(https://i.imgur.com/JiRfLLF.png)
(https://i.imgur.com/d0TAASb.png)
Current Version : 1.1.0
Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1359335581)
Mediafire Fix.3 (http://www.mediafire.com/file/3h3wjndl0728e8f/MG%20turret%20mod%20%281.1.0%20Fix3%29.zip)
Old version
1.0.1
Mediafire (http://www.mediafire.com/file/esooryia43pq6th/MG%20turret%20mod.zip)
Mediafire Fix.2 (http://www.mediafire.com/file/rek023fa0uf2vae/MG%20turret%20mod%20%28Fix2%29.zip)
Mediafire Fix.3 (http://www.mediafire.com/file/kr0k3ffj5wj395w/MG%20turret%20mod%20%28fix3%29.zip)
1.1.0
Mediafire Fix.2 (http://www.mediafire.com/file/5g1gxaix28gx9dn/MG%20turret%20mod%20%281.1.0.%20Fix2%29.zip)
Now with CE version.
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1360233187)
Mediafire Fix.3 (http://www.mediafire.com/file/68njikdsdkb1thm/MG_turret_mod_CE_%281.1.0_Fix3%29.zip)
Old version
1.0.1
Mediafire (http://www.mediafire.com/file/obod0wea38tvqf3/MG%20turret%20mod%20CE.zip)
1.1.0
Mediafire Fix.2 (http://www.mediafire.com/file/j0erpd7wzjczzi6/MG%20turret%20mod%20CE%20%281.1.0%20Fix1%29.zip)
Mediafire (http://www.mediafire.com/file/4x56nyda2bvnnp0/MG%20turret%20mod%20CE%20%281.1.0%29.zip)
Version 1.0.1
Add Machine Gun/Grenade launcher turret, with Sentry Gun variations. [Manned turret, and Automatic Sentry gun.]
Fix 1: Buffed Range of all turrets.
Fix 2: Now Mk.19 turret use 5 high-explosive shells as Ingrediant.
Fix 2.1: Now Mounted M134 need 75w electricity for activiate.
Version 1.1.0
Add 2 New MG and fixed some code.
Fix1: Korean translation added.
Fix2: Buffed M134 Family.
- Burst shot count and range : 16 shots -> 25 shots, 25 tile range -> 30 tile range.
- Warm up time and Cooldown time got buffed.
- Long-Range Accuracy got buffed.
- Building time got reduced.
Fix 3: Buffed Shot Range [+30%], but nerfed Shot damage to 80%. DP-28 is Exception of two.
List of MG /MGL
Version 1.0.0
- M2 HB : Need Gas Operation tech for unlock.
- M134 Minigun : Need Multi barrel Weapons tech for unlock. Use Minigun as Ingrediant.
Need electricity for activiate.
- Mk.19 Grenade Launcher : Need Gas Operation, Mortar tech for unlock. Use 5 high-explosive shells as Ingrediant.
- All sentry gun Variation needs Turret guns tech for unlock.
Version 1.1.0
- DP-28 : Need no tech. Use LMG as Ingrediant.
- Twin M2 HB Turret : Need Gas operation, Turret guns tech for unlock. Double price of M2 HB.
- Both weapon does not have Sentry gun version.
noys, It's finally out! great work on the textures!
Version 1.1.0 Released.
Really cool concept dude, can I use the manual turrets in Outer Galaxies?
Quote from: Razzoriel on April 18, 2018, 10:44:57 AM
Really cool concept dude, can I use the manual turrets in Outer Galaxies?
Hmm, What is Outer galaxy? Is it a mod of factions or something?
https://ludeon.com/forums/index.php?topic=27162.0
It's like HardcoreSK where a bunch of mod textures collide together to form a huge mod that adds a substantial amount of content. Everything is re-balanced for a more streamlined vanilla experience, but extended, as in, your neolithic tribe will need to research hundreds of techs to reach spacer-tech, and each era brings a specific amount of buildings, weapons and armor, for example.
Your mounted turrets' concept would be used. I won't use the automatic ones.
Okay, How I can help you?
I asked your permission to use a couple, at most three textures, in Outer Galaxies. Standard procedure to avoid misunderstandings about using other people's work in the mod.
Hmmm, Only textures? welp, Ok! you can use it but don't forget about indicate the source!
All texture sources will be mentioned, yours won't be an exception. Thanks!
Looks pretty sweet! I'll certainly try it when I'm done with my low-tech run.
Quote from: Blackie
Large caliber gun on a turret mount.If you find this...You must be Debugger, right?
Kinda, but it's visible from the Help Tab mod. Great turrets!
a DSHKM would be a cool addition, for us Soviet rimworlders
Thank you for this mod :)
Will you add more turrets to it?
Maybe ask CE authors for help, I see some problems that need fixing (at least in CE version).
So:
1. You cannot change firing mode, careful aim/auto only.
2. Unless drafted, colonists will NOT reload gun when manning.
3. Turrets are treated as electronics, requiring components to fix from time to time.
4. Mounted DP is component/work wise overpriced compared to other guns instead of being the cheapest, when dismantled doesn't give components back at all.
I'd advise removing DP turret requiring the gun to be built separately.
Your mod is badly needed, keep up the good work!
Thanks for the feedback!
1. It's planned to do it that way. heh.
2. I dunno how to make it function, I should
3. same as 1, You have to change component because time makes your component being rustic.
4.Getting back LMG is Waaaaaaaaaaaaaaaay out too much to me...sorry!
I don't know which version I should be using...
Mediafire Fix. 3 is recent version!
Update pls.
Can't minify thing which is in a ThingOwner because we don't know how to handle it. Remove it from the container first. holder=MinifiedTurret_KPV108167
Verse.Log:Warning(String)
RimWorld.MinifyUtility:MakeMinified(Thing)
RimWorld.ItemCollectionGenerator:Minify(List`1)
RimWorld.ItemCollectionGenerator:PostProcess(List`1)
RimWorld.ItemCollectionGenerator:Generate(ItemCollectionGeneratorParams)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Because of this bug, caravan failed to generate a trader. Please fix it.
I've put together a quick and dirty unofficial update for B19:
DownloadGitHub - releases (https://github.com/sumghai/DefensiveMachineGunTurretPack/releases) / repo (https://github.com/sumghai/DefensiveMachineGunTurretPack)
Changelog
Version 1.2.0 - 14 September 2018
---------------------
- Updated for 0.19.2009 (unofficial release) by sumghai
- Change turret masses to values more in line with their real-life equivalents
- Add barrel wear to all machine guns
- Shots until barrel change values are based on real-life performance
- Amount of steel required to replace barrels are based on real-life masses of replacement barrels
- Update tripod base texture filenames to new north-south-east naming scheme
LicenceThis mod is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) (http://www.creativecommons.org/licenses/by-sa/4.0/), which in layman's terms means:
- You are permitted to use, copy, redistribute our work as-is
- You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
- You must credit FenderSBlackie (author) and Robin "sumghai" Chang (maintainer) when publishing your derivatives in the download and forum posts
Personal NoteThis is an unofficial update for B19, hence why I am not officially taking over the mod and/or creating my own thread for it.
My implementation of barrel wear is most likely too OP in the context of RimWorld, but I've always preferred to use real-life values as much as possible, seeing as these turrets are supposed to be a step up from their improvised ramshackle frontier cousins from the vanilla game.
CombatExtended compatibility will have to wait until CE itself is updated to B19.