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RimWorld => Releases => Mods => Outdated => Topic started by: amodchecker on January 08, 2017, 01:40:25 PM

Title: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on January 08, 2017, 01:40:25 PM
as requested by Switter here it is

its a tiny mod that adds in a variant of improvised turrets that incapacitates instead of killing pawns
please leave feedback and your thoughts on it

http://www.mediafire.com/file/x0uu434w3y8zfaw/Tranq_TurretsV1.1.zip

P.S anyone want an updated version of Tougher Mechinoids?

this mod is save game compatible and should be compatible with other turret mods
i don't have rimworld on steam so i can't upload to the workshop there but someone could upload it on my behalf if thay follow the license in my sig and try to keep it 2 or less versions behind
Title: Re: (A16) Tranq Turrets
Post by: asquirrel on January 08, 2017, 02:19:12 PM
Sweet!  Thanks man!  No more prison break problems. :P
Title: Re: (A16) Tranq Turrets
Post by: amodchecker on January 08, 2017, 02:24:36 PM
Quote from: asquirrel on January 08, 2017, 02:19:12 PM
Sweet!  Thanks man!  No more prison break problems. :P

you wellcome,  but be carfull, these turrets can kill with pain alone if one target gets hit to much (but thay shoulden't keep firing at a target for that long)
Title: Re: (A16) Tranq Turrets
Post by: asquirrel on January 08, 2017, 02:29:21 PM
Sweet.  Thanks for that heads up.  Anyway, better than having my pawns get out of bed to beat the living S*** out of the escapees for trying to escape the prison with the passion of a scene from The Walking Dead.  :D
Title: Re: (A16) Tranq Turrets
Post by: leestriter on January 08, 2017, 03:13:48 PM
Quote from: amodchecker on January 08, 2017, 01:40:25 PM
P.S anyone want an updated version of Tougher Mechinoids?
Yeah I'd use it.
Title: Re: (A16) Tranq Turrets
Post by: asquirrel on January 08, 2017, 03:49:15 PM
How tough are we talking?  Mechanoids are pretty freaking tough right now.  What was that mod that made all those different type of mechanoids?  You know, they had those little squealer ones that would grab you and slice you up like that Screamers movie from the 80's?
Title: Re: (A16) Tranq Turrets
Post by: amodchecker on January 08, 2017, 04:47:33 PM
Quote from: asquirrel on January 08, 2017, 03:49:15 PM
How tough are we talking?  Mechanoids are pretty freaking tough right now.  What was that mod that made all those different type of mechanoids?  You know, they had those little squealer ones that would grab you and slice you up like that Screamers movie from the 80's?

tough enough to just laugh at your attempts to kill them,  in my A12D mod i had to add in a new turret to kill them and even though it ignored armor it still took a lot of shots to bring a centipede down,  i could try to add in a new mechanoid (or 2) but i might not be able to get the game to use it in a balanced manor, making the body is easy (just takes time), but balancing it isen't as easy and the AI might give me some problems (i can only do XML coding) i will see what i can do though.
Title: Re: (A16) Tranq Turrets
Post by: Switter on January 08, 2017, 10:46:27 PM
thanks :D
But there are a problems) turret have little hp and big spread and long reloading(one-two turret's don't problem for prisoners). And turret need very lot shots(don't fact, that prisoners will alive), 5-7, if i place more than 4 turret, this kill prisoners. if i place 1-2, prisoners explode turrets. And the rifle is too large spread of bullets. I understand that the NPC break down when the bullet hits to the leg? Can do so that when the one shot fell colonists? How in remote explosive, effect sleeping gas don't kill prisoners. Maybe can create sleeping rocket launcher use the code of mod "remote explosion"?
Of course, I twirled values in def's for the rifle, but after 5-6 shots colonists still die.
Title: Re: (A16) Tranq Turrets
Post by: amodchecker on January 09, 2017, 02:42:58 PM
Quote from: Switter on January 08, 2017, 10:46:27 PM
thanks :D
But there are a problems) turret have little hp and big spread and long reloading(one-two turret's don't problem for prisoners). And turret need very lot shots(don't fact, that prisoners will alive), 5-7, if i place more than 4 turret, this kill prisoners. if i place 1-2, prisoners explode turrets. And the rifle is too large spread of bullets. I understand that the NPC break down when the bullet hits to the leg? Can do so that when the one shot fell colonists? How in remote explosive, effect sleeping gas don't kill prisoners. Maybe can create sleeping rocket launcher use the code of mod "remote explosion"?
Of course, I twirled values in def's for the rifle, but after 5-6 shots colonists still die.
yah,  i noticed the lack of takedown power and the long reload (i know i diden't set the reload to that long) im uploading an updated version that should fix the problems, i will take a look into the sleeping gas idea
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on January 10, 2017, 01:29:06 AM
ok everyone,  iv fixed all the bugs and now the turrets only kill the few unlucky pawns who get an entire volley of shots, download link updated to V1.1 so please redownload to make sure you have the correct version (or you might have pawns dieing of pain or lack of consciousness)
next turret to be added will be a gas turret for indoor and prison usage, link and version will be updated to V1.2 after its added (should be in a day or day and a half, depending on how hard the textures end up being)
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: skullywag on January 10, 2017, 03:15:35 AM
The game has a mechanism to randomly kill downed pawns. Theres no way round that currently bar a detour.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on January 10, 2017, 03:19:47 AM
Quote from: skullywag on January 10, 2017, 03:15:35 AM
The game has a mechanism to randomly kill downed pawns. Theres no way round that currently bar a detour.
that works in my favor right now,  adds in a bit of realism,  sometimes the turrets will overdose a pawn (which fits with the "hacked together A.I" part)

edit: the reason the mod was killing pawns was becouse the pawns where overloaded with pain or the consciousness was reduced to far below zero
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: FoxXeL on January 10, 2017, 03:41:52 AM
Quote from: amodchecker on January 10, 2017, 03:19:47 AM
Quote from: skullywag on January 10, 2017, 03:15:35 AM
The game has a mechanism to randomly kill downed pawns. Theres no way round that currently bar a detour.

Are you talking about the random death chance?

https://ludeon.com/forums/index.php?topic=27580.0
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on January 10, 2017, 03:50:57 AM
Quote from: FoxXeL on January 10, 2017, 03:41:52 AM
Quote from: amodchecker on January 10, 2017, 03:19:47 AM
Quote from: skullywag on January 10, 2017, 03:15:35 AM
The game has a mechanism to randomly kill downed pawns. Theres no way round that currently bar a detour.

Are you talking about the random death chance?

https://ludeon.com/forums/index.php?topic=27580.0

i don't know if my turrets suffer from this issue,  the turrets just cause a reduction in moving,  and id have to do more testing,  but the only times in the little testing iv done so far where pawns died was when all the turrets targeted the same pawn,  other then that the pawns where incapped just as thay should have been
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: MineFoxC on January 30, 2017, 12:24:50 PM
why not use the ingame "STUNNED" condition?
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: Canute on January 30, 2017, 06:42:24 PM
You don't want them stunned, you want them downed.
Thats a bit different in the game.
Stunned is when they can't move or attack, like an EMP on mechanoids.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: MineFoxC on January 31, 2017, 08:07:19 AM
yes,but when you have them stunned,you can easily down them.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: Thyme on February 01, 2017, 04:50:45 AM
You can hardly move into a horde of 30 tribals charging your defense to down a stunned pawn. I like the current implementation, although I have to use a mix of normal and tranq. turrets because they have less range and don't do burst shots.

edit: So, I just upped the range of the vanilla and the tranq turret a bit (tranq still has a bit less range) and gave the tranq turret a 2-shot burst. Prolly a bit unbalanced compared to the standard variant, but I really need more good colonists. Last raid 6 of 30 tribals were downed, using 6x tranq turret, 4x vanilla turret, 4 sniper rifles and a minigun in a killbox.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: ROD on February 02, 2017, 03:31:06 AM
i just downloaded. i'm going to test its effects now. could you put it in the workshop ? thank you a lot. very helpful.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on February 03, 2017, 02:41:37 AM
Quote from: ROD on February 02, 2017, 03:31:06 AM
i just downloaded. i'm going to test its effects now. could you put it in the workshop ? thank you a lot. very helpful.
i don't have Rim World on steam so i can't upload it there, but someone else could as long as thay followed the license in my sig




Quote from: Thyme on February 01, 2017, 04:50:45 AM
You can hardly move into a horde of 30 tribals charging your defense to down a stunned pawn. I like the current implementation, although I have to use a mix of normal and tranq. turrets because they have less range and don't do burst shots.

edit: So, I just upped the range of the vanilla and the tranq turret a bit (tranq still has a bit less range) and gave the tranq turret a 2-shot burst. Prolly a bit unbalanced compared to the standard variant, but I really need more good colonists. Last raid 6 of 30 tribals were downed, using 6x tranq turret, 4x vanilla turret, 4 sniper rifles and a minigun in a killbox.
6 out of 30 sounds about right for that setting,  the minigun and snipers are what are keeping you from getting more prisoners, also if you have the turrets bunched up all 6 might be shooting at the same target and that can kill pawns, burst fire shouldn't be necessary because the turrets have about the same number of shots/minute as the stock ones, unless i messed up on the math or packed the wrong XML
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: Thyme on February 03, 2017, 03:53:48 AM
Yea, my killbox pretty much hordes the raiders together. Already had a prison break (the hold fire option is neat), all three guys have been incapacitated. Yesterday a bezerk rage from a prisoner (got no meal, cause my guys were fighting a psychic ship) got subdued with a tranq turret, no wounded. Thanks for making them reinstallable.

I didn't check the xml, it just felt right to give them an extra shot. The fire rates did not appear to be equal (single shot feels lame compared to 3-shot burst ^^).
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: Euzio on February 03, 2017, 04:08:32 AM
A few questions to ask~

1) Does this mod work on saved games?
2) Does it work with existing turret mods? (I'm currently already using More Vanilla Turrets mod)
3) Lastly, is it possible to upload this mod to the Steam workshop? I'm currently playing Rimworld on Steam and would love to give this a try.

Been looking really hard for a way to incapacitate raiders without killing them. It gets real frustrating when a raider shows up with awesome stats but I always end up killing them or completely shooting something vital off....
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: Elixiar on February 03, 2017, 04:54:58 AM
I would LOVE to see tougher mechanoids. Bring em on.
Title: Re: (A16) Tranq Turrets (updated 1/9/17)
Post by: amodchecker on February 03, 2017, 05:05:41 AM
Quote from: Euzio on February 03, 2017, 04:08:32 AM
A few questions to ask~

1) Does this mod work on saved games?
2) Does it work with existing turret mods? (I'm currently already using More Vanilla Turrets mod)
3) Lastly, is it possible to upload this mod to the Steam workshop? I'm currently playing Rimworld on Steam and would love to give this a try.

Been looking really hard for a way to incapacitate raiders without killing them. It gets real frustrating when a raider shows up with awesome stats but I always end up killing them or completely shooting something vital off....

1: its pure XML so it should work just fine on saved games
2: yes, it works with other mods (i tested it with More Vanilla Turrets)
3: i don't have Rim World on steam so i can't upload it there, but you should be able to use the mod from here, open steam and right click on the game>properties>browse local files>the folder named "mod" (or mods) then unzip the zip in there so you only have one folder level, if you end up with a folder named tranq turrets inside a folder named the same you unzipped it wrong, just copy the "deepest" folder back up to the mods folder so you have mods/Tranq Turrets/defs,textures,about


seeing as how this mod is getting a lot more notice then i ever expected il be adding in some new stuff soon that should make things a bit more interesting


Quote from: Elixiar on February 03, 2017, 04:54:58 AM
I would LOVE to see tougher mechanoids. Bring em on.
ok,  fun fact: mechanoids now are kinda like how my A12 mod beefed them up, no where near as armored but somewhat close in HP, however you can still kill mechanoids in Vanilla with sniper rifles, mine back then would have laughed at you if you tried it
i might even try to add in a new mechanoid or 2