns?
]TPG[ Dagger Jul 4 @ 9:03am 
Does skill matter for manned turrets?
D9sinc Jul 2 @ 7:55pm 
Hello, not sure how to post this, but I noticed some errors when loading up this mod. I am noticing I'm getting error messages like "Could not load Texture2D at 'Things/Projectile/Shard' for def 'Bullet_ShardSentry' in any active mod or in base resources."

It also references the WaveEmitter, NestAGS, SuvTurret, FakeRifle, RocketTurret, and MoltenShell and when those turrets fire, it just creates the giant red X texture to appear as bullets.

I believe that this happens when Rimsenal Core is removed as it is listed as "required" here in the workshop but when you remove it from a modlist, the Security Pack doesn't actually give any errors for its removal or lets players know that it needs Rimsenal - Core to operate in-game.

I don't know if there is a way to toggle it so when in-game if a player removes Rimsenal Core, it causes Rimsenal Security to turn red to indicate that it is required.
JoeOwnage Jul 2 @ 8:00am 
I would love to see a re-armable bear trap included in this
삼치구이/CeroForGrill  [author] Jun 28 @ 6:09am 
2025/06/28
- Some minor adjustments
삼치구이/CeroForGrill  [author] Jun 14 @ 4:00pm 
Oops, forgot the deployable AMR.
삼치구이/CeroForGrill  [author] Jun 14 @ 4:17am 
2025/06/14

- 1.6 (unstable) update

- The Greydale missile launcher has been removed.

- Smart mines are now cheaper and more powerful.

- A new Greydale Modular Defense System has been introduced. To deploy Greydale defense structures, you must now first craft Defense Packs at a Greydale Table. These packs function like backpacks that pawns can wear, and serve as construction material for emplacements. If needed, you can dismantle emplacements back into Defense Packs. Light emplacements require one pack, while heavy ones require two.

-Added Greydale light mortar and recoilless rifle nests.
Ogsnuznlr Aug 8, 2024 @ 5:35pm 
This mod uncompatible with my other mods. It's break the build menu. When you select a menu, menu disappear. Just buildings left. But you cant turn back to select other building types because of this.:steamsad:
삼치구이/CeroForGrill  [author] Mar 23, 2024 @ 2:24am 
2024/03/23
- 1.5 update
PinkPlinko Mar 20, 2024 @ 3:03pm 
I'm not sure if this is intentional, or if its some bizarre mod conflict, but Fuel Barrels can break down and apparently be required to be repaired with industrial components. Regardless of why this is happening, it's funny.
mraadx Nov 12, 2023 @ 8:42pm 
hmg nest aiming time is 20s really?
FungalFish Aug 14, 2023 @ 10:24pm 
The rest of the Rimsenal mods are, so this one should be.
j.doherty Aug 13, 2023 @ 5:18am 
does it work with combat extended?
☠ ✙ NoirFry ㋛ ⚸ May 14, 2023 @ 4:57am 
Portable reactor consumes fuel (uranium) even when turned off.

That's because CompRefuelable checks for CompFlickable in Initialize() , and not in PostSpawnSetup() as others comps.
To make this work, <li Class="CompProperties_Flickable"/> must be defined above <li Class="CompProperties_Refuelable"> in <comps> section of the Def file.
ShunTheWitch Mar 2, 2023 @ 4:16pm 
how useful is the smart mine since it gets shot at and has a tiny range it looks like?