(http://ww2.sinaimg.cn/large/a15b4afegy1fcy7sn1pxvj20ho09y46a)
Adds manned machine gun turrets and different types of advanced turrets.
Author
Original Author: eatKenny
Current Maintainer: duduluu
Features
M2 Browning machine gun
A manned M2 browning machine gun.
Make at machining table.
Incendiary grenade launcher
Incendiary grenade launcher fires 4 incendiary grenades at target area with each volley. Fires over walll, need to be manned.
Ammo: Incendiary grenades (Make at machining table.)
Make at machining table.
Anti-materiel turret
A turret mounted with a .50 Cal anti-materiel gun that automatically fires at enemies.
Build Cost: Turret .50 cal anti-materiel gun (Make at machining table.)
Rocket launcher
Rocket launcher fires 6 rockets at target area with each volley. Fires over wall, need to be manned.
Ammo: 132mm rockets (Make at machining table.)
Cannon turret
A turret mounted with a 120mm cannon gun on tanks. deals extra armor-piercing damage if the round has a direct hit.
Ammo: 120mm cannon shell (Make at machining table.)
Build Cost: 120mm cannon gun (Get via buying only.)
Howitzer turret
A turret mounted with a 155mm howitzer. Fires over wall, need to be manned.
Ammo: 155mm howitzer shell (Make at machining table.)
Build Cost: 155mm howitzer (Get via buying only.)
Chain gun turret
A turret mounted with a 25mm chain gun, deals extra armor-piercing damage if the round has a direct hit. Need to be manned.
Build Cost: 25mm chain gun (Get via buying only.)
40mm naval gun turret
An 40mm naval gun turret that rapidly fires at enemies, deals extra armor-piercing damage if the round has a direct hit. Need to be manned.
Build Cost: 40mm naval gun (Get via buying only.)
28cm naval gun turret
The ancient German 28cm naval gun was a 283 mm caliber gun designed in 1934 used on the Scharnhorst class battleships. It fires HE shells at long distance, deals devastating damage in large area. Fires over wall, need to be manned.
Ammo: 28cm naval gun shell (Make at machining table.)
Build Cost: 28cm naval gun (Get via buying only.)
Tesla turret
The tesla turret is a short range defense turret, it uses a combination of electricity generation and atmosphere ionization to hurl artificial lightning bolts at hostile attackers.
Build Cost: Tesla coil (Make at machining table.)
Smart mine
A smart anti-personnel mine, launch itself to the enemy within a small radius and explode.
Make at machining table.
Orbital arms dealer
-= Safe to existing saves =-
Download and Subscribe
Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=868519399)
Github Release (https://github.com/RimWorld-zh/eatKenny-TurretCollection/releases)
Baidu Cloud Disk (http://pan.baidu.com/s/1skKKBql)
Source Code
Github (https://github.com/RimWorld-zh/eatKenny-TurretCollection)
License
Source code: MIT License (https://opensource.org/licenses/MIT)
Artwork: Creative Commons License Attribution-ShareAlike 4.0 International (http://creativecommons.org/licenses/by-sa/4.0/)
(http://ww2.sinaimg.cn/large/a15b4afegy1fcy7s1j71uj20zc0jw4qp)
(http://ww2.sinaimg.cn/large/a15b4afegy1fcy7s982xfj20zc0jwhai)
(http://ww2.sinaimg.cn/large/a15b4afegy1fcy7seezpkj20zc0jw1kx)
looks amazing, nice work mate!
This looks fantastic thanks for maintaining this because I've missed it greatly.
Thanks for bringing this mod back to life for us! I really do appreciate it! Although, I was wondering if you are able to create and include the 15 cm SK C/25 naval gun to the collection? If so then I would very much be grateful since I suddenly got sparkled up with the idea of bringing Scharnhorst into rimworld. So for she looks spectacular! Here's a preview of my progress! 50% complete and almost colonist supportable. :D Preview: http://imgur.com/a/YWmhw
Quote from: eatKenny on February 21, 2017, 08:13:38 AM
looks amazing, nice work mate!
All the credit goes to you. And I have gotten much modding knowledge by updating this.
Quote from: Steelwolf on February 21, 2017, 07:59:53 PM
Thanks for bringing this mod back to life for us! I really do appreciate it! Although, I was wondering if you are able to create and include the 15 cm SK C/25 naval gun to the collection? If so then I would very much be grateful since I suddenly got sparkled up with the idea of bringing Scharnhorst into rimworld. So for she looks spectacular! Here's a preview of my progress! 50% complete and almost colonist supportable. :D Preview: http://imgur.com/a/YWmhw
It's a good idea. And your battleship is so cooooooool!
From the pictures i got the impression the are all manned now, ¿are they? I remember the 40 mm one was automated.
Quote from: faltonico on February 22, 2017, 03:01:33 AM
From the pictures i got the impression the are all manned now, ¿are they? I remember the 40 mm one was automated.
Yes, i was automated, but I now changed it to need to manned for balance.
This is indeed a great mod by eatKenny and update by duduluu, i really wanted more options in my colony defense system. My sincere thanks to both!
But i discovered the hard way that it is not save game friendly, or at least i messed up at some point.
Quote from: GreyHuskie on February 22, 2017, 12:21:23 PM
This is indeed a great mod by eatKenny and update by duduluu, i really wanted more options in my colony defense system. My sincere thanks to both!
But i discovered the hard way that it is not save game friendly, or at least i messed up at some point.
I haven't test it with lot of other mod, but I'm sure it's safe to venilla saves
Quote from: duduluu on February 22, 2017, 01:01:14 PM
Quote from: GreyHuskie on February 22, 2017, 12:21:23 PM
This is indeed a great mod by eatKenny and update by duduluu, i really wanted more options in my colony defense system. My sincere thanks to both!
But i discovered the hard way that it is not save game friendly, or at least i messed up at some point.
I haven't test it with lot of other mod, but I'm sure it's safe to venilla saves
My bad here, after poking around the logs and some testing, i found out that the errors i was getting have nothing to do with the mod!
I'm really sorry for making an statement that could hurt the mod image before being sure what was cause of the errors.
Quote from: duduluu on February 22, 2017, 03:44:11 AM
Quote from: faltonico on February 22, 2017, 03:01:33 AM
From the pictures i got the impression the are all manned now, ¿are they? I remember the 40 mm one was automated.
Yes, i was automated, but I now changed it to need to manned for balance.
Thank you for updating this, i was stuck at the dll update... i don't know how to compile yet. Fortunately, changing that turret to the way it was before was an easy .xml change.
Thank you again for your dedication.
isnt that 28cm turret too big to use in just one map? how about making it long range artillery that uses launcher pods targeting system when it sending troops and supplies to raid party, only it doesnt carry supplies & people but shelling enemy bases.
[attachment deleted by admin due to age]
Quote from: raras on March 09, 2017, 11:29:40 PM
isnt that 28cm turret too big to use in just one map? how about making it long range artillery that uses launcher pods targeting system when it sending troops and supplies to raid party, only it doesnt carry supplies & people but shelling enemy bases.
i guess for that you need the 18 inch guns from the yamato then ::)
Could you make standalone for tesla? I think, many of us would appreciate it.
Thank you very much for updating this great mod :)
Is there any chance that you will make a compatibility patch for the latest Combat Realism version?
Updated to A17.
Just curious if this would conflict with other turret mods, like the more vanilla one...
Quote from: Kalshion on June 05, 2017, 04:54:43 PM
Just curious if this would conflict with other turret mods, like the more vanilla one...
No conflict, enjoy it.
Quote from: duduluu on June 05, 2017, 09:02:57 PM
Quote from: Kalshion on June 05, 2017, 04:54:43 PM
Just curious if this would conflict with other turret mods, like the more vanilla one...
No conflict, enjoy it.
Yay! I get to have navy guns again :D
Is it a bug or are the tops not really supposed to move when aiming/firing?
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
Quote from: Raf's on June 15, 2017, 12:18:37 PM
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
This bug has been fixed 10 days ago. Update your mod. :)
I'm not sure it's possible but I would love to have artillery support when I'm travelling within a certain distance from my base, as someone suggested earlier, the 28cm turret feels pretty good for that job :)
Quote from: duduluu on June 16, 2017, 07:38:36 PM
Quote from: Raf's on June 15, 2017, 12:18:37 PM
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
This bug has been fixed 10 days ago. Update your mod. :)
Thx for the info, il do
Hi there, I downloaded Turret Collection version 0.17.0.3 from Github, and it still seems like the turrets instantly point towards the target instead of slowly aiming when I force a target.
Quote from: admiralKew on June 28, 2017, 01:32:29 PM
Hi there, I downloaded Turret Collection version 0.17.0.3 from Github, and it still seems like the turrets instantly point towards the target instead of slowly aiming when I force a target.
That's normal behavior for all turrets, it's what the timer before shooting is for
hey, this has already been reported on mod workshop page but it seems that no solution has been provided yet... do you still develop this mod at all?
28 cm, 155mm, 120mm guns can't "see" the appropriate shells, even if you dev-spawn them or craft them, your pawns can't man the turrets because "X found no nearby unreserved shells for Y"
also, without Organized Research Tab I was unable to locate the TC reseach projects on its tab
Quote from: Sebastian Cigar on January 25, 2018, 10:24:07 PM
hey, this has already been reported on mod workshop page but it seems that no solution has been provided yet... do you still develop this mod at all?
28 cm, 155mm, 120mm guns can't "see" the appropriate shells, even if you dev-spawn them or craft them, your pawns can't man the turrets because "X found no nearby unreserved shells for Y"
also, without Organized Research Tab I was unable to locate the TC reseach projects on its tab
Same issue here, cant reload any turret!