RimWorld

RimWorld

Misc. TurretBase, Objects
325 kommentarer
EfeTheCaptain 10. sep. kl. 0:24 
Does this work with Combat Extended and other custom guns mods ?
Balkoth 9. aug. kl. 13:47 
I would just use Cherry Picker to exclude the others if you just want the base.
Lunam Vehicula 22. juli kl. 15:28 
its a nice mod but is there a version with only Turret: Weapon Base?

also a bit more explanation what the difference is between them would be nice. as example i see that there is a big version with higher costs of Base A but it doesnt have more range or accuracy and it took me a while to find out what the Base A mkIII does, it has more accuracy on longer ranges.

also i saw one bug: if you eject the weapon and order a pawn from some distance to get another weapon then the turret base sometimes magically takes up the still laying weapon next to it up like it was installed again and when the pawn comes with the intented weapon then that will also be installed but the previous weapon will be deleted. so the intented weapon was installed correctly but the other one will be deleted.
Proxyer 14. juli kl. 17:11 
Thank you for add new key!
Cute cat 14. juli kl. 7:20 
Hey Haplo_X1 when i try to use this mod it says that it need the mod called Miscellaneous 'CORE'
but the mods is still not for 1.6
L. Velociraptor 13. juli kl. 22:56 
This is such a good idea, I love modular turrets and mechanoids. Would you consider a wall-turret base so we could wall-mount stuff?
Proxyer 13. juli kl. 22:52 
Hello Haplo_X1. Thank you for the update works.

So I have one question.
Where is the translation key for "DEBUG: gun is already installed"?
Krick 13. juli kl. 19:21 
nice it works now, just remade the gun turrets after updating
Haplo_X1  [ophavsmand] 13. juli kl. 13:37 
Fixed the gravship issue
Krick 12. juli kl. 10:33 
when lifting off with the grav ship turrets lose their guns every time :(
Archie 24. apr. kl. 17:35 
Hey Haplo! Do you think you could make this compatible with Stack Gap? It seems that when Stack Gap is installed (In order to limit stack sizes) weapons drop out of the turret the moment they are installed, with an error.

Here's a hugslib log of a rimworld installation only with misc turrets, hugslib and stackgap:
https://gist.github.com/HugsLibRecordKeeper/c7b9555d567a944466f9ca29c38ac2a1
Haplo_X1  [ophavsmand] 21. mar. kl. 12:23 
I'm not sure it would work with CE. It would require a possibility to reload the weapon.
As I'm too lazy to figure that part out, I have disabled it for CE.
Most likely they will work with CE.. until the weapon magazin is empty that is :)
BAKA BAKA! 19. mar. kl. 22:07 
Hey I had to do some searching through the comment to find my answer. I was wondering why the turrets would just not show up after being constructed. I play with CE and see you have them disabled CE because they weren't compatible. The CE Github has your mod listed as compatible I was wondering if that was a mistake or maybe you just forgot to re-enable the turrets when CE is also detected.
pgames-food 1. jan. kl. 20:07 
hi @kolljak potato riot gun might be handy too, as it downs enemies on pain rather than wounds (but it might still have chance to cause them though)
Kolljak 31. dec. 2024 kl. 19:16 
found this today. cannot wait to put my tear gas grenade launchers in my prison.
Haplo_X1  [ophavsmand] 15. dec. 2024 kl. 14:53 
No, Misc. Core is no longer needed for this to work.
Atreidi 15. dec. 2024 kl. 10:17 
Asked because Rimpy still thinks it needs it...
Atreidi 15. dec. 2024 kl. 10:17 
does it need misc core?
Kuratheris 14. dec. 2024 kl. 14:18 
I've found that the issue of weapons not disappearing after being put in the turret, or "falling out" of it, is caused by the mod Stack Gap.
Siflier 15. nov. 2024 kl. 0:59 
@Yinina 排查了一下,应该是Stack gap的问题
Siflier 11. nov. 2024 kl. 7:15 
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
Siflier 11. nov. 2024 kl. 7:15 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.TryActuallyStartNextToil_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.ReadyForNextToil_Patch1 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch1 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
Siflier 11. nov. 2024 kl. 7:15 
same problem as Yinina

JobDriver threw exception in toil unnamed's initAction for pawn Yuriev driver=JobDriver_HaulToCellAndDoWork (toilIndex=5) driver.job=(InstallWeaponOnTurretBase (Job_2975037) A = Thing_DMS_Autocannon197178 B = (152, 0, 138) Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C4ED55A]
at TurretWeaponBase.JobDriver_HaulToCellAndDoWork+<>c__DisplayClass9_0.<Toils_TryToAttachToWeaponBase>b__1 () [0x00036] in <09ebc3b04818412cacf0628a8e8ff318>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00208] in <2a40c3593b334f29ac3cb3d32d652351>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
GUleiduoDaze 12. okt. 2024 kl. 16:30 
Great mod, there are far more balanced weapon packs out there than turret packs and this mod opens up infinity combinations.

One more thing to mention, I noticed that turret has different barrel texture according to mounted weapon type. Seems like it related to range? I wonder if it possible to make more barrel variants to represent sniper/cannon/burst weapons, right now my minigun on the turret having a long narrow barrel looks a bit weird

I guess it is hard to show the real gun sprite so that's what I think to fix
Yinina 12. okt. 2024 kl. 3:03 
After my test, l have found the cause of the weapon malfunction: After the previously mentioned "weapon mounted on the turret", the weapon did not disappear directly, but appeared in the lower left corner and directly above the turret. At this time, the weapon can be picked up,destroyed or even sold.If a colonist is equipped with this weapon or the weapon is was first equipped with the weapon will lose the "equipment".Although the turret equipment bar shows the XX weapon, it will not shoot.This problem applies to all weapons that can be equipped.As for the weapon falling out again after being equipped, it should be caused by the conflict with other mods l installed.l have too many mods and l don't know which one is the problem.
Haplo_X1  [ophavsmand] 8. okt. 2024 kl. 2:56 
@Yinina: can you tell me a weapon that will not shoot? For the falling out weapons: I haven't seen this bug yet. It would help if I could reproduce this :(
InsideOutFace 8. okt. 2024 kl. 2:53 
I know about that, yes. I'm requesting an option to remove the weapon without uninstalling the turret.
Haplo_X1  [ophavsmand] 8. okt. 2024 kl. 2:52 
Remove a weapon: uninstall the turret and the weapon will be dropped.
InsideOutFace 7. okt. 2024 kl. 23:02 
Please add an option to remove a weapon from a turret base. Otherwise I love this mod. <3 Combined with VWE: Lasers, it makes the coolest laser turret option I've ever seen.
Reed_33 26. sep. 2024 kl. 3:47 
мод не работает(
выдаёт ошибку
Exception in JobDriver tick for pawn Omni Bot (Tier 5) 1 driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_352892) A = Thing_Frame_TurretWeaponBaseAutomatic_Buildable315824 Giver = X2_JobGiver_Work [workGiverDef: ConstructFinishFrames])
System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 4D4A7265]
Yinina 22. sep. 2024 kl. 21:07 
Hello, thank you very much for creating this interesting mod.l encountered some bugs during my gameplay, and l'm wondering if any other players have submitted similar issues:
1.Some turrets fail to fire.The auto-turrets with weapons installed constantly and rapidly re-adjust the aiming bar, but cannot attack properly. l tried moving the turret positions, but the ones with this issue still can't shoot normally.
2.Occasionally, the shooting direction of the turret doesn't align with its texture position.For example, the texture shows the turret facing upwards, but it's actually shooting to the right.
3.After installing weapons, they sometimes fall out. If it's a small turret,the weapon falls on top of it; for large turrets, it falls into the grid at the bottom left corner. Meanwhile, the turret status changes to "weapon installed," which is a positive bug,allowing a single weapon to be
equipped on multiple turrets withoutbeing consumed.
DiskenCider 16. aug. 2024 kl. 1:40 
Thank you Haplo_X1. Your mod will popular in the future. I'm sure of it.
TSense 21. juli 2024 kl. 14:17 
this mod does not list any requirements, it is made as a stand alone mod.
It doesn't demand any other mods in the mod list, but the text says something called "Miscellaneous 'CORE'" without any links to it
pgames-food 17. juni 2024 kl. 15:42 
ahah oops - haplo strikes again :)
Haplo_X1  [ophavsmand] 17. juni 2024 kl. 12:58 
@pgames-food: That wouldn't really help, as the current tech level is already spacer and the weapon tag is already SpacerGun :)
Haplo_X1  [ophavsmand] 17. juni 2024 kl. 12:55 
@Krick: You can increase the WorkToMake. That would increase the trader price and the 'buying' pawns (Pirates, ...) must use more money to get their hands on one.
But.. It is already rather high, so I'm not too sure about the work-to-price calculation..
pgames-food 16. juni 2024 kl. 18:22 
(hi i had a look @krick but wasnt sure what can do that - possibly setting to spacer weapontag like charge lances but not sure if it will cause other problems)
2962342497 16. juni 2024 kl. 17:29 
What is the difference between the three versions of the automatic battery base?
Krick 25. maj 2024 kl. 12:28 
anyway I can stop other pawns spawning with Micro Turret Launcher, if I edit Miscellaneous_Buldings_MicroTurret.xml with ++notepad?
pgames-food 24. maj 2024 kl. 13:41 
yeah @krick, there can be tons of cool-sounding ranged weapons to find after combat, or even to buy from traders when you have many mods, and these turret bases have been an excellent way to put them to good use :) even if you have a set of low quality shotguns or something from a quest you were trying to fulfil, you can put the lower quality items to good use :)
Krick 24. maj 2024 kl. 5:52 
Really awesome mod, now theirs a lot of use for all these weapons raiders drop auto shotguns, smgs, snipers and on, warning don't stand in the line of fire of excellent sniper rifle turrets killed 2 of my own colonist by friendly fire
Ambit 1. maj 2024 kl. 20:57 
Hello, might I recommend removing the quality element, or otherwise making it affect health? As of now awful turrets are more optimal
Raider 23. apr. 2024 kl. 20:19 
Thank you Haplo!
Haplo_X1  [ophavsmand] 15. apr. 2024 kl. 12:26 
I removed the requirement from this. So, it doesn't need Misc. Core anymore.
Moonarian 14. apr. 2024 kl. 6:47 
does this mod need Miscellaneous 'CORE'?
RimPY shows it needs dependencie
Haplo_X1  [ophavsmand] 6. apr. 2024 kl. 13:51 
Thank you for your work. I'll add your link to the description :)
GynderDK 5. apr. 2024 kl. 18:06 
I've added some simple colored versions, that still works with the material color variations. They can be found in the Upscaled Re-Color folder on GitHub.

Same link: https://github.com/GynderDK/Misc.-TurretBase-Objects---ReTexture
GynderDK 4. apr. 2024 kl. 15:30 
I’ve taken the liberty to make some upscaled lineart, and slight retexture for the turrets in this mod,though I haven't made any colour versions yet. The design is nearly unchanged, as I liked the existing design, but the resolution was a bit lacking.

Here’s a link to GitHub: https://github.com/GynderDK/Misc.-TurretBase-Objects---ReTexture
Haplo_X1  [ophavsmand] 28. mar. 2024 kl. 15:28 
I've removed the Misc. Core dependency for this.
saintbrutal 16. sep. 2023 kl. 13:41 
how come none of these auto turrets have "Force target/attack" feature like normal vanilla auto-turrets?