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RimWorld => Releases => Mods => Outdated => Topic started by: Blackie on April 13, 2018, 04:11:58 AM

Title: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: Blackie on April 13, 2018, 04:11:58 AM
(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.
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Chicken Plucker on April 13, 2018, 06:19:21 AM
noys, It's finally out! great work on the textures!
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Blackie on April 18, 2018, 10:33:14 AM
Version 1.1.0 Released.
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Razzoriel on April 18, 2018, 10:44:57 AM
Really cool concept dude, can I use the manual turrets in Outer Galaxies?
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Blackie on April 18, 2018, 10:52:36 AM
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?
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Razzoriel on April 18, 2018, 11:01:44 AM
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.
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Blackie on April 18, 2018, 11:05:13 AM
Okay, How I can help you?
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Razzoriel on April 18, 2018, 11:20:22 AM
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.
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Blackie on April 18, 2018, 11:29:55 AM
Hmmm, Only textures? welp, Ok! you can use it but don't forget about indicate the source!
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Razzoriel on April 18, 2018, 12:41:41 PM
All texture sources will be mentioned, yours won't be an exception. Thanks!
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: Jernfalk on April 18, 2018, 12:45:31 PM
Looks pretty sweet! I'll certainly try it when I'm done with my low-tech run.
Title: Re: [B18] Defensive Machine Gun Turret Pack
Post by: ptx on April 22, 2018, 11:49:00 AM
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!
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: grimsurgent on April 25, 2018, 04:12:33 PM
a DSHKM would be a cool addition, for us Soviet rimworlders
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: Jan2607 on May 04, 2018, 12:01:22 PM
Thank you for this mod :)
Will you add more turrets to it?
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: WREN_PL on May 04, 2018, 05:42:41 PM
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!
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: Blackie on May 06, 2018, 04:52:38 PM
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!
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: tonsrd on May 06, 2018, 09:58:05 PM
I don't know which version I should be using...
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: Blackie on May 07, 2018, 02:26:01 AM
Mediafire Fix. 3 is recent version!
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: WREN_PL on May 23, 2018, 12:37:00 PM
Update pls.
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: temple_wing on July 08, 2018, 12:23:43 AM

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.
Title: Re: [B18] Defensive Machine Gun Turret Pack 1.1.0
Post by: sumghai on September 14, 2018, 01:50:56 AM
I've put together a quick and dirty unofficial update for B19:

Download

GitHub - 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


Licence

This 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:

Personal Note
This 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.