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RimWorld => Mods => Releases => Topic started by: Kilroy232 on October 10, 2014, 06:34:21 PM

Title: [1.0] Extended Turrets Mod --1.0 Release Update--
Post by: Kilroy232 on October 10, 2014, 06:34:21 PM
 Extended Turrets Mod

(http://i.imgur.com/TRBFdEM.png)

Description:
An update for interested users, I have uploaded the mod to steam's workshop under the name "Extended Turrets Mod" for easier access and use for everyone on steam. As well as that I have updated the Nexus Mods page for the users who do not have or use steam. I hope that everyone continues to enjoy this mod and that your colonies stay safe and secure!
Extended Turrets Mod on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=754095466&tscn=1472440921)

This mod adds five new auto-turrets to game making it easier to defend your colony. There are also new research projects for the turrets along with custom sounds and textures.
This mod is meant for use in the later stages of the game and so to accommodate this each turret requires a hefty amount of research, resources and build time.

Notes:
Some features that can be expected in the future are some more research projects that will provide minor tweaks and improvements to the existing turrets.
I will continue to provide minor fixes and work on larger features for the mod.
!! I have not made any changes recently, just updated this page. You can expect updates soon and I am always happy to receive suggestions or told told about problems people are having.

Changes For Version 1.8.0:
-Updated for the Alpha 18 version of Rimworld

Turrets:
1. Standard Turret
This turret is as the name suggests, an improved version if the improvised turret. The turret fires in bursts of four with reduced cooldown time and increased health.

2. Long Range Turret
This turret is an improvised turret that has been fitted with an M-24 sniper rifle. A single high powered round is fired before cooldown, but the range and accuracy of the turret make up for the slow rate of fire, sometimes less is more.

3. Laser Turret
A complex assembly of lenses and electronics, this turret focuses a beam of high energy light at the enemy to deal damage with perfect accuracy but with pauses between charges.

5. Energy Turret
This is the tip top of the charts. This turret has it all, high rate of fire, high damage and high max health. Instead of using conventional projectiles this turret is able to convert electricity into an almost pure form of energy.

Download:

(https://i.imgur.com/TiAScIj.png?1) (http://steamcommunity.com/sharedfiles/filedetails/?id=754095466&tscn=1472440921)

(http://i.imgur.com/7260f0H.png) (http://www.nexusmods.com/rimworld/mods/6/?)
Install:
To install this mod you simply but the directory folder (the folder containing the About, Def, Texture... etc. folders) into your mods folder. In game select the mods menu and select the Turret Pack mod.
This mod does not require a new colony, you can start using it at any point and any update unless specified will not require a new colony.

Credit:
All of the new textures and the C# code for the 'lazer' turret are the work of mrofa (http://ludeon.com/forums/index.php?action=profile;u=2507). He has contributed lots of his time helping me put some more detail into this mod, he deserves a lot if credit for his skill I cannot thank him enough.

License:
Download and share this mod as you want but don't change it or sell it without my consent
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: redhuntery on October 10, 2014, 06:57:29 PM
Where's the heavy turret? D:
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: Kilroy232 on October 10, 2014, 07:21:05 PM
I haven't gotten that far yet, its on its why though I promise. I have had to change a lot of things to get the mod working on alpha 7 and I wanted to be able to share some of it with you guys asap
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: TheXIIILightning on October 10, 2014, 08:19:01 PM
Good Mod, but before I restart another colony and use it, might I ask the costs of each Turret?
I assume there is a Research involved, yes?

Just wondering because I currently use another set https://ludeon.com/forums/index.php?topic=4601.0 (https://ludeon.com/forums/index.php?topic=4601.0) when I'm playing with zombies, so perhaps the two Mods could work together rather well.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: Jaxxa on October 10, 2014, 08:27:07 PM
!!!Currently I am having a problem with the sniper turret base texture, it is super tiny in game. If anyone know what the problem might be I would greatly appreciate the help!!!

Two things that I noticed.
1. You don't have
Code: [Select]
<overdraw>true</overdraw> tag in the "SniperTurretStructure.xml" This looks to be what tells it to scale the image to the size of the building
2. Also the Size is set to
Code: [Select]
<size>(1,1)</size> for the Sniper while the other turrets are set to (2,2), I don't know if this is a deliberate choice.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: PunisheR007 on October 10, 2014, 10:42:18 PM
Nice work Kilroy  ;)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: Zeta Omega on October 10, 2014, 10:45:36 PM
HOORAH! THE SNIPER TURRET RETURNS!
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: AHare on October 11, 2014, 12:12:42 AM
Yay! Glad you managed to update this, been wanting new simple turrets .
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: MrOlder on October 11, 2014, 09:00:00 AM
Will there be a Incap Turret?  ::)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod
Post by: redhuntery on October 11, 2014, 11:18:58 AM
Good work,love your turrets, " Will there be a Incap Turret? "
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Kilroy232 on October 11, 2014, 02:33:31 PM
As I have just updated the mod again today you may notice I have added a few little things. To sum up:
1. Thank you very much to Jaxxa for pointing out my dumb mistake
Quote
<overdraw>true</overdraw>
tag in the "SniperTurretStructure.xml" This looks to be what tells it to scale the image to the size of the building

2. The heavy turret is back! [insert party here]

3. I will begin working on an incapacitation turret because I think that would be pure awesome. This may take some time however because I do make all my own texture, sounds etc.

Please leave any comments or questions, and I will try to get back to you with a reasonable answer. Thank you for the support guys :)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Giraffe on October 11, 2014, 02:51:58 PM
How about suggestions? Want some suggestions?
I would like to see a chain lightning type of turret if possible. It could fill the 'incapacitation turret' slot as well.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: tase on October 14, 2014, 05:28:16 PM
Thanks for updating this for a7
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Kilroy232 on October 14, 2014, 05:45:12 PM
Thanks for updating this for a7

No problem, I am always happy to keep my work alive :P
Let me know if you think there is ever anything that could be changed.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: MisterLock on October 15, 2014, 03:39:53 PM
Where is the screenshot for the Heavy Turret,also can you explain why most of these seem like 1x1?In your old mod you made them 2x2.Seems weird,although I don't mind more normal looking turrets(Staying true to the original improvised one)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Kilroy232 on October 15, 2014, 09:40:17 PM
Where is the screenshot for the Heavy Turret,also can you explain why most of these seem like 1x1?In your old mod you made them 2x2.Seems weird,although I don't mind more normal looking turrets(Staying true to the original improvised one)

The screen shot for the heavy turret is second from the second last screenshot in the original post. As for size there was a little mix up at one point but all of the turrets have been 2x2 with the exception of the sniper turret which is and has always been 1x1.
I am assuming you got the idea that the turrets are 1x1 from the pictures. I should has used a colonist or something for scale, so this is my mistake.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: redhuntery on October 18, 2014, 10:52:54 PM
I want a rpg turret :3 i love explosions.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: TheCrimsonKing on October 20, 2014, 05:59:50 PM
hey great mod :) makes this extreamely useful for a little bit safer defense, especially paired with the rimworld enhanced defence mod :D
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: DracoGriffin on October 20, 2014, 08:40:02 PM
Thanks for the mod!
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Alcyonna on October 20, 2014, 09:41:09 PM
if u take a look at the bushes or trees u can easily know the size of the different turrets^^ no need to put a villager

one of my favorite mod great job
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Tsilliev on October 21, 2014, 03:09:07 AM
If the sniper turret misses the torso, either a hand or a leg is flying in the air right now.  ;D
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.1
Post by: Kilroy232 on October 21, 2014, 03:42:35 PM
In the next update you guys can expect new firing sounds for the turrets that don't already have them (improved, incendiary and heavy) as well as a TOW Launcher.

Thank you for all the positive comments, I will continue to try and provide an effective mod for you guys
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: eatKenny on October 23, 2014, 08:49:38 AM
seems has a "draw radius" issue with the new Turret, otherwise pretty good, espesially the new sound.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on October 24, 2014, 03:15:09 PM
seems has a "draw radius" issue with the new Turret, otherwise pretty good, espesially the new sound.

Thanks for pointing that out, I have noticed a few little bugs after some more play testing and I am going to fix it asap. I have been dealing with midterms lately so I am a bit behind.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: DracoGriffin on October 24, 2014, 05:59:26 PM
Nice update! I wish the information tab would list the damage rate like weapons do (weapons have a stats tab that shows rate of fire, damage, cooldown, etc); would that be possible so we could easily know which is best for situations?
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on October 25, 2014, 02:45:02 AM
Nice update! I wish the information tab would list the damage rate like weapons do (weapons have a stats tab that shows rate of fire, damage, cooldown, etc); would that be possible so we could easily know which is best for situations?

I like this idea as well, I will do my best to fit this into the next update
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Patrykbono20 on October 25, 2014, 02:22:54 PM
its compatybility to others your mods ?
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on October 26, 2014, 12:55:27 AM
its compatybility to others your mods ?

I have never heard of there being any compatibility issues with other mods nor have I ever had any myself
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Xiane on November 02, 2014, 08:36:08 AM
One small note: The ToW launcher often gets deployed with raiders who would typically have mortars, since it requires power they often have deployment that not only distracts one of their numbers but also can't work at all.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Wex on November 02, 2014, 05:12:51 PM
What about a tesla turret? high energy consumption, very high ROF (or chaining between targets) electric damage, pain inducing (easier incapacitate)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on November 03, 2014, 11:31:40 AM
One small note: The ToW launcher often gets deployed with raiders who would typically have mortars, since it requires power they often have deployment that not only distracts one of their numbers but also can't work at all.

A funny little mistake on my part eh? I have fixed it and am working on a few other things and then I will post an update. Sorry for the inconvenience
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: DevinRay122 on November 04, 2014, 06:43:55 PM
For some reason the link doesn't seem to work for me. Anyone know why?

EDIT:
Apparently, it takes about 10 times for it to work.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: WarlordToby on December 07, 2014, 02:54:04 PM
I really like that sniper turret. It blends well to its surrounding area. Also heavy and energy turrets are very cool. Good job, you just earned my respect.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on December 14, 2014, 08:02:24 PM
For anyone interested I've done a rather sloppy conversion of this mod from a7 to a8.

I also changed some stuff to suit my personal taste (Removed TOW launcher, reduced sizes of turrets, changed some sounds and made my own vanilla-friendly art based on the original designs.)

Some problems that remain with this conversion,
- Alpha bleeding on the turret tops
- Custom turret bases don't appear properly ingame, so they're using the vanilla base.

Keep in mind this is my own personal conversion and I in no way wish to take credit for any of the original work done on the mod, this is only to tide players away until the official conversion comes around.

https://www.mediafire.com/?i6ll3pgt6lav4t9

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: hyprformnce on December 14, 2014, 11:45:31 PM
wow, nice work! i really like the vanilla-compatible graphics, thanks for taking the time to update to a8
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on December 15, 2014, 12:00:22 PM
Uploaded a new version, fixed the alpha-bleeding with the graphics and added a custom incendiary turret sound aswell as a changed the energy turret bullet graphic and firing sound.

Link above should be updated.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Dave-In-Texas on December 15, 2014, 12:11:10 PM
thank you for your work hunter712!

fyi:  it helps us users if you somehow include the version in the archive name.
perhaps Turretpack-1.2h<version> (h to show its yours and based on of the OP version 1.2, just in case he returns and starts coding a 'real' version)

lol.  or just ignore me, what you've done is splendid
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: MelanisticAlbino on December 15, 2014, 12:13:19 PM
Can't wait for Alpha 8 update! This is a must-have mod!
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on December 15, 2014, 12:25:16 PM
thank you for your work hunter712!

fyi:  it helps us users if you somehow include the version in the archive name.
perhaps Turretpack-1.2h<version> (h to show its yours and based on of the OP version 1.2, just in case he returns and starts coding a 'real' version)

lol.  or just ignore me, what you've done is splendid

Added :>

Version number ingame should be Alpha 8, name of the zip itself should be v1.2b Alpha 8 (The b signifying the conversion)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Ruin on December 19, 2014, 10:24:11 PM
Thanks for the work Hunter712.  I really like your version. :)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on December 21, 2014, 05:57:29 PM
(http://i.imgur.com/oSb0BPP.png)

Uploaded an update to my conversion, changes include some modifications made to the graphics, nerfed all the turrets ( I feel they're terribly OP, especially the sniper turret.), changed the name on the improvised turret to modified turret (It was a tad confusing since there was already an 'improved' turret alongside an 'improvised'.), changed the name of the energy turret to charged turret, and added a new sound for the heavy turret.

Download (https://www.mediafire.com/?l4txy4ab1ixcxgd)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: kokuto on December 24, 2014, 02:08:51 AM
The sniper turret is probably still necessary to take out heavily armoured foes. Like those centipedes or the Jaffa from the Jaffa mod.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on December 24, 2014, 03:17:31 PM
The sniper turret is probably still necessary to take out heavily armoured foes. Like those centipedes or the Jaffa from the Jaffa mod.

It's still very powerful, I had it mow down almost an entire group of raiders before they closed down into cover.

A little indepth of things I did though, I made the sniper turret have just a tiny bit less range with 5 points of damage reduction, and nerfed the health to 250.

For the heavy turret I reduced the range on it (So it can't solo massive groups at long range now, leaving the long range for the sniper turret), reduced the health by 100, and reduced the damage a very tiny bit.

Balancing changes between all the turrets involves material cost reduction and energy consumption reduction (Especially the improved/modified turret.)

So the turrets are still VERY effective, but I wanted to try and make it so that making one single sniper/heavy turret wasn't the endgame strategy.

Depending on if Kilroy decides to drop the mod (Or gives me the greenlight to actively update it for him), I will spend more time on the balancing and whatnot of the turrets, I still feel theres a lot of unpolished material that needs changed.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: kokuto on December 24, 2014, 06:58:14 PM
Oh so far, I've been actively testing out using bunkers of Sniper turrets. They are generally effective against vanilla enemies if the numbers aren't too great. Once it exceeds a certain threshold, even a bunker of 3-4 sniper turrets is not much use.

Against modded factions like the Orks from WH40k, their effectiveness is lowered even further, again due to numbers.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: arammco on December 25, 2014, 12:34:05 PM
anyone can tell me how to unlock new towers? i don't remember >.<
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hayhorse on December 30, 2014, 01:38:05 PM
I cant seem to get this to work, going to try the new version, but the research for the turrets is not in the research tab, only gun turret cooling, and that is vanilla D:

The new version works!
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hellandlife on January 06, 2015, 09:49:02 AM
HI. I'm new to th forums but does this work with alpha 8? I don't get any turrets when I install it and set as the first thing to load.

This could be a conflict with Mai+miscelaneous.

Let me know.
Thanks :D
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hunter712 on January 06, 2015, 09:59:43 AM
HI. I'm new to th forums but does this work with alpha 8? I don't get any turrets when I install it and set as the first thing to load.

This could be a conflict with Mai+miscelaneous.

Let me know.
Thanks :D

Look here (https://ludeon.com/forums/index.php?topic=6770.msg83927#msg83927), I made a conversion of the mod to a8.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hellandlife on January 06, 2015, 10:01:44 AM
Thanks, Just noticed it and tried it but it won't work. Sent you a message.

Edit: Never mind. Silly me didn't check that it has a duel folder. Turret pack is the one you install. -.-
Works fine.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Qiwi on January 13, 2015, 01:05:44 PM
Will this mod be updated?
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hayhorse on January 13, 2015, 05:59:59 PM
Will this mod be updated?

 By another person, yes.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: HBKRKO619 on January 13, 2015, 06:02:37 PM
Will this mod be updated?

By Hunter712, just 2 posts before yours ^^
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: kokuto on February 20, 2015, 11:32:23 PM
Will this mod be updated for Alpha 9. I like the old sniper turret.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: oronnoro2 on February 23, 2015, 01:44:44 PM
Agreed, really love this mod. Please update it.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on March 06, 2015, 03:21:07 PM
okay, so I am back again with an update for alpha 9. Sorry to make you good folks wait but it took me a little time to collect my thoughts and make some minor changes.

Before I release the update though I would just like to know if people have any requests for the next update, leave ideas in the comments please.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: 10001110 on March 06, 2015, 04:56:38 PM
Just one: make them movable!
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on March 07, 2015, 02:14:23 AM
Just one: make them movable!

I am not sure I understand the request you are making... care to expand on the idea? (or an example?)
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: popster99 on March 07, 2015, 05:35:16 AM
incap turret or stun turret
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: oronnoro2 on March 07, 2015, 08:53:53 PM
How about a real heavy armored turret? Slow, close, high damage. Something like a tank, with a shield as well. Maybe it could grab the attention of the attackers while other turrets take the enemy down.

I would also really love to see more upgrades for individual turrets. For example, adding a longer barrel for the sniper turret, or an upgrade that would make it fire faster, ect. Or maybe a tri barrel sniper turret. Things like that would really be something to look forward to. Just random upgrades that make the current turrets awesome, more awesome.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hayhorse on March 08, 2015, 11:40:09 AM
Moveable turrets: You build the turrets at a bench and then have to place a single object (Like sculptures from A8). When you dismantle it you get the item back and can therefore move it without wasting metal. You can also make a turret factory this way and sell them for silver to the Combat suppliers or Slavers.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on March 08, 2015, 12:27:16 PM
Moveable turrets: You build the turrets at a bench and then have to place a single object (Like sculptures from A8). When you dismantle it you get the item back and can therefore move it without wasting metal. You can also make a turret factory this way and sell them for silver to the Combat suppliers or Slavers.

I gotcha, this concept actually seems like where the game is headed as well. My plan as it stands is to release the mod updated for alpha 9 with a new turret for incapacitations only. After that I believe this will be on my priority list.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Hayhorse on March 10, 2015, 06:53:00 AM
Also, might I ask. Is the A8 Conversion compatible with A9? Because I CAN NOT play with out it. Because eventually I befriend all factions and regularly get attacked by mechanoids. CURSE YOU SNIPERS! Also one of my snipers once shot off the head of my healer in my colony while a Centipede crushed the left leg of my melee guy.
Title: Re: [MOD] (Alpha 7) Auto-Turrets Mod v1.2 New Missile Turret!!
Post by: Kilroy232 on March 11, 2015, 04:59:16 PM
Also, might I ask. Is the A8 Conversion compatible with A9? Because I CAN NOT play with out it. Because eventually I befriend all factions and regularly get attacked by mechanoids. CURSE YOU SNIPERS! Also one of my snipers once shot off the head of my healer in my colony while a Centipede crushed the left leg of my melee guy.

Unfortunately I never personally got around to making a A8 version of this mod. I know one or two lovely people on this forum have helped my by doing the necessary corrections to make it compatible but I have neither looked at those versions nor looked into that possibility.

I promise I will have a A9 version up in the next day or two at the most!:)

Edit: Alright, so I have uploaded a version of this mod that is compatible with A9 that also includes a stun turret. I will hopefully continue to be working on this mod further and so I will always be listening to any issues, suggestions or complaints.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: HBKRKO619 on March 12, 2015, 05:13:04 PM
Finally, my favorite turret mod is updated \o/ Thank you Killroy :)
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Manly on March 12, 2015, 05:44:12 PM
This was my favorite turret mod, too! 

I am so glad you updated it Kilroy!  Thank you so much for your hard work!
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Hayhorse on March 13, 2015, 11:00:43 AM
The mod that I love so much for literately having a sniper turret then 3 shots Scythers with extreme accuracy is finally A9 Compatible!
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Deltaforceops on March 15, 2015, 07:58:34 AM
ADD TOW TURRET i loved it. maybe add dmg vs mechanoids
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Blackbird on March 15, 2015, 10:02:03 PM
These turrets, while a great idea, seem very overpowered. If the turrets are too powerful, survival is too easy, and there is no incentive to improve your colonists or your base.  Could you look into the things Hunter did with the unofficial Alpha 8 update and Nerf them a little?  Thanks!  It looks like it could be a great mod!
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Kilroy232 on March 16, 2015, 01:18:27 AM
This mod was originally made for Alpha 2 or 3 when the middle to late game would send swarms of 20 to 30 pirates at you all at once, that has since changed and I think the mods needs to change as well.

I agree that the weapons in this mod are too powerful and I have had a number of ideas on how to deal with this but I would like to ask the people that use this mod what they would like to see nerfed. Do people think one thing is more overpowered than another and good ways to combat this?

I could simply reduce damage, or health. I could increase cool down time or required materials to build. Another idea I had was that for each turret you would need to have the weapon it is based one to build it. I.E, if you wanted to build the sniper turret you would need a sniper rifle in your stock.

I would love to hear peoples opinions and ideas, this is for you just as much for me and it makes my job much easier if I have an idea of what people would like.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: silentlord on March 16, 2015, 11:33:02 AM
not tried this mod yet, but i will.

i use zombies-mod, which means waves of 20-30 and more, are pretty common, i also only play with advisor randy on serious or extreme. so over-powered is a relative term to me.

however if they are really over-powered, the best i reckon to nerf them, is a slight reduction in damage and a slight increase in cool-down to balance.

i'll let you know my thoughts later on when i install the mod and start a new game.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: silentlord on March 17, 2015, 08:29:40 AM
okay started a new game (didn't wanna dev-cheat. i only use Randy and serious or extreme setting with Zombie-mod.)

here`s my opinion; :D

the new turrets are pretty far down the tech-tree, took me awhile to get there, which is good i reckon, makes them kick in around mid-game.
i got the sniper turret first.... at first i thought way over-powered. 4sec cool-down. this thing is rapid fire compared to stock turret with CD 6secs. it stops dead the loners or small bunches (10 under).

however the larger mid/late swarms, lol.... certainly not over powered.
in my defence i have 2 stock turrets, 3 snipers, 1 heavy turret, 3 improved turrets and 2 manned M2.brownings from another turret mod. the waves always knockout a quarter or half my turrets...

if playing with zombie-mod and higher challenge mode.... these fit perfectly balance wise, playing normal rimworld, maybe abit over-powered on the CD.

however in my opinion for what i use your mod with, its perfectly fine.
i much prefer your turret-mod looks.... really fits in well with stock.

only thing missing i reckon is some man-able turrets, for when solar flares hits or when you simply run out of power.

i use 3 turret mods. yours is second in my list, but only just!

i thank you for your time and effort put into the mod, your deserve many Rim-cookies!!!
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Scelous on April 15, 2015, 02:17:50 PM
Thanks for this mod, Kilroy.  This mod saved Rimworld for me via the sniper turret.  It started getting REALLY old having bandits plink my turrets out of range, and the sniper turret takes care of that.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: vagineer1 on April 18, 2015, 06:22:17 AM
When will this mod be updated. This is an essential part of my colony defense due to the lack of proper defensive methods available in game.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Hunter712 on April 25, 2015, 05:59:17 PM
When will this mod be updated. This is an essential part of my colony defense due to the lack of proper defensive methods available in game.

Addressing this soon with an update of my old a8 conversion if that is acceptable, will be doing a ton of balancing changes before I roll it out.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: iamthebest22 on April 26, 2015, 11:17:57 AM
I can wait, look forward to when it gets update.
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: oronnoro2 on May 01, 2015, 07:05:03 PM
Any chance you can do a quick update for A10? I miss the sniper...
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: KiZoKu-KaMiKaZe on May 02, 2015, 08:16:34 AM
Yeah, it would be cool to get an update to the mod. This is my favorite turret mod. :)
Title: Re: [MOD] (Alpha 9) Auto-Turrets Mod v1.3 Now with 20% more Stun Turret
Post by: Kilroy232 on May 09, 2015, 02:02:43 PM
Yeah, it would be cool to get an update to the mod. This is my favorite turret mod. :)

I have updated it but its not been tested all the way through so if there are any problems please let me know.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: MightyGooga on May 09, 2015, 03:10:07 PM
I think the download link is down. Im not able to download it.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Kilroy232 on May 09, 2015, 03:20:02 PM
I think the download link is down. Im not able to download it.

May I ask whether you used dropped box or nexus?
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Peppsen on May 09, 2015, 03:25:47 PM
You can download from Nexus, but the dropbox download doesn't work.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: IFlyAnXWing on May 09, 2015, 03:36:53 PM
It looks like the dropbox link is still trying to pull the 1.3 zipfile..
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Kilroy232 on May 09, 2015, 03:47:23 PM
It looks like the dropbox link is still trying to pull the 1.3 zipfile..

My Bad guys, I made sure it is working now
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Zargan on May 09, 2015, 06:45:40 PM
Heyho,

is this mod compatible with or might there be a problem to use them together?

[MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)

Combat Realism Defence

?

Thanks a lot. =)
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: zloitermit on May 09, 2015, 08:12:58 PM
Наконец то кто то автоматикой занялся 8)
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Evmeister on May 09, 2015, 11:42:18 PM
Hey Killroy, I'm getting errors on all the turrets something related to exception drawing. Can't even close the error window. The turret base shows but the barrels dont show.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Scelous on May 10, 2015, 10:10:42 PM
I'm having the same problem as well.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Kilroy232 on May 11, 2015, 12:29:46 AM
I'm having the same problem as well.

I have seen the error too and i am workimg on fixing it, just have to figure out what is causing the error
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Evmeister on May 11, 2015, 02:15:14 PM
Cool! Take your time, no rush! Looking forward to the stun turret!
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: PotatoShampo on May 11, 2015, 04:57:02 PM
http://imgur.com/HB1BsQa

Keep getting this error, can't dismantle it either all i can do is shot it to pieces.

Using the download on first page and alpha 10.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: TimTumm on May 11, 2015, 05:14:14 PM
I am currently using this as my only turret mod (in Alpha 10F).  I have built one of each turret on this list in my current game, and am sad to say none of them work.  They don't shoot.  When I select one (to manually) make is hoot at a target, instead of the expected icons (including the target selector), it shows a bunch of (java?) code text.

I have lost a bunch of good colonists sir!  :)
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Kilroy232 on May 13, 2015, 12:48:57 AM
Sorry guys, I have been busy with me job and moving into my new apartment (just got internet yesterday) but I will get this sorted in the morning and ready to use for all you good people.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: JayZeeZee on May 13, 2015, 01:01:05 AM
Much love brother. Just installed the mod and noticed it bugged out.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4
Post by: Kilroy232 on May 14, 2015, 01:44:29 PM
Okay, so it took me WAY too long to figure out what was wrong but I have finally sorted it out and we are back up and running! Links have been updated and you are free to download
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 Fixed!!!
Post by: Zorroexe on May 16, 2015, 02:44:25 AM
There's an error in your TOW turret and modified turret.
It's in a some script error.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 Fixed!!!
Post by: Kilroy232 on May 19, 2015, 11:26:50 AM
There's an error in your TOW turret and modified turret.
It's in a some script error.

Thanks, I missed a line of code when I updated the mod for Alpha 10.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: kreeper333 on May 19, 2015, 01:04:05 PM
Any compitability for combat realism?
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: Kilroy232 on May 19, 2015, 01:37:27 PM
Any compitability for combat realism?

I don't use combat realism but as far as I know there is no problems with compatibility. My mod should work with any and all other mods.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: MajorMonotone on May 19, 2015, 02:09:27 PM
Any compitability for combat realism?

I don't use combat realism but as far as I know there is no problems with compatibility. My mod should work with any and all other mods.
I think he meant in terms of damage and range seeing as Combat Realism makes it so an enfield shot can take your head off.
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: Kilroy232 on May 19, 2015, 04:30:34 PM
Any compitability for combat realism?

I don't use combat realism but as far as I know there is no problems with compatibility. My mod should work with any and all other mods.
I think he meant in terms of damage and range seeing as Combat Realism makes it so an enfield shot can take your head off.

In that case this mod will be very op
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: MarvinKosh on May 19, 2015, 08:13:14 PM
About making turrets minifiable, you should ask BBream, he wrote the DLL in my mod which initialises turrets. I think he'd be happy just to be credited if you use his code in your mod, though!
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4 (Help wanted, Info inside)
Post by: Kilroy232 on May 20, 2015, 12:52:14 PM
About making turrets minifiable, you should ask BBream, he wrote the DLL in my mod which initialises turrets. I think he'd be happy just to be credited if you use his code in your mod, though!

Thanks, I sent BBream a message asking if he would mind lending a hand. I would really like to get that aspect of this working
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: MarvinKosh on May 20, 2015, 02:34:40 PM
Well, if you want to test it out, just lift the DLL from Hot and Cold Minification (https://www.dropbox.com/s/tbxvpqsswbzwysv/HotCold_Minification149.zip?dl=0) and add the following to your turret's XML:

Code: [Select]
<comps>

// Other comps go here!

      <li>
        <compClass>HotCold_Minification.CompTurretInit</compClass>
      </li>

</comps>
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: bigmap on June 16, 2015, 12:12:53 PM
A11?
Title: Re: [MOD] (Alpha 10) Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Ouan on June 22, 2015, 12:29:13 PM
I await the glory of this mod in A11!
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: FlorenceTWA on June 25, 2015, 05:54:27 AM
Awaiting A11 quietly ;w;
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Rolf on June 25, 2015, 06:28:32 AM
I rly love this mod great work and i hope you update it to a11 ^^ because i want my rimworld tower def game back ^^
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Euzio on June 28, 2015, 01:18:33 AM
I rly love this mod great work and i hope you update it to a11 ^^ because i want my rimworld tower def game back ^^

Would love to have this mod for A11. Used it in A10 and it was great. Haven't really found a suitable turret mod for A11 thus far.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: mrofa on June 29, 2015, 10:17:21 AM
https://www.sendspace.com/file/64wlnj (https://www.sendspace.com/file/64wlnj)
This is a11 version, or atleast the last stuff we did work with Kilroy232, im not sure how well it is balanced since its no my strong suit, but everything else should work properly, atleast from initial testing.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Euzio on June 29, 2015, 10:06:21 PM
https://www.sendspace.com/file/64wlnj (https://www.sendspace.com/file/64wlnj)
This is a11 version, or atleast the last stuff we did work with Kilroy232, im not sure how well it is balanced since its no my strong suit, but everything else should work properly, atleast from initial testing.

Cool~ Will give it a go tonight.
Though is Kilroy232 himself going to be updating the page for this? Because it does seem that he's no longer around recently.. (his last active date was like 14 June)
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: mrofa on June 30, 2015, 02:28:55 AM
Dont know i couldnt get in touch with him to
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Euzio on June 30, 2015, 05:15:19 AM
If he doesn't come back or intend to continue updating maybe you could consider starting a new thread to notify about the update. Assuming you intend to takeover where he left off :).
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: mrofa on June 30, 2015, 05:44:28 AM
Its a big maybe, and even then i will need atleast his promission.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: oakshaft on June 30, 2015, 09:35:12 PM
Im going to be honest, after trying it out for about an hour I think that the heavy 12 burst turret is extremely underpowered for its energy cost, I used the god mode to spawn about 10 of them in and after sending in a decent sized raid, my base fell. The turrets were just so inaccurate over multiple attempts that they just dont seem worth it.

If anything raise their accuracy a tad bit... but thats just my 2 cents
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: Euzio on June 30, 2015, 10:19:57 PM
I've rarely used the heavy turrets myself as I find that the sniper turret and standard turret is more than sufficient to defend my base. The sniper turret especially can be a beast once its fully upgraded.

From what I see of the heavy turret, it only works best if you can bottleneck the raiders coming in. Usually through means of a killzone or something. However, its still wildly inaccurate and its used more to slow raiders down by inflicting injuries on them through hit or miss. If combined with the sniper turret and standard turrets though, they will be a formidable defence.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: oakshaft on June 30, 2015, 11:49:09 PM
Thats true, I just figured that 12 bullets would do a whole lot more damage and be alot more accurate than a few hits every burst. If ya know what I mean.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: mrofa on July 01, 2015, 05:39:40 AM
It have more health and its more effective to fight canepids, before full upgrade atleast.
Title: Re: [A10] Auto-Turrets Mod v1.4.5 (all errors finally fixed)
Post by: MarvinKosh on July 01, 2015, 11:42:59 PM
The thing to look at with turrets (or any weapon, really) is how accurate it is at the specified range points. If there's a significant fall-off of accuracy with range, it doesn't matter how many bullets it's putting out, it won't hit much at maximum range. But if it is accurate at short range, then those bullets could do significant damage at that range - as Euzio says, you just need to fit it in somewhere where it is most effective.

Turrets also attract enemies, so even if a turret isn't particularly accurate on its own, it can lure enemies into the range of turrets (or colonists) which are.
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: Kilroy232 on July 03, 2015, 11:38:00 AM
Thank you for putting up with my forgetfulness and a big thank you to mrofa for taking the time to move this mod over to A11.

If you have played it then you have already seen that there are some major improvements and still some more work to me done. mrofa was kind enough to make all new textures that blow my work out of the water as well as adding dll coding to add new research projects.

I hope that everyone enjoys that improvements and as always I would love to hear your thoughts and opinions in this thread.
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: Euzio on July 07, 2015, 05:04:52 AM
Been using it in my recent play through. Love the texture upgrades. Makes everything look alot cooler. I also like how the research paths have been expanded upon.

Also, although its considered a nerf, I did like seeing how the turrets now require more power than normal. Always felt the sniper turret especially was rather OPed in the past with its lower power cost. Now its just about right and I have to juggle between toggling my turrets on or off to ensure sufficient power.
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: Ouan on August 24, 2015, 03:49:53 AM
Anyone know if it is compatible with A12 yet?
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: grizzlymint_gpt on October 12, 2015, 10:26:25 PM
Anyone know if it is compatible with A12 yet?

It works fine with A12, although I do get an error on start up, but it doesn't seem to affect anything. That's actually the reason I came here, to try and solve this. On startup, I get these errors. I get the error whether I have just the turret pack mod loaded, or any other number of mods. And as I mentioned already, it doesn't actually seem to affect anything, as all the turrets seem to be working correctly.

(http://i.imgur.com/qgg4k6s.png)
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: mrofa on October 13, 2015, 02:30:56 AM
Its a problem with HEdiff defs in xml, since the stun turret actually put them to sleep ;p
Title: Re: [A11] Auto-Turrets Mod v1.5
Post by: mcgnarman on December 04, 2015, 03:50:50 PM
Hey guys, trying to download this but I get an error with dropbox saying I do not belong here? Found it odd. Any thoughts one how I can download?
Title: Re: [A12d] Auto-Turrets Mod v1.5
Post by: Kilroy232 on February 18, 2016, 02:38:40 PM
Well I am back again after another semester of school and I am really interested with all the new updates to the game what people are looking for from this mod.

I have already begun to make addition and changes including:
-Spelling and grammar in the research projects
-Making the research projects branching instead of one after the other
-Stun turret mechanics

I am thinking of adding armor piercing ammunition to turrets and give them higher damage output (would like thoughts on that). Could look into making the turrets portable like the statues and other objects.
Thinking of cutting out the missile launching turret.

Really though I would like to know what you guys want to see. What aspects do you like, what don't you like. Please let me know and we will try to make this all prefect
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Ncates1234 on February 21, 2016, 01:51:02 AM
Why i can't download .-. says i don't belong there... Dafuq?
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: harpo99999 on February 21, 2016, 04:36:50 AM
Why i can't download .-. says i don't belong there... Dafuq?
I also have had difficulties downloading from the 'dropbox' link(same error message possibly the file was moved/deleted or is a private folder in dropbox not a public folder), but was able to download from the nexusmods after logging in to them
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Kilroy232 on February 21, 2016, 09:36:55 AM
Why i can't download .-. says i don't belong there... Dafuq?

Ya that's no good at all, even I got that message when I tried to download it. Sorry for the inconvenience guys but I have taken the time to make some small changes to the mod so I have updated the links for you with the newest version of the mod.

Let me know about any issues you might have but it should work just fine
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: sanya02 on February 21, 2016, 02:52:24 PM
Hello! How to fix?

[attachment deleted by admin - too old]
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Kilroy232 on February 21, 2016, 04:48:09 PM
Hello! How to fix?

This is part of the assembly for the Stun Turret. Currently I can't fix this because its uses Project Armour but that hasn't been updated to Alpha 12. For the time being it works as is and I will work on updating the parts I need for myself
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: sanya02 on February 21, 2016, 05:19:04 PM
the climbs to avoid the error, remove the file in Toksins HediffDefs))) It is not correct!
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: sanya02 on February 21, 2016, 05:28:42 PM
I can throw you a version without error Stun! And without Stun!
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Ncates1234 on February 23, 2016, 07:42:12 AM
Why i can't download .-. says i don't belong there... Dafuq?

Ya that's no good at all, even I got that message when I tried to download it. Sorry for the inconvenience guys but I have taken the time to make some small changes to the mod so I have updated the links for you with the newest version of the mod.

Let me know about any issues you might have but it should work just fine
Everything looks like its working, if you ain't counting stun gun error that mostly everyone is crying about :P
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Jessi on April 10, 2016, 04:15:19 AM
Need this for A13!

I stopped playing for ages back in A9/8, a few mods I loved have dissappeared. Hope this doesn't.
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Kilroy232 on April 13, 2016, 02:06:00 PM
Need this for A13!

I stopped playing for ages back in A9/8, a few mods I loved have dissappeared. Hope this doesn't.

Ask and you shall receive :)
I hadn't noticed the new alpha version so I think I will take some time on my next day off (Tomorrow) and update this mod of Alpha 13.

Thank you for your message and your continued interest, I like knowing that people still have an interest in this mod.
Title: Re: [A12d] Auto-Turrets Mod v1.5 (I am back again!)
Post by: Jessi on April 13, 2016, 07:30:17 PM
Need this for A13!

I stopped playing for ages back in A9/8, a few mods I loved have dissappeared. Hope this doesn't.

Ask and you shall receive :)
I hadn't noticed the new alpha version so I think I will take some time on my next day off (Tomorrow) and update this mod of Alpha 13.

Thank you for your message and your continued interest, I like knowing that people still have an interest in this mod.

Same for me, I second this tho. This was the best mod for turrets. All new ones seem to be missing textures for the bullets. :o
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 17, 2016, 07:07:41 PM
Everything seems to be running smoothly on Alpha 13 now. Enjoy and let me know if anyone has a problem
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Lumaan on April 17, 2016, 07:52:31 PM
Everything seems to be running smoothly on Alpha 13 now. Enjoy and let me know if anyone has a problem
Installed the new CCL and this mods beside the rest I use, mod list gets reset to default. Had to delete the CCL dll you have in your mod to be able to run it beside the new CCL.
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 17, 2016, 08:04:51 PM
Everything seems to be running smoothly on Alpha 13 now. Enjoy and let me know if anyone has a problem
Installed the new CCL and this mods beside the rest I use, mod list gets reset to default. Had to delete the CCL dll you have in your mod to be able to run it beside the new CCL.

That's my mistake. You actually don't need the CCL assembly anymore so you can simply delete it or redownload the mod as I have correctly the downloads
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Lumaan on April 17, 2016, 08:40:14 PM
Everything seems to be running smoothly on Alpha 13 now. Enjoy and let me know if anyone has a problem
Installed the new CCL and this mods beside the rest I use, mod list gets reset to default. Had to delete the CCL dll you have in your mod to be able to run it beside the new CCL.

That's my mistake. You actually don't need the CCL assembly anymore so you can simply delete it or redownload the mod as I have correctly the downloads
8)
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 23, 2016, 06:10:10 PM
Would anyone be interested in one of the following ideas for this mod:

-A trader that deals primarily in weapons and armour
-A new kind of perimeter defense like barbed wire or firewall
-Rocket artillery to be used against sieges
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Lumaan on April 23, 2016, 07:58:32 PM
Would anyone be interested in one of the following ideas for this mod:

-A trader that deals primarily in weapons and armour
-A new kind of perimeter defense like barbed wire or firewall
-Rocket artillery to be used against sieges
All 3 ::) But if I need to pick, it'd be number 2 8)
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Glendening on April 23, 2016, 08:48:33 PM
Would anyone be interested in one of the following ideas for this mod:

-A trader that deals primarily in weapons and armour
-A new kind of perimeter defense like barbed wire or firewall
-Rocket artillery to be used against sieges

I think we already have a space trader that deals in weapons/armor?
More perimeter defence is always nice to have.
What sort of rocket artillery are we talking? Something like an MLRS? multishot salvo with long reload? That could be fun.
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Dugalle900 on April 23, 2016, 09:04:11 PM
Just found this mod and can't hold myself back, the title says it's version 1.5.6 but the OP says it's 1.5.5 and there is a typo in the description of the improved turret (improved version *of) :)

Gonna test it now and see how it does
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Nanao-kun on April 25, 2016, 01:02:53 AM
I don't remember if the vanilla turrets do it as well, but I've noticed that the turrets also shoot at downed enemies. Makes capturing them rather difficult.
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: TheSpyPie on April 25, 2016, 07:15:35 AM
Hey love the mod, although I feel extremely stupid but I can't change my turrets to different ammo types and I can't find anyway to do so?
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 25, 2016, 10:32:15 AM
I don't remember if the vanilla turrets do it as well, but I've noticed that the turrets also shoot at downed enemies. Makes capturing them rather difficult.

I don't mean to seem rude but I have played many hours with this mod and I can assure you that the turrets don't fire at downed enemies. Having said that if there are active enemies very close to downed enemies there is a chance that a stray bullet (or bullets) may hit the downed individual just like with any other weapon.

There is also the smallest chance that if you are running other mods that change the behavior of the turrets a problem could arise but otherwise I personally have never had this problem.
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 25, 2016, 10:35:20 AM
Hey love the mod, although I feel extremely stupid but I can't change my turrets to different ammo types and I can't find anyway to do so?

Currently there two turrets two have alternative ammo types are the long-range sniper turret and the energy turret and you can change them by researching the new ammo types. Once you have researched them they will become actively used by the respective turret.
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: TheSpyPie on April 25, 2016, 07:25:02 PM
Hey love the mod, although I feel extremely stupid but I can't change my turrets to different ammo types and I can't find anyway to do so?

Currently there two turrets two have alternative ammo types are the long-range sniper turret and the energy turret and you can change them by researching the new ammo types. Once you have researched them they will become actively used by the respective turret.

Um so yeah I have researched them and no change o.o
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on April 25, 2016, 07:50:54 PM
Hey love the mod, although I feel extremely stupid but I can't change my turrets to different ammo types and I can't find anyway to do so?

Currently there two turrets two have alternative ammo types are the long-range sniper turret and the energy turret and you can change them by researching the new ammo types. Once you have researched them they will become actively used by the respective turret.

Um so yeah I have researched them and no change o.o

Well that's my mistake for assuming that would still work. I will look into that asap. I am sorry for the inconvenience
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: «Temple» on May 01, 2016, 01:42:56 AM
Hey, I read the post and didn't see anything about CR, so just a quick question, is it compatible and if not do you plan of making it?
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on May 01, 2016, 08:18:50 AM
Hey, I read the post and didn't see anything about CR, so just a quick question, is it compatible and if not do you plan of making it?

I have never been told there are any conflicts with Combat Realism and this mod, there shouldn't be because all of the things I have modded here are self contained. I have not changed anything from the base game.

Having said that if you find any issues please feel free to tell me and I will clear it up.

Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on May 01, 2016, 08:20:29 AM
Hey love the mod, although I feel extremely stupid but I can't change my turrets to different ammo types and I can't find anyway to do so?

Currently there two turrets two have alternative ammo types are the long-range sniper turret and the energy turret and you can change them by researching the new ammo types. Once you have researched them they will become actively used by the respective turret.

Um so yeah I have researched them and no change o.o

Well that's my mistake for assuming that would still work. I will look into that asap. I am sorry for the inconvenience

I went through and I checked very carefully and in my case at least the research projects do infact change the projectile that the turret uses
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: duduluu on May 06, 2016, 06:03:39 AM
can not load the textures of "Things\Projectile\Rocket"
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: duduluu on May 06, 2016, 06:25:14 AM
Maybe other mod use the same filename of the rocket texture
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: mrofa on May 07, 2016, 02:05:29 PM
This means thats most likley there is no texture file in that location :D
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: Kilroy232 on May 08, 2016, 05:37:19 PM
can not load the textures of "Things\Projectile\Rocket"

I will check this out now
Title: Re: [A13] Auto-Turrets Mod v1.5.6 Now Running On Alpha 13
Post by: SuedKAT on June 07, 2016, 05:20:00 PM
can not load the textures of "Things\Projectile\Rocket"

I will check this out now
Had the same error, checked the def's and textures etc, couldn't find anything strange, so I thought it might be some kind of compatibility issue with some other mod. The only other turret mod I got is ED-MoreVanillaTurrets: https://ludeon.com/forums/index.php?PHPSESSID=8fd21c4fd220ccd56000b322d1bdf89a&topic=18995.msg207265#msg207265

So I moved this mod above that one (and a lot of other mods as well), now everything seems to work ok. Can't think of any of the other mods I had loaded above this one which will cause an issue like this, but I've been testing mods all day so I'll leave it to you to troubleshoot further.
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: Kilroy232 on August 28, 2016, 11:01:16 PM
Just wanted to remind everyone that is mod as been updated for Alpha 15 and that it is now on steam for easy access and more streamlined updates!

P.S. I have added an anti-personal "s-mine" and I am looking for feedback on the new content
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: MerlosTheMad on August 29, 2016, 12:38:10 PM
Just wanted to remind everyone that is mod as been updated for Alpha 15 and that it is now on steam for easy access and more streamlined updates!

P.S. I have added an anti-personal "s-mine" and I am looking for feedback on the new content

Tried loading this one, but I don't think it worked? I was getting some strange errors with it. I did notice it's down from the workshop now so I'm guessing youre already aware. ^^
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: Kilroy232 on August 29, 2016, 02:44:15 PM
Just wanted to remind everyone that is mod as been updated for Alpha 15 and that it is now on steam for easy access and more streamlined updates!

P.S. I have added an anti-personal "s-mine" and I am looking for feedback on the new content

Tried loading this one, but I don't think it worked? I was getting some strange errors with it. I did notice it's down from the workshop now so I'm guessing youre already aware. ^^

OH YA! Not sure if there was an alpha 15 patch that messed with it or something but one minute its great and the next minute its game breaking! I am working on it as we speak
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: mmokhem on August 30, 2016, 03:01:29 PM
Hello,
your Mod is causing a Bug where every Building in the Game costs 25 Wood
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: rdz1122 on August 30, 2016, 04:59:39 PM
I agree; your mod is causing ingredient issues on everything; depends on what you select first it looks like.  Wood, nothing, granite, etc.
Title: Re: [A15] Auto-Turrets Mod v1.6.2 --NOW ON STEAM--
Post by: Kilroy232 on August 31, 2016, 01:29:27 AM
Hello,
your Mod is causing a Bug where every Building in the Game costs 25 Wood

I agree; your mod is causing ingredient issues on everything; depends on what you select first it looks like.  Wood, nothing, granite, etc.

I am very sorry to everyone that had any trouble because of my oversight. I am happy to say though that I have removed the source of the error completely and that this mod works just as intended now.
As always I am happy to get suggests, ideas and any problems people are having. Thank you for your continued interest!
Title: Re: [A15] Auto-Turrets Mod v1.6.3 --NOW ON STEAM... AND 100% LESS BROKEN--
Post by: TuefelHundenIV on September 01, 2016, 06:05:42 AM
Since I didn't see any new feed back I can confirm it seems you have fixed the issue and the costs in general appear to be back where they should be.

If you are looking for input of any sort maybe some sort of direct fire artillery that uses shells like mortars or lighter auto-fire slow rate of fire auto-cannon turret.

Thanks for the effort.
Title: Re: [A15] Auto-Turrets Mod v1.6.3 --NOW ON STEAM... AND 100% LESS BROKEN--
Post by: Kilroy232 on September 01, 2016, 07:29:34 AM
Since I didn't see any new feed back I can confirm it seems you have fixed the issue and the costs in general appear to be back where they should be.

If you are looking for input of any sort maybe some sort of direct fire artillery that uses shells like mortars or lighter auto-fire slow rate of fire auto-cannon turret.

Thanks for the effort.

Thank you for taking the time to let others know that this is infact working properly.

As for direct fire artillery I have been looking for something new to do :)
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Drakeir on September 05, 2016, 10:35:59 PM
Thanks for making this mod. After some initial testing in dev mode, it seems far more balanced than More Vanilla Turrets.

Can you possibly post the turret stats as well? I'd like to compare the turret damage, burst count, fire rates, etc.
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Kilroy232 on September 06, 2016, 11:44:57 AM
Thanks for making this mod. After some initial testing in dev mode, it seems far more balanced than More Vanilla Turrets.

Can you possibly post the turret stats as well? I'd like to compare the turret damage, burst count, fire rates, etc.

Ya if that is something you would like to see I can post that as well
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: nachtfalter on September 27, 2016, 08:15:44 AM
Still my favorite mod for additional turrets because they are very well balanced!
Thanks for updating!
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Slendy69 on September 27, 2016, 03:44:52 PM
Great mod well balanced and doing work for me and my colony
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Kilroy232 on September 27, 2016, 06:17:24 PM
Still my favorite mod for additional turrets because they are very well balanced!
Thanks for updating!

And I have a new update coming too with a new turret for you guys :D
I am always glad to hear you guys like this mod, gives me motivation to keep it going. If you really felt like it and have the game on steam a like and or good rating helps other people see this too
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Litcube on October 22, 2016, 12:05:45 PM
"Not enough squares to get to radius 60.  Max is 56.40036"

Does anyone know if this red error is related to this mod?  It pops up when the sniper turrets get a target, or when I destroy a sniper turret.  Not any other turret, only sniper turrets.
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Topper on December 21, 2016, 05:31:07 AM
bump for A16 update pls :)
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: FoxXeL on December 27, 2016, 08:18:01 AM
A16 update please!
Title: Re: [A15] Extended Turrets Mod v1.6.3 --NOW ON STEAM--
Post by: Hayhorse on January 04, 2017, 05:51:11 PM
Would love an A16 update assuming this isn't compatible (too lazy to check). Also you might want to check the sniper turret, from what I remember 2-3 shots would kill a Scyther so you only, ONLY needed them. From memory they targeted the thorax a lot on them.
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: Kilroy232 on January 26, 2017, 10:25:45 PM
I am happy to announce that this mod is now updated to run with alpha 16! Thank you for your patience and I am also happy to tell you that many fixes have been made along with the addition of new content including the 'Lazer' turret
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: asquirrel on February 06, 2017, 08:52:21 PM
When I enable your mod I get this error "couldn't relax research project coordinates apart after 200 passes" (see screenshot).  When I disable the mod the error goes away.  The mod is being loaded near the very end of my load order, just before my miniaturization mods.

I tried to upload my log file to the Ludeon server but today I'm getting an error (405: not allowed).

[attachment deleted by admin due to age]
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: asquirrel on February 06, 2017, 08:53:31 PM
output_log  attached.

[attachment deleted by admin due to age]
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: Kilroy232 on February 07, 2017, 06:27:49 AM
When I enable your mod I get this error "couldn't relax research project coordinates apart after 200 passes" (see screenshot).  When I disable the mod the error goes away.  The mod is being loaded near the very end of my load order, just before my miniaturization mods.

I tried to upload my log file to the Ludeon server but today I'm getting an error (405: not allowed).

I haven't personally seen that on so there is a chance it has something to do with another mod. I will have a look into it and see if I can prevent the error
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: asquirrel on February 07, 2017, 02:15:37 PM
I'm running this mod "ResearchList" by Skyarkhangel.  It turns the A16 tech tree back to the old tree.  Maybe that's causing the problem?

https://ludeon.com/forums/index.php?topic=28609.0
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: dj84722 on February 10, 2017, 05:08:50 AM
The cooling research for all turrets is providing this error

Exception applying research mod for project HeavyTurretCooling: System.MissingFieldException: Field 'Verse.VerbProperties.defaultCooldownTicks' not found.
  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0
  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ResearchProjectDef:ReapplyAllMods()
RimWorld.ResearchManager:ReapplyAllMods()
RimWorld.ResearchManager:ResearchPerformed(Single, Pawn)
RimWorld.<MakeNewToils>c__Iterator3A:<>m__A3()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

I tested with this mod list
    <li>Core</li>
    <li>HugsLib</li>
    <li>ModListBackup</li>
    <li>Turrets Pack</li>
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: crusader2010 on February 13, 2017, 02:05:47 PM
Hi. I have the exact same error as the poster above me (see attached screenshot).
I'm using the mod with many others, including CombatRealism and MoreVanillaTurrets.

Also, is it possible to add more information about each of the turrets? (burst shot count, damage, accuracy, etc)?

PS: also, is it intended for the Lazer turret to heal mechanoids?  :o

[attachment deleted by admin due to age]
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: thorpey949 on February 21, 2017, 03:18:06 PM
How does the HE ammo work for the sniper turret?
Title: Re: [A16] Extended Turrets Mod v1.7.0 --Alpha 16 Update--
Post by: boxing123 on May 23, 2017, 11:04:34 AM
How does the HE ammo work for the sniper turret?

Second this. I've got everything researched yet sniper turrets appear to be no different.
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Kilroy232 on June 18, 2017, 09:26:08 PM
I would just like to let anyone who is interested know that I have updated the mod to run on alpha 17b and I have tested it to make sure that is bug free.

Having said that I am only one person and I cannot guarantee there are no bugs so if anyone has any problems please let me know. I am also happy to listen to any requests or ideas that you may have for the mod. I am doing my best to learn to write C# for the mod to provide a more detailed and higher quality mod.
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Ichimatsu on June 22, 2017, 11:20:23 AM
This is the first mod I looked for after I upgraded to a17. So glad it actually got updated! :D
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Ichimatsu on June 24, 2017, 02:01:16 PM
I am only one person and I cannot guarantee there are no bugs so if anyone has any problems please let me know.
I keep getting a "Could not find a type named LaserBeam.Charger" error and both the turret and weapon lazers refuse to work. Why has no one complained? Is my version the only one erroring? :(
I mean on steam, because here no one has replied so far. Maybe Steam and Nexus versions aren't the same?
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Kilroy232 on June 24, 2017, 02:18:26 PM
I am only one person and I cannot guarantee there are no bugs so if anyone has any problems please let me know.
I keep getting a "Could not find a type named LaserBeam.Charger" error and both the turret and weapon lazers refuse to work. Why has no one complained? Is my version the only one erroring? :(
I mean on steam, because here no one has replied so far. Maybe Steam and Nexus versions aren't the same?

It sounds like some how the version of the mod you are using hasn't updated from the workshop. That was one of the problems I fixed when I updated the mod. One way to fix it might be to unsubscribe from the mod on steam and then run the game, make sure it is gone then close the game and subscribe again and try.

I am sorry that you are having this problem but I really hope that helps
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Ichimatsu on June 24, 2017, 10:00:59 PM
It sounds like some how the version of the mod you are using hasn't updated from the workshop. That was one of the problems I fixed when I updated the mod. One way to fix it might be to unsubscribe from the mod on steam and then run the game, make sure it is gone then close the game and subscribe again and try.

I only mentioned steam because I checked the comments section for a solution or people having the same issue as me. So I wondered if the version available at Nexus differs from the steam version (as I didn't see people complaining with that version).
I'm using the version available at Nexus. There's no other a17 version on Nexus for me to try and I never use steam for modded playthroughs, so I couldn't know if they're different versions. Maybe you could check?

Thanks for replying :D
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Kilroy232 on June 25, 2017, 11:53:10 AM
It sounds like some how the version of the mod you are using hasn't updated from the workshop. That was one of the problems I fixed when I updated the mod. One way to fix it might be to unsubscribe from the mod on steam and then run the game, make sure it is gone then close the game and subscribe again and try.

I only mentioned steam because I checked the comments section for a solution or people having the same issue as me. So I wondered if the version available at Nexus differs from the steam version (as I didn't see people complaining with that version).
I'm using the version available at Nexus. There's no other a17 version on Nexus for me to try and I never use steam for modded playthroughs, so I couldn't know if they're different versions. Maybe you could check?

Thanks for replying :D

I am sorry, I was out when I read your first message so I must have misunderstood. If you PM an error report from the console window I can help you better, it sounds like somehow you are still using the old Laser.dll
Title: Re: [A16] Extended Turrets Mod --Alpha 17b Update--
Post by: Ichimatsu on June 27, 2017, 03:48:12 PM
I am sorry, I was out when I read your first message so I must have misunderstood. If you PM an error report from the console window I can help you better, it sounds like somehow you are still using the old Laser.dll

I sent you a message a few days back. I hope you got it!
Title: Re: [A17b] Extended Turrets Mod --Alpha 17b Update--
Post by: Oblitus on August 08, 2017, 08:42:09 PM
The laser turret is messed up. I've made myself few changes; you may be interested:
- Fixed laser turret definitions, cleaning up some weird settings.
- Fixed turret laser to not be craftable and to not appear in the game as loot or trade inventory.
- Increased a bit sniper turret accuracy, so it would be less overwhelmed by laser turret (it is now on par with Superior sniper rifle)
- Changed Energy turret to do Bullet damage, since Frostbite is broken now - game AI never recognizes it as an attack.
- Removed empty research named "label."

Things should better be fixed, but are hard coded:
- It looks like laser turret has forced friendly fire.


[attachment deleted by admin: too old]
Title: Re: [A17b] Extended Turrets Mod --Alpha 17b Update--
Post by: sirgzu on September 29, 2017, 06:31:59 PM
The laser turret is messed up. I've made myself few changes; you may be interested:
- Fixed laser turret definitions, cleaning up some weird settings.
- Fixed turret laser to not be craftable and to not appear in the game as loot or trade inventory.
- Increased a bit sniper turret accuracy, so it would be less overwhelmed by laser turret (it is now on par with Superior sniper rifle)
- Changed Energy turret to do Bullet damage, since Frostbite is broken now - game AI never recognizes it as an attack.
- Removed empty research named "label."

Things should better be fixed, but are hard coded:
- It looks like laser turret has forced friendly fire.
Thanks Oblitus, I was left wondering what was going on with the lazer turret. I thought it was a mounting point for OHU dropships or something.
Title: Re: [A17b] Extended Turrets Mod --Alpha 17b Update--
Post by: Zookes on November 23, 2017, 09:43:36 PM
Here's a mega link to a quick re-branding for B18 that I've been using alongside a healthy implementation of Oblitus' kindly tweaks and fixes; common syntax errors tidied up to some satisfaction. I haven't touched the library, so if something mysteriously explodes 2 hours into your next colony, you're free to lay blame and throw terrible insults my way. Then, in the aftermath, hopefully pause for a moment of introspection -- and at the threshold of enlightenment, thoughtfully acknowledge that I warned you and it's your own fault for using it in the first place.

Enjoy!


https://mega.nz/#!USIBzRaL!4iEnJCQdOM77xpnXd19CyBioRVGRIgOC4-RvSDkHqQ8


EDIT: posted the wrong version

Title: Re: [A17b] Extended Turrets Mod --Alpha 17b Update--
Post by: Heymom on November 28, 2017, 02:52:29 AM
Here's a mega link to a quick re-branding for B18 that I've been using alongside a healthy implementation of Oblitus' kindly tweaks and fixes; common syntax errors tidied up to some satisfaction. I haven't touched the library, so if something mysteriously explodes 2 hours into your next colony, you're free to lay blame and throw terrible insults my way. Then, in the aftermath, hopefully pause for a moment of introspection -- and at the threshold of enlightenment, thoughtfully acknowledge that I warned you and it's your own fault for using it in the first place.

Enjoy!


https://mega.nz/#!USIBzRaL!4iEnJCQdOM77xpnXd19CyBioRVGRIgOC4-RvSDkHqQ8


EDIT: posted the wrong version

I tried this, and it seems the laser turret is still acting oddly.

Exception ticking LazerBeam27450: System.MissingMethodException: Method not found: 'Verse.Thing.TakeDamage'.
at Verse.Projectile.ImpactSomething () <0x00411>
at (wrapper dynamic-method) Verse.Projectile.Tick_Patch1 (object) <0x0036c>
at LaserBeam.Charger.Tick () <0x00010>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17b] Extended Turrets Mod --Alpha 17b Update--
Post by: Zookes on November 28, 2017, 08:15:42 PM
Oh my, well that answers the question of whether the old A17 library will work with B18. That's what I get for my hacky efforts. Apologies!

You might want to avoid using the lazer turret until an official update finds its way out. For at least this week, I'm unable to re-compile the library for B18 due to chronic procrastination (it's a real sickness!) and crippling fear of other peoples' source code having many files (#gitohippopottamorphobia). I have more excuses, but they're boring real-life things.
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Kilroy232 on February 07, 2018, 05:38:25 PM
This mod has been updated by me and with minor play testing I have found no bugs. If you find any errors please let me know.

If you have any suggestions or requests I am always happy to hear them!
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Harry_Dicks on February 07, 2018, 07:10:20 PM
This mod has been updated by me and with minor play testing I have found no bugs. If you find any errors please let me know.

If you have any suggestions or requests I am always happy to hear them!

Awesome! I'm always looking for balanced, simple turret mods like this that don't seem too over the top, and every turret is well defined with a purpose that isn't too redundant. Also, I was reading on your OP that you plan on maybe having researches to improve your turrets. Just a FYI, there is a mod SS Researchable Stat Upgrades. I have it, and one of the things you can do with that mod is actually change comps and verbs inside of defs through researches. So one of the things you can research with that mod is to make regular vanilla turrets shoot 4 bullets instead of 3. It does this by changing the comp or verb (can't remember) inside of the thingDef. Something I thought you might be interested in, or anyone for that matter, if they want to have something fun like that to play around with, and make their turrets upgradeable through research, or really change tons of stuff with that mod! :)

Thanks for the update. Appreciate your hard work!
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Oblitus on April 27, 2018, 01:57:46 AM
Lazer turret gun is still missing tags preventing spawn as normal weapon:

Code: [Select]
<canBeSpawningInventory>false</canBeSpawningInventory>
<tradeability>Never</tradeability>
<destroyOnDrop>true</destroyOnDrop>

Energy turret still uses inappropriate damage type. If you really want it to inflict cryo damage, make your own:

Code: [Select]
  <DamageDef ParentName="LocalInjuryBase">
    <defName>ET_Frostburn</defName>
    <label>frostburn</label>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has bean frozen solid.</deathMessage>
    <hediff>Frostbite</hediff>
    <harmAllLayersUntilOutside>true</harmAllLayersUntilOutside>
    <impactSoundType>Bullet</impactSoundType>
    <armorCategory>Heat</armorCategory>
  </DamageDef>
and change Energy Turret Round accordingly:
Code: [Select]
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_EnergyTurret</defName>
    <label>Energy Turret Rounds</label>
<graphicData>
    <texPath>Things/Projectile/EnergyBall</texPath>
<graphicClass>Graphic_Flicker</graphicClass>
</graphicData>
    <projectile>
      <damageDef>ET_Frostburn</damageDef>
      <damageAmountBase>15</damageAmountBase>
      <speed>50</speed>
    </projectile>
  </ThingDef>

It would properly inflict damage and still count as external violence.
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: WREN_PL on May 04, 2018, 05:57:17 PM
CE version pls
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Kilroy232 on May 08, 2018, 01:50:55 PM
CE version pls

What is CE version?
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: kupukupu on May 09, 2018, 10:46:41 AM
CE version pls

What is CE version?

its Combat Extended Mod

https://ludeon.com/forums/index.php?topic=33461.msg407889#msg407889
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Oblitus on June 29, 2018, 01:59:57 PM
I'll just leave this here.

(note: had to cut out the laser turret)

[attachment deleted due to age]
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: viperwasp on October 18, 2018, 05:59:13 PM
Any plans for this mod to be updated to 1.0? Thanks.
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Kilroy232 on October 19, 2018, 09:59:06 AM
Oh ya, I will be doing that as soon as possible! I have updated the mod to A19 on steam already and hopefully I can have it updated for 1.0 before next week
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: viperwasp on October 19, 2018, 02:55:16 PM
Your not the only one a lot of mod makers update first for Steam. I own a Steam copy of the game too. But I don't like playing this game on Steam. So what I do is subscribe to a mod I like. Copy it out of the Steam Workshop folder. Rename the file to the proper name. And plop it into Ludeon Rimworld mod folder. Works 100% of the time. lol I have gotten some Steam exclusive mods or early mods that get updated on Steam days or weeks ahead of here.
Title: Re: [A18] Extended Turrets Mod --Alpha 18 Update--
Post by: Kilroy232 on October 31, 2018, 08:41:45 PM
For everyone that doesn't use the steam version of the game I have uploaded the 1.0 release compatible version of the mod to Nexus Mods (https://www.nexusmods.com/rimworld/mods/6/?) for you.
Title: Re: [1.0] Extended Turrets Mod --1.0 Release Update--
Post by: Youhaveavirus on June 22, 2020, 12:33:32 PM
Hey, fan update to 1.1, will be removed as soon as possible, if kilroy232 comes back or messages me.
Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2021347051 (https://steamcommunity.com/sharedfiles/filedetails/?id=2021347051)
Standalone: see attachments