RimWorld

RimWorld

[XND] TE Turret Expansion
76 kommenttia
Mlie 20.5.2022 klo 12.41 
lako1986 21.11.2020 klo 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 3.10.2020 klo 0.20 
Compatible with Turret Extensions Continuum 1.2?
Blackthorn 24.8.2020 klo 18.45 
needs a 1.2 version
Gearhammer 10.8.2020 klo 8.13 
Wrong version for Turret Extensions. Requires 1.3 Turret Extensions version.
rimean 10.6.2020 klo 9.25 
How can i upgrade turrets? I'm pressinng upgrade button and i have resources, but what's next?
XeoNovaDan  [tekijä] 19.3.2020 klo 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 19.3.2020 klo 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  [tekijä] 19.3.2020 klo 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 19.3.2020 klo 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 19.3.2020 klo 12.32 
Thanks for the quick response, it didn't even dawn on me that it could have been mod manager!
XeoNovaDan  [tekijä] 18.3.2020 klo 13.58 
@Mobius-1 - TIL Mod Manager updated. Seems to be a known issue with Mod Manager.
Basch 18.3.2020 klo 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 18.3.2020 klo 11.11 
@XeoNovaDan
I get the "not very much" aspect, but for cannon it seems like nothing changed.
XeoNovaDan  [tekijä] 17.3.2020 klo 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  [tekijä] 17.3.2020 klo 12.18 
@Plymouth - Since they're low-tech, not very much. Their upgrade costs are also fairly low to reflect that.
Plymouth 17.3.2020 klo 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  [tekijä] 17.3.2020 klo 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 16.3.2020 klo 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  [tekijä] 15.3.2020 klo 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 15.3.2020 klo 12.34 
They will also cheerfully start loading the mortars with cannonballs once they are out of high-explosive rounds.
XeoNovaDan  [tekijä] 15.3.2020 klo 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 15.3.2020 klo 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 2.3.2020 klo 16.36 
unfortunately i get the following when loading into a game in progress:

https://pastebin.com/jdCw6gcG
XeoNovaDan  [tekijä] 29.2.2020 klo 14.47 
@Mortagon - Steam may have updated Turret Extensions for you but not TE Turret Expansion. Should fix itself at some point
Mortagon 29.2.2020 klo 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  [tekijä] 29.2.2020 klo 14.43 
And update pushed
XeoNovaDan  [tekijä] 29.2.2020 klo 14.15 
@Simmin - Good catch, will fix!
Simmin 29.2.2020 klo 14.13 
I found a bug! Regular mortars cant take cannonballs, but when upgraded they can.
Simmin 29.2.2020 klo 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  [tekijä] 22.2.2020 klo 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 4.8.2019 klo 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 13.7.2019 klo 22.41 
I'm a fan of XeoNovaDan. Great mods. :)
Patient 10.7.2019 klo 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 10.7.2019 klo 12.11 
*Thats what I figured*
Patient 10.7.2019 klo 12.10 
Awesome thanks! Thanks what I figured actually but such a non-issue :)
XeoNovaDan  [tekijä] 10.7.2019 klo 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 10.7.2019 klo 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 23.2.2019 klo 17.42 
having an issue to get the emplacement upgraded, doesnt work for some reason.
XeoNovaDan  [tekijä] 25.1.2019 klo 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  [tekijä] 25.1.2019 klo 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 25.1.2019 klo 4.25 
Can it be made compattible with Combat extended?
CANADIAN TAPEZOID 13.1.2019 klo 20.41 
how do you unlock these
Maverik 5.11.2018 klo 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  [tekijä] 5.11.2018 klo 10.00 
@Maverik - As designed, otherwise they'd be way OP. You can easily edit XML though.
Maverik 5.11.2018 klo 3.14 
Using the manned turrets doesn´t increase the ranged skill, can you add that?
Bjem 17.10.2018 klo 11.33 
Can anyone upload a B19 version? This update is kinda in the middle of my playthrough
Alabaster 29.9.2018 klo 16.26 
Very cool mod!
Worgensnack 18.9.2018 klo 10.23 
thanks
XeoNovaDan  [tekijä] 18.9.2018 klo 6.58 
Thanks to an update to Turret Extensions (v1.2.2), this is now fully compatible with existing savegames.