RimWorld

RimWorld

[XND] TE Turret Expansion
Počet komentářů: 76
Mlie 20. kvě. 2022 v 12.41 
lako1986 21. lis. 2020 v 2.00 
I have similiar problem to @rimean.
I can build new turrets yet when I try to upgrade them no pawn handles it, and they cannot be forced to do it.
sonicht 3. říj. 2020 v 0.20 
Compatible with Turret Extensions Continuum 1.2?
Blackthorn 24. srp. 2020 v 18.45 
needs a 1.2 version
Gearhammer 10. srp. 2020 v 8.13 
Wrong version for Turret Extensions. Requires 1.3 Turret Extensions version.
rimean 10. čvn. 2020 v 9.25 
How can i upgrade turrets? I'm pressinng upgrade button and i have resources, but what's next?
XeoNovaDan  [autor] 19. bře. 2020 v 16.16 
Potentially, haven't really checked how that works in code. I'll play around with the explosive stuff a bit at some point and take another look at how things are
Chicago Ted 19. bře. 2020 v 16.04 
Hm, I don't know, really. Vanilla mortars do 50 damage and can reliably damage stuff like mechanoids whereas a cannon shell can be blocked by clothing made out of cloth. I think the issue might be that the 10% is applied two times, i.e. the cannon ball does 10% of the 10% - once from the vanilla damagedef 'bomb' and once from your items_resource_shell.xml

If you look at the vanilla mortar shells, they don't have any damage in their respective xml itself, instead simply referencing the damage type 'bomb'.
XeoNovaDan  [autor] 19. bře. 2020 v 15.36 
@Chicago Ted - I do agree 10% AP is low, however, I'm keeping this in line with vanilla in terms of balance and vanilla explosive weapons also only have 10% AP.
Chicago Ted 19. bře. 2020 v 13.46 
The cannon hits like a wet noodle, 40 damage but only 10% armor penetration. Anyone else having the same problem? Even cloth parkas reliable stop any damage.
Basch 19. bře. 2020 v 12.32 
Thanks for the quick response, it didn't even dawn on me that it could have been mod manager!
XeoNovaDan  [autor] 18. bře. 2020 v 13.58 
@Mobius-1 - TIL Mod Manager updated. Seems to be a known issue with Mod Manager.
Basch 18. bře. 2020 v 13.46 
Hay, having an issue where TE Turret Expansion doesn't recognize Turret Extensions right, it says "Depends on [XND] Turret Extensions v>= 0.0.0. v1.3 is loaded. Any quick fixes I can do? Is this just a weird thing?
Plymouth 18. bře. 2020 v 11.11 
@XeoNovaDan
I get the "not very much" aspect, but for cannon it seems like nothing changed.
XeoNovaDan  [autor] 17. bře. 2020 v 14.15 
@HeadWar - Can't seem to reproduce the issue you're mentioning. Is there a mod conflict perhaps?

And I probably won't expand on that particular path since I don't really want to introduce too much power creep with this mod and really want to keep it minimalistic.
XeoNovaDan  [autor] 17. bře. 2020 v 12.18 
@Plymouth - Since they're low-tech, not very much. Their upgrade costs are also fairly low to reflect that.
Plymouth 17. bře. 2020 v 5.19 
How exactly do ballistas and Cannons improve whenever I upgrade them? From looking at the stats, I can't see any obvious difference.
XeoNovaDan  [autor] 17. bře. 2020 v 1.16 
Okay, since 2575 is not like 2573 as far as Turret Extensions is concerned, I can take a look at this this evening
HeadWar 16. bře. 2020 v 5.18 
It would be good if there was some more modern option on the Ballista -> Cannon -> ??? path. Something with an area effect, that can be manned. Perhaps a recoilless rifle or a rocket launcher.
XeoNovaDan  [autor] 15. bře. 2020 v 13.18 
Definitely sounds like a fault that's occured with Turret Extensions. I'll check when RW's next main build drops since TE's current build is actually reverted from a previous build since RimWorld had an update which was also reverted
HeadWar 15. bře. 2020 v 12.34 
They will also cheerfully start loading the mortars with cannonballs once they are out of high-explosive rounds.
XeoNovaDan  [autor] 15. bře. 2020 v 10.02 
@HeadWar - How bizarre! I'll need to check this at some point.

@The Iron Rose - Sorry, forgot to get back to you on this one! I'll also check that when RW gets to its next build.
HeadWar 15. bře. 2020 v 4.25 
Not sure when this broke, but I know it used to work a few days, maybe a week ago? Tried to load an upgraded mortar with an antigrain shell. The pawns instead load it with a cannonball for the cannon. Forbidding all cannonballs makes the game say there is no available ammunition, even though I have an antigrain warhead lying around.
The Iron Rose 2. bře. 2020 v 16.36 
unfortunately i get the following when loading into a game in progress:

https://pastebin.com/jdCw6gcG
XeoNovaDan  [autor] 29. úno. 2020 v 14.47 
@Mortagon - Steam may have updated Turret Extensions for you but not TE Turret Expansion. Should fix itself at some point
Mortagon 29. úno. 2020 v 14.45 
Just started getting the error XML error: <useMannerShootingAccuracy>true</useMannerShootingAccuracy> doesn't correspond to any field in type TurretFrameworkExtension. Context: <li Class="TurretExtensions.TurretFrameworkExtension"><useMannerShootingAccuracy>true</useMannerShootingAccuracy><useMannerAimingDelayFactor>true</useMannerAimingDelayFactor></li> with newest update
XeoNovaDan  [autor] 29. úno. 2020 v 14.43 
And update pushed
XeoNovaDan  [autor] 29. úno. 2020 v 14.15 
@Simmin - Good catch, will fix!
Simmin 29. úno. 2020 v 14.13 
I found a bug! Regular mortars cant take cannonballs, but when upgraded they can.
Simmin 29. úno. 2020 v 13.48 
A medieval Bombard!!!, now just need a way to add them onto the boats mod and we can have pirates of the caribbean in rimworld!
XeoNovaDan  [autor] 22. úno. 2020 v 8.57 
Note for 1.1: This mod will be updated along with the next update to Turret Extensions - this will include the suggestion below since the next TE update will introduce limited attack angles!
Jacques Cartier 4. srp. 2019 v 7.25 
It would be cool if this added a manned, old-fashioned cannon to give more pre-industrial options. I really like how this mod gives manned turrets to secure your less technologically advanced colonies.
NECEROS 13. čvc. 2019 v 22.41 
I'm a fan of XeoNovaDan. Great mods. :)
Patient 10. čvc. 2019 v 12.15 
It's funny in the description of his mod Neceros says "to do [in future] add some manned turrets that use vanilla weapons" so I was wondered if you two had talked / were aware of each others mods. Maybe you two should be trading ideas and such? Anyways thanks again for the quick reply :)
Patient 10. čvc. 2019 v 12.11 
*Thats what I figured*
Patient 10. čvc. 2019 v 12.10 
Awesome thanks! Thanks what I figured actually but such a non-issue :)
XeoNovaDan  [autor] 10. čvc. 2019 v 12.09 
@CreativeFraser - Hello, there would appear to be some minor overlap with the Mini-Sniper Turret from this mod and the Sniper Turret from Simple Turrets, but that's all there is to it as far as I can tell from description alone.
Patient 10. čvc. 2019 v 12.04 
Hi XND sorry if this has already been asked, would there be any issues? or overlap? when using this alongside Neceros' Simple Turrets mod?
Crispynugget 23. úno. 2019 v 17.42 
having an issue to get the emplacement upgraded, doesnt work for some reason.
XeoNovaDan  [autor] 25. led. 2019 v 4.43 
Unfortunately, it seems that actually patching won't be so easy after all. I'm not really into modding RW anymore, so I won't do it myself.

Open to PRs though!
XeoNovaDan  [autor] 25. led. 2019 v 4.28 
@CANADIAN TAPEZOID - Sorry for the late response. Here's a list:
Ballista - Greatbows
Mini-Sniper Turret - Gun Turrets + Precision Rifling
MG Emplacement - Gas Operation


@DrStarfish - I think I might actually do that one.
DrStarfish 25. led. 2019 v 4.25 
Can it be made compattible with Combat extended?
CANADIAN TAPEZOID 13. led. 2019 v 20.41 
how do you unlock these
Maverik 5. lis. 2018 v 11.40 
In my limited experience with this mod, I don´t think the Ballista and the Machine Gun Emplacement are Op, in fact, they feel more weak than a regular pawn using just a decent weapon, and I only use them situationaly with my melee pawns when I dont want to risk them in a close fight, but you know better the mod, and I respect mods who care about balance, so I will not modify it
XeoNovaDan  [autor] 5. lis. 2018 v 10.00 
@Maverik - As designed, otherwise they'd be way OP. You can easily edit XML though.
Maverik 5. lis. 2018 v 3.14 
Using the manned turrets doesn´t increase the ranged skill, can you add that?
Bjem 17. říj. 2018 v 11.33 
Can anyone upload a B19 version? This update is kinda in the middle of my playthrough
Alabaster 29. zář. 2018 v 16.26 
Very cool mod!
Worgensnack 18. zář. 2018 v 10.23 
thanks
XeoNovaDan  [autor] 18. zář. 2018 v 6.58 
Thanks to an update to Turret Extensions (v1.2.2), this is now fully compatible with existing savegames.