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RimWorld => Mods => Releases => Topic started by: sumghai on September 18, 2018, 05:44:06 PM

Title: [1.3] Defensive Machine Gun Turret Pack 1.6.8 (5 Dec 2021)
Post by: sumghai on September 18, 2018, 05:44:06 PM
(https://raw.githubusercontent.com/sumghai/DefensiveMachineGunTurretPack/master/About/Preview.png)

An updated version of the original mod by Blackie (aka Coalcat) (https://ludeon.com/forums/index.php?topic=40913.0), the Defensive Machine Gun Turret Pack adds a variety of manned and automated sentry machine guns to protect your colony from pesky tribals, raiders and the occasional manhunting Thrumbo.

(https://i.imgur.com/2rmkAS5.png)

(https://i.imgur.com/Yxen6HW.png)

(https://i.imgur.com/5vAM37C.png)
(https://raw.githubusercontent.com/CombatExtended-Continued/CombatExtended/master/Media/Badge_CE_compatible.png)

(https://i.imgur.com/DNP1L8o.png)

(https://i.imgur.com/iQW7bpY.png)

(https://i.imgur.com/Mwmh9FW.png)

Code: [Select]
Version 1.6.8 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Rebalanced damage and armor penetration of various turret projectiles

Version 1.6.7 - 10 July 2021
---------------------
- Updated for 1.3.3055
- Fixed incorrect base def references for turret weapons
- Fixed turret weapons not being drawn in RimWorld 1.3

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 and 1.1 versions are only included to help players migrate their saves.

Version 1.6.6 - 23 January 2021
---------------------
- Updated for 1.2.2753
- Fixed long-range accuracy of M134 Sentry gun

Version 1.6.5 - 17 January 2021
---------------------
- Updated for 1.2.2753
- Fixed incorrect gun reference for M2HB Sentry Gun turret

Version 1.6.4 - 16 January 2021
---------------------
- Updated for 1.2.2753
- Reorganized and consolidated all turret building defs
- Removed duplicate projectile defs
- Rebalanced accuracy, shot count and cooldown times for all turrets
- Updated translations
  - Added Japanese translation
  - Fixed incorrect turret blueprint/install frame translations for all languages
  - Fixed CompRefuelable translations for consistency with vanilla turrets

Version 1.6.3 - 15 August 2020
---------------------
 - Updated for 1.2.2723
 - Removed support for 1.0

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.

Version 1.6.2 - 7 June 2020
---------------------
 - Updated for 1.1.2654
 - Rebalance ranges for DP-28 and M134 Minigun turrets

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.6.1 - 6 April 2020
---------------------
 - Updated for 1.1.2589
 - Shift Recoil Operation research position to not overlap other vanilla projects in Research tab
 - Add Placeworkers to turrets to display turret tops and ranges during placement/blueprint mode, as well as preventing manned turret interaction spots from being blocked

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.6.0 - 4 March 2020
---------------------
 - Updated for 1.1.2563
 - Add multiversion support for RimWorld 1.0 and 1.1
 - Rotate turret tops to point to the right, as per the new 1.1 standard

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.

Version 1.5.2 - 23 October 2019
---------------------
 - Add turrets to Caravan and Orbital Combat Supplier trader stock generators
    - Caravan traders will sell fewer types of turrets compared with Orbital traders
 - Add Simplified Chinese translation
 - Implement versioning metadata files for Fluffy's Mod Manager and ModSync
 - Rewrite turret descriptions to be more informative
 - Update preview image to Steam Workshop dimensions
 - Update Traditional Chinese translation

Version 1.5.1 - 20 March 2019
---------------------
 - Fix original author name from FenderSBlackie to Coalcat/Blackie
 - Repackage for Steam Workshop release
 - Remove changelog from About.xml for brevity

Version 1.5.0 - 19 March 2019
---------------------
 - Add Russian translation (courtesy of xRg)

Version 1.4.1 - 6 March 2019
---------------------
 - Increase fillPercent of all turrets to 0.85
     - This allows turrets to properly fire through embrasures and over sandbags when running with the Combat Extended mod

Version 1.4.0 - 22 January 2019
---------------------
 - Updated for 1.0.2150 by sumghai
 - Change About.xml to use new mod multi-versioning scheme
 - Rebalance turret material costs
     - Manned DP-28 turrets no longer require LMGs
     - Manned and Sentry M134 Miniguns no longer require miniguns
     - Manned and Sentry Mk 19 Grenade Launchers no longer require high-explosive shells
 - Overhaul turret research
     - Manned DP-28 turrets are now unlocked after researching Gas Operation
     - Manned and Sentry M2HB Machine Gun turrets are now unlocked after researching Recoil Operation (after Blowback Operation)
 - Sentry turrets no longer explode when destroyed

Version 1.3.0 - 19 October 2018
---------------------
 - Updated for 1.0.2059 by sumghai
 - Update turret and ammunition names in line with their real-life equivalents
 - Add Traditional Chinese translation

Version 1.2.0 - 19 September 2018
---------------------
 - Updated for 0.19.2009 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

Original changelog for older versions by FenderSBlackie
-----------------------------------------------

Version 1.1.0.

Add Machine Gun/Grenade launcher turret, with Sentry Gun variations. [Manned turret, and Automatic Sentry gun.]

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.
- Mk.19 Grenade Launcher : Need Gas Operation, Mortar tech for unlock. Use 5 high-explosive shells as Ingrediant.

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.

- All sentry gun Variation needs Turret guns tech for unlock.

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.
Fix 3: 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 4: Buffed Shot Range [+30%], but nerfed Shot damage to 80%. DP-28 is Exception of two.


(https://i.imgur.com/zyTkzza.png)

(https://i.imgur.com/YTCZpjd.png)

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:
Title: Re: [B19] Defensive Machine Gun Turret Pack 1.2.0 (19 Sep 2018)
Post by: TerrorThomasCao on September 18, 2018, 11:28:00 PM
Thank you for the update to b19!
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
Post by: sumghai on October 07, 2018, 02:25:39 AM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2049 - see first post for download link.

Code: [Select]
Version 1.3.0 - 7 October 2018
---------------------
 - Updated for 1.0.2049 by sumghai
 - Update turret and ammunition names in line with their real-life equivalents
 - Add Traditional Chinese translation
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
Post by: viperwasp on October 18, 2018, 06:02:27 PM
Does this work for 1.0 OCT 17 release without giving version mismatch errors? Thanks
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
Post by: sumghai on October 19, 2018, 04:21:30 AM
Does this work for 1.0 OCT 17 release without giving version mismatch errors? Thanks

Yes, it would have. That said, I've decided to re-release it with the latest 1.0 version number for the sake of consistency:

Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2059 - see first post for download link.

Code: [Select]
Version 1.3.0 - 19 October 2018
---------------------
 - Updated for 1.0.2059 by sumghai
 - Update turret and ammunition names in line with their real-life equivalents
 - Add Traditional Chinese translation
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compati
Post by: sumghai on January 21, 2019, 07:58:04 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2150 - see first post for download link.

Code: [Select]
Version 1.4.0 - 22 January 2018
---------------------
 - Updated for 1.0.2150 by sumghai
 - Change About.xml to use new mod multi-versioning scheme
 - Rebalance turret material costs
     - Manned DP-28 turrets no longer require LMGs
     - Manned and Sentry M134 Miniguns no longer require miniguns
     - Manned and Sentry Mk 19 Grenade Launchers no longer require high-explosive shells
 - Overhaul turret research
     - Manned DP-28 turrets are now unlocked after researching Gas Operation
     - Manned and Sentry M2HB Machine Gun turrets are now unlocked after researching Recoil Operation (after Blowback Operation)
 - Sentry turrets no longer explode when destroyed

I'm also pleased to announce that Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) now includes compatibility patches for these turrets, which I helped write and test.

Happy Hunting, folks!
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: Operative85 on January 22, 2019, 02:39:41 PM
The funny/best part about this update is because I have been wishing that your turrets didn't explode just hours ago. I use your turrets as weapons for my Mechanoid Army (courtesy of "What The Hack?!"), and let's just say that 30 raiders was no match for 2 gatling-gun and grenade launcher-strapped centipedes, but they were easy pickings for the 6 surviving raiders as soon as the centipedes' own turrets exploded on their backs.

Thank you very much!
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: ertzuiop on January 22, 2019, 07:56:44 PM
Why is the magazine capacity of the turrets so low? Any chance to increase it?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on January 23, 2019, 12:33:27 AM
The funny/best part about this update is because I have been wishing that your turrets didn't explode just hours ago.

Exploding turrets in the stock game bothered me as well - my understanding is that Tynan wanted to simulate ammo cook-off, but more often than not a group of raiders simply surround and melee the turret, so it didn't make sense to me that a turret would explode from being smashed with a club or something.

Incidentally, Combat Extended also doesn't use CompProperties_Explosive for their turrets, so I removed them from the stock version of DMGTP as well for consistency.

Why is the magazine capacity of the turrets so low? Any chance to increase it?

The turrets' magazine capacities were based on real-world data.

In the case of the M134 Minigun, while 3,000 and 4,000-round ammo magazines do exist, Combat Extended has a technical limitation in that the maximum stack size (and maximum amount that pawns can reload) for its 7.62×51mm NATO is limited to 500 rounds. After consulting with CE's author NoImageAvailable, we decided to cap the M134 Minigun turret's ammo capacity to 500 rounds.

So no, CE will not allow the limit to be increased.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: ertzuiop on January 23, 2019, 11:32:17 AM
When reloading the turrets the magazine is getting "emptied" before. Even when it still have 400 ammo the process of reloading is deleting the current magazine before placing new one? Is that the procedure? Couldnt check it yet.

But isnt it possibly just to add ammo to the current magazine instead of replacing it so it can be stacked above the carry capacity of haulers?
Just like they do with any item piles.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on January 24, 2019, 08:55:14 AM
When reloading the turrets the magazine is getting "emptied" before. Even when it still have 400 ammo the process of reloading is deleting the current magazine before placing new one? Is that the procedure? Couldnt check it yet.

But isnt it possibly just to add ammo to the current magazine instead of replacing it so it can be stacked above the carry capacity of haulers?
Just like they do with any item piles.

That's standard behaviour for reloading Combat Extended - instead of simply topping up ammo, it completely removes any existing rounds before reloading it with a full stack.

There's nothing I can do to change this behaviour to increase the M134's ammo capacity, and any changes would adversely affect the way CE works.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: Deer87 on January 24, 2019, 09:41:24 AM
It kind of makes sense too.
With any weapon where you do not manually feed it with rounds (forexample a classic pump action shotgun), you detatch the whole magasin, or you detatch the belt. Topping off would be quite unrealistic unless it was some sort of caseless ammo where you could just pour more into the box.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: ertzuiop on January 24, 2019, 12:25:29 PM
That's standard behaviour for reloading Combat Extended - instead of simply topping up ammo, it completely removes any existing rounds before reloading it with a full stack.

Does removing mean deleting existing magazines? Or is the replaced ammo put into backpack for later use? Couldnt check myself...

There's nothing I can do to change this behaviour to increase the M134's ammo capacity, and any changes would adversely affect the way CE works.

All good, just wanna know the rules. Keep up the great work!
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on January 24, 2019, 06:01:38 PM
Does removing mean deleting existing magazines? Or is the replaced ammo put into backpack for later use? Couldnt check myself...

The existing ammo is first moved to the pawn's Gear invetory, before the weapon is completely reloaded.

I assume you have played with Combat Extended before? Because this is standard CE behaviour.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: ertzuiop on January 24, 2019, 10:44:29 PM
Nope. Or else i wouldnt ask.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: f0xhunt on January 31, 2019, 04:16:16 PM
Handy mod. For some reason, CE doesn't include turrets that shoot rifle rounds apart from the m240B. DP turret is handy in the early game when you have a bunch of russian arms since NATO arms require chemfuel to build. KPV is expensive to shoot and none of your rifles share ammo with it. Horrible for suppression since you are using 50 steel for 200 rounds while 7.59R uses ~20 steel for 500. This mod should probably be included in CE guns, tbh.

I haven't tried any of the other turrets but looking over the stats in the patch files, they seem to be reasonable and fill in holes of CE. Minigun seems like a lot of fun. Very expensive fun.

Also, why this isn't in the steam workshop? There is the older version but you could just label it, "Defensive Machine Gun Turret Pack 1.0 [CE compatible]".
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on February 08, 2019, 09:18:47 PM
Also, why this isn't in the steam workshop? There is the older version but you could just label it, "Defensive Machine Gun Turret Pack 1.0 [CE compatible]".
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: zozilin on March 04, 2019, 06:54:40 PM
Combat Extended:
I don't know how to replicate this bug, but my turrets (I only use manned) periodically don't shoot. I can see the shrinking cones as if it is readying to fire but no bullet comes out.
Two separate M2HBs behaved differently - one was okay, while the other wasn't able to shoot. When I was toggling Aim modes, it suddenly started firing in suppress mode, but others still didn't work.
90mm turret (which is from CE) had same issues. No log error btw.
Honestly, I don't know where to ask or how to solve it, other than replacing turrets with God mode.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on March 04, 2019, 07:48:51 PM
Combat Extended:
I don't know how to replicate this bug, but my turrets (I only use manned) periodically don't shoot. I can see the shrinking cones as if it is readying to fire but no bullet comes out.
Two separate M2HBs behaved differently - one was okay, while the other wasn't able to shoot. When I was toggling Aim modes, it suddenly started firing in suppress mode, but others still didn't work.
90mm turret (which is from CE) had same issues. No log error btw.
Honestly, I don't know where to ask or how to solve it, other than replacing turrets with God mode.

I experienced this issue myself briefly during development, but I haven't been able to replicate it since.

Did you add the turrets to an existing CE savegame, or did you start a brand new game? Does God-moding replacement turrets in resolve the issue permanently?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: zozilin on March 04, 2019, 08:07:24 PM

I experienced this issue myself briefly during development, but I haven't been able to replicate it since.

Did you add the turrets to an existing CE savegame, or did you start a brand new game? Does God-moding replacement turrets in resolve the issue permanently?

I think I've found the cause. Turrets won't fire (except for suppress mode) if they are directly adjacent and firing through embrasures. Any kind, I tried both CE native and Rainbeau Flambe's Concrete mod embrasures.
So, if one tile has a turret, the one next to it is an embrasure wall and the target is somewhere on the other side, the turret won't fire.
Edit: It's a new game.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on March 04, 2019, 08:50:46 PM
I think I've found the cause. Turrets won't fire (except for suppress mode) if they are directly adjacent and firing through embrasures. Any kind, I tried both CE native and Rainbeau Flambe's Concrete mod embrasures.
So, if one tile has a turret, the one next to it is an embrasure wall and the target is somewhere on the other side, the turret won't fire.
Does this only happen for CE-patched DMGTP turrets, or for all CE turrets in general?

NoImageAvailable mentioned on the CE Discord channel that he pushed out an update a couple of days ago, which included a LoS fix for embrasures. Could you also please confirm that you are running the latest version of CE?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: zozilin on March 05, 2019, 07:10:35 AM
1. I have tried both Steam and GitHub CE latest releases in a new game. Only CE and DMGT active.
2. CE turrets behave just fine with CE embrasures. DMGT turrets don't fire if target is beyond an embrasure. Placement doesn't actually matter, it can be a few tiles away, but it "doesn't have line of sight" if target is beyond it. It's like they are considered walls.
3. In fact, they can't shoot over sandbags, but I didn't check this one without Concrete mod, which changes the recipe for them. So maybe vanilla sandbags are okay.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on March 05, 2019, 03:16:47 PM
Thank you for your detailed report!

I investigated things a bit further, and can confirm that both manned and sentry DMGT turrets can only fire over vanilla sandbags in Suppress aim mode (as you initially reported) - Snapshot and Aimed shot don't work.

On the other hand, the default CE turrets can fire just fine over sandbags in any aim mode, which suggests there may be something fundamentally wrong with the DMGT CE patches. I'll have a look through those in a moment.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on March 05, 2019, 06:10:05 PM
zozilin, I just had a word with CE author NoImageAvailable, and he informed me that all turrets should have a fillPercent value of 0.85 in order to function properly under CE.

I'm managed to implement a fix on my end, but just to confirm, could you please go into all the turret defs for DMGT and change the fillPercent value for all five mounted and all three sentry turrets to 0.85?

If this works, then I can push out an update by the end of the week.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: Andross on March 05, 2019, 08:18:59 PM
zozilin, I just had a word with CE author NoImageAvailable, and he informed me that all turrets should have a fillPercent value of 0.85 in order to function properly under CE.

I'm managed to implement a fix on my end, but just to confirm, could you please go into all the turret defs for DMGT and change the fillPercent value for all five mounted and all three sentry turrets to 0.85?

If this works, then I can push out an update by the end of the week.

Just registered to confirm you that they work now after changing the fillPercent value to 0.85

Also how about an option to disable reloading if the ammo option is disabled in CE too?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: sumghai on March 05, 2019, 08:58:46 PM
Just registered to confirm you that they work now after changing the fillPercent value to 0.85

Thanks for the heads-up! I'll mark this issue as resolved.

Also how about an option to disable reloading if the ammo option is disabled in CE too?

Ooh, this is an interesting one.

I understand that CE does indeed have an option to disable ammunition use, but even after examining the standard CE turrets, I'm not sure how I could specifically modify the DMGT turrets to do so.

EDIT: AFAIK, disabling ammo in CE simply disables ammo types and crafting; all turrets and weapons, regardless of whether they're from vanilla CE or third-party mods, still need to be reloaded from an infinite pool of ammo. So my turrets already behave exactly as standard CE turrets would under the no-ammo game mode.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.0 (22 Jan 2018) - Now CE compatible!
Post by: Andross on March 05, 2019, 09:56:53 PM
Yeah i forgot about that as soon as i saw that they had to be reloaded :P. Amazing mod btw love the manned turrets
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: sumghai on March 05, 2019, 10:32:25 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2150 - see first post for download link.

Code: [Select]
Version 1.4.1 - 6 March 2019
---------------------
 - Increase fillPercent of all turrets to 0.85
     - This allows turrets to properly fire through embrasures and over sandbags when running with the Combat Extended mod

Special thanks to NoImageAvailable, zozilin and Andross for the CE bugfix.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: zozilin on March 06, 2019, 09:59:30 AM
Oh, I am late. But I am glad the issue was resolved, thank you.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: krnja21 on March 11, 2019, 07:34:12 PM
 ̶I̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶h̶a̶v̶e̶ ̶a̶ ̶p̶r̶o̶b̶l̶e̶m̶ ̶h̶e̶r̶e̶,̶ ̶i̶ ̶c̶a̶n̶ ̶r̶e̶s̶e̶a̶r̶c̶h̶ ̶t̶h̶e̶ ̶t̶u̶r̶r̶e̶t̶s̶ ̶j̶u̶s̶t̶ ̶f̶i̶n̶e̶ ̶b̶u̶t̶ ̶t̶h̶e̶r̶e̶ ̶i̶s̶ ̶n̶o̶ ̶o̶p̶t̶i̶o̶n̶ ̶t̶o̶ ̶b̶u̶i̶l̶d̶ ̶t̶h̶e̶m̶.̶
̶I̶ ̶c̶h̶e̶c̶k̶e̶d̶ ̶u̶n̶d̶e̶r̶ ̶e̶v̶e̶r̶y̶ ̶m̶e̶n̶u̶ ̶p̶l̶u̶s̶ ̶t̶h̶e̶ ̶m̶a̶c̶h̶i̶n̶i̶n̶g̶ ̶t̶a̶b̶l̶e̶,̶ ̶a̶n̶d̶ ̶n̶o̶t̶h̶i̶n̶g̶ ̶ ̶:̶-̶\̶
̶
̶A̶n̶y̶ ̶i̶d̶e̶a̶s̶?̶

Nevermind, i didnt realize you need to do multiple research done to get them, all is good :D

Great mod btw!
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: sumghai on March 11, 2019, 08:34:16 PM
I seem to have a problem here, i can research the turrets just fine but there is no option to build them.
I checked under every menu plus the machining table, and nothing  :-\
Additional research is required to unlock all the DMGT pack turrets.

For a vanilla playthrough:
- Mounted DP-28 Turret requires Gas Operation
- Mounted M2HB and Twin M2HB Turrets require Recoil Operation
- Mounted M134 Turret requires Multibarrel Weapons
- Mounted Mk 19 Turret requires Blowback Operation and Mortars
- M2HB Sentry gun requires Gun Turrets and Recoil Operation
- M134 Sentry gun requires Gun Turrets and Multibarrel Weapons
- Mk 19 Sentry gun requires Gun Turrets, Blowback Operation and Mortars

However, if you are running Combat Extended, the research unlocks required are different:
- Mounted DP-28 Turret requires Gas Operation
- Mounted M2HB, Twin M2HB, M134 and Mk 19 Turrets require Heavy Weapons (from the new Turrets research tab added by CE)
- M2HB, M134 and Mk 19 Sentry guns require Heavy Weapons and Heavy Auto Turrets (ditto)
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: krnja21 on March 13, 2019, 05:08:08 PM
Another question if i may?

Do mounted turrets use the skill of the colonist operating them, or is accuracy connected to the turrets themselves?

Also, is there a spreadsheet of various turret stats somewhere?
Wondering if there's any use for the lower tech ones, or should i just go straight for the miniguns?

Using normal non-CE version btw.

Thanks in advance :)
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: sumghai on March 13, 2019, 05:20:49 PM
To be honest, I myself don't know if the mounted turrets rely on colonist skill, and I don't have a comparative spreadsheet of stats for all the turrets.

All I'm really doing is just maintaining FenderSBlackie's original mod to work for current and future versions of RimWorld.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: krnja21 on March 14, 2019, 04:37:07 AM
To be honest, I myself don't know if the mounted turrets rely on colonist skill, and I don't have a comparative spreadsheet of stats for all the turrets.

All I'm really doing is just maintaining FenderSBlackie's original mod to work for current and future versions of RimWorld.

Oh ok, thanks again
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.4.1 (6 Mar 2019) - Now CE compatible!
Post by: xRg on March 18, 2019, 05:21:47 AM
Hello there!
I made a russian localization of this mod:
https://drive.google.com/open?id=1RqcHtds4sz_NMM5WIVsDhwPDlUG-4mNW



Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.0 (19 Mar 2019) - Now CE compatible!
Post by: sumghai on March 18, 2019, 03:52:27 PM
I made a russian localization of this mod:
Thanks! More language support is always appreciated :)



Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2150 - see first post for download link.

Code: [Select]
Version 1.5.0 - 19 March 2019
---------------------
 - Add Russian translation (courtesy of xRg)
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: sumghai on March 19, 2019, 11:14:44 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2150 - see first post for download link.

Code: [Select]
Version 1.5.1 - 20 March 2019
---------------------
 - Fix original author name from FenderSBlackie to Coalcat/Blackie
 - Repackage for Steam Workshop release
 - Remove changelog from About.xml for brevity

I have also (very reluctantly) released this mod to the Steam Workshop as well.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: 15nelsoc on March 22, 2019, 01:33:06 AM
I know this isn't really your problem, but I'd really appreciate some insight if you have any.

I tried editing the range of the turrets you created to be more in line with similar CE turrets and their real life equivalents, but the edits to the xml values always end up being your defaults in-game.

For example I edited the range for the Mk19:
<ThingDef ParentName="BaseHumanGun">
 ...
  <verbs>
    <li>
      ...
      <range>90</range>
     ...
    </li>
  </verbs>
</ThingDef>



But when I use it in game it doesn't have 90 range, it instead has the default value assigned to it. Is there something obvious I'm overlooking?

It sounds ridiculous, but it made my night to find your mod. I was so sick of using the AGS-30 and the KPV, having some NATO heavy weapons is fantastic.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: sumghai on March 22, 2019, 04:35:48 AM
I know this isn't really your problem, but I'd really appreciate some insight if you have any.

I tried editing the range of the turrets you created to be more in line with similar CE turrets and their real life equivalents, but the edits to the xml values always end up being your defaults in-game.

For example I edited the range for the Mk19:
<ThingDef ParentName="BaseHumanGun">
 ...
  <verbs>
    <li>
      ...
      <range>90</range>
     ...
    </li>
  </verbs>
</ThingDef>



But when I use it in game it doesn't have 90 range, it instead has the default value assigned to it. Is there something obvious I'm overlooking?

It sounds ridiculous, but it made my night to find your mod. I was so sick of using the AGS-30 and the KPV, having some NATO heavy weapons is fantastic.
I assume you are trying to use the turrets in a CE savegame?

If so, editing the XML defs won't work because CE by default comes prepackaged with a compatibility patch for DMGTP turrets, which takes precedence over any local edits.

Also, I was the one who wrote and submitted the CE patch to the CE team. The range and firepower stats were all based on the official CE calculation spreadsheets, so the turrets in CE savegames should already be balanced properly.

Now, if you were running a non-CE savegame, then your edits (though not recommended) should have been applied.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: 15nelsoc on March 22, 2019, 04:32:55 PM
Thank you for explanation. I moved your mod before CE in the load order, and the range values were in-line with what I was expecting. I appreciate the help.

-edit-
Now I realize I was just being a moron. The range the turrets highlight before being built is not the same as once they're actually constructed. Sorry for wasting your time.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: Riddle78 on March 28, 2019, 09:42:12 AM
I don't know which mod's not cooperating,but something's not working. Lemme explain.

I use What The Hack?! (https://ludeon.com/forums/index.php?topic=44082.0) as a means to supplement colony defence. I got your mod,and when I saw that the Mk. 19 was a grenade machine gun,I practically salivated,and made it my life mission to hack four Centipedes. What The Hack?! allows you to mount uninstalled turrets onto "large Mechanoids",which pretty much amounts to just Centipedes,if you don't run a Mechanoid mod,assuming you've installed the proper upgrade module. This specific feature is noted to be universally compatible,without the need for patches,and the mod author demonstrated this by mounting a turret from the More Vanilla Turrets mod to a Centipede.

I can assign the modification (It's a surgery,technically) if I have the uninstalled Mk. 19 sentry turret in storage. However,it'll never be done,because I apparently lack the materials. Despite the sole material being a single uninstalled Mk. 19 sentry turret. According to What The Hack's?! advertising,I shouldn't be having this issue.

I'll also be posting this in the What The Hack?! thread,just in case it's on their end,rather than yours.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: sumghai on March 28, 2019, 03:52:17 PM
That's a rather unusual use case, Riddle78 - for me, anyway. I'll look into it when time permits.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: Austupaio on May 19, 2019, 06:07:45 AM
Just wanted to say thanks for keeping this up-to-date, it's one of my preferred Security tab mods for being an upgrade to the mini-turrets without being end-game content plasma-augment nuclear battleship artillery.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.1 (20 Mar 2019)
Post by: makute on October 10, 2019, 08:45:39 AM
hi, quick question: Does the new turrets spawn at AI colonies and outposts?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.2 (23 Oct 2019)
Post by: sumghai on October 23, 2019, 10:09:36 AM
hi, quick question: Does the new turrets spawn at AI colonies and outposts?
Most likely not, as I haven't explicitly patched the stock colony and outpost generators to make use of these turrets.



Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2408 - see first post for download link.

Code: [Select]
Version 1.5.2 - 23 October 2019
---------------------
 - Add turrets to Caravan and Orbital Combat Supplier trader stock generators
    - Caravan traders will sell fewer types of turrets compared with Orbital traders
 - Add Simplified Chinese translation
 - Implement versioning metadata files for Fluffy's Mod Manager and ModSync
 - Rewrite turret descriptions to be more informative
 - Update preview image to Steam Workshop dimensions
 - Update Traditional Chinese translation
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.2 (23 Oct 2019)
Post by: makute on October 23, 2019, 10:15:53 AM
Bummer. Well, thanks a lot for your asnwer and the update :)
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.2 (23 Oct 2019)
Post by: sumghai on October 24, 2019, 07:34:55 AM
Bummer. Well, thanks a lot for your asnwer and the update :)
Well, you can always formally submit a request via the issue tracker on this mod's GitHub repo :)

The thing is, which turrets should spawn at AI colonies and outposts? Would the automatic M2HB/M134/Mk 19 sentry turrets be too OP? And if we take those out, can AI pawns actually operate the manned direct-fire turrets? (as opposed to just mortars?)

Would you guys be okay if the AI only spawns with the DP-28 and maybe the single-barrel M2HB? Or would you also want the manned M134 minigun and Mk 19 AGL too?
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.2 (23 Oct 2019)
Post by: makute on October 24, 2019, 11:33:24 AM
I'm trying to get an "equivalency" table between the vanilla turrets and yours. I find the default turrets too generic and bland, and would prefer to only use the ones from this mod.

As I'm not sure if the AI would man the non-automatic turrets, what I do is to substitute in dev mode them once I clean a map.
Title: Re: [1.0] Defensive Machine Gun Turret Pack 1.5.2 (23 Oct 2019)
Post by: Trimm on November 12, 2019, 10:47:38 AM
Just wanted to give a big thanks for keeping this one updated. I consider it a required mod to go along with CE. It's so goddamn glorious to see a pair of Mk19's open up with full auto on poor, unsuspecting tribal raids.
Title: Re: [1.0/1.1] Defensive Machine Gun Turret Pack 1.6.0 (4 Mar 2020)
Post by: sumghai on March 04, 2020, 08:10:53 AM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2563 - see first post for download link.

Code: [Select]
Version 1.6.0 - 4 March 2020
---------------------
 - Updated for 1.1.2563
 - Add multiversion support for RimWorld 1.0 and 1.1
 - Rotate turret tops to point to the right, as per the new 1.1 standard

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.0/1.1] Defensive Machine Gun Turret Pack 1.6.0 (4 Mar 2020)
Post by: sumghai on April 05, 2020, 08:49:11 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2589 - see first post for download link.

Code: [Select]
Version 1.6.1 - 6 April 2020
---------------------
 - Updated for 1.1.2589
 - Shift Recoil Operation research position to not overlap other vanilla projects in Research tab
 - Add Placeworkers to turrets to display turret tops and ranges during placement/blueprint mode, as well as preventing manned turret interaction spots from being blocked

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.0/1.1] Defensive Machine Gun Turret Pack 1.6.2 (7 Jun 2020)
Post by: sumghai on June 07, 2020, 03:01:55 AM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.1.2654 - see first post for download link.

Code: [Select]
Version 1.6.2 - 7 June 2020
---------------------
 - Updated for 1.1.2654
 - Rebalance ranges for DP-28 and M134 Minigun turrets

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.2] Defensive Machine Gun Turret Pack 1.6.3 (15 August 2020)
Post by: sumghai on August 14, 2020, 10:21:04 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.2.2723 - see first post for download link.

Code: [Select]
Version 1.6.3 - 15 August 2020
---------------------
 - Updated for 1.2.2723
 - Removed support for 1.0

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.
Title: Re: [1.2] Defensive Machine Gun Turret Pack 1.6.4 (16 Jan 2021)
Post by: sumghai on January 15, 2021, 10:37:47 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.2.2753 - see first post for download link.

Code: [Select]
Version 1.6.4 - 16 January 2021
---------------------
- Updated for 1.2.2753
- Reorganized and consolidated all turret building defs
- Removed duplicate projectile defs
- Rebalanced accuracy, shot count and cooldown times for all turrets
- Updated translations
  - Added Japanese translation
  - Fixed incorrect turret blueprint/install frame translations for all languages
  - Fixed CompRefuelable translations for consistency with vanilla turrets
Title: Re: [1.2] Defensive Machine Gun Turret Pack 1.6.5 (17 Jan 2021)
Post by: sumghai on January 17, 2021, 01:24:28 AM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.2.2753 - see first post for download link.

Code: [Select]
Version 1.6.5 - 17 January 2021
---------------------
- Updated for 1.2.2753
- Fixed incorrect gun reference for M2HB Sentry Gun turret
Title: Re: [1.2] Defensive Machine Gun Turret Pack 1.6.6 (23 Jan 2021)
Post by: sumghai on January 22, 2021, 09:15:37 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.2.2753 - see first post for download link.

Code: [Select]
Version 1.6.6 - 23 January 2021
---------------------
- Updated for 1.2.2753
- Fixed long-range accuracy of M134 Sentry gun
Title: Re: [1.3] Defensive Machine Gun Turret Pack 1.6.7 (10 Jul 2021)
Post by: sumghai on July 09, 2021, 09:22:07 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.3.3055 - see first post for download link.

Code: [Select]
Version 1.6.7 - 10 July 2021
---------------------
- Updated for 1.3.3055
- Fixed incorrect base def references for turret weapons
- Fixed turret weapons not being drawn in RimWorld 1.3

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 and 1.1 versions are only included to help players migrate their saves.
Title: Re: [1.3] Defensive Machine Gun Turret Pack 1.6.8 (5 Dec 2021)
Post by: sumghai on December 04, 2021, 09:17:40 PM
Defensive Machine Gun Turret Pack has been updated for RimWorld 1.3.3200- see first post for download link.
Code: [Select]
Version 1.6.8 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Rebalanced damage and armor penetration of various turret projectiles