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RimWorld => Mods => Releases => Topic started by: Faryzal2020 on October 11, 2018, 12:55:15 PM

Poll
Question: How to delete this poll lol
Option 1: Idk votes: 0
Option 2: Same votes: 0
Title: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on October 11, 2018, 12:55:15 PM
(https://i.imgur.com/520M1iV.png)

(https://img.shields.io/badge/dynamic/xml.svg?label=Steam+Subscribers&query=//table/tr%5B2%5D/td%5B1%5D&colorB=blue&url=https://steamcommunity.com/sharedfiles/filedetails/%3Fid=1541884213&suffix=+total) (https://img.shields.io/github/downloads/Faryzal2020/DefinitelyMoreCannons/total.svg?colorB=blue&label=GitHub+Downloads)

What is this mod about?
Have you ever feels like you still don't have enough turret mods in RimWorld even though you're pretty much already installed all the turret mods that you can find on the forum? Yeah it's probably because you need more cannon turrets. This mod adds all kinds of manned cannon turrets and some unmanned cannon turrets, also a material called Composite Alloy that can be used as a building and apparel material, creating a very strong product.

The Cannon Turrets:
(https://i.imgur.com/S6ZrqEE.png)

This mod adds:
  • 4 Field gun turrets
  • 5 Armored turrets
  • 9 large caliber (20mm - 40mm) Autocannons
  • 7 Artillery howitzers
  • 5 Naval guns
  • 6 Rapid-firing Naval guns
  • 2 Unmanned turrets
Click HERE (https://docs.google.com/spreadsheets/d/1Sj8SElnfPKtYv6uOWttSh7NZfmPBJJxT6XxACeHwLp8/edit?usp=sharing) to see the data spreadsheet of all turrets and ammunitions

The Other Stuffs:
(https://i.imgur.com/itJlDrJ.png)

  • Armored Centipedes
    These centipedes cannot be damaged with small caliber personal guns and can only be effectively damaged with armor piercing rounds. They also uses 2 kind of guns that can only be used by them which are 40mm Autocannon that can shoot a burst of high damage bullets from medium range and a 57mm Railgun that can shoot a deadly and accurate shots from 100m away.
  • Composite Alloys
    Obtained from dismantling Armored Centipede corpses. You can build walls, flak vests, turrets, and many other stuffable stuffs with this material to make a very durable product. If made into flak jacket or power armor, it will have a very high armor rating for sharp and blunt damages.

The CNC Machine:
(https://i.imgur.com/uEY17zj.png)
  • CNC Machine
    You can only craft the ammunitions for the turrets in the CNC Machine. Build up to 3 CNC Modules near the CNC Machine to significantly increase its work speed.

Some useful tips:
(https://i.imgur.com/pWnmChq.png)

Research Tree Diagram (Open the image in new tab to see it on full resolution)
(https://i.imgur.com/9fek3oF.png)

XND's Turret Extensions Patch
By installing these mods in this order:
-> Turret Extensions (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686)
-> Definitely More Cannons
-> Definitely More Cannons - Turret Extensions Patch
The stats of all manned turrets are now affected by the pawn's shooting skills and grants the pawn's shooting accuracy by 1.
Also all cannon and autocannon turrets are now upgradeable including the unmanned variants. The stats bonus that the turret will get when upgraded are all the same except for the unmanned:

  • Manned Cannons:

    • Hitpoints: +50%
    • Warmup Time: -20% (Faster aiming time)
    • Cooldown Time: -30% (Faster reload time)
    • Manner Accuracy bonus: +2
  • Manned Autocannons:

    • Hitpoints: +50%
    • Manner Accuracy bonus: +2
  • Unmanned Turrets:

    • Hitpoints: +50%
    • Turret Accuracy: +50%
    • Warmup Time: -20% (Faster aiming time)
    • Cooldown Time: -30% (Faster reload time)
    • Power Consumption: +20%
But the upgrade costs are all the same, at least the formula:

  • Material cost = Turret building cost / 2
  • 2 Components for Manned and 2 Adv Components for Unmanned
  • Each turret's upgradeability needs to be unlocked first from research
  • All upgrades requires the same work amount
  • Construction skill requirement for manned turret upgrades: 6
  • Construction skill requirement for unmanned turret upgrades: 7

Future Plans

       
  • Definitely more cannons
  • And also the automated ones
  • Implementation of cross-map artillery support

Warning: If your save file is using v1.5 of the mod, don't update to v1.5.2 without destroying all the shells, turrets, and cnc machines from your save or it will mess up with your savefile.

Downloads
Only choose and install one between the regular DMC and DMC No Armored Centipedes, and you can install the TE Patch on either one of them if you're using Turret Extension mod.

  • Definitely More Cannons |  Github (https://github.com/Faryzal2020/DefinitelyMoreCannons/releases/)| Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1541884213)
  • Definitely More Cannons - No Armored Centipedes | Github  (https://github.com/Faryzal2020/DefinitelyMoreCannons/releases/)| Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1554666637)
  • Definitely More Cannons - Turret Extension Patch | Github  (https://github.com/Faryzal2020/DefinitelyMoreCannons/releases/)| Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1556755412)
  • XND's Turret Extensions | Forum  (https://ludeon.com/forums/index.php?topic=29503.msg411686#msg411686)| Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1496122245)
Known Issues

       
  • Max range indicators for turrets with max range more than 59 doesn't shows up.
  • The circle indicator for the max range more than 59m doesn't appear because of limitation (59). Reference: https://ludeon.com/forums/index.php?topic=5509.1110 (https://ludeon.com/forums/index.php?topic=5509.1110)
  • In the beginning after loading a saved game, a very annoying error notice would shows up, i hope this will get fixed soon.
Needs more tough mechanoids?
Check out Orion's cool mechanoids on More Mechanoids (https://steamcommunity.com/sharedfiles/filedetails/?id=846222458) (Load the mod BEFORE my Definitely More Cannons mod to make the mechanoids from both mods to appear in the raids)

Other Informations

       
  • Incompatible with Combat Extended, but the compatibility patch is on the works
  • You can update the mod without breaking the existing savegame. (Except for savegames that uses DMC v1.5 and below)
  • Should be compatible with any other mods. (If you find any incompatibility problems please let me know)
  • If you find any issues or you have some suggestions especially with balancing problems, please do tell me by posting it in the Github repository (https://github.com/Faryzal2020/DefinitelyMoreCannons/issues)
Credits

       
  • Some of the textures are made by 00Nowhereman (https://twitter.com/00Nowhereman)
  • Cannon sounds are from ingame sounds of WarThunder (http://warthunder.com)
License
You can use any of my mods on your modpacks and you may derive from this. But hol up, before you start doing anything you have to tell me about what you want to do first to my email [email protected] and wait for my response, and always put credits to me.

Changelog

v1.6.0.3
- Fixed the T-54 turret using the wrong shell
- Added Plasteel costs for 288mm and 600mm howitzers
- Added advanced component costs for Kugelblitz and M247 autocannon turrets

v1.6.0.2
- Fixed the Karl Gerat size
- Increased the miss radius for 15cm, 288mm, and 600mm howitzers
- Reduced the armor penetration value of for all HE shells to 0.8
- Reduced the damage for armored howitzers
- Increased the damage for 128mm and 105mm cannons
- Added Fabrication research prerequisites for 15cm Howitzer
- Added Advanced Fabrication research prerequisites for 155mm howitzer, 600mm howitzer, and 20.3cm naval gun.

v1.6.0.1
- Fixed some turret cannot be loaded with ammunition
- Fixed recipes for some 30mm shells not showing

v1.6
- Added bunch of new turrets
- Added new weapons for Armored Centipedes and these weapons can only be used by Armored Centipedes and not any other Mechanoids
- Added Composite Alloy raw resource
- Armored Centipedes corpses now yields Composite Alloys when dismantled
- Composite Alloy is craftable only for DMC No Armored Centipede edition
- Added Composite version of flak vest, flak jacket, flak pants, advanced helmet, power armor, and power armor helmet
- Re-adjusted all Building costs of the turrets
- Re-adjusted the accuracy, damage, and penetration power of all turrets
- Added a recipe to recycle all ammunitions in the Electric Smelter
- Re-adjusted the spawn-rate of Armored Centipedes
- Changed the fire mode of TAK 120 into burst
- Bunch of description and label rewritings
- Re-adjusted the turret texture size of some turrets

v1.5.2.3
- fixed 37mm autocannon uses the wrong top texture

v1.5.2.2
- fixed the wrong component cost for 75mm PAK 40
- fixed the error that shows up when clicking on turrets that uses manual loading system
- fixed shell inspector tab not showing on howitzers and naval guns that uses manual loading system

v1.5.2
- fixed howitzers unable to shoot over walls
- fixed the 600mm howitzer uses the 9.2 Inch howitzer research as its research requirement
- renamed the ammunition recipe name for 9.2 Inch howitzer to avoid confusion

v1.5.1a
- re-added turret materials only so that people can "dismantle" them for 2000 Steel and 10 Components

v1.5.1
- Removed Building materials because of the problem when making building materials for the naval guns that requires large amount of steel could throw some hauling errors.
- Reduced most of the turrets' steel cost
- Adjusted the stuffCost according with its steel cost
- Separated the turret research to different tabs according to its class to prepare for v1.6 update
- Restructured and reorganized the ammunition and turret files to prepare for v1.6 update
- Reduced the work cost of most of the ammunition recipes
- Added recipes to make 10x for all ammunitions with the total work cost reduced by 25% compared with the 1x recipe
- Other various turret stats adjustment and balancing

v1.5a Hotfix
Fixed the amount of materials needed to build the 40mm Autocannon being too much

v1.5
Added CNC Machine
Added CNC Module
Recipes for all ammunitions are now 25% less work to make in the CNC Machine
Ammunitions that are used in cannon turrets that uses autoloading or magazine-feed system are now 50% less work to make in the CNC Machine
All recipes of the mod are now moved to CNC Machine
Every cannon turrets are now uses their own respective building materials to build instead of raw materials.
Unmanned turrets are now uses FCS computer as a building material plus the material of the manned turret variant of them to build.
Turret building materials and FCS computer are craftable in CNC Machine.
Added recipe to destroy cannon materials in the Electric Smelter.
Changed costStuffCount of every turret to this formula: costStuffCount = (steel cost / 10) + (plasteel cost / 2)
Adjusted the accuracy of Unmanned 6Pdr Cannon.
Fixed the accuracy of Unmanned and Manned 20mm Autocannon.
EMP damage multiplier for Armored Centipede changed to 0.9

v1.4.4
Increased the max range of 15cm Howitzer to 250 from 100
Increased the max range of 288mm Howitzer to 400 from 300
Extended the raid commonality of mechanoids to 2% at 500k points and 10% at 1 million points
Fixed some of the turrets doesn't have stuff cost on them

v1.4.3
Removed the "Changeable Firemode" feature because it didn't work exactly as intended
Added Unmanned 20mm Autocannon
Changed the label name of some turrets and research nodes
Makes all the turrets stuffable with metallic materials
All turrets are now shows up in mod's very own category tab
Adjusted the accuracy of 20mm Autocannon and 6Pdr Cannon, both unmanned and manned
Changed the steel cost and hitpoints of 20mm Autocannon and 6Pdr Cannon
Added patch for XND's Turret Extension features utilization

v1.4.2
Reduced the commonality of mechanoid raid compositions that has armored centipedes on them
Rebalanced the survivability of armored and advanced armored centipedes to a new standard: 4x 6Pdr Cannons should be able to kill 4 armored centipedes and 1 or 2 advanced armored centipedes
Reconfigured the armour penetration stats on most of armour piercing shells and some of high explosive shells
Doubled the base hitpoints of all cannon turrets that has enclosed armor casing on them and increased some that doesn't have them
Reconfigured the radius of the explosion that happens when a turret got destroyed.
Increased the points curve of mechanoid raid rate, mechanoid raid chance of 10% is now happens at 280k points
All of the Naval guns are now cannot be placed under a roof
Increased the accurracy of 6Pdr, 75mm, and 88mm
Removed the explosion effect and explosive damage of 100mm shell to fix the accurracy issues

v1.4.1
Fixed Unmanned 6Pdr Cannon using wrong projectile
Added new "change firing mode" mechanics
Applied the new mechanics for Twin 12.7cm Naval Gun

v1.4
Fixed 20mm Autocannon uses a wrong bullet thingdef
Fixed 37mm doesnt have explosion effect
Reduced 40mm sound volume
Fixed 288mm Howitzer uses a wrong bullet thingdef
Renamed 120mm shell to APHE
Retextured some of the turrets
Adjusted the accuracy stats of some turrets
Added MenuIcon for each turrets
Added 150mm Naval Gun
Added Twin mounted 12.7cm Naval Gun

v1.3.3
Changed 37mm Explosive Radius to 1
Increased 37mm Ammo cost
Reduced 40mm Ammo cost
Increased 40mm damage
Reduced 37mm damage
60cm Howitzer texture redrawn

v1.3.2
Changed xpath patching operations to Add from Replace
Reconfigured some centipedes stats
Reconfigured some damageDefs

v1.3.1
Added Advanced Armored Centipede
Tweaked the stats on Armored Centipede
Reconfigured the armor penetration values on AP and HE shells
Some changes on 9.2 Inch Howitzer size and turret drawsize

v1.3
Added 15cm sIG 33 Howitzer
Added BL 9.2 Inch Mk.I Howitzer
Added 12.7cm SK C/34 Naval Gun
Added 120mm TAK120 Naval Gun
Adjusted a bunch of stats of a bunch of cannons

v1.2c
Fixed problem with unmanned 6Pdr cannon unable to shoot
Minor tweaks with naval gun

v1.2b
Minor fixes
Change target version to RW 1.0.2059

v1.2
Added 20mm Flak 38
Added 37mm Flak M42
Added 75mm Pak 40
Added Unmanned 6Pdr Cannon
Added Armored Centipede
Readjusted research node positions, research costs, and prerequisites
Reconfigured a bunch of stats of all cannons, hopefully this will make them more balanced
Some minor fixes

v1.1
added 6Pdr cannon
added 100mm Naval gun
added Armored Centipede (WIP)
adjusted the max range and damage of some of the cannons

v1.0b
initial release
Title: Re: [1.0] Definitely More Cannons v1.0
Post by: crusader2010 on October 11, 2018, 03:01:01 PM
Thanks for the mod! Nice WW2 references. I haven't yet played with this mod but doesn't unlimited range sound a bit overpowered? Or adjust the 88 and 40mm to shoot only in a straight line (not over walls and such), if they aren't already coded that way :)

Could you also add the Gustav howitzer? :D  800mm shells, compute reload times to at most 12-14 shells a day, firing either HE or AP, does a crap ton of damage to everything including environment, unlimited range, limit of 1 cannon per map (or colony if possible).
Title: Re: [1.0] Definitely More Cannons v1.0
Post by: Faryzal2020 on October 11, 2018, 03:43:42 PM
Quote from: crusader2010 on October 11, 2018, 03:01:01 PM
Thanks for the mod! Nice WW2 references. I haven't yet played with this mod but doesn't unlimited range sound a bit overpowered? Or adjust the 88 and 40mm to shoot only in a straight line (not over walls and such), if they aren't already coded that way :)

Could you also add the Gustav howitzer? :D  800mm shells, compute reload times to at most 12-14 shells a day, firing either HE or AP, does a crap ton of damage to everything including environment, unlimited range, limit of 1 cannon per map (or colony if possible).
Thanks for the response. I've tested the 88 and 40 on long ranges, their accuracy doesn't really good on that range especially with the 40, so i think that accuracy drawback is good enough for the unlimited range considering that the ammo is not unlimited, and also they cant shoot over walls, unlike the howitzer. But please do try them out first and do some tests and give me the results, i'll balance them out right away.

Sorry but i think the gustav is kinda not fitting with the current rimworld map because of several reasons; it has a high muzzle velocity so it has to have a very far minimum range even with simplified logic (in rimworld i'd give it about 200m or 400m minimum range) and rimworld's largest map is still too small for that, EXCEPT if using it as a gun and not a howitzer, making it unable to shoot over walls but has minimum range about 50 to 100m. The next issue is the size itself, the size of the gun would be about 3 times the length of the karl gerat that i made, so it would need about more than 20m diameter base for it to be able to rotate.
Title: Re: [1.0] Definitely More Cannons v1.0b
Post by: crusader2010 on October 12, 2018, 02:56:37 AM
Ok, i'll test them as soon as i make some time to play :)
About the Gustav, maybe making it less realistic could work. Or balance the other 3 based on it (with decreased realism for the ranges and such, scaled for the Rimworld map sizes).

I wonder if it's possible to make a gun shoot a point on another tile/map of the world. Hmmm... exterminating pirates without leaving your base :) Might be too overpowered though.
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Faryzal2020 on October 12, 2018, 11:44:34 AM
update v1.1
added 6Pdr Cannon
added 100mm Naval Gun
rebalanced max range and damage of some cannons
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: dvegit0 on October 12, 2018, 03:42:48 PM
does this work in b19?
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: crusader2010 on October 12, 2018, 03:49:33 PM
Quote from: dvegit0 on October 12, 2018, 03:42:48 PM
does this work in b19?

It does. I'm playing it right now :)
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Jan2607 on October 12, 2018, 04:44:36 PM
Sounds interesting :) Can the 100 mm Naval Gun fire over walls?
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: crusader2010 on October 12, 2018, 04:56:44 PM
I think I found a small bug.
After researching Howitzers and the 60cm one, there is one extra gun template that appears in the "Security" list, called "TurretTemplate". Seems identical to the 60cm_Howitzer one, but its description is only "TurretTemplate".
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Faryzal2020 on October 12, 2018, 08:37:30 PM
Quote from: Jan2607 on October 12, 2018, 04:44:36 PM
Sounds interesting :) Can the 100 mm Naval Gun fire over walls?
No it cannot, but some larger naval guns that i'll add in the future will, like the 152mm and 205mm.

Quote from: crusader2010 on October 12, 2018, 04:56:44 PM
I think I found a small bug.
After researching Howitzers and the 60cm one, there is one extra gun template that appears in the "Security" list, called "TurretTemplate". Seems identical to the 60cm_Howitzer one, but its description is only "TurretTemplate".

Ah yes sorry about that, seems like i forgot to remove that thing again, thanks.  ;D
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Jan2607 on October 13, 2018, 09:23:15 AM
Is this mod available in the Steam workshop?
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Faryzal2020 on October 13, 2018, 09:51:10 AM
Quote from: Jan2607 on October 13, 2018, 09:23:15 AM
Is this mod available in the Steam workshop?

I'm planning to add this mod to steam workshop a few days after Rimworld 1.0 public release drops.
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Faryzal2020 on October 13, 2018, 04:55:10 PM
Hello guys, pls check the vote on the top of the page, help me decide what to do regarding the unmanned cannon turrets. This word "type" refers to the category of the cannons:
- Large Cannons (Anti-tank guns)
- Autocannons (AA guns)
- Howitzers (Artillery/Infantry Gun)
- Naval Guns (Basicly shielded large caliber cannons)
I've prepared at least 3 cannons (including those we already have in v1.1) for each types. Each cannons has their own research node and they need to be completed in order, so this is what i refer as "tiers", thus there are 3 tiers of each types.
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: crusader2010 on October 13, 2018, 05:51:01 PM
Found two more issues with the 100mm naval gun:
- it cannot be rotated.
- there is a typo in its description "... and it is uses an electric motor..." - remove the "is".

Also, regarding the vote, I would go for increased costs AND much worse accuracy AND increased reload times. This could be a good option for all tiers of guns, or simply increase the penalties the higher the tier.
Title: Re: [1.0] Definitely More Cannons v1.1 (New French 100mm Modèle 53 Naval gun)
Post by: Faryzal2020 on October 14, 2018, 02:18:19 PM
Quote from: crusader2010 on October 13, 2018, 05:51:01 PM
Found two more issues with the 100mm naval gun:
- it cannot be rotated.
- there is a typo in its description "... and it is uses an electric motor..." - remove the "is".

Also, regarding the vote, I would go for increased costs AND much worse accuracy AND increased reload times. This could be a good option for all tiers of guns, or simply increase the penalties the higher the tier.

Thanks for the report, all fixed in v1.2 :)
Title: Re: [1.0] Definitely More Cannons v1.2 (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 15, 2018, 08:10:15 AM
I also can't rotate the 40 mm autocannon.
Title: Re: [1.0] Definitely More Cannons v1.2 (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 15, 2018, 05:23:03 PM
Quote from: Jan2607 on October 15, 2018, 08:10:15 AM
I also can't rotate the 40 mm autocannon.
are you using the latest version?
Title: Re: [1.0] Definitely More Cannons v1.2 (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 18, 2018, 10:02:09 AM
No, I had the 1.0 loaded, so it should be no issue with the 1.2 now.
Is there any gun that you can use for long range artillery support during combat on another map, like the Punisher railgun from Rimatomics? If not, it would be awesome to have such a big artillery.
Title: Re: [1.0] Definitely More Cannons v1.2 (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 18, 2018, 10:22:42 AM
Quote from: Jan2607 on October 18, 2018, 10:02:09 AM
Is there any gun that you can use for long range artillery support during combat on another map, like the Punisher railgun from Rimatomics? If not, it would be awesome to have such a big artillery.
I definitely will try to learn how to implement that mechanism when i had the time to mess with the C# stuff, that would be cool.
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 18, 2018, 10:24:18 AM
Updated to v1.2b:
- Minor fixes
- Change target version to Rimworld 1.0.2059

Also uploaded on steam workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=1541884213
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 18, 2018, 10:33:27 AM
That would be great :)

"Research completed: 60cm Howitzer - A massive howitzer based on Karl Gerat Railway gun". In English, the German ä (Umlaut-A) is replaced by ae, so it would be written "Geraet" ;)
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 18, 2018, 02:16:03 PM
Quote from: Jan2607 on October 18, 2018, 10:33:27 AM
That would be great :)

"Research completed: 60cm Howitzer - A massive howitzer based on Karl Gerat Railway gun". In English, the German ä (Umlaut-A) is replaced by ae, so it would be written "Geraet" ;)
Ah yes sorry about that ;) thanks for the correction
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 19, 2018, 08:43:37 PM
Will the turrets shoot through embrasures from the mod ED-Embrasures? Because I build my unmanned 6 pounder cannon behind the embrasures and when a manhunter pack arrived, the turret didn't fire any shell.

Hm, I did place a turret outside of the embrasures, but it again did not fire. It seems that the unmanned part doesn't work for me, but I also can't man the turret (even if the graphic shows a spot where colonist would stand).
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 19, 2018, 08:53:22 PM
Quote from: Jan2607 on October 19, 2018, 08:43:37 PM
Will the turrets shoot through embrasures from the mod ED-Embrasures? Because I build my unmanned 6 pounder cannon behind the embrasures and when a manhunter pack arrived, the turret didn't fire any shell.

Hm, I did place a turret outside of the embrasures, but it again did not fire. It seems that the unmanned part doesn't work for me, but I also can't man the turret (even if the graphic shows a spot where colonist would stand).
Have you loaded ammunitions into it? Are you using the latest version (v1.2b)?
As for the embrasures, if the stock turrets are able to shoot through then my turrets would be able to do so either.
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 19, 2018, 09:05:23 PM
Yes, I'm using 1.2b from the workshop. The turret is loaded with 30 shells, but for some strange reason it states in a line, that it is not loaded (see screenshot).
I loaded the game now with dev mode active, and I got this error log: https://git.io/fxo8R


[attachment deleted due to age]
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 19, 2018, 10:20:50 PM
Quote from: Jan2607 on October 19, 2018, 09:05:23 PM
Yes, I'm using 1.2b from the workshop. The turret is loaded with 30 shells, but for some strange reason it states in a line, that it is not loaded (see screenshot).
I loaded the game now with dev mode active, and I got this error log: https://git.io/fxo8R
thanks for the report, btw please re-post this issue in here (https://github.com/Faryzal2020/DefinitelyMoreCannons/issues), if you dont mind. i'll look into it later today.
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 20, 2018, 07:17:13 AM
Done.
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Faryzal2020 on October 20, 2018, 08:52:49 AM
Update v1.2c
Fixed problem with unmanned 6Pdr cannon unable to shoot
Minor tweaks with naval gun
Title: Re: [1.0] Definitely More Cannons v1.2b (New Unmanned turret and SOME MORE FLAKS)
Post by: Jan2607 on October 20, 2018, 11:29:43 AM
Thank you, will try :)
Title: Re: [1.0] Definitely More Cannons v1.3 (New Quickfiring 120mm TAK120 Naval Gun)
Post by: Faryzal2020 on October 21, 2018, 07:37:47 AM
v1.3
Added 15cm sIG 33 Howitzer
Added BL 9.2 Inch Mk.I Howitzer
Added 12.7cm SK C/34 Naval Gun
Added 120mm TAK120 Naval Gun
Adjusted a bunch of stats of a bunch of cannons
Title: Re: [1.0] Definitely More Cannons v1.3 (New Quickfiring 120mm TAK120 Naval Gun)
Post by: Jan2607 on October 21, 2018, 06:11:58 PM
Can you show the maximum range of the gun in circles on the map, or is it not possible, to show both, min range and max range?
Title: Re: [1.0] Definitely More Cannons v1.3 (New Quickfiring 120mm TAK120 Naval Gun)
Post by: Faryzal2020 on October 21, 2018, 11:10:16 PM
Quote from: Jan2607 on October 21, 2018, 06:11:58 PM
Can you show the maximum range of the gun in circles on the map, or is it not possible, to show both, min range and max range?
The vanilla rimworld had problem with displaying max range beyond 59 tiles (please tell me if im wrong or if anyone know how to fix it). I've already put the stats information of each turrets in the first page, including min range and max range. But i havent put the stats in the description, i forgot to do that in the v1.3 so it will be included in v1.4
Title: Re: [1.0] Definitely More Cannons v1.3.1 (A new centipede to feed the naval guns)
Post by: Faryzal2020 on October 28, 2018, 04:25:23 AM
v1.3.1
Added Advanced Armored Centipede
Tweaked the stats on Armored Centipede
Reconfigured the armor penetration values on AP and HE shells
Some changes on 9.2 Inch Howitzer size and turret drawsize
Title: Re: [1.0] Definitely More Cannons v1.3.2 (A new centipede to feed the naval guns)
Post by: Faryzal2020 on October 28, 2018, 10:25:46 AM
v1.3.2
Changed xpath patching operations to Add from Replace
Reconfigured some centipedes stats
Reconfigured some damageDefs
Title: Re: [1.0] Definitely More Cannons v1.3.3 (A new centipede to feed the naval guns)3
Post by: Faryzal2020 on October 29, 2018, 09:04:32 PM
v1.3.3
Changed 37mm Explosive Radius to 1
Increased 37mm Ammo cost
Reduced 40mm Ammo cost
Increased 40mm damage
Reduced 37mm damage
60cm Howitzer texture redrawn
Title: Re: [1.0] Definitely More Cannons v1.4 (New Twin mounted 12.7cm Naval Gun)
Post by: Faryzal2020 on October 31, 2018, 09:33:07 AM
v1.4
Fixed 20mm Autocannon uses a wrong bullet thingdef
Fixed 37mm doesnt have explosion effect
Reduced 40mm sound volume
Fixed 288mm Howitzer uses a wrong bullet thingdef
Renamed 120mm shell to APHE
Retextured some of the turrets
Adjusted the accuracy stats of some turrets
Added MenuIcon for each turrets
Added 150mm Naval Gun
Added Twin mounted 12.7cm Naval Gun
Title: Re: [1.0] Definitely More Cannons v1.4.3 (Now with Turret Extension)
Post by: Faryzal2020 on November 05, 2018, 01:21:11 AM
v1.4.3
Removed the "Changeable Firemode" feature because it didn't work exactly as intended
Added Unmanned 20mm Autocannon
Changed the label name of some turrets and research nodes
Makes all the turrets stuffable with metallic materials
All turrets are now shows up in mod's very own category tab
Adjusted the accuracy of 20mm Autocannon and 6Pdr Cannon, both unmanned and manned
Changed the steel cost and hitpoints of 20mm Autocannon and 6Pdr Cannon
Added patch for XND's Turret Extension features utilization

v1.4.2
Reduced the commonality of mechanoid raid compositions that has armored centipedes on them
Rebalanced the survivability of armored and advanced armored centipedes to a new standard: 4x 6Pdr Cannons should be able to kill 4 armored centipedes and 1 or 2 advanced armored centipedes
Reconfigured the armour penetration stats on most of armour piercing shells and some of high explosive shells
Doubled the base hitpoints of all cannon turrets that has enclosed armor casing on them and increased some that doesn't have them
Reconfigured the radius of the explosion that happens when a turret got destroyed.
Increased the points curve of mechanoid raid rate, mechanoid raid chance of 10% is now happens at 280k points
All of the Naval guns are now cannot be placed under a roof
Increased the accurracy of 6Pdr, 75mm, and 88mm
Removed the explosion effect and explosive damage of 100mm shell to fix the accurracy issues

v1.4.1
Fixed Unmanned 6Pdr Cannon using wrong projectile
Added new "change firing mode" mechanics
Applied the new mechanics for Twin 12.7cm Naval Gun
Title: Re: [1.0] Definitely More Cannons v1.4.3 (Now with Turret Extension)
Post by: NoCanDo on November 18, 2018, 01:37:46 AM
Getting a large fps drop with any of these cannons. That normal? During a siege they work fine, but as soon as I install one fo them in my base the game behaves like in a slow-down mode.
Title: Re: [1.0] Definitely More Cannons v1.4.4 (Now with Turret Extension)
Post by: moonra on January 05, 2019, 09:13:57 PM
Did you make the new mechanoids drop a certain amount of material stacks [if that is even possible] when disassembled? Because the armored and advanced armored centipede give me insane amounts of specially steel when I do it, the armored one gives me about 3k steel each, IIRC, and the advanced one over 5k. I'm playing with StackXXL so each stack of steel is 750 and I can only imagine that to be the reason.
Title: Re: [1.0] Definitely More Cannons v1.4.4 (Now with Turret Extension)
Post by: madexd on January 29, 2019, 04:58:28 PM
The accuracy of the cannons is dreadful. Out of 20 shots they go literally everywhere but the targets, while the howitzer are way more accurate. Considering that the AP-cannons are your only way of countering the armored centipedes, they are useless. They cost too much, they dont hit anything, you need to reload them manually and craft the ammo too. During sieges they raiders use them also and then just sit on their asses, because the cant shoot through the mountains with their PAKs, you should fix that.
Title: Re: [1.0] Definitely More Cannons v1.4.4 (Now with Turret Extension)
Post by: Faryzal2020 on February 04, 2019, 03:22:21 AM
Quote from: madexd on January 29, 2019, 04:58:28 PM
The accuracy of the cannons is dreadful. Out of 20 shots they go literally everywhere but the targets, while the howitzer are way more accurate. Considering that the AP-cannons are your only way of countering the armored centipedes, they are useless. They cost too much, they dont hit anything, you need to reload them manually and craft the ammo too. During sieges they raiders use them also and then just sit on their asses, because the cant shoot through the mountains with their PAKs, you should fix that.

Well in my tests they do hit stuff, but i like to keep them from hitting their target around 70% of the time. as for the sieges i'll look into it.
Title: Re: [1.0] Definitely More Cannons v1.5 (CNC Machine, 50% faster ammo manufacturing!)
Post by: Faryzal2020 on February 04, 2019, 03:22:44 AM
v1.5
Added CNC Machine
Added CNC Module
Recipes for all ammunitions are now 25% less work to make in the CNC Machine
Ammunitions that are used in cannon turrets that uses autoloading or magazine-feed system are now 50% less work to make in the CNC Machine
All recipes of the mod are now moved to CNC Machine
Every cannon turrets are now uses their own respective building materials to build instead of raw materials.
Unmanned turrets are now uses FCS computer as a building material plus the material of the manned turret variant of them to build.
Turret building materials and FCS computer are craftable in CNC Machine.
Added recipe to destroy cannon materials in the Electric Smelter.
Changed costStuffCount of every turret to this formula: costStuffCount = (steel cost / 10) + (plasteel cost / 2)
Adjusted the accuracy of Unmanned 6Pdr Cannon.
Fixed the accuracy of Unmanned and Manned 20mm Autocannon.
EMP damage multiplier for Armored Centipede changed to 0.9
Title: Re: [1.0] Definitely More Cannons v1.5 (CNC Machine, 50% faster ammo manufacturing!)
Post by: Garnett on February 14, 2019, 11:49:27 AM
First of all thank you for this great mod, i couldn't contact you on Steam since it does not allow people with the family shared version to comment in the workshop is it okay to post suggestions for the additional turrets here?
Title: Re: [1.0] Definitely More Cannons v1.5 (CNC Machine, 50% faster ammo manufacturing!)
Post by: Faryzal2020 on February 14, 2019, 02:40:47 PM
Quote from: Garnett on February 14, 2019, 11:49:27 AM
First of all thank you for this great mod, i couldn't contact you on Steam since it does not allow people with the family shared version to comment in the workshop is it okay to post suggestions for the additional turrets here?
all suggestions are welcome  ;D
but keep in mind that the cannon suggestions needs to meet my several criteria from progression and authenticity point of view to get my approval, for example i wont add Yamato's 40cm gun without adding the other smaller naval gun first like Bismarck's 38cm gun or Kongou's 35.6cm gun, and so on. In my mod there's no such thing as overkill but i really like progression.
Title: Re: [1.0] Definitely More Cannons v1.5.1 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on February 14, 2019, 02:41:37 PM
Update v1.5.1
- Removed Building materials because of the problem when making building materials for the naval guns that requires large amount of steel could throw some hauling errors.
- Reduced most of the turrets' steel cost
- Adjusted the stuffCost according with its steel cost
- Separated the turret research to different tabs according to its class to prepare for v1.6 update
- Restructured and reorganized the ammunition and turret files to prepare for v1.6 update
- Reduced the work cost of most of the ammunition recipes
- Added recipes to make 10x for all ammunitions with the total work cost reduced by 25% compared with the 1x recipe
- Other various turret stats adjustment and balancing
Title: Re: [1.0] Definitely More Cannons v1.5.1 (Minor update, preparing for v1.6)
Post by: Garnett on February 15, 2019, 02:39:42 AM
So i thought of a few more mortar additions since the stock rimworld mortar looks a bit weird honestly.
Examples 50mm (5 cm Granatwerfer 36) > 81mm (8 cm Granatwerfer 34) > 120mm (Granatwerfer 42)
Also what is your opinion on Rocket artillery like the Nebelwerfer or the Katyusha.
Title: Re: [1.0] Definitely More Cannons v1.5.1 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on February 15, 2019, 08:23:47 AM
Quote from: Garnett on February 15, 2019, 02:39:42 AM
So i thought of a few more mortar additions since the stock rimworld mortar looks a bit weird honestly.
Examples 50mm (5 cm Granatwerfer 36) > 81mm (8 cm Granatwerfer 34) > 120mm (Granatwerfer 42)
Also what is your opinion on Rocket artillery like the Nebelwerfer or the Katyusha.

might possible, but not in this mod, in separated mod might be good. in here i'm just exclusively make it focused on cannons (cased propellant or bagged charge)
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Garnett on February 15, 2019, 10:42:42 AM
Alright my mistake, How about the ZPU-4 sort of as an upgrade to the KPV from CE the Flakvierling could also be an upgrade for the regular Flak 38.
Since the 600mm Karl Gerät is already in the mod do you plan on adding the 800mm Schwerer Gustav?
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on February 15, 2019, 03:10:32 PM
Quote from: Garnett on February 15, 2019, 10:42:42 AM
Alright my mistake, How about the ZPU-4 sort of as an upgrade to the KPV from CE the Flakvierling could also be an upgrade for the regular Flak 38.
Since the 600mm Karl Gerät is already in the mod do you plan on adding the 800mm Schwerer Gustav?

ZPU-4 is very possible. but the 800mm i don't think so, because i have to make the explosion radius larger than the karl gerat, naturally, because its bigger, but the explosion radius of karl gerat is already big enough to become a problem like friendly fire, environmental catastrophy, etc. so i dont think 800mm would be feasible?
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on February 15, 2019, 03:35:17 PM
I got reports from users on steam workshop that the new update v1.5.2 broke savefiles that uses v1.5 , so for everyone that plans to update (which you should), try this method before updating:

1. unsub and reinstall the v1.5 of the mod manually (download from github)
2. go back to the game, load the save game
3. dismantle and/or destroy all DMC items (cnc machine, turrets, shells) just use dev tools to destroy the shells or spent them all
4. save the game to a new savefile with a new name
5. reinstall the latest version of the mod from github or you can just re-sub from workshop.
6. try loading the save file again
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on February 15, 2019, 03:52:34 PM
v1.5.2.2
- fixed the wrong component cost for 75mm PAK 40
- fixed the error that shows up when clicking on turrets that uses manual loading system
- fixed shell inspector tab not showing on howitzers and naval guns that uses manual loading system
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Garnett on February 15, 2019, 07:57:26 PM
It could be used as off map artillery to shell some pirate outposts etc but might cause problems on your own map yeah.
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Beyondfubar on February 26, 2019, 09:14:59 AM
The concept for this is just awesome.  How nice does it play with CE?  I see some discussion over the art (I believe?) On the CE thread, I'd like to help with that if I can.  Drives me crazy that there are so few options for middle and high end cannons and turrets.  I posted to steam as well, but figured I'd hit you up in both spots.  I think Noimageavailble was going to do a guide for making mods compatible with CE, but likely is only for guns and races and armor. 

Either way I like playing with very small colonies, with very nice stuff!  I simply can't defend them with 2 guys when Randy sends 25 to 50 pawn raids.  Definitely (need) more cannons.
Title: Re: [1.0] Definitely More Cannons v1.5.2 (Minor update, preparing for v1.6)
Post by: Faryzal2020 on March 03, 2019, 02:44:38 PM
Quote from: Beyondfubar on February 26, 2019, 09:14:59 AM
The concept for this is just awesome.  How nice does it play with CE?  I see some discussion over the art (I believe?) On the CE thread, I'd like to help with that if I can.  Drives me crazy that there are so few options for middle and high end cannons and turrets.  I posted to steam as well, but figured I'd hit you up in both spots.  I think Noimageavailble was going to do a guide for making mods compatible with CE, but likely is only for guns and races and armor. 

Either way I like playing with very small colonies, with very nice stuff!  I simply can't defend them with 2 guys when Randy sends 25 to 50 pawn raids.  Definitely (need) more cannons.
Thank you, currently the mod doesn't work with CE, but it is on the works.
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on March 03, 2019, 02:45:57 PM
Finally, the big update that i've prepared and worked on for weeks, is now released. Expect some bugs and mistakes, please post them on the github -> https://github.com/Faryzal2020/DefinitelyMoreCannons/issues

v1.6
- Added bunch of new turrets
- Added new weapons for Armored Centipedes and these weapons can only be used by Armored Centipedes and not any other Mechanoids
- Added Composite Alloy raw resource
- Armored Centipedes corpses now yields Composite Alloys when dismantled
- Composite Alloy is craftable only for DMC No Armored Centipede edition
- Added Composite version of flak vest, flak jacket, flak pants, advanced helmet, power armor, and power armor helmet
- Re-adjusted all Building costs of the turrets
- Re-adjusted the accuracy, damage, and penetration power of all turrets
- Added a recipe to recycle all ammunitions in the Electric Smelter
- Re-adjusted the spawn-rate of Armored Centipedes
- Changed the fire mode of TAK 120 into burst
- Bunch of description and label rewritings
- Re-adjusted the turret texture size of some turrets
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on March 04, 2019, 05:24:17 AM
Hotfix v1.6.0.1
- Fixed some turret cannot be loaded with ammunition
- Fixed recipes for some 30mm shells not showing
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on March 04, 2019, 09:30:47 PM
Hotfix v1.6.0.2
- Fixed the Karl Gerat size
- Increased the miss radius for 15cm, 288mm, and 600mm howitzers
- Reduced the armor penetration value of for all HE shells to 0.8
- Reduced the damage for armored howitzers
- Increased the damage for 128mm and 105mm cannons
- Added Fabrication research prerequisites for 15cm Howitzer
- Added Advanced Fabrication research prerequisites for 155mm howitzer, 600mm howitzer, and 20.3cm naval gun.
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on March 04, 2019, 10:55:17 PM
Hotfix v1.6.0.3
- Fixed the T-54 turret using the wrong shell
- Added Plasteel costs for 288mm and 600mm howitzers
- Added advanced component costs for Kugelblitz and M247 autocannon turrets
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Rabanatz on March 11, 2019, 03:01:08 PM
Hello, I have No Armored Centipedes installed. But still get the opponent from the spaceship wreck. Why is that?
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on March 13, 2019, 01:33:32 AM
Quote from: Rabanatz on March 11, 2019, 03:01:08 PM
Hello, I have No Armored Centipedes installed. But still get the opponent from the spaceship wreck. Why is that?
i just checked on the rar file of the no armored centipede version, there is no armored centipede def file, means you did a mistake on downloading and installing the mod, you have to download and install the no armored centipedes only.
https://github.com/Faryzal2020/DefinitelyMoreCannons/releases
https://steamcommunity.com/sharedfiles/filedetails/?id=1554666637
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Rabanatz on March 13, 2019, 10:50:39 AM
Sorry my English is not good. Have accidentally installed both mods. I did not realize that I only need one of them :) now it works
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: LiteEmUp on April 02, 2019, 06:43:13 PM
So i checked the spreadsheet, and it didnt say anything about which of the turrets can shoot overwalls.. so i assume all??
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on April 22, 2019, 06:16:13 PM
Quote from: LiteEmUp on April 02, 2019, 06:43:13 PM
So i checked the spreadsheet, and it didnt say anything about which of the turrets can shoot overwalls.. so i assume all??
info regarding whether if its able to shoot over walls or not are in the description of each turrets and also in the research node description, but regardless i've just added them in the spreadsheet as well.
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: IceAero on April 22, 2019, 10:33:22 PM
Hey there--awesome mod ♥

I posted this on steam, but I wanted to put it here too.  Found what I think is a bug: I built a T54 turret, and, when manned, it automatically selects targets, However, I then built a Leo1A5 and, when manned, it *only* works as a targeted fire mode. Is this a bug or intended?

Also, a minor bug: when selected a turret to build, I get an error regarding the drawing of the range circle being too large or something of that sort. Doesn't reappear, but happens the first time I select a turret from the menu.

Finally, the advanced centipedes generate a LOT of resources (specifically plasteel and steel) when deconstructed...Enough that it doesn't feel balanced. Guess I just wanted your thoughts on why this was boosted as high as it was.
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: LiteEmUp on April 23, 2019, 01:41:33 AM
Quote from: Faryzal2020 on April 22, 2019, 06:16:13 PM
Quote from: LiteEmUp on April 02, 2019, 06:43:13 PM
So i checked the spreadsheet, and it didnt say anything about which of the turrets can shoot overwalls.. so i assume all??
info regarding whether if its able to shoot over walls or not are in the description of each turrets and also in the research node description, but regardless i've just added them in the spreadsheet as well.

thanks for adding that info...

also i'm not sure if anyone has reported this on the steam workshop page, which i did already...
but everytime after the cnc module gets built, it disappears into thin air as if it did not exist lol... i tested with god mod instant build, and yes the cnc module vanishes after being built lol...
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Faryzal2020 on April 30, 2019, 06:11:24 AM
Quote from: LiteEmUp on April 23, 2019, 01:41:33 AM
also i'm not sure if anyone has reported this on the steam workshop page, which i did already...
but everytime after the cnc module gets built, it disappears into thin air as if it did not exist lol... i tested with god mod instant build, and yes the cnc module vanishes after being built lol...

I've tested again and i find no problem with it, is there any errors in the log? does it happen when you don't use any other mods?
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: LiteEmUp on April 30, 2019, 10:54:34 PM
Quote from: Faryzal2020 on April 30, 2019, 06:11:24 AM
Quote from: LiteEmUp on April 23, 2019, 01:41:33 AM
also i'm not sure if anyone has reported this on the steam workshop page, which i did already...
but everytime after the cnc module gets built, it disappears into thin air as if it did not exist lol... i tested with god mod instant build, and yes the cnc module vanishes after being built lol...

I've tested again and i find no problem with it, is there any errors in the log? does it happen when you don't use any other mods?

i'll check the logs... lol i will try to check it again with only this mod activated... i have to do it on my laptop, coz my desktop version is heavily modded with maybe 100 active mods lol... its gonna be a pain to do it with that much active mods, so i will have to use it on my laptop with only a few active..



so here is now the log file: https://git.io/fjZn9

here is the error
Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch2 (Verse.ThingDef,Verse.ThingDef) <0x00373>
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3) <0x00291>
at (wrapper dynamic-method) Verse.DesignatorManager.ProcessInputEvents_Patch1 (object) <0x00198>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: Canute on May 01, 2019, 03:36:30 AM
Quotei'll check the logs... lol i will try to check it again with only this mod activated... i have to do it on my laptop, coz my desktop version is heavily modded with maybe 100 active mods lol
I made a second desktop shortcut with the -savedatafolder= extention, so i can have a vanilla enviroment.
You still have access to the mods since they are in the installation folder, but use a new modconfig.xml which is empty at the beginning.
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: capung on June 26, 2019, 11:56:27 PM
so i made sidam 25mm and oto melara 76mm,why my pawn stop auto rearm my turret in 50 % cappacity,i must rearm manually my turret after that.even when i set my pawn to priority hauling.
thanks
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: filippe999 on June 30, 2019, 08:16:10 AM
Finally a mod to fulfill my dakka needs
Title: Re: [1.0] Definitely More Cannons v1.6 (A bunch more turrets and Composite Alloys)
Post by: SHD2 on February 19, 2020, 09:11:13 AM
i guess this have ever benn aslked explained but i looked and it seem i missed it :
why turrets (except howitzer) do not shoot unless i give a "force target" ??? i was a bit mad to see my turret looking around while being approached and shot at lol (no ennemies wasnt into minimal range)