689 ratings
[XND] Turret Extensions 1.1
Mod, 1.0, 1.1
File Size
0.472 MB
Aug 28, 2018 @ 8:57am
Mar 14 @ 9:30am
17 Change Notes ( view )

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[XND] Turret Extensions 1.1

In 1 collection by XeoNovaDan
XND's RimWorld Mods
8 items
RimWorld Version 1.2
The 1.2 version of Turret Extensions, Turret Extensions - Continuum, is now being maintained by Netrve, please find the workshop page here -


Netrve's fork also has an optimised 1.1 version of this mod which doesn't suffer from the performance issues this release suffers from, and is even compatible with 1.0

Deutsch - Energistics

Turret Extensions is a multi-purpose mod that does the following:
  • Fixes several vanilla bugs such as inaccurate cooldown/warmup stat readouts, pawns always facing south when manning turrets, and siegers potentially using wrong shell types
  • Makes manned turrets use the Shooting Accuracy and Aiming Time stats of the pawn using them
  • Allows you to view the damage amount and damage type of turret ammuniton (e.g. shells)
  • Adds various, well-documented turret framework extensions that allow modders to easily do what was previously impossible without C#, purely via XML

Turret Extensions' various framework extensions allows for turret mods that fill niches that could simply never be filled before without the extra capabilities that Turret Extensions brings to the table. Here's some of what Turret Extensions allows for as of v1.3.0:
  • Manned turrets that actually factor in their operator's accuracy and/or aiming time stats
  • Automatic turrets that can be force-targeted by the player, just like with pawns
  • Turret force-targeting to auto-cancel when the target is downed, just like with pawns
  • Turrets with limited firing arcs, as opposed to always being 360 degrees
  • Upgradable turrets with a large variety of parameters that can be adjusted

An example of a mod that uses a significant chunk of this mod's framework is TE Turret Expansion, which you can find in the Links section.

All of the above can now be done purely in XML; not a single line of C# is required! There is comprehensive documentation in the Links section for how to use this framework in your mods.

If you want to spice up your mod's thumbnail a bit, you can download a 'Powered by Turret Extensions' overlay image from Dropbox here[www.dropbox.com] - with and without drop shadows.

If you have any suggestions or other constructive feedback, feel free to let me know!

Turret Extensions naturally won't be compatible with Combat Extended. Mods that aren't patched with Turret Extensions will mostly behave as they would in vanilla.

Should be safely addable to existing savegames. There shouldn't be any problems removing this from existing savegames if you're not running any mods that depend on this.

GitHub releases: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/releases
Documentation for modders: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki
Source code: https://github.com/RimWorld-CCL-Reborn/TurretExtensions

TE Turret Expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=1496140597

Big thanks to Mehni, erdelf, Lanilor, ChJees, Spdskatr, Telefonmast and FuriouslyEloquent for helping me with the C#!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library - this probably wouldn't have been possible without his work
Diana Winters - for proofreading the documentation
Marnador - for the RimWorld-style font
Popular Discussions View All (2)
May 1 @ 1:22am
Jul 26 @ 9:45am
Error while upgrading vanilla miniturret/mortar
< >
Godking Alexander Aug 26 @ 12:56am 
shit job giver on this, why does it run all the time. booo
Drgn! Netrve Aug 17 @ 9:29pm 
You can find my fork of TE (approved by XND), which includes performance fixes for the issues mention by Kayedon and Fellow Feeling, as well as continued support here: https://steamcommunity.com/sharedfiles/filedetails/?id=2201064941
a Aug 15 @ 7:20pm 
I'd like to echo what Kayedon just said - I just gave up on this mod because it was causing 2000ms spikes every 5-10 seconds. It makes the game completely unplayable and that breaks my heart because it's one of my favourite mods.
Kayedon Aug 15 @ 7:10pm 
If you ever return to this mod, I'd like to report a bit of an issue. Per Dubs Performance Analyzer, ConstructDeliverResourcesToTurrets - Construction is over 10 times more resource intensive than any non-mod job, despite being low on the priority list and me not currently constructing any turrets. The second most intensive job is DeliverResourcesToTurrets, also linked to your mod, just shy of 10 times more resource intensive than any other job.

JinnTacc Aug 12 @ 12:55pm 
1.2 :D
Herald Rejn Aug 12 @ 10:12am 
Heart of Mud Aug 12 @ 7:37am 
surprised to be the 1st to ask since I know many use this mod. 1.2 compatibility on its way?
pgames-food Jul 22 @ 10:18pm 
ah ok, hopefully xeonovadan can have a look when they get a moment.
btw cool, i missed simple turrets, just subscribed from seeing the error page :)
NECEROS Jul 22 @ 2:01pm 
I've narrowed it down to Turret Extensions for sure. With nothing but necessary mods, even the mini-turret couldn't be upgraded (I am including TE Turret Expansion). It complains about the job driver and toil already being reserved.

https:// git.io /JJl2E
pgames-food Jul 20 @ 5:30pm 
hi neceros, i tried out the mod, with a few other turret mods too, and it let me upgrade a usual vanilla minigun turret, and even a balista arrow turret.

(i cheated in some materials/power etc) and unlocked all research, but it did upgrade (just gave a few repeatable error popups in debug, until it actually started upgrading it)
i'll send you 4 screens :)