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RimWorld => Releases => Mods => Outdated => Topic started by: Marnador on January 21, 2015, 10:28:15 PM

Title: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Marnador on January 21, 2015, 10:28:15 PM
(http://img.photobucket.com/albums/v166/sod.x/MVT-logo_1.png)
v1.8.5

Description
A little mod that adds more turret variations with the attempt to keep their vanilla art style along with some careful balancing.

Have a quick glance at what it's all about in the video below.
Hipumpus video review and demo of MVT v1.4 (https://www.youtube.com/watch?v=5qla_ZucJPo)

Included turrets

Gun complex
(http://img.photobucket.com/albums/v166/sod.x/Gun-Complex.png)
A perimeter mounted gun is designed to work regardless if you have power or not as long as somebody is manning it.
Never explodes.

Stats:
Tech Level = Industrial
Range = max32
Health = 225
Cost = 180 steel, 100 stuff, 4 components
Damage = Bullet - 13, Burst - Continuous, shot every 0.5 seconds
Size = 3 by 1 cells
Research prerequisites = Electricity
Project cost = 1000



Rocket complex
(http://img.photobucket.com/albums/v166/sod.x/Rocket-Complex.png)
An older class of weapon that requires manual control and reload. Fortunately, with the help of decent optics and deadly weapon blast radius its presence is still dreaded on the front lines.
Explodes in a radius of 3 when destroyed.
Requires shells to reload.

Stats:
Tech Level = Industrial
Range = min3 max55
Health = 225
Cost = 180 steel, 100 stuff, 5 components
Damage = RocketDamage - 40, Explosive radius - 2.5
CoolDown = 8.3 seconds
Size = 3 by 1 cells
Research prerequisites = Gun Complex, Mortars
Project cost = 2000



Military grade turret
(http://img.photobucket.com/albums/v166/sod.x/military.png~original)
A more powerful variant of an automated turret. Longer dual barrels provide increased range, and greater burst.
Has higher chance to explode in a radius of 4.

Stats:
Tech Level = Industrial
Range = 28
Health = 200
Cost = 150 steel, 120 metal stuff, 4 components
Damage = BulletDamage - 11, Burst - 6
CoolDown = 7.3 seconds
Power = 390
Size = 1 by 1 cells
Research prerequisites = Gun Complex, Gun Turrets
Project cost = 2000



Shredder turret
(http://img.photobucket.com/albums/v166/sod.x/shredder.png~original)
Shredder turret is designed for close range. It doesn't explodes when destroyed thus making it a perfect choice for indoor defense, the only downside is that it takes more space than an ordinary variant.

Stats:
Tech Level = Industrial
Range = 20
Health = 240
Cost = 225 steel, 180 metal stuff, 5 components
Damage = BulletDamage - 21, Burst - 4
CoolDown = 5.3 seconds
Power = 420
Size = 2 by 2 cells
Research prerequisites = Military Turret
Project cost = 3000



Precision turret
(http://img.photobucket.com/albums/v166/sod.x/PercisionTurret.png~original)
A highly calibrated gun turret. Advanced optics allows it to deliver a single but precise shot at fairly long distances.
Explodes rarely in a radius of 2.5.

Stats:
Tech Level = Industrial
Range = 50
Health = 120
Cost = 225 steel, 180 metal stuff
Damage = BulletDamage - 42
CoolDown = 3 seconds
Power = 420
Size = 1 by 1 cells
Research prerequisites = Shredder Turret, Charged Shot
Project cost = 4000



Blast turret
(http://img.photobucket.com/albums/v166/sod.x/Blast-Turret.png)
Blast turret is designed for close range area damage, and it does so by launching a burst of 3 frag grenades.
Explodes in a radius of 4.5 when destroyed.

Stats:
Tech Level = Industrial
Range = min5 max20
Health = 200
Cost = 250 steel, 200 stuff, 6 components
Damage = grenade damage - 30, Burst - 3, explosive radius - 2, explosion delay - 50
CoolDown = 5.3 seconds
Size = 2 by 2 cells
Research prerequisites = Precision Turret
Project cost = 5000



Vulcan cannon
(http://img.photobucket.com/albums/v166/sod.x/vulcan.png~original)
Fortified minigun tower that fires continuously, very durable but power hungry. Its tall and has long range, but due to that it can't aim under itself and can't be placed indoors.
Explodes in a radius of 5.1 when destroyed.

Stats:
Tech Level = Industrial
Range = min6 max36
Health = 500
Cost = 500 steel, 600 stone stuff, 15 component
Damage = BulletDamage - 6, Burst - Continuous, shot every 6 ticks (0.1 seconds)
Power = 1000
Size = 3 by 3 cells
Research prerequisites = Blast Turret, Multibarrel Weapons
Project cost = 6000



Devastator mortar
(http://img.photobucket.com/albums/v166/sod.x/Devastator.png~original)
A magnetic catapult that launches plasma projectiles with greater velocity, accuracy, and much larger blast radius thanks to its burst of five shells.
Needs cell fabricator to create ammunition. Watch out for a huge EMP explosion in a radius of 10 when destroyed.

Stats:
Tech Level = Spacer
Range = min20 max500
Health = 360
Cost = 750 steel, 400 metal stuff, 20 component
Damage = ShellDamage - 30, Burst - 5, Explosive radius - 3.5
CoolDown = 60 seconds
Size = 2 by 2 cells
Research prerequisites = Mortars, Vulcan Cannon
Project cost = 7000
Ammo = Power cell



Cell fabricator
(http://img.photobucket.com/albums/v166/sod.x/CellFab.png~original)
A very power hungry station designed for assembling devastator power cells.

Stats:
Health = 180
Cost = 100 plasteel, 100 gold, 10 component
Cell cost = 1 component
Power = 5000
Size = 1 by 1 cells



Mud moat < not a turret
(http://img.photobucket.com/albums/v166/sod.x/Moat_1.png~original)
A light perimeter defense to slow down your enemy.
Can be dug on diggable terrain, and could be removed with "remove floor" tool.

Stats:
Cost = none
Size = 1 by 1 cells (can be dragged)
PathCost = 40



Personal comment
Hey I am pretty new around these parts but its amazing to see how modding community is thriving here a specially for a game that isn't technically finished yet.
I am fairly new to RimWorld modding so don't be too harsh, I tried to understand what I could and so far that helped me to make those turrets here.
I tend to be on more artistic side of things, I tried to mimic RimWorld art style as much as I could plus the images were vectored which means it allows me for an easy edit if need be later down the line.
Sure yeah "yet another turret mod" but hey at least I learned a lot of stuff doing that :)
I take balancing very seriously so if you have any feedback it would be more than welcome, I don't want those turrets to feel like they are op as all hell, and want them to fit well within the game universe without you even thinking about the fact that you're using a mod.

Here is a little comparison shot, so you could have an idea what it would look like alongside with the existing improvised turret
(http://img.photobucket.com/albums/v166/sod.x/lineup.png~original)

And a creative example how it looks along with existing ingame assets plus what you can do :)
(http://img.photobucket.com/albums/v166/sod.x/Bunker.png~original)

Changelog

New in 1.8.4/5
*Added research tabs for less cluttered research.
*Fixed turret heads sometimes spawning in pirate camps as loot.

New in 1.8.3
*Compatible with Alpha 17
*Shallow moat changed to mud moats

New in 1.8.2
*Equipment racks can now store Power Cells

New in 1.8.1
*Reduced cell price from 2 components to 1

New in 1.8.0
*Nerfed moats, they now slow down pawns less effectively.
*Reduced Devastator cooldaown from 83 to 60 seconds.
*Removed power requirement from Devastator.
*Added ammo type for Devastator called power cell.
*Added cell fabricator bench for Devastator ammo creation.
*New logo =3

New in 1.7.8
*Fixed an oversight that allowed turrets to be built as soon as the materials are available, without any construction time.

New in 1.7.7
*Added Chinese language support thanks to duduluu
*Nerfed  Gun Complex damage from 17 to 13 along with fire-rate from 0.3 to 0.5 for balance reasons.
*Increased stuff cost for Gun Complex and Rocket Complex from 150 to 180
*Shredder Turret now emits its own light with updated graphical representation.
*Precision Turret shot cooldown reduced from 5 to 3 seconds.
*Precision Turret shot sound swapped.
*Blast Turret now has tighter grenade spread for more effective killing.
*Vulcan Turret now now emits slight red light.




Download
(v1.8.5A17) Main mod (https://www.dropbox.com/s/xpok21jhe3h6u7t/More%20Vanilla%20Turrets1.8.5A17.zip?dl=0)
(v1.7.8A16) Main mod older version (https://www.dropbox.com/s/4nnu8cf1c2hhcs3/More%20Vanilla%20Turrets1.7.8A16.zip?dl=0)
(v1.8.5A16) Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=730528968&searchtext=)

How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: HalfBrother on January 21, 2015, 11:06:47 PM
I love the looks! Very fitting for vanilla. Will try out tomorrow!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Epyk on January 21, 2015, 11:22:34 PM
I knew my Rimworld was missing something and more vanilla style turrets is one of them.

Thanks!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: SilverDragon on January 22, 2015, 12:27:28 AM
Yay more turrets! \o/ I need more of them, they're my babies! :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Mythrell on January 22, 2015, 12:36:39 AM
Wow, that Vulcan cannon looks epic. Great stuff :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: StorymasterQ on January 22, 2015, 01:11:44 AM
Quote from: Mythrell on January 22, 2015, 12:36:39 AM
Wow, that Vulcan cannon looks epic. Great stuff :)

"Live long and conquer." Wait, that's not how it goes :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 01:48:51 AM
Quote from: StorymasterQ on January 22, 2015, 01:11:44 AM
Quote from: Mythrell on January 22, 2015, 12:36:39 AM
Wow, that Vulcan cannon looks epic. Great stuff :)

"Live long and conquer." Wait, that's not how it goes :D
Haha quite ironic that in Command and Conquer tiberian sun GDI used to have one of those vulcan tower upgrades.
Not sure if your joke was going towards that but there is that :)

I am happy to see that people are jumping on and giving it a try, maybe I will try adding a few more I will just have to make sure they are significantly different in terms of their functionality to be worth adding, maybe a manually controlled turret variant would be a good idea.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: elStrages on January 22, 2015, 02:57:14 AM
Great mod. I like the twin vanilla turret. Although with having like 30 turrets in game already I might have to try it next alpha for a change up
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Rikiki on January 22, 2015, 03:36:57 AM
I really appreciate your efforts to keep the vanilla artstyle and balancing! :D

When I saw "shredder turret", I immediately thought to this (http://static.mnium.org/images/contenu/actus/DotA2/Guides/Dota2_Timbersaw_model.png). I was a little bit disappointed when I discovered there was no saw... :-[
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 03:54:56 AM
Quote from: elStrages on January 22, 2015, 02:57:14 AM
Great mod. I like the twin vanilla turret. Although with having like 30 turrets in game already I might have to try it next alpha for a change up

Don't worry dude, give it a shot whenever you feel like it :)

Quote from: Rikiki on January 22, 2015, 03:36:57 AM
I really appreciate your efforts to keep the vanilla artstyle and balancing! :D

When I saw "shredder turret", I immediately thought to this (http://static.mnium.org/images/contenu/actus/DotA2/Guides/Dota2_Timbersaw_model.png). I was a little bit disappointed when I discovered there was no saw... :-[

Haha I remember those guys back from WarcraftIII now that you brought it up, but but god damn you've given me a nice idea ;)
Some sort of turret that fires saw discs =p I'll have to think about that though, maybe it'll be some sorta retro style turret that holds on bubble gum and tape.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Rikiki on January 22, 2015, 04:31:57 AM
Or a more industrial-like turret equipped with a rotative saw at the end of an arm with a really low range (2-3 cells).
It would only be usefull to protect corridors against intruders.
Chakram time! ;D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: akiceabear on January 22, 2015, 06:26:00 AM
+1

I'm not sure how much I'll use this, but hugely appreciate your effort to maintain vanilla art-style. Glaring design/aesthetic differences are one thing that totally ruin a mod for me.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 05:50:36 PM
I started working on something yesterday :)

(http://img.photobucket.com/albums/v166/sod.x/RocketComplex.png~original)

Hopefully I will finish it up today along with some minor changes and put it up as v1.1
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: SilverDragon on January 22, 2015, 06:02:49 PM
 ;D You also need to make a low-tier version of it that uses potatos as ammo! lol <3
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Epyk on January 22, 2015, 06:04:27 PM
Quote from: Marnador on January 22, 2015, 05:50:36 PM
I started working on something yesterday :)

(http://img.photobucket.com/albums/v166/sod.x/RocketComplex.png~original)

Hopefully I will finish it up today along with some minor changes and put it up as v1.1

Now that has got my attention.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 06:07:16 PM
Quote from: SilverDragon on January 22, 2015, 06:02:49 PM
;D You also need to make a low-tier version of it that uses potatos as ammo! lol <3
Haha if you're already talking about it I could easily make one that fires boomrats =P
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: SilverDragon on January 22, 2015, 06:17:19 PM
Nothing better than a mortar that fires angry boomrats at the enemies! :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Epyk on January 22, 2015, 06:18:48 PM
Do you plan on adding higher tier mortars?
Current could use an upgraded version, they having my colonists starving themselves.  :D

EDIT: Here's this (https://ludeon.com/forums/index.php?topic=9123.15) post from quite some time ago with better mortars. Was never really capitalized though, there's even some textures.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 06:45:51 PM
Quote from: Epyk on January 22, 2015, 06:18:48 PM
Do you plan on adding higher tier mortars?
Current could use an upgraded version, they having my colonists starving themselves.  :D

EDIT: Here's this (https://ludeon.com/forums/index.php?topic=9123.15) post from quite some time ago with better mortars. Was never really capitalized though, there's even some textures.
I was actually planning expanding mortars a bit which is why I kinda put the rocket launcher complex in a mortar tech tree, I will expand from there :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: 238878 on January 22, 2015, 07:18:05 PM
You Should Make A Fortified Sniper Tower For Your Colonist's To Snipe From Safely
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: drakulux on January 22, 2015, 07:26:14 PM
Eagerly awaiting your update before I start a new colony :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Marnador on January 22, 2015, 09:14:01 PM
I been messing around with the Boomrat launcher =p it will be as a separate download so that people who want more immersion can leave it out.
Changed the graphics on the main rocket complex will probably recolor it a bit too.
Oh and the Boomrat launcher will set things on fire so be careful.

(http://img.photobucket.com/albums/v166/sod.x/BoomratLauncher.png~original)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: drakulux on January 22, 2015, 10:08:41 PM
Give it!!!!!!! :o :o :o :o
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: SilverDragon on January 22, 2015, 10:54:21 PM
Haha that is awesome :D Love it
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Rikiki on January 23, 2015, 03:52:49 AM
Quote from: 238878 on January 22, 2015, 07:18:05 PM
You Should Make A Fortified Sniper Tower For Your Colonist's To Snipe From Safely
I already had this idea but Tynan said "fake-3D is to be avoided"!
Plus there are a lot of problems with it. For example, if the sniper can fire over walls then attackers should also be able to fire at the tower top...
So this is a good idea but not fitting in a 2D game like Rimworld in my opinion. :(
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: BajtMe on January 23, 2015, 04:10:20 AM
There is a Mk2 mortar hidden somewhere in the request part of the forums (complete with a very nice sprite) and i don't think it has been posted in the release section. Perhaps you could ask permission to include that (if you can find it  :o) instead of making it from scratch. I'll be trying this out when i get home. Looks great!  :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Coolrah on January 23, 2015, 04:27:18 AM
Maybe not a sniper tower but a sniper turret would be pretty solid. 40-45 range I think but either make it squishy or power hungry (maybe both) but just saying appreciate the fact that the turrets fit well into the style of the vanilla game and don't stand out too much keep up the good work though. 8)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: Ronin90 on January 23, 2015, 04:38:06 AM
Looks really nice, i will definitely try these out.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 23, 2015, 06:06:11 AM
Get wrecked! new version is out.

(http://img.photobucket.com/albums/v166/sod.x/GetWrecked.png~original)

Seems like there is a lot of sniper related buzz here, maybe ill take it as my next project to satisfy some of you, if there was a way as assign cof to turrets I would have looked in to some sort of snipers nest idea but I guess I could make a glass cannon and make something similar to barrett .50cal sniper variant, or maybe something more futuristic, we are in space age after all =p
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
Post by: 238878 on January 23, 2015, 06:33:41 AM
Quote from: Rikiki on January 23, 2015, 03:52:49 AM
Quote from: 238878 on January 22, 2015, 07:18:05 PM
You Should Make A Fortified Sniper Tower For Your Colonist's To Snipe From Safely
I already had this idea but Tynan said "fake-3D is to be avoided"!
Plus there are a lot of problems with it. For example, if the sniper can fire over walls then attackers should also be able to fire at the tower top...
So this is a good idea but not fitting in a 2D game like Rimworld in my opinion. :(
You Wont have to make it fake 3d but a small pill box for instance that can only shoot the way you place it. With limited to 60 Range and cant fire over walls adds cover for the price of slower cooldown on the guns you use with it
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: popster99 on January 23, 2015, 07:20:59 AM
i've made a defense with a Vulcan for sniper shredder to kill anything that gets past and like 20 military turrets that can kill a centipede in about 10sec or so i also used a differn't mod that adds alot of things to help with cover  the mod is defend that colony
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 23, 2015, 05:15:22 PM
So what you people figure should be first? mortar or some sort of sniper tower?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Epyk on January 23, 2015, 06:19:17 PM
Quote from: Marnador on January 23, 2015, 05:15:22 PM
So what you people figure should be first? mortar or some sort of sniper tower?

Whichever sounds great!

Do the one that sounds the funnest to make first!  ;D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 23, 2015, 06:38:23 PM
Fair enough :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Dragoon on January 23, 2015, 10:56:27 PM
COOOOL!!! a nice simple and straight to the point turret mod that doesn't take a a crap load to get going :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 24, 2015, 05:19:58 AM
Been working on something, Devastator magnetic catapult, or just a fancy sci-fi mortar.
I will probably make power as requirement we will see.

     Left is original                Right is the new one
(http://img.photobucket.com/albums/v166/sod.x/Devestator.png~original)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: popster99 on January 24, 2015, 05:23:39 AM
what are the new one gonna do?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 24, 2015, 05:57:50 AM
Quote from: popster99 on January 24, 2015, 05:23:39 AM
what are the new one gonna do?
Better accuracy, larger blast radius but nothing is for free, it will probably be very expensive to build and will require power and be manned to work.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: popster99 on January 24, 2015, 05:59:48 AM
not bad it would be nice if there was a one that made them starve or fall asleep or get a major infection that would be cool
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 24, 2015, 06:16:06 AM
Quote from: popster99 on January 24, 2015, 05:59:48 AM
not bad it would be nice if there was a one that made them starve or fall asleep or get a major infection that would be cool
Not a bad idea although it sounds pretty advanced in terms of actually making it work, I will definitely look in to it, I am only learning after all =p
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: popster99 on January 24, 2015, 06:17:52 AM
to be honest the falling asleep or infection it a bit better than starvation cause they will stay still so you can hit them
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Epyk on January 24, 2015, 10:47:00 AM
Quote from: Marnador on January 24, 2015, 05:19:58 AM
Been working on something, Devastator magnetic catapult, or just a fancy sci-fi mortar.
I will probably make power as requirement we will see.

     Left is original                Right is the new one
(http://img.photobucket.com/albums/v166/sod.x/Devestator.png~original)

These are pretty.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Telkir on January 24, 2015, 11:04:02 AM
Really nice graphics on these turrets. Excellent work!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: SilverDragon on January 24, 2015, 11:09:29 AM
Yeah those look nice, I'm always up for nice textures that stay somewhat close loyal to the vanilla artstyle, it melds better into the surroundings. :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Patrykbono20 on January 24, 2015, 11:18:35 AM
working corrects with others mod with turrets ?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Epyk on January 24, 2015, 11:46:14 AM
Quote from: Patrykbono20 on January 24, 2015, 11:18:35 AM
working corrects with others mod with turrets ?

I can confirm this work with Turret collection and CyberneticStorm.
It can also depend of your mod order if you use EdB mod order however.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 24, 2015, 07:52:46 PM
Quote from: Patrykbono20 on January 24, 2015, 11:18:35 AM
working corrects with others mod with turrets ?
It should work just fine without any conflicts although balancing might be different between the mods, for example one might do more damage per cost than the other since I didn't really used other mods for balancing reference.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: ShadowHawkBluetear on January 24, 2015, 08:37:38 PM
EPIC.... Very nice was dyeing trying to do it all with mortars and improvised turrets thanks this will make it lot more fun to be actually able to play the harder setting without getting raped!!!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.1 23/1/2015)
Post by: Marnador on January 24, 2015, 09:34:06 PM
Quote from: ShadowHawkBluetear on January 24, 2015, 08:37:38 PM
EPIC.... Very nice was dyeing trying to do it all with mortars and improvised turrets thanks this will make it lot more fun to be actually able to play the harder setting without getting raped!!!
Thanks although my mod is very basic at its best and reuses a lot of vanilla assets like sounds and projectiles.
If you want a nice turret mod with their own sounds, projectiles and effects don't forget to give a shot to Turret Collection by eatKenny
https://ludeon.com/forums/index.php?topic=6895.0
I was looking through the files and its amazing how much effort went through it.

As for me I am done with the mortar, I'll be posting it soon, the update will be flawlessly compatible with v1.1 or at least that's what I hope for.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 24, 2015, 10:05:06 PM
Update is out, whoever is running 1.1 I want to know if 1.2 works flawlessly when installed on top and playing with existing save file, let me know is there are issues.
From what I tested should work just fine but still.

I will probably start on some sort of sniper turret.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Sneezepee on January 25, 2015, 12:02:37 AM
Maybe I'm slow, but I can't place the vulcan turret and I get a debug error.

Could not load UnityEngine.Texture2D at Things/Building/Security/VulcanCannon in any active mod or in base resources.

This is the only mod I have active.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 25, 2015, 12:28:48 AM
Quote from: Sneezepee on January 25, 2015, 12:02:37 AM
Maybe I'm slow, but I can't place the vulcan turret and I get a debug error.

Could not load UnityEngine.Texture2D at Things/Building/Security/VulcanCannon in any active mod or in base resources.

This is the only mod I have active.
Good find, should now be fixed in v1.2b
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 25, 2015, 07:28:28 AM
Idc if i told my self limited mods but this needs added!!!!!
(EdBs interface is the only one i have added)
I love you for this (no homo i dont wanna be ripped a new rear end from the internet trolls)
compatible with a current save?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 25, 2015, 08:40:11 AM
Quote from: GiantCookieEater on January 25, 2015, 07:28:28 AM
Idc if i told my self limited mods but this needs added!!!!!
(EdBs interface is the only one i have added)
I love you for this (no homo i dont wanna be ripped a new rear end from the internet trolls)
compatible with a current save?
Haha thanks =p
Yep I just had I playing session today with my 3 year colony that I build entirely in vanilla tried playing with a mod and worked just fine :)
Speaking of ripping holes this... just happened
(http://img.photobucket.com/albums/v166/sod.x/screenshot21.png~original)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Dragonbored on January 25, 2015, 01:34:29 PM
I downloaded this and am super exited to try it, but in game none of the turrets show up in the architect menu :'(. Do I need to do research or something to unlock them?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: SilverDragon on January 25, 2015, 01:39:06 PM
Quote from: Dragonbored on January 25, 2015, 01:34:29 PM
I downloaded this and am super exited to try it, but in game none of the turrets show up in the architect menu :'(. Do I need to do research or something to unlock them?

You are correct, you do need to research them in order to build them.
Like it says in the original post:
Research requirement = military grade turret (becomes available after gun turret cooling)

;D It's a cool mod!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Iwillbenicetou on January 25, 2015, 02:15:12 PM
So Stuff is the material being used, like gold, or steel?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Dragonbored on January 25, 2015, 02:18:00 PM
Quote from: SilverDragon on January 25, 2015, 01:39:06 PM
Quote from: Dragonbored on January 25, 2015, 01:34:29 PM

You are correct, you do need to research them in order to build them.
Like it says in the original post:
Research requirement = military grade turret (becomes available after gun turret cooling)

;D It's a cool mod!

Thanks. I just figured that out when I was reading the descriptions of each turret.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 25, 2015, 02:30:35 PM
Quote from: Iwillbenicetou on January 25, 2015, 02:15:12 PM
So Stuff is the material being used, like gold, or steel?
Yep everything is using metal while Vulcan cannon can also use stone for stuff.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 25, 2015, 06:49:21 PM
Quote from: Marnador on January 25, 2015, 08:40:11 AM
Quote from: GiantCookieEater on January 25, 2015, 07:28:28 AM
Idc if i told my self limited mods but this needs added!!!!!
(EdBs interface is the only one i have added)
I love you for this (no homo i dont wanna be ripped a new rear end from the internet trolls)
compatible with a current save?
Haha thanks =p
Yep I just had I playing session today with my 3 year colony that I build entirely in vanilla tried playing with a mod and worked just fine :)
Speaking of ripping holes this... just happened
(http://img.photobucket.com/albums/v166/sod.x/screenshot21.png~original)
Reminds me of a Micheal bay film.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Iwillbenicetou on January 26, 2015, 12:34:20 PM
Please give me the save. Please!
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 26, 2015, 07:36:10 PM
Quote from: Iwillbenicetou on January 26, 2015, 12:34:20 PM
Please give me the save. Please!
Of the colony or this specific conflict =p ?
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 27, 2015, 01:38:31 AM
Your guns and EdBs interface isnt compatible. i built the vulcan cannon and moments later when i wanted to see where something went to (A.I. persona core) i couldnt open EdBs inventory tab to see and the log came up saying something like it failed to recognize the object. I am not home so i cant get the error for you
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 27, 2015, 02:58:07 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Your guns and EdBs interface isnt compatible. i built the vulcan cannon and moments later when i wanted to see where something went to (A.I. persona core) i couldnt open EdBs inventory tab to see and the log came up saying something like it failed to recognize the object. I am not home so i cant get the error for you
Weird I am using EdB Interface at all times including me playing/testing with both mods always on and nothing of sorts happened to me =/
I just now went in game to make sure and still nothing, I could access inventory just fine and see all the objects, come back to me and tell me what it gives you, that would be very helpful :)

Also make sure you're using 1.2b and not 1.2 because in that one Vulcan cannon had a missing base graphic, which I corrected as soon as I could and updated the link a few days ago.

As for now I am working on something for longer range.
(http://img.photobucket.com/albums/v166/sod.x/Percision.png~original)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 27, 2015, 03:15:51 AM
Quote from: Marnador on January 27, 2015, 02:58:07 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Your guns and EdBs interface isnt compatible. i built the vulcan cannon and moments later when i wanted to see where something went to (A.I. persona core) i couldnt open EdBs inventory tab to see and the log came up saying something like it failed to recognize the object. I am not home so i cant get the error for you
Weird I am using EdB Interface at all times including me playing/testing with both mods always on and nothing of sorts happened to me =/
I just now went in game to make sure and still nothing, I could access inventory just fine and see all the objects, come back to me and tell me what it gives you, that would be very helpful :)

Also make sure you're using 1.2b and not 1.2 because in that one Vulcan cannon had a missing base graphic, which I corrected as soon as I could and updated the link a few days ago.

As for now I am working on something for longer range.
(http://img.photobucket.com/albums/v166/sod.x/Percision.png~original)
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 27, 2015, 03:19:51 AM
Also a pulse cannon of sorts that needs to be manned like the mortar but it has a good hit chance and damage but crap for the time till you can shoot again. If that mad sense at all  ???
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 27, 2015, 04:10:10 AM
Quote from: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Yup deleted started a new colony (and the mod too) and it still wont load up the inventory i am no good at coding so i cant take a look :/
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 27, 2015, 04:45:44 AM
Quote from: GiantCookieEater on January 27, 2015, 04:10:10 AM
Quote from: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Yup deleted started a new colony (and the mod too) and it still wont load up the inventory i am no good at coding so i cant take a look :/
Does is show anything in a debug window? take a screenshot of it does.
Try re downloading EdB as well and delete the old one.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on January 27, 2015, 05:03:54 AM
v1.3 is out, happy sniping.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 27, 2015, 06:59:14 AM
Quote from: GiantCookieEater on January 27, 2015, 04:10:10 AM
Quote from: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Yup deleted started a new colony (and the mod too) and it still wont load up the inventory i am no good at coding so i cant take a look :/
Alright I don't want to spam my own mod topic but this is useful info.
I tracked one of the reasons the issue is caused by, it seems to be a problem with EdB and every time you leave an unfinished flooring the inventory fails, likely because flooring isn't a building nor an object yet you can select it while its under construction, so it sees it as something that isn't listed as a building or object thus causing it to fail, at least that's my theory.
I posted screenshots on EdB Interface mod topic.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: SilverDragon on January 27, 2015, 09:28:03 AM
Quote from: Marnador on January 27, 2015, 05:03:54 AM
v1.3 is out, happy sniping.

Yay! ;D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Mechanoid Hivemind on January 27, 2015, 09:47:55 AM
Quote from: Marnador on January 27, 2015, 04:45:44 AM
Quote from: GiantCookieEater on January 27, 2015, 04:10:10 AM
Quote from: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Yup deleted started a new colony (and the mod too) and it still wont load up the inventory i am no good at coding so i cant take a look :/
Does is show anything in a debug window? take a screenshot of it does.
Try re downloading EdB as well and delete the old one.
Silverrdragon found it. Its cause by unfinished flooring. I am sorry for accusing your mod :( Plz let me still use it :'( :'(
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.2 24/1/2015)
Post by: Marnador on January 27, 2015, 04:01:36 PM
Quote from: GiantCookieEater on January 27, 2015, 09:47:55 AM
Quote from: Marnador on January 27, 2015, 04:45:44 AM
Quote from: GiantCookieEater on January 27, 2015, 04:10:10 AM
Quote from: Marnador on January 27, 2015, 03:35:45 AM
Quote from: GiantCookieEater on January 27, 2015, 01:38:31 AM
Ah might be my fault then ill get the new one then let you know and ya its the vulcan that causeing it i have 6 of them places (lags when they are powered btw) so ill see if downloading it helps
Make sure to completely delete your current version of the mod just in case, and put in a fresh one see if it help

I also need someone else to confirm or deny those issues, that would be very helpful.
Yup deleted started a new colony (and the mod too) and it still wont load up the inventory i am no good at coding so i cant take a look :/
Does is show anything in a debug window? take a screenshot of it does.
Try re downloading EdB as well and delete the old one.
Silverrdragon found it. Its cause by unfinished flooring. I am sorry for accusing your mod :( Plz let me still use it :'( :'(
Relax if you didn't do what you did I wouldn't have wasted 4 hours of my time to try and find whats causing it and posting the info on EdB Interface mod topic =p
At the end community benefits :)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Epyk on January 27, 2015, 06:47:23 PM
Quote from: Marnador on January 27, 2015, 05:03:54 AM
v1.3 is out, happy sniping.

How great!  ;D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on January 28, 2015, 06:08:40 AM
I suppose I could go for something different such as low walls which could be used as window slots or barricades, I know we have embrasures and small walls in other mods but those have a whole different esthetic to them.
Whatever floats I guess =p
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Coolrah on February 02, 2015, 01:55:42 AM
Love the new sniper turret and the graphic gonna start a new playthrough and see how it fairs with the others. Maybe you could expand on the turrets too and make some researchable/craftable upgrades for them but I don't know how the coding would work. Maybe you could start with basic upgrades like +armor or +damage or maybe you could flare it up abit by messing with the damage types or adding more affects to them. Either way hope this mod stays strong
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on February 02, 2015, 03:29:26 AM
Quote from: Coolrah on February 02, 2015, 01:55:42 AM
Love the new sniper turret and the graphic gonna start a new playthrough and see how it fairs with the others. Maybe you could expand on the turrets too and make some researchable/craftable upgrades for them but I don't know how the coding would work. Maybe you could start with basic upgrades like +armor or +damage or maybe you could flare it up abit by messing with the damage types or adding more affects to them. Either way hope this mod stays strong
I was actually thinking about that waaay back when I started to make the mod but this bit seems to involve programming which I have next to none experience with =p maybe overtime Ill figure it out who knows.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Rikiki on February 02, 2015, 11:19:14 AM
This is doable via .dll and not so hard in fact (hint: researchMods ;)).
At your C# courses... go and learn! :D
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Anton2003 on February 05, 2015, 01:06:44 PM
Quote from: Marnador on January 21, 2015, 10:28:15 PM
-snip-

EDIT BY ItchyFlea: Snipped the wall of text quote.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Dragoon on February 05, 2015, 04:26:13 PM
Quote from: Anton2003 on February 05, 2015, 01:06:44 PM
-snip-

Why did you paste this here? (As your fist post as well O_o. Welcome to rimworld buddy)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: popster99 on February 07, 2015, 04:58:58 AM
welcome to the life of not having a life (this makes soo much sense)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: DanJSC on February 07, 2015, 10:41:27 AM
I'd just like to say as someone who did graphic design. THANK YOU. Thank you for making a mod that fits perfectly with the games aesthetics, there are so many mods here that don't do that. Kudos though, it's not an easy thing to do.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Pumpus on February 10, 2015, 08:15:05 AM
I agree with Danjsc. I do motion graphics and such and lots of the art in the mods is out of place. They make the colors too bright and intense (not dull enough) and the make the models too detailed. (My first forum post ever...)
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on February 16, 2015, 05:53:59 AM
A bit late but thanks guys, different people have different skills or points of view when it comes to art style for mods, but as I already mentioned in the first post I do try to mimic vanilla style, feel, colors, outline thickness, how it looks when you zoom-out which is very sensitive since the game doesn't blur custom images, and too densely packed lines and details makes it look like a mess when you're looking at it from far away.
I could have easily made the prettiest gun but then it would just clash whit the existing style and make it feel out of place.
Now I know I am not the best and some moders here done a superb job when it comes to art style, in fact the guy who did vanilla guns mod is what got me to make this to begin with :)
I myself aspire to work in a graphic industry one day... this is a thing I pretty much do as a hobby for years anyways so might as well benefit from it.
*shakes fist* one day world! one day!
I will probably hold off until beta 9 to make some of the major balancing changes that I took from feedback that I received, Ty is busy fixing bugs lately and if the history repeats itself hopefully that means that he is very close to release.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Epyk on February 16, 2015, 06:41:21 AM
Quote from: Marnador on February 16, 2015, 05:53:59 AM
A bit late but thanks guys, different people have different skills or points of view when it comes to art style for mods, but as I already mentioned in the first post I do try to mimic vanilla style, feel, colors, outline thickness, how it looks when you zoom-out which is very sensitive since the game doesn't blur custom images, and too densely packed lines and details makes it look like a mess when you're looking at it from far away.
I could have easily made the prettiest gun but then it would just clash whit the existing style and make it feel out of place.
Now I know I am not the best and some moders here done a superb job when it comes to art style, in fact the guy who did vanilla guns mod is what got me to make this to begin with :)
I myself aspire to work in a graphic industry one day... this is a thing I pretty much do as a hobby for years anyways so might as well benefit from it.
*shakes fist* one day world! one day!
I will probably hold off until beta 9 to make some of the major balancing changes that I took from feedback that I received, Ty is busy fixing bugs lately and if the history repeats itself hopefully that means that he is very close to release.
Glad to hear from you again friend.
I couldn't play another game without your turrets.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on February 19, 2015, 10:24:28 PM
Quote from: Epyk on February 16, 2015, 06:41:21 AM
Glad to hear from you again friend.
I couldn't play another game without your turrets.
Yeah I am alive :) and as I predicted alpha 9 is out so I better get to work =p
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Vonholtz on February 19, 2015, 10:50:02 PM
Quote from: Marnador on February 19, 2015, 10:24:28 PM
Quote from: Epyk on February 16, 2015, 06:41:21 AM
Glad to hear from you again friend.
I couldn't play another game without your turrets.
Yeah I am alive :) and as I predicted alpha 9 is out so I better get to work =p

Yes I would hate to try and play a new game with out your turrets to. Glad to hear you are on it. And thank you for a fun mod.
Title: Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.3 27/1/2015)
Post by: Marnador on February 20, 2015, 02:21:10 AM
Quote from: Vonholtz on February 19, 2015, 10:50:02 PM
Quote from: Marnador on February 19, 2015, 10:24:28 PM
Quote from: Epyk on February 16, 2015, 06:41:21 AM
Glad to hear from you again friend.
I couldn't play another game without your turrets.
Yeah I am alive :) and as I predicted alpha 9 is out so I better get to work =p

Yes I would hate to try and play a new game with out your turrets to. Glad to hear you are on it. And thank you for a fun mod.
Well you can start now if you want :)

New 1.4 update is up and now Alpha9 compatible and with some major re-balancing.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: HBKRKO619 on February 20, 2015, 06:30:32 AM
But, but, the most important ....... Did the boomrat complex is updated ? xDDD

Thank you man :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 20, 2015, 08:50:00 PM
Quote from: HBKRKO619 on February 20, 2015, 06:30:32 AM
But, but, the most important ....... Did the boomrat complex is updated ? xDDD

Thank you man :)
Opps forgot about that one =p
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: gameismyname on February 21, 2015, 11:48:33 PM
For some reason, I can't get this mod to load.  Is it buried in a research tree somewhere? Or am I just missing something?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Rathael on February 22, 2015, 12:01:54 AM
Yes, it needs research.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Frazzles on February 22, 2015, 06:02:08 AM
Fantastic mod, probably my favourite one out there.
Especially love how it follows the vanilla aesthetic.
The one qualm I have is that the Rocket Complexes ought to take some kind of ammunition (shells).

I would also suggest that the firing time be increased to 40-60 seconds to bring it in line with the default (and somewhat useless) mortar, since it is far superior.
Another small quirk is that devastator is spelt wrongly (devestator).
I think the precision turrets are still quite overpowered in terms of damage. Maybe 30 is better? Or else make the reload time around 10 seconds.

I was able to edit all of the above to my preferences except the ammunition taking.
Figured it out

I edited your mod heavily to my preference, thank you for making such a great mod!

EDIT 2:
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 23, 2015, 12:17:31 AM
Quote from: gameismyname on February 21, 2015, 11:48:33 PM
For some reason, I can't get this mod to load.  Is it buried in a research tree somewhere? Or am I just missing something?
You have to research turret cooling first(as mentioned on the first post) after all it follows vanilla progression.

Quote from: Frazzles on February 22, 2015, 06:02:08 AM
Fantastic mod, probably my favourite one out there.
Especially love how it follows the vanilla aesthetic.
The one qualm I have is that the Rocket Complexes ought to take some kind of ammunition (shells).
I would also suggest that the firing time be increased to 40-60 seconds to bring it in line with the default (and somewhat useless) mortar, since it is far superior.
I agree I do need to take a look and balance it a bit more, adding new ammunition would be tricky unless I'll try to let it use mortar shells somehow.

Quote from: gameismyname on February 21, 2015, 11:48:33 PM
Another small quirk is that devastator is spelt wrongly (devestator).
Opps! good eye, I'll fix it asap.

Quote from: gameismyname on February 21, 2015, 11:48:33 PMI think the precision turrets are still quite overpowered in terms of damage. Maybe 30 is better? Or else make the reload time around 10 seconds.
I worked with a dps chart so it shouldn't be that bad considering the fact that m24 already does 40 damage a shot, plus when people get close to it it's aim goes down the drain and it doesn't have the armor to take on melee squads, its only good for one thing... and that is long range everything else about it shouldn't be that good.

Quote from: gameismyname on February 21, 2015, 11:48:33 PMI was able to edit all of the above to my preferences except the ammunition taking.
Figured it out

I edited your mod heavily to my preference, thank you for making such a great mod!

EDIT 2:
Your welcome :) we all play like we want, I only put out the basics, anyone can change whatever they feel like if it fits their game style a bit more.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 23, 2015, 01:01:42 AM
1.4b is a minor typo fix, it bugged me so much that I just HAD to fix it.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: evrett33 on February 23, 2015, 02:25:46 AM
This is a great mod! Esp looking forward the boomrat update! In alpha 8 it was quite devestating. Can we get maybe two levels of boomrat?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 23, 2015, 05:00:16 AM
Quote from: evrett33 on February 23, 2015, 02:25:46 AM
This is a great mod! Esp looking forward the boomrat update! In alpha 8 it was quite devestating. Can we get maybe two levels of boomrat?
Two levels as in two variations?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 24, 2015, 07:12:30 AM
I worked on a little something and its not a turret D: yes been done a billion times before I know but ah well there is my variation.
Tried making the texture connect as seamless as possible, even made its own little custom blueprint atlas to go with it :)
Shallow moat, it wont block the enemy completely but slow it down dramatically, and yes they can stand on those to return fire if needed unlike sandbags.
Should this be a separate download or just a part of the mod? if there is a demand for this to be included at all.


(http://img.photobucket.com/albums/v166/sod.x/Moat.png~original)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Frazzles on February 24, 2015, 08:12:53 AM
Excellent stuff Marnador! +1 from me.

Definitely an interest. I have the DefendThatColony! mod that adds moats, but they have a kind of strange graphic that doesn't quite fit with the in-game water, and the path cost is 500, which I feel is a little over-the-top.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 24, 2015, 08:39:50 AM
Quote from: Frazzles on February 24, 2015, 08:12:53 AM
Excellent stuff Marnador! +1 from me.

Definitely an interest. I have the DefendThatColony! mod that adds moats, but they have a kind of strange graphic that doesn't quite fit with the in-game water, and the path cost is 500, which I feel is a little over-the-top.
Well I assume that's because his are meant to be impassible.
Mine are slightly different so even if you have both of the mods they shouldn't interfere with each-other as they both serve different purpose :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: erebus2075 on February 24, 2015, 02:30:26 PM
this looks awesome :D
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: StorymasterQ on February 24, 2015, 07:46:45 PM
For the shallow moat, I would absolutely love it if the requirements for its placing is that it has to be next to a body of water or another shallow moat.

That means it's just a ditch that you flow water into. Possible?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: bullet on February 24, 2015, 09:22:35 PM
I like this mod, but base for vulcan cannon I changed for myself. If interesting, I attached it . I found this image in google  (seems like it's some gizmo) and slightly changed and corrected. not a perfect job of course, but it looks like not bad



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Mechanoid Hivemind on February 25, 2015, 02:10:07 AM
Quote from: bullet on February 24, 2015, 09:22:35 PM
I like this mod, but base for vulcan cannon I changed for myself. If interesting, I attached it . I found this image in google  (seems like it's some gizmo) and slightly changed and corrected. not a perfect job of course, but it looks like not bad
I like this alot it fits the cannon so well i am gonna steal this if you dont mind
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 25, 2015, 03:01:08 AM
Quote from: StorymasterQ on February 24, 2015, 07:46:45 PM
For the shallow moat, I would absolutely love it if the requirements for its placing is that it has to be next to a body of water or another shallow moat.

That means it's just a ditch that you flow water into. Possible?
Unfortunately that doesn't seems possible without some heavy coding and some unicorn magic.
But that is a neat idea!
The way the moats are restricted now is that you can place them on diggable terrain only, so things like concrete and stone flooring will prevent you from being able to dig those.

Quote from: Mechanoid HiveMind on February 25, 2015, 02:10:07 AM
Quote from: bullet on February 24, 2015, 09:22:35 PM
I like this mod, but base for vulcan cannon I changed for myself. If interesting, I attached it . I found this image in google  (seems like it's some gizmo) and slightly changed and corrected. not a perfect job of course, but it looks like not bad
I like this alot it fits the cannon so well i am gonna steal this if you dont mind
Well if there is a demand I could make a similar design and make it swappable on the fly with a rotate key :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: bullet on February 25, 2015, 05:21:02 AM
Yes of course. Use it at your own discretion.  just for this goal  I attached  8)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 25, 2015, 06:37:12 AM
I tried =p
you can switch the style at will with "E" or "Q" rotate keys.
(http://img.photobucket.com/albums/v166/sod.x/VulcanNewBase.png~original)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 26, 2015, 06:31:29 AM
Alright it's not necessarily related to turrets BUT I was talking to Tynan a few hours ago about the game font.
It seems that the RimWorld logo was designed as a standalone image there for no font was made, so he gave me permission to give a shot at making a fan made RimWorld font which would make life a little bit easier for YouTubers and modders alike.

Here is wip, so far I just need to finish the numbers and post it tomorrow in its own topic to prevent confusion.
(http://img.photobucket.com/albums/v166/sod.x/RimWorldFontWIP.png~original)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: JackeryFox on February 26, 2015, 07:53:02 AM
^^ That font looks awesome!
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: UntouchedWagons on February 26, 2015, 11:00:14 AM
Love this mod. Can you make it so that the devastator turrets cool down even when they're not in combat?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.4 20/2/2015)
Post by: Marnador on February 26, 2015, 10:35:15 PM
v1.5 is out, all the changes are on the first post near the bottom as always :)
Boomrat complex is A9 compatible now.

Quote from: UntouchedWagons on February 26, 2015, 11:00:14 AM
Love this mod. Can you make it so that the devastator turrets cool down even when they're not in combat?
I am afraid that's an ordinary mortar behavior, if there is a way how to do it I am not aware of it :c
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Pumpus on February 27, 2015, 06:24:54 AM
well dam if i had waited 1 day i could have done the vid on version 1.5. ohh well that's gonna happen i suppose.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on February 27, 2015, 07:02:35 AM
Quote from: Pumpus on February 27, 2015, 06:24:54 AM
well dam if i had waited 1 day i could have done the vid on version 1.5. ohh well that's gonna happen i suppose.
Don't worry everything you covered is pretty much still relevant, moats aren't turrets and the only major change is that rocket complex reloads a bit faster but needs shells, if you don't consider boomrat complex =p
When you messaged me about the video I was under the impression that it's already been recorded so I didn't warn you in advance.
But again it's alright :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Pumpus on February 27, 2015, 07:18:59 AM
all good ill just have to stay tuned and do an update spot light in the future. ps love the idea of moats and the other mod that was doing them made them too op i think. looking forward to trying these ones.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on February 27, 2015, 07:58:55 AM
Quote from: Pumpus on February 27, 2015, 07:18:59 AM
all good ill just have to stay tuned and do an update spot light in the future. ps love the idea of moats and the other mod that was doing them made them too op i think. looking forward to trying these ones.
Yeah I am basically listening to what people want and as long as whatever has been requested sounds reasonable I take it in to consideration.
So no doubt there will be more stuff in the future :)
I will probably finish up exporting font vectors and start working on some sort of banner for the front page of this mod.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: kingtyris on February 28, 2015, 10:20:40 AM
Love this mod so much! But is there any way we can get the devastator turret to require shells as well?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Frazzles on February 28, 2015, 10:38:46 AM
Quote from: kingtyris on February 28, 2015, 10:20:40 AM
Love this mod so much! But is there any way we can get the devastator turret to require shells as well?

This can be done quite easily with xml editing; add
<turretShellDef>ArtilleryShell</turretShellDef>
inside  <building></building> of the devastator mortar and I think replacing "ArtilleryShell" with any item works as well.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Der Failer on February 28, 2015, 10:59:20 AM
Quote from: Frazzles on February 28, 2015, 10:38:46 AM
Quote from: kingtyris on February 28, 2015, 10:20:40 AM
... any item works as well.
Start loading the cows! They will fear us once their army starts falling apart under the disease.
wait wrong game ...
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 01, 2015, 02:00:04 AM
Quote from: kingtyris on February 28, 2015, 10:20:40 AM
Love this mod so much! But is there any way we can get the devastator turret to require shells as well?
Yeah the reason I didn't added shells as requirement is because it already takes 80 seconds to recharge plus opposed to conventional mortar this one also eats 1200 power which is quite a bit just for a single mortar turret, you would need an entire geothermal generator just to barely power 3 of those =p
But if you feel like making it take shells, as mentioned above you could edit .xml files quite easily yourself :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Zebrin on March 01, 2015, 02:11:00 AM
I love having more options for dealing with defenses. The upgraded basic turrets are really nice.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 02, 2015, 07:35:02 PM
Quote from: Der Failer on February 28, 2015, 10:59:20 AM
Start loading the cows! They will fear us once their army starts falling apart under the disease.
wait wrong game ...
If only we had cows =p
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Boboid on March 02, 2015, 09:25:22 PM
Our Muffalo, will blot out the sun!
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Azrail on March 06, 2015, 08:33:56 AM
I seem to have a problem with my version. No idea how I managed to cause this but I can't seem to construct the vulcan cannons. When placed using any of the stone bricks as a building material the pawns will carry the 400 steel to it but will completely ignore its stone requirement and will not finish building it. They build stone walls just fine, it's only the vulcan cannon that seems to have the problem.

Any ideas what could be going wrong?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 06, 2015, 04:57:50 PM
Quote from: Azrail on March 06, 2015, 08:33:56 AM
I seem to have a problem with my version. No idea how I managed to cause this but I can't seem to construct the vulcan cannons. When placed using any of the stone bricks as a building material the pawns will carry the 400 steel to it but will completely ignore its stone requirement and will not finish building it. They build stone walls just fine, it's only the vulcan cannon that seems to have the problem.

Any ideas what could be going wrong?
Do you have enough stone type stored? I seen a bug in other mods where pawns refuse to carry materials to construction site until you have the required amount in the storage, I am not sure if that's the problem but give it a shot.
What stone type are you building it from?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Azrail on March 06, 2015, 05:29:25 PM
Quote from: Marnador on March 06, 2015, 04:57:50 PM
Do you have enough stone type stored? I seen a bug in other mods where pawns refuse to carry materials to construction site until you have the required amount in the storage, I am not sure if that's the problem but give it a shot.
What stone type are you building it from?

I'm making it from granite and I have over 2000 bricks stored. The strange thing is I never had this problem before you added moats (I mean with the versions prior to adding them) so I hope that bit helps.

I'm not having any problems with any of the other turrets it's just the vulcan cannon.

Edit: Think I've fixed it. One of my other mods wasn't playing nice and seems to have messed with yours.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 06, 2015, 11:43:39 PM
Quote from: Azrail on March 06, 2015, 05:29:25 PM
Quote from: Marnador on March 06, 2015, 04:57:50 PM
Do you have enough stone type stored? I seen a bug in other mods where pawns refuse to carry materials to construction site until you have the required amount in the storage, I am not sure if that's the problem but give it a shot.
What stone type are you building it from?
I'm making it from granite and I have over 2000 bricks stored. The strange thing is I never had this problem before you added moats (I mean with the versions prior to adding them) so I hope that bit helps.

I'm not having any problems with any of the other turrets it's just the vulcan cannon.

Edit: Think I've fixed it. One of my other mods wasn't playing nice and seems to have messed with yours.
Ah makes sense, otherwise people would have started complaining right away.
Just out of curiosity what mod caused the problem?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Azrail on March 07, 2015, 07:10:50 AM
Quote from: Marnador on March 06, 2015, 11:43:39 PM
Ah makes sense, otherwise people would have started complaining right away.
Just out of curiosity what mod caused the problem?
No idea. I just went through my mods list and removed a bunch I wasn't using anymore.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Dragoon on March 07, 2015, 07:46:20 AM
Quote from: Azrail on March 07, 2015, 07:10:50 AM
No idea. I just went through my mods list and removed a bunch I wasn't using anymore.

did you disable or just remove them, because if you just disabled maybe we can crosscheck to see what mods we have on with this one and see which ones are clean?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Azrail on March 07, 2015, 08:09:01 AM
Quote from: Dragoon on March 07, 2015, 07:46:20 AM
did you disable or just remove them, because if you just disabled maybe we can crosscheck to see what mods we have on with this one and see which ones are clean?
Sorry. I just deleted my mods folder and downloaded the new ones. I was running something like 30+ mods and decided that was too many and that it might be the source of my problems so I decided to try only using my favorite ones and see if it would work. Then I started a new colony and it works fine so it had to be one of those mods I removed.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 13, 2015, 03:19:25 AM
is this mod compatible with 727?

I've tried running it with nothing but the core and still doesn't seem to work...
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: BlackLotos on March 13, 2015, 04:22:11 AM
Quote from: exit2none on March 13, 2015, 03:19:25 AM
is this mod compatible with 727?

I've tried running it with nothing but the core and still doesn't seem to work...

have you finished the required research?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 13, 2015, 04:45:42 AM
yes I've finished turret gun cooling but it still doesn't unlock military grade turrets nor does mortar research unlock any further research for mortars
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 13, 2015, 05:10:47 AM
man... I've been trying to get this darn thing to work for two weeks now... tried everything... can anyone give me any ideas?

currently running 9.727 and tried running the game with no other mods than MVT v1.5 + boomrat launcher. As soon as the game starts I build three wooden research tables after chopping some wood. Then I immediately begin research for gun turret cooling. After finishing gun turret cooling nothing appears on the research screen for military grade turrets whatsoever... same with mortars as well.

I've played vanilla for about a month now and have just started tinkering with mods. I'd really love to try out MVT but I think I've run into a dead end :(

Any ideas guys?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 14, 2015, 05:45:17 AM
Quote from: exit2none on March 13, 2015, 05:10:47 AM
man... I've been trying to get this darn thing to work for two weeks now... tried everything... can anyone give me any ideas?

currently running 9.727 and tried running the game with no other mods than MVT v1.5 + boomrat launcher. As soon as the game starts I build three wooden research tables after chopping some wood. Then I immediately begin research for gun turret cooling. After finishing gun turret cooling nothing appears on the research screen for military grade turrets whatsoever... same with mortars as well.

I've played vanilla for about a month now and have just started tinkering with mods. I'd really love to try out MVT but I think I've run into a dead end :(

Any ideas guys?
A bit of a silly question but on the main menu of the game in the "Mods" section you have them turned on? and if so do any errors pop up?
After finishing gun turret cooling a new "Military grade turret" research on the very bottom of the research list costing 1400 should become available, I am not exactly sure what you might be doing wrong, can you perhaps describe your exact steps what you did to install the mods? 
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 14, 2015, 06:20:23 AM
I've included the mod selection page and the research screens after completing 'gun turret cooling' and 'mortars' research.

And no I did not have any particular error messages when attempting to run the mod.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 14, 2015, 06:22:24 AM
here's the researched items screenshot

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 14, 2015, 06:23:47 AM
and this is my output log for this particular attempt which was done after downloading a fresh copy of 9.727.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 14, 2015, 06:25:57 AM
I have a weird feeling that I may be completely oblivious to something... but I can't figure out what
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 15, 2015, 03:43:26 AM
Quote from: exit2none on March 14, 2015, 06:25:57 AM
I have a weird feeling that I may be completely oblivious to something... but I can't figure out what
How exactly did you unzipped it? in the mod list it shouldn't say 1.5 at the end, what did you do exactly?
How your mod folder looks like?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: exit2none on March 16, 2015, 01:57:55 AM
I found the problem. The mod works now. When I unzipped the file I kept the zip file itself as the starting folder in the mods folder.

So I had

More Vanilla Turrets1.5\More Vanilla Turrets\

Instead of just

More Vanilla Turrets\

Thanks for helping out and thank you for this awesome mod!

Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 16, 2015, 04:59:31 PM
Quote from: exit2none on March 16, 2015, 01:57:55 AM
I found the problem. The mod works now. When I unzipped the file I kept the zip file itself as the starting folder in the mods folder.

So I had

More Vanilla Turrets1.5\More Vanilla Turrets\

Instead of just

More Vanilla Turrets\

Thanks for helping out and thank you for this awesome mod!
Ah thought something was fishy.
Glad it worked out at the end :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Avtomatik on March 21, 2015, 09:15:38 AM
Can you make a shallow moat a separate mod?

Thanks ;)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 21, 2015, 04:45:40 PM
Quote from: Avtomatik on March 21, 2015, 09:15:38 AM
Can you make a shallow moat a separate mod?

Thanks ;)
You want me to remove it from the main mod and make it separate download? or you just want moats and nothing else as an option?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: silentlord on March 22, 2015, 08:24:58 AM
i think its a gentle hint, to make it modular. :P
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: SSS on March 22, 2015, 09:09:14 AM
Looks well-put-together. I'm not sure how I missed this on my initial sweep. If there's one thing I value highly in mods, it's a willingness to blend in with the vanilla artstyle. I'm a bit more forgiving with incident mods, but other than that I gravitate toward ones that don't look too jarring.

That being said, you have a lot of cool stuff here. That boomrat launcher sounds hilarious too.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on March 23, 2015, 04:27:21 PM
Quote from: SSS on March 22, 2015, 09:09:14 AM
Looks well-put-together. I'm not sure how I missed this on my initial sweep. If there's one thing I value highly in mods, it's a willingness to blend in with the vanilla artstyle. I'm a bit more forgiving with incident mods, but other than that I gravitate toward ones that don't look too jarring.

That being said, you have a lot of cool stuff here. That boomrat launcher sounds hilarious too.
Thank you good sir/mam hope you'll have fun without it feeling too much out of place :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: rditto48801 on March 30, 2015, 11:46:59 AM
Amusing bug.
I was able to buy a Precision Turret for $0.50 from a trader, and it uses the Precision Shell texture when in the stockpile/on the ground and when carried/used, which makes it look like it is handled like a glowing red staff firing from its side when a pawn fires it.
So, yeah... something is buggy someplace with that turret's gun.

I have version 1.5.
I've encountered just one for sale over a period of almost 3 years in my present colony, so it is very rare (for comparison, I've encountered AI Persona Cores for sale more often, if that says anything).
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Mechanoid Hivemind on March 31, 2015, 01:25:43 AM
It was in all of my traders that where combat traders i thought someone mentioned this bug before so i didnt say anything so i can confirm this
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: skullywag on March 31, 2015, 04:20:44 AM
The gun part of the turret needs a tradability flag of never im guessing.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on April 01, 2015, 03:22:38 AM
Quote from: rditto48801 on March 30, 2015, 11:46:59 AM
Amusing bug.
I was able to buy a Precision Turret for $0.50 from a trader, and it uses the Precision Shell texture when in the stockpile/on the ground and when carried/used, which makes it look like it is handled like a glowing red staff firing from its side when a pawn fires it.
So, yeah... something is buggy someplace with that turret's gun.

I have version 1.5.
I've encountered just one for sale over a period of almost 3 years in my present colony, so it is very rare (for comparison, I've encountered AI Persona Cores for sale more often, if that says anything).
Woops that's a honest mistake on my part, Skullywag is right, I must have removed the flag by accident, if you haven't fixed it yourself by now front page is updated with 1.5b
Just install it on top of the existing mod should work fine.
Sorry for inconvenience, and thanks for letting me know it must have slipped by me.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: rditto48801 on April 01, 2015, 01:22:48 PM
Quote from: Marnador on April 01, 2015, 03:22:38 AM
Woops that's a honest mistake on my part, Skullywag is right, I must have removed the flag by accident, if you haven't fixed it yourself by now front page is updated with 1.5b
Just install it on top of the existing mod should work fine.
Sorry for inconvenience, and thanks for letting me know it must have slipped by me.

I didn't fix it because I didn't know what was needed to make it not be buyable.
Will I need to get rid of the one I am presently have before I update?
I sort of have an MAI running around with it right now in place of a sniper rifle.  ;D
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5 26/2/2015)
Post by: Marnador on April 01, 2015, 11:22:55 PM
Quote from: rditto48801 on April 01, 2015, 01:22:48 PM
Quote from: Marnador on April 01, 2015, 03:22:38 AM
Woops that's a honest mistake on my part, Skullywag is right, I must have removed the flag by accident, if you haven't fixed it yourself by now front page is updated with 1.5b
Just install it on top of the existing mod should work fine.
Sorry for inconvenience, and thanks for letting me know it must have slipped by me.

I didn't fix it because I didn't know what was needed to make it not be buyable.
Will I need to get rid of the one I am presently have before I update?
I sort of have an MAI running around with it right now in place of a sniper rifle.  ;D
Nah the one you have will still be there unless you feel like getting rid of it because of moral reasons =p
Updating will just make it so you can't buy it again, that's all :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: esbe1595 on April 04, 2015, 02:51:33 AM
This mod is absolutely fantastic. The textures fit right into Rimworld like no other mods i have seen. The turrets all sound like great fun and there is such a good variety that this is a must have on my part. Thanks for making it!
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Rauminen on April 09, 2015, 12:55:55 PM
^^ This.

I have spent quite a few (hundred) hours with Rimworld and can't really imagine my game without this mod. Everything just fits in nicely. Great work!
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 09, 2015, 09:23:54 PM
Quote from: esbe1595 on April 04, 2015, 02:51:33 AM
This mod is absolutely fantastic. The textures fit right into Rimworld like no other mods i have seen. The turrets all sound like great fun and there is such a good variety that this is a must have on my part. Thanks for making it!
Quote from: Rauminen on April 09, 2015, 12:55:55 PM
^^ This.

I have spent quite a few (hundred) hours with Rimworld and can't really imagine my game without this mod. Everything just fits in nicely. Great work!

Thanks :) I am happy that I was able to provide positive experience with this simplistic mod to you guys!
As long as you have fun that's all that matters.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: MacEriu on April 20, 2015, 12:24:58 PM
Will this mod be updating to A10. Is it one of my central mod that I like to use.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Maxgaga15 on April 21, 2015, 02:18:03 PM
please update to alpha 10! :( ;)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Elixiar on April 21, 2015, 03:19:28 PM
Really really awesome mod and feels vanila. The only thing I've found is the mounted emplacement fires way way too fast for how powerful it is, also I think the range could be nerfed to half of its current value making it best suited against hordes of tribals. Just a thought :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: jerome736 on April 23, 2015, 11:37:13 AM
Would love to see this updated too! Really helpful when playing on higher difficulties.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Adamiks on April 23, 2015, 05:50:27 PM
I created a fix for alpha 10. https://www.dropbox.com/s/uyzpdbxxnqyw1es/More%20Vanilla%20Turrets.rar?dl=0

Warning! I do not really fully tested this yet, so there may be bugs, anyway i'm only guy who create this for yourself so i hope you guys will happy anyway. :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: jerome736 on April 23, 2015, 08:17:30 PM
Quote from: Adamiks on April 23, 2015, 05:50:27 PM
I created a fix for alpha 10. https://www.dropbox.com/s/uyzpdbxxnqyw1es/More%20Vanilla%20Turrets.rar?dl=0

Warning! I do not really fully tested this yet, so there may be bugs, anyway i'm only guy who create this for yourself so i hope you guys will happy anyway. :)

Just curious, what did you need to change to update it?
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 23, 2015, 08:23:45 PM
Quote from: Adamiks on April 23, 2015, 05:50:27 PM
I created a fix for alpha 10. https://www.dropbox.com/s/uyzpdbxxnqyw1es/More%20Vanilla%20Turrets.rar?dl=0

Warning! I do not really fully tested this yet, so there may be bugs, anyway i'm only guy who create this for yourself so i hope you guys will happy anyway. :)
Yeah I am aware that Alpha 10 is out I was basically sitting it out because of the inevitable hot fix rush =p
I was just afraid that hot fixes might break something but I guess I should take a look at it in hopes nothing will be wrong :) (this weekend hopefully)
For the impatient ones you can check out and test out what the guy above me fixed up, make a separate save just to be on the safe side. ^^

Quote from: Elixiar on April 21, 2015, 03:19:28 PM
Really really awesome mod and feels vanila. The only thing I've found is the mounted emplacement fires way way too fast for how powerful it is, also I think the range could be nerfed to half of its current value making it best suited against hordes of tribals. Just a thought :)
Yeah I have to re balance it a bit, maybe make it fire one but more accurate shot instead of 3.
Because as of now it has the longest range out of any turret in game (not including mortars) and if you have like 10 of those thing its pretty much raining Armageddon on those that attack you.
Same could said about the magnet catapult but at least the power consumption for this thing is insane and solar flares will pretty much make it useless unlike your every day mortar.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Andy_Dandy on April 25, 2015, 03:20:17 AM
This is really my favorite mod. Feels so right implemented alongside Vanilla. 2 mods I really need, and that's this one and the EdB Interface. Looking forward to the Alpha 10 update indeed. My compliments for the great work.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: iamthebest22 on April 26, 2015, 11:21:12 AM
Look forward to this getting updated so I can try it out! Rimworld is so much better with mods :D
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: puddlejumper448 on April 26, 2015, 09:28:04 PM
The unofficial update didn't work for me, so it's time to play the patience game lol
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: DiabeticCat on April 27, 2015, 04:42:33 AM
Update your mod Maaaaaaaaaaaaaaaaaaaaaaaaaaarn or I'll ban you from the Mumble server.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: jerome736 on April 27, 2015, 10:44:47 PM
Patiently waiting... haha
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 28, 2015, 11:31:31 PM
Quote from: DiabeticCat on April 27, 2015, 04:42:33 AM
Update your mod Maaaaaaaaaaaaaaaaaaaaaaaaaaarn or I'll ban you from the Mumble server.
Shush you U:

Eh sorry guys for not making it last weekend as I thought I would.
I am getting on it now, I am thinking about adding another turret, the idea is having something basic that is usable by colonists and requires no power.
So in case of solar flares you could still have a way of defending yourself, plus have a use for your low shooting skill colonists.
You can drop your ideas too that can potentially help a lot :)
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Adamiks on April 29, 2015, 03:27:41 AM
Quote from: Marnador on April 28, 2015, 11:31:31 PM
Quote from: DiabeticCat on April 27, 2015, 04:42:33 AM
Update your mod Maaaaaaaaaaaaaaaaaaaaaaaaaaarn or I'll ban you from the Mumble server.
You can drop your ideas too that can potentially help a lot :)

I think that moat should be buildable not only on dirt. Why? You know, colonists can mine plasteel so why they can't build moat in the concrete?

And maybe turret with vanilla guns on it? Or maybe shotgun turret? And maybe embrasures or something that isn't a turret? :D
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 29, 2015, 06:14:12 AM
Quote from: Adamiks on April 29, 2015, 03:27:41 AM
Quote from: Marnador on April 28, 2015, 11:31:31 PM
Quote from: DiabeticCat on April 27, 2015, 04:42:33 AM
Update your mod Maaaaaaaaaaaaaaaaaaaaaaaaaaarn or I'll ban you from the Mumble server.
You can drop your ideas too that can potentially help a lot :)

I think that moat should be buildable not only on dirt. Why? You know, colonists can mine plasteel so why they can't build moat in the concrete?

And maybe turret with vanilla guns on it? Or maybe shotgun turret? And maybe embrasures or something that isn't a turret? :D
Actually there is a technical reason why I made it build-able only on dirt, I am using a LinkFlag which is unfortunately used by terrain cliffs because those are hard coded and I am not aware how to make my own (linkFlag is something that is assigned to the moat atlas so it can connect the different related pieces seamlessly like walls and sandbags) now because of that if you place a moat next to a cliff it will connect with it and will look terrible as a result, but because most cliffs have rocky flooring next to them that prevents that from happening for the most part :)
Plus colonists can't dig a grave in a rocky flooring so it sorta follows RimWorld logic <<<attempting to come up with a creative excuse
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Adamiks on April 29, 2015, 06:30:21 AM
Quote from: Marnador on April 29, 2015, 06:14:12 AM
Actually there is a technical reason why I made it build-able only on dirt, I am using a LinkFlag which is unfortunately used by terrain cliffs because those are hard coded and I am not aware how to make my own (linkFlag is something that is assigned to the moat atlas so it can connect the different related pieces seamlessly like walls and sandbags) now because of that if you place a moat next to a cliff it will connect with it and will look terrible as a result, but because most cliffs have rocky flooring next to them that prevents that from happening for the most part :)
Plus colonists can't dig a grave in a rocky flooring so it sorta follows RimWorld logic <<<attempting to come up with a creative excuse

In "Defend That Colony!" you can build a moat on everything because this "moat" is "sandbag-like". I send you file with only a moat (all what you need is only ThingMoat and that's all). Plus colonists can't dig a grave in a rocky flooring, because graves have texture with a dirt<<<attempting to come up with a creative excuse.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 29, 2015, 07:07:51 AM
Quote from: Adamiks on April 29, 2015, 06:30:21 AM
Quote from: Marnador on April 29, 2015, 06:14:12 AM
Actually there is a technical reason why I made it build-able only on dirt, I am using a LinkFlag which is unfortunately used by terrain cliffs because those are hard coded and I am not aware how to make my own (linkFlag is something that is assigned to the moat atlas so it can connect the different related pieces seamlessly like walls and sandbags) now because of that if you place a moat next to a cliff it will connect with it and will look terrible as a result, but because most cliffs have rocky flooring next to them that prevents that from happening for the most part :)
Plus colonists can't dig a grave in a rocky flooring so it sorta follows RimWorld logic <<<attempting to come up with a creative excuse

In "Defend That Colony!" you can build a moat on everything because this "moat" is "sandbag-like". I send you file with only a moat (all what you need is only ThingMoat and that's all). Plus colonists can't dig a grave in a rocky flooring, because graves have texture with a dirt<<<attempting to come up with a creative excuse.
I am well aware that you can do it there, but just to illustrate my point try using that mod and build a moat next to a wall and see what happens, or next to a cliff.
The flag I am using is less common and it wont connect with walls unlike in "Defend That Colony" which is good, but it will connect to cliffs which is what I am trying to avoid.
But hey if that kind of artifact doesn't bother you when I am done with the update you can open MVT_Buildings_Security.xml and under === moat === change the following line from   <terrainAffordanceNeeded>Diggable</terrainAffordanceNeeded> to <terrainAffordanceNeeded>Light</terrainAffordanceNeeded> problem solved :)

Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Adamiks on April 29, 2015, 07:15:31 AM
I've done it a long time ago :D, but thanks.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Marnador on April 29, 2015, 08:23:11 AM
Quote from: Adamiks on April 29, 2015, 07:15:31 AM
I've done it a long time ago :D, but thanks.
Ah alrighty then ^^

1.6 is out A10 support included, change logs are on the first page.
Title: Re: [MOD] (Alpha 9) More Vanilla Turrets (v1.5b 1/4/2015)
Post by: Andy_Dandy on April 29, 2015, 02:03:04 PM
Quote from: Marnador on April 29, 2015, 08:23:11 AM
Quote from: Adamiks on April 29, 2015, 07:15:31 AM
I've done it a long time ago :D, but thanks.
Ah alrighty then ^^

1.6 is out A10 support included, change logs are on the first page.

Oh the joy! One of the few mods I need is this one. :)
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Marnador on April 29, 2015, 09:01:20 PM
Thanks :)

Meanwhile I been playing around with a bunker idea, not sure how effective that would be but it should still provide cover from any direction and some bullet spam.
(http://img.photobucket.com/albums/v166/sod.x/Bunker_1.png~original)
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Rodrigogogo on June 11, 2015, 03:04:21 PM
personnal most wanted mod since A11 :D
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on June 12, 2015, 12:42:47 PM
Quote from: Rodrigogogo on June 11, 2015, 03:04:21 PM
personnal most wanted mod since A11 :D

Indeed the only mod I really need is this one, and the EdB Interface mod. Thanks for making such a great mod fitting the game so greatly both graphically and balanced wise.

Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: sky on June 14, 2015, 08:37:23 AM
still no A11 update? :(
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Loki88 on June 15, 2015, 12:26:33 PM
I tried to do a fan fix to make this work at least for me and it's a royal pain in the arse.... They completely garbled up the way textures are called for in A11 vs A10 to the point the game wont even start if you have something off... My skill / patience level are no where near high enough for this...
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: skullywag on June 15, 2015, 12:39:34 PM
Has the author said hes started the a11 update? Ill wait a few more days but if Marnador doesnt show ill update this unless someone beats me or he says I can.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Clibanarius on June 15, 2015, 04:29:30 PM
I would kill for this to be updated right about now. I think it's the only mod I have left on my list of Must Haves that needs updating, aside from maybe Apparello.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: LanMc on June 15, 2015, 05:10:19 PM
Quote from: skullywag on June 15, 2015, 12:39:34 PM
Has the author said hes started the a11 update? Ill wait a few more days but if Marnador doesnt show ill update this unless someone beats me or he says I can.

Skullywag you are the Boss for making this offer.  I love this mod, really want it updated to Alpha 11.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on June 16, 2015, 07:34:09 AM
Quote from: LanMc on June 15, 2015, 05:10:19 PM
Quote from: skullywag on June 15, 2015, 12:39:34 PM
Has the author said hes started the a11 update? Ill wait a few more days but if Marnador doesnt show ill update this unless someone beats me or he says I can.

Skullywag you are the Boss for making this offer.  I love this mod, really want it updated to Alpha 11.

Ditto! :)
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: robbis_1 on June 16, 2015, 10:33:05 AM
I've made a fan fix which seems to work. I've never used this mod before, but I really wanted to try it for A11.
Enjoy.
http://www.solidfiles.com/d/eaa12401ed/
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Clibanarius on June 16, 2015, 10:54:55 AM
That seems like a pretty awful site.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: robbis_1 on June 16, 2015, 11:14:03 AM
It's great simple file hosting site. Never had any problems.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Clibanarius on June 16, 2015, 11:46:58 AM
ESET NOD32 ANTIVIRUS
Access denied
Access to the web page was blocked.
http://get.sensitiveclicknext.com/n/77461013/More Vanilla Turrets.zip.exe?secure=1434469631_a8a35570419c9e53465782c65069d500

The web page is on the list of websites with potentially dangerous content.

I recommend you re-up it somewhere else, like just attaching it on here would work.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: robbis_1 on June 16, 2015, 12:17:39 PM
Seriously? I even know the guy owning the website...
Attached file.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Clibanarius on June 16, 2015, 12:28:08 PM
Thanks. I dunno, man, it's not me but NOD32 that's being a dong.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Kombrig on June 16, 2015, 03:23:10 PM
This fan fix doesn't work with EdB UI mod. If you generate new world with both of them and start new game - you'll get list of errors and game without EdB UI running.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: skullywag on June 16, 2015, 05:21:08 PM
Here you go, this one works.

http://www.mediafire.com/download/rs2l6lwln4rru19/More+Vanilla+Turrets.zip

I do get an error but i think its an edb error as its nothing to do with turrets.
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: Clibanarius on June 16, 2015, 05:22:21 PM
Thanks, Skully!
Title: Re: [MOD] (Alpha 10) More Vanilla Turrets (v1.6 29/4/2015)
Post by: jerome736 on June 19, 2015, 10:26:14 AM
Marnador no longer updating this?
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on July 04, 2015, 08:54:08 AM
Alpha 11b anyone? :D
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: skullywag on July 04, 2015, 12:56:48 PM
Does the version i posted on the last page not work with A11b?
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on July 04, 2015, 03:30:56 PM
Quote from: skullywag on July 04, 2015, 12:56:48 PM
Does the version i posted on the last page not work with A11b?

I did get error-messeges when I tried at least. The only mod I tried was that one, and the main menu page of the game got lots of red error text.
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Topper on July 11, 2015, 09:28:44 PM
bump for update?
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Marnador on July 12, 2015, 01:30:49 AM
Oh man. I wasn't aware so many people were waiting.
I'll try to get on it as soon as I can, and sorry for being slow.
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Akyla on July 12, 2015, 02:11:01 AM
Quote from: Marnador on July 12, 2015, 01:30:49 AM
Oh man. I wasn't aware so many people were waiting.
I'll try to get on it as soon as I can, and sorry for being slow.

Great, thanks!
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on July 12, 2015, 02:54:24 AM
Looking forward to it indeed. Thanks sir! :)
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: skullywag on July 12, 2015, 04:07:06 AM
Marnador, take my version I doubt theres many changes that need making to it for 11b from 11a.
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Siberianhamster on July 12, 2015, 06:43:54 AM
Keep it up Marnador. This is on my list of must haves.
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on July 12, 2015, 08:13:34 AM
Quote from: Siberianhamster on July 12, 2015, 06:43:54 AM
Keep it up Marnador. This is on my list of must haves.

The most foremost of all must haves indeed. :)
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Marnador on July 12, 2015, 10:33:47 PM
Quote from: skullywag on July 12, 2015, 04:07:06 AM
Marnador, take my version I doubt theres many changes that need making to it for 11b from 11a.
I will definitely have a look at your version, and thanks for stepping in while I was away :)
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Dr. Z on July 13, 2015, 10:59:41 AM
Definitly must-have. Looking forward to next version.
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Andy_Dandy on July 16, 2015, 04:25:12 AM
Looking forward to see this updated to 11b. Went into some problems, or just the lack of spare time, dear mod creator?
Title: Re: [A10] More Vanilla Turrets (v1.6 29/4/2015)
Post by: Marnador on July 16, 2015, 05:24:13 AM
Quote from: Andy_Dandy on July 16, 2015, 04:25:12 AM
Looking forward to see this updated to 11b. Went into some problems, or just the lack of spare time, dear mod creator?
Yeah timing is all, but I did put it out so you're free to download :)
Let me know if any bugs are found, but from what I have seen it should be fairly straight forward.

Big thanks to everyone that provided fan made fixes until now. I honestly didn't expect people wanting it that much =p
Title: Re: [A11b] More Vanilla Turrets (v1.6 16/7/2015)
Post by: Andy_Dandy on July 16, 2015, 06:16:17 AM
Thanks alot. Will have to start a new game tonight then for sure. This is the best turret mod there is. Best balanced and most vanilla looking, so of course we love it! :D
Title: Re: [A11b] More Vanilla Turrets (v1.6.1 16/7/2015)
Post by: Marnador on July 16, 2015, 09:21:22 AM
A micro update.
I reworked how the Vulcan cannons work. Now they fire continuously (like a real mini-gun should), and switching targets on the fly rather than pausing. Which results in a MUCH higher DPS, and overall higher effectiveness when attacked by high numbers of enemies. As a result, it now takes much more power to operate.
Title: Re: [A11b] More Vanilla Turrets (v1.6.1 16/7/2015)
Post by: Andy_Dandy on July 16, 2015, 10:08:25 AM
Downloading now. Look forward to playing with this mod again. Will improve my mood with ca 25%. ;)
Title: Re: [A11b] More Vanilla Turrets (v1.6.1 16/7/2015)
Post by: WHiZ on July 16, 2015, 10:31:24 AM
Im getting this error...

Failed to prepare thing definitions for EdB Interface inventory dialog.  Failed on Artillery_DevastatorBomb
Title: Re: [A11b] More Vanilla Turrets (v1.6.1 16/7/2015)
Post by: Andy_Dandy on July 16, 2015, 10:36:28 AM
I seem to have problems with EdB UI-mod as well. It won't work after I added More Vanilla Turrets to my mods. I get the same main messege as the chap above.
Title: Re: [A11b] More Vanilla Turrets (v1.6.1 16/7/2015)
Post by: Marnador on July 16, 2015, 03:23:28 PM
Quote from: Andy_Dandy on July 16, 2015, 10:36:28 AM
I seem to have problems with EdB UI-mod as well. It won't work after I added More Vanilla Turrets to my mods. I get the same main messege as the chap above.
Oops, let me try and fix it.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Marnador on July 16, 2015, 04:17:52 PM
Alright sorry for missing that. I forgot adding one of the new graphic format strings to the shell itself.
It should be fixed now.
Let me know if it works alright.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Andy_Dandy on July 16, 2015, 06:58:06 PM
Quote from: Marnador on July 16, 2015, 04:17:52 PM
Alright sorry for missing that. I forgot adding one of the new graphic format strings to the shell itself.
It should be fixed now.
Let me know if it works alright.

Now it works very well it seems. Thanks for the fast hotfix.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Topper on July 17, 2015, 12:08:33 AM
Thanks! The Boom Rats complex link says a9...is that good for alpha 11b too ? 
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Marnador on July 17, 2015, 02:08:37 AM
Quote from: Topper on July 17, 2015, 12:08:33 AM
Thanks! The Boom Rats complex link says a9...is that good for alpha 11b too ?
Oh no, not yet. But I could update it too eventually.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Siberianhamster on August 10, 2015, 05:45:57 AM
@Soul312
refer to this thread
https://ludeon.com/forums/index.php?topic=6223.0
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Dr. Z on August 15, 2015, 08:56:09 AM
Nice, one of my must-haves finally updated when I think about a new colony, big thanks.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Addhatic on August 23, 2015, 08:40:59 AM
A12 ??
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Marnador on August 24, 2015, 07:31:24 AM
Quote from: Addhatic on August 23, 2015, 08:40:59 AM
A12 ??
Don't see why not :)
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Supershark88 on August 24, 2015, 07:37:53 PM
I love this mod because it adds a little more variety to the bland, regular turret. Just about to start a new colony on Alpha 12 and was wondering if this mod could be added midway through.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Andy_Dandy on August 24, 2015, 09:16:08 PM
Just a suggestion: I'd love to see research costs atleast doubbled now, to reflect the new rebalancing of research better.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Rodrigogogo on August 25, 2015, 06:29:20 PM
I grown accustomed to the vulcan, the sniper turrets and (mostly) the devastator ... can't play without them, i feel so weak without the turrets of this mod !
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: DarkTemplarlord on August 26, 2015, 09:38:43 AM
This needed to alpha 12
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Kairo on August 26, 2015, 09:50:53 AM
Hi there, it is compatible with A12 ... no big errors seen so far  :)
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: mo0504 on August 26, 2015, 09:59:11 AM
Yep i agree, its compatible, i use them in A12 as well
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Topper on August 31, 2015, 03:39:30 AM
Is the rat launcher coming back? Its like the keystone of the mod..and now can launch unwated pets maybe ?
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Andy_Dandy on August 31, 2015, 10:44:09 AM
Pleased to see it work for A12, but please increase the research costs. Please, please, please! :)
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: HalfmoonSmile on August 31, 2015, 01:20:24 PM
You may easily modifiy the research costs for your personal game. Look at the mod, then: defs>researchprojectdefs, and then simply adjust the field "totalCost" of the file inside.

I've attached a modified version of the research defs which almost doubles the costs for this mod's additions; just dump it into the researchprojectdefs folder for this mod and overwrite.

[attachment deleted due to age]
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Andy_Dandy on September 01, 2015, 06:27:13 PM
Quote from: HalfmoonSmile on August 31, 2015, 01:20:24 PM
You may easily modifiy the research costs for your personal game. Look at the mod, then: defs>researchprojectdefs, and then simply adjust the field "totalCost" of the file inside.

I've attached a modified version of the research defs which almost doubles the costs for this mod's additions; just dump it into the researchprojectdefs folder for this mod and overwrite.

Thanks alot! :) You rock, my good sir!
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Degraine on September 01, 2015, 09:31:47 PM
I've just started playing the game myself, thought I'd try out some mods after a few colonies, and I really like this one! Only...it seems like colonists have virtually no protection when manning a complex - I'm guessing because the code is cribbed from the standard mortars.

Is it possible to add: A) some from of cover rating when they're on the complex, and B) prevent colonists disengaging from the complex the moment they're shot?
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: FMJ Penguin on September 01, 2015, 09:39:03 PM
As far as I'm aware, you get cover from 2 squares away when using sandbags. At least I think that's how they used to work so double deep sandbags was the way to go. If that's still true then you should be able to sandbag around said turret and gain some defense at least. May have changed though sense that was many alphas ago.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Degraine on September 01, 2015, 10:16:14 PM
Well it seems like it changed. I replicated the setup in the OP with the vulcan and two complexes next to it, just to try it out. The operator got peppered with bullets from centipede miniguns and didn't fare any better with pirates, either.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: FMJ Penguin on September 01, 2015, 10:41:18 PM
Yeah I could be very wrong about the whole thing. Not even sure if pawns that are using a device are even considered there own entity anymore. Could just be seen as part of that device while using it and world objects may not even gain "cover" from defenses. Kinda curious about it now though  :P  Damn you! I was happy in my ignorance... now I'll be wondering if sandbags are even helping my turrets at all. They seemed to but I couldn't say for sure one way or another.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Iwillbenicetou on September 01, 2015, 11:15:23 PM
What I would do is use walls and sandbags. Even embrasures if you want. Go to Mech Defense. Best type of them
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: IndustryStandard on September 01, 2015, 11:36:52 PM
Can I suggest adding a lazer turret? It would be fitting for Rimworld.

Shoots more rapid but weaker firepower.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: FMJ Penguin on September 01, 2015, 11:43:17 PM
Quote from: IndustryStandard on September 01, 2015, 11:36:52 PM
Can I suggest adding a lazer turret? It would be fitting for Rimworld.

Shoots more rapid but weaker firepower.

And when we have babies in RW? hehe
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Elixiar on September 23, 2015, 10:46:33 AM
Update this mod!
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Ectoplasm on September 23, 2015, 12:20:32 PM
It works fine in A12 by the way.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: jerome736 on September 23, 2015, 12:26:34 PM
I'll second that, doesn't throw any debug errors and I've used everything other than the vulcan cannon so far.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: ORCACommander on October 19, 2015, 10:15:10 PM
THIS: this is all i have ever wanted :)
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: KVIII on October 23, 2015, 03:27:37 PM
Does this work with combat realism?
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: IndustryStandard on November 04, 2015, 04:02:27 PM
I'm going to point out that when it came to building a Vulcan cannon I was unable too, My colonist never seemed to bring any of the limestone to it, but they brought the steel to it.

Other then that, the other turrets seemed fine.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: toric on November 05, 2015, 12:57:06 PM
if this is 100% compatible with a12, would kenny update the title? also, anyone tired this with combat realism?
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: denu on November 05, 2015, 04:33:10 PM
If you have de problem whit the vulcan cannon, it can be solved.
you need all resurcces complete 400 steel 600 stone in your storage, then build the cannon it shoud work just wait a lil time.
I think it works faster if your not doing anything so that the colonists just have this work
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: IndustryStandard on November 11, 2015, 07:21:49 PM
Quote from: denu on November 05, 2015, 04:33:10 PM
If you have de problem whit the vulcan cannon, it can be solved.
you need all resurcces complete 400 steel 600 stone in your storage, then build the cannon it shoud work just wait a lil time.
I think it works faster if your not doing anything so that the colonists just have this work

I did have the resources, they only brought the steel to the blueprints and then were idle.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: starburst98 on November 16, 2015, 01:56:29 AM
are you SURE you had enough? having 600 stone blocks does not mean you have 600 limestone blocks.
Title: Re: [A11b] More Vanilla Turrets (v1.6.2 16/7/2015)
Post by: Marnador on November 25, 2015, 09:15:16 AM
Quote from: toric on November 05, 2015, 12:57:06 PM
if this is 100% compatible with a12, would kenny update the title? also, anyone tired this with combat realism?
I am not Kenny by the title update been long coming. =p
This version should include only research cost changes so whoever has the fan version should be fine without this one.
But for the sake of confusion prevention the front page was updated.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Andy_Dandy on November 30, 2015, 12:06:02 PM
Excellent changes. You are truly serious about balancing the mod to Vanilla. The reason this is one of very few mods I care about.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: toric on December 07, 2015, 09:18:22 PM
what would it take to make this compatible with CR? anything i could help with?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Dr. Z on December 20, 2015, 07:13:16 AM
+1 for balancing this out with combat realism. Would make the perfect combination.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Dspendragon on January 17, 2016, 03:39:24 PM
beautiful, Really going to put this to good use.  :)
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Dr. Z on April 07, 2016, 05:23:47 PM
Official Alpha 13 update bump.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Andy_Dandy on April 07, 2016, 05:32:53 PM
I suggest a rather high component cost on these advanced turrets, both for balancing and realism.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Topper on April 10, 2016, 12:50:59 AM
Will the boomrat launch needs to be reworked with the differnt gfx for boomrats ? I kindly perfered the rat ones to the green bulbous ones.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: MarineStardust on April 12, 2016, 08:41:41 PM
i do hope this mod is updated for alpha 13. :) i love using the shotgun and sniper turret
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Marnador on April 14, 2016, 02:51:45 AM
I would definitely get on it as soon as I find the time :)
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Andy_Dandy on April 14, 2016, 12:29:22 PM
Quote from: Marnador on April 14, 2016, 02:51:45 AM
I would definitely get on it as soon as I find the time :)

Wonderfull to see you back, dear fellow. Remember that new tech prereq is needed. I of course suggest the turret techs to be high end reasearch table content.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: MarineStardust on April 14, 2016, 02:18:34 PM
that good, just waiting for this mod as well as EdB Interface and EdB Prepare Carefully to be updated for alpha 13 before i start playing rimworld
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: sjohne on April 15, 2016, 07:11:29 AM
This does not work for me with A13. First I can construct all of the turrets without conducting the research first. Second since none of the turrets cost components it's quite overpowered. It also gives me some errors in the description :-(. This is my favorite turret mod, any chance you'll fix the bugs?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: mo0504 on April 15, 2016, 08:57:37 AM
Quote from: sjohne on April 15, 2016, 07:11:29 AM
This does not work for me with A13. First I can construct all of the turrets without conducting the research first. Second since none of the turrets cost components it's quite overpowered. It also gives me some errors in the description :-(. This is my favorite turret mod, any chance you'll fix the bugs?


Have you read 3 posts above yours?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Jan2607 on April 15, 2016, 07:11:28 PM
Quote from: sjohne on April 15, 2016, 07:11:29 AM
This does not work for me with A13. First I can construct all of the turrets without conducting the research first. Second since none of the turrets cost components it's quite overpowered. It also gives me some errors in the description :-(. This is my favorite turret mod, any chance you'll fix the bugs?

The reason for this is that this mod is not updated to Alpha 13 yet. Alpha 13 changed a lot of stuff, so the mod will not work with the current Alpha at the moment. But as Marnador stated above he will update it soon.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: sjohne on April 15, 2016, 09:18:52 PM
I am sorry I assumed that Dr. Z's post "Official Alpha 13 update bump." meant that the mod was updated and that the post title was just not changed yet. I didn't realize Mr. Z wasn't actually the modder :-D. Thanks for pointing my mistake out and thanks for Marnador for the hard work! :-)
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Jan2607 on April 16, 2016, 02:01:14 PM
Jaxxa made an update for this mod:

https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265

I will give it a try.

Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: oronnoro2 on April 16, 2016, 05:12:55 PM
I would love to have this updated as well. Thank you for creating this mod. =)
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: WHiZ on April 18, 2016, 12:34:22 PM
jaxxa's a13 update to the mod works great!
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Jaxxa on April 18, 2016, 10:02:20 PM
Glad you like it, and thanks to Marnador for making the original and allowing me to update it.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Justas love on April 25, 2016, 02:23:47 PM
A13?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: top_hat_tomato on April 25, 2016, 05:37:57 PM
Quote from: Justas love on April 25, 2016, 02:23:47 PM
A13?

I've found no problems with the A12d version running on A13. The only difference is that the turrets should not have any possibility of breaking down like vanilla turrets in A13.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Justas love on April 25, 2016, 05:59:37 PM
Ok thanks!
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: teqwolf on April 29, 2016, 08:01:07 AM
Missing Turret Head.

Only using PrepareCarefully and More Vanilla Turrets mod.

Sorry that I can't provide more info at this time. Just wanted to get this graphical issue documented, but I will be tinkering around Sunday and Monday to figure out why the turret also seems unresponsive to raiders.

Other bug to be tested, my screen goes red and my nameplates are the only thing left to display on a blurred red screen when more than one turret is on my screen at a time.

Output_Log quotes as such REPEATEDLY:

Exception drawing MilitaryTurretGun327129: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.Building_TurretGun.Draw () [0x00000] in <filename unknown>:0

  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PS: Thanks for the mod. Love it. Personal favorite is putting shredders around a mech pod. >:D

[attachment deleted by admin - too old]
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Snownova on April 29, 2016, 09:41:13 AM
Are you using the A13 version from the Enhanced Development pack?
https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: DepOpt on May 05, 2016, 01:14:25 PM
Quote from: teqwolf on April 29, 2016, 08:01:07 AM
Missing Turret Head.

Only using PrepareCarefully and More Vanilla Turrets mod.

Sorry that I can't provide more info at this time. Just wanted to get this graphical issue documented, but I will be tinkering around Sunday and Monday to figure out why the turret also seems unresponsive to raiders.

Other bug to be tested, my screen goes red and my nameplates are the only thing left to display on a blurred red screen when more than one turret is on my screen at a time.

Output_Log quotes as such REPEATEDLY:

Exception drawing MilitaryTurretGun327129: System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.Building_TurretGun.Draw () [0x00000] in <filename unknown>:0

  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

PS: Thanks for the mod. Love it. Personal favorite is putting shredders around a mech pod. >:D

Same issue with the turret head. Using Rimsenal, Epoe and "A Dog Said...", so unlikely to be PrepareCarefully causing it. And I'm using the version posted in this thread. Also worth noting is that it was possible to build the turrets before researching them, and researching them did not fix the issue.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: clearskiesnl on May 06, 2016, 02:52:44 PM
I cant man the gun complex in A13
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: trollsamaa on May 09, 2016, 10:34:57 PM
Quote from: clearskiesnl on May 06, 2016, 02:52:44 PM
I cant man the gun complex in A13
I (was) having the same issue.
So I replaced the version from this link with the one from Enhanced Development (link below)**
now it works fine. Im guessing there is just some conflict with the A12d version responsible.





**  https://ludeon.com/forums/index.php?topic=18995.msg207265#msg207265
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Elixiar on May 16, 2016, 06:05:40 PM
I need this mod back in my life.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Clibanarius on May 16, 2016, 07:46:37 PM
Okay, so why don't you use the updated version from ED? The one that works for A13? The one that exists right now?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Marnador on July 23, 2016, 07:50:26 AM
Its been a while bit there is a new 1.7 version coming.
What's to come?
New Blast turret, cost tweaking, tech tree overhaul, slight graphical changes to both rocket and gun complexes by making their base slightly different from each other, and more damage tweaking.
Also made a proper mod banner/logo
(http://img.photobucket.com/albums/v166/sod.x/MoreVanillaTurretsLogo.png)
When done it would be updated here and uploaded to Steam Workshop.
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: 123nick on July 23, 2016, 07:54:57 AM
Quote from: Marnador on July 23, 2016, 07:50:26 AM
Its been a while bit there is a new 1.7 version coming.
What's to come?
New Blast turret, cost tweaking, tech tree overhaul, slight graphical changes to both rocket and gun complexes by making their base slightly different from each other, and more damage tweaking.
Also made a proper mod banner/logo
(http://img.photobucket.com/albums/v166/sod.x/MoreVanillaTurretsLogo.png)
When done it would be updated here and uploaded to Steam Workshop.

this is awesome! i cant wait, right now im using some updated version of the mod, that someone updated for A14, and seemingly works well. still, i am excited :)
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Slye_Fox on July 23, 2016, 11:05:43 AM
Oooo, I'd just like to give a reminder that there is Tribal start scenario for when you do the tech tree(I noticed a fair few modders forget this was added & they need to make their stuff require the electricity tech minimum).
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: jouki on July 23, 2016, 01:05:35 PM
is it going to be on steam workshop?
Title: Re: [A12d] More Vanilla Turrets (v1.6.3 25/11/2015)
Post by: Marnador on July 24, 2016, 08:21:57 AM
Mod has been updated to version 1.7 :)
Quote from: jouki on July 23, 2016, 01:05:35 PM
is it going to be on steam workshop?
And yes, there it is!
http://steamcommunity.com/sharedfiles/filedetails/?id=730528968&searchtext=
Title: Re: [A14] More Vanilla Turrets (v1.7 24/7/2016)
Post by: Marnador on July 25, 2016, 02:08:52 AM
I had only so much time to test it on my own, if something is off feel free to let me know!
The first page was updated with all the new stats btw.
Title: Re: [A14] More Vanilla Turrets (v1.7 24/7/2016)
Post by: 123nick on July 25, 2016, 05:58:43 AM
hey marnador, i have a question. on your screenshots you have what appears too be a normal vulcan turret, but with a octagonal base, and i havent seen anything about it on the workshop or forums.
Title: Re: [A14] More Vanilla Turrets (v1.7 24/7/2016)
Post by: Marnador on July 25, 2016, 07:47:10 PM
Quote from: 123nick on July 25, 2016, 05:58:43 AM
hey marnador, i have a question. on your screenshots you have what appears too be a normal vulcan turret, but with a octagonal base, and i havent seen anything about it on the workshop or forums.
I could be late with this one but back on workshop I replied that you could press "Q" (default rotation key) and it switches between the two bases while you're placing the building :)
Title: Re: [A14] More Vanilla Turrets (v1.7 24/7/2016)
Post by: 123nick on July 29, 2016, 01:31:15 PM
Quote from: Marnador on July 25, 2016, 07:47:10 PM
Quote from: 123nick on July 25, 2016, 05:58:43 AM
hey marnador, i have a question. on your screenshots you have what appears too be a normal vulcan turret, but with a octagonal base, and i havent seen anything about it on the workshop or forums.
I could be late with this one but back on workshop I replied that you could press "Q" (default rotation key) and it switches between the two bases while you're placing the building :)

woah, thats pretty cool :)
Title: Re: [A14] More Vanilla Turrets (v1.7.3 31/7/2016)
Post by: Jozay on August 06, 2016, 09:50:33 AM
Hi,
Thanks for this mod  ;D

I made a French translation for the More Vanilla Turrets mod ! (https://github.com/MossieuLeblanc/More-Vanilla-Turrets-fr)

Bye  ;)
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: alpha_omega on August 30, 2016, 01:57:07 PM
Hi Jozay!

Would you be willing to post a download link to the A14 version of this mod?!  When steam updated to A15 it toasted my colony, so I am trying to go back and collect all the A14 mods I was using....

Thanks for your great work!
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Dave-In-Texas on August 30, 2016, 02:11:36 PM
thanks for your work, this makes the game feel more.. complete.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: SpaceDorf on August 30, 2016, 03:23:12 PM
I think your dropbox link is screwed up ..
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Drakeir on August 31, 2016, 06:36:18 AM
Could you upload an A14 version of this mod? I lost my save when the A15 update happened, and this is the last mod I need to get back to my old colony.

Thanks for all your hard work bringing this wonderful mod to the community.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: motionsickness on August 31, 2016, 01:17:01 PM
I also came here for the A14 version :) I started a colony just before the update and  I  wanna see how far can I take it before updating
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Deimos Rast on August 31, 2016, 02:18:08 PM
Quote from: motionsickness on August 31, 2016, 01:17:01 PM
I also came here for the A14 version :) I started a colony just before the update and  I  wanna see how far can I take it before updating

Quote from: Drakeir on August 31, 2016, 06:36:18 AM
Could you upload an A14 version of this mod? I lost my save when the A15 update happened, and this is the last mod I need to get back to my old colony.
Thanks for all your hard work bringing this wonderful mod to the community.

Luckily I created a backup of some ~150 mods the moment A15 hit, so...*plop*
This is Version: 1.7.4 for RimWorld A14, the last version before A15 I believe.
Also, I don't see a license listed anywhere in the OP or in the download, but naturally if I'm in violation of it (or even if I'm not and you just don't want this around any more), let me know, and this disappears!

So, here is the last A14 version of MoreVanillaTurrets by Marnador.
https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0 (https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0)
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: motionsickness on August 31, 2016, 02:25:04 PM
Quote from: Deimos Rast on August 31, 2016, 02:18:08 PM
Quote from: motionsickness on August 31, 2016, 01:17:01 PM
I also came here for the A14 version :) I started a colony just before the update and  I  wanna see how far can I take it before updating

Quote from: Drakeir on August 31, 2016, 06:36:18 AM
Could you upload an A14 version of this mod? I lost my save when the A15 update happened, and this is the last mod I need to get back to my old colony.
Thanks for all your hard work bringing this wonderful mod to the community.

Luckily I created a backup of some ~150 mods the moment A15 hit, so...*plop*
This is Version: 1.7.4 for RimWorld A14, the last version before A15 I believe.
Also, I don't see a license listed anywhere in the OP or in the download, but naturally if I'm in violation of it (or even if I'm not and you just don't want this around any more), let me know, and this disappears!

So, here is the last A14 version of MoreVanillaTurrets by Marnador.
https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0 (https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0)

Thank you, random person on the internet! <3
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Drakeir on August 31, 2016, 06:06:31 PM
Quote from: Deimos Rast on August 31, 2016, 02:18:08 PM
Quote from: motionsickness on August 31, 2016, 01:17:01 PM
I also came here for the A14 version :) I started a colony just before the update and  I  wanna see how far can I take it before updating

Quote from: Drakeir on August 31, 2016, 06:36:18 AM
Could you upload an A14 version of this mod? I lost my save when the A15 update happened, and this is the last mod I need to get back to my old colony.
Thanks for all your hard work bringing this wonderful mod to the community.

Luckily I created a backup of some ~150 mods the moment A15 hit, so...*plop*
This is Version: 1.7.4 for RimWorld A14, the last version before A15 I believe.
Also, I don't see a license listed anywhere in the OP or in the download, but naturally if I'm in violation of it (or even if I'm not and you just don't want this around any more), let me know, and this disappears!

So, here is the last A14 version of MoreVanillaTurrets by Marnador.
https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0 (https://www.dropbox.com/s/fz4h2o5vb04h7ml/MoreVanillaTurrets%5B1.7.4%5D.zip?dl=0)

Thank you! I'm glad you had more foresight than me.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Exende on August 31, 2016, 06:45:36 PM
say, what's the difference between this mod and the one made by Skullywag?
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Marnador on August 31, 2016, 07:40:43 PM
Sorry for broken link earlier. I will have the A14 link on the main page, and I will keep doing that for older versions in the future.
Quote from: Exende on August 31, 2016, 06:45:36 PM
say, what's the difference between this mod and the one made by Skullywag?
Got a link the the mod? Might be able to answer that.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Deimos Rast on August 31, 2016, 09:03:43 PM
Quote from: Marnador on August 31, 2016, 07:40:43 PM
Sorry for broken link earlier. I will have the A14 link on the main page, and I will keep doing that for older versions in the future.
Got a link the the mod? Might be able to answer that.
maybe he means Jaxxa's version of this mod? Skully doesn't have a turret mod iirc.
I'll kill my link since the need has passed.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Jaxxa on August 31, 2016, 09:07:30 PM
Quote from: Deimos Rast on August 31, 2016, 09:03:43 PM
Quote from: Marnador on August 31, 2016, 07:40:43 PM
Sorry for broken link earlier. I will have the A14 link on the main page, and I will keep doing that for older versions in the future.
Got a link the the mod? Might be able to answer that.
maybe he means Jaxxa's version of this mod? Skully doesn't have a turret mod iirc.
I'll kill my link since the need has passed.

That would be my guess.
Now that Marnador is back and updating this mod I am not planning to update my version to A15.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Exende on September 01, 2016, 06:56:40 PM
Quote from: Jaxxa on August 31, 2016, 09:07:30 PM
Quote from: Deimos Rast on August 31, 2016, 09:03:43 PM
Quote from: Marnador on August 31, 2016, 07:40:43 PM
Sorry for broken link earlier. I will have the A14 link on the main page, and I will keep doing that for older versions in the future.
Got a link the the mod? Might be able to answer that.
maybe he means Jaxxa's version of this mod? Skully doesn't have a turret mod iirc.
I'll kill my link since the need has passed.

That would be my guess.
Now that Marnador is back and updating this mod I am not planning to update my version to A15.

yeah, my mistake, it was your mod!  apologies!!
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: shadowstitch on September 18, 2016, 02:38:56 AM
This may be a stupid question, but I couldn't find an answer anywhere in the thread.
Are the "Gun Complex" turrets' accuracy determined by the ranged skill of the pawn manning them, or do they have their own accuracy like standalone turrets, but simply require a pawn to be present in order for them to activate?
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: SpaceDorf on September 23, 2016, 07:27:42 PM
And does the Boomrat Complex work with A15 or will you update ?
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Dingo on October 08, 2016, 09:50:07 PM
You're missing abstract bases in your building XMLs. This can cause errors and issues for users long-term. You should put one copy of every base you use in your XMLs (they do not inherit from the Core folder!)

ex. BuildingBase, FloorBase, BaseHumanGun etc.

*Also posted on Steam Workshop for maximum visibility.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Andy_Dandy on November 03, 2016, 02:42:41 PM
I'd love to see the mod turrets more expensive now that the vanilla game turret is both nerfed and made more expensive.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: jmababa on November 06, 2016, 06:18:28 PM
Quote from: Andy_Dandy on November 03, 2016, 02:42:41 PM
I'd love to see the mod turrets more expensive now that the vanilla game turret is both nerfed and made more expensive.

Yea I like it more expansive too heck It should outmatch medieval turret the balista in many ways but it doesn't can't move this to siege area and its same as devestator mortar heck I'll just use ballista easier to reserch and build dosen't eat my components away. Also when I'm fring a grenade launcher from RT weapons its better than your blast turret more range add range to it.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: sulusdacor on November 24, 2016, 04:37:55 AM
hey, like your work, love the textures. fit the vanilla game super well.

one small suggestion, you should add some sort of "round arrow" or other universal symbol to the menu icon of the vulcan cannon to indicate you can rotate to switch the textures of its base. was stumbling across this feature more by accident, but like it very much ;)
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: shadowstitch on November 30, 2016, 06:50:35 PM
I hadn't played a whole lot with this mod in A15, but now that I'm using it for some pretty sturdy base defenses, I'm noticing something strange.

I use drafted, shielded melee pawns as my turret gunners. If they are hit by a stray bullet, even if they have full shields left, they will simply stop "using" the gun and stand there until they are either shot to death or I manually order them to man the turret again. I'm pretty sure they didn't do this in A14; they would just keep firing even when the enemy was right on top of them and firing pistols point-blank at their shields.

Anyone have any idea why this might be occurring all of a sudden? Is it possibly related to some new behavioral tic in A15? 
I don't have many other mods, and none that I can imagine would interfere with this one, no other weapon, combat or turret mods. I've tried a few things, like moving the mod to the top and bottom of the mod list, and it still occurs even in debug testing, like if I build a small fort in god mode and then trigger a raid. I haven't tried a fresh reinstall or disabling all my other mods to see if it changes anything, but if no one else has seen this behavior, that's going to be my next step.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: Topper on December 18, 2016, 05:15:56 AM
More turrets for a16 ?
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: nightkilla23 on December 21, 2016, 02:57:08 PM
Will this be updated to A16 soon? I've grown so use to the turrets its strange without them.
Title: Re: [A15] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Marnador on December 22, 2016, 04:59:17 PM
Updated to Alpha16
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Beathrus on December 22, 2016, 05:12:13 PM
Does it need a new game?
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Marnador on December 22, 2016, 05:18:54 PM
Quote from: Beathrus on December 22, 2016, 05:12:13 PM
Does it need a new game?
I would suggest saving before trying, in the past a few people got some buggy results while enabling it for existing game.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Dimbledorf on December 22, 2016, 05:47:14 PM
can you release a combat realism compatibility patch?
thanks in advance
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Beathrus on December 22, 2016, 06:10:45 PM
Quote from: Marnador on December 22, 2016, 05:18:54 PM
Quote from: Beathrus on December 22, 2016, 05:12:13 PM
Does it need a new game?
I would suggest saving before trying, in the past a few people got some buggy results while enabling it for existing game.

Okay, Thanks!
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: dengus on December 24, 2016, 05:08:12 PM
Is the research tree getting cut off for anyone else?
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Beathrus on December 24, 2016, 11:35:48 PM
Quote from: dengus on December 24, 2016, 05:08:12 PM
Is the research tree getting cut off for anyone else?

It happens for me too.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: kenshinoh on December 25, 2016, 12:11:26 AM
Quote from: Beathrus on December 24, 2016, 11:35:48 PM
Quote from: dengus on December 24, 2016, 05:08:12 PM
Is the research tree getting cut off for anyone else?

It happens for me too.

It's pretty hard to click the  Icon but  not entirely cut off for me ...
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Knedl on December 25, 2016, 03:38:45 AM
one research - military grade turrets is off the research screen for everyone I guess. I didn't check the code but I think it could be easy to solve by just changing the "cords" in the research screen.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: FrankDrebin on December 25, 2016, 06:08:26 AM

I would love to see combat realism compatibility patch with this!

Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Jiangshi on December 30, 2016, 06:50:57 PM
Hey, logged in specifically to say this. While playing in A16 and messing around with DevMode I found out that the turrets won't attack? I'm not sure if this is an individual case but I found it particularly annoying since they won't do anything except for turning here and there. If it's important these are the mods I'm using:

Additional Joy Objects

Clutter Structures

Combat Realism

ED-Laser Drill

Glitter Tech

EPOE Hardmode

More Vanilla Turrets

Quality Builder

Vegetable Garden

Old Research List

Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Jiangshi on December 30, 2016, 07:21:13 PM
Quote from: Jiangshi on December 30, 2016, 06:50:57 PM
Hey, logged in specifically to say this. While playing in A16 and messing around with DevMode I found out that the turrets won't attack? I'm not sure if this is an individual case but I found it particularly annoying since they won't do anything except for turning here and there. If it's important these are the mods I'm using:

Additional Joy Objects

Clutter Structures

Combat Realism

ED-Laser Drill

Glitter Tech

EPOE Hardmode

More Vanilla Turrets

Quality Builder

Vegetable Garden

Old Research List

Quote from: Jiangshi on December 30, 2016, 06:50:57 PM
Hey, logged in specifically to say this. While playing in A16 and messing around with DevMode I found out that the turrets won't attack? I'm not sure if this is an individual case but I found it particularly annoying since they won't do anything except for turning here and there. If it's important these are the mods I'm using:

Additional Joy Objects

Clutter Structures

Combat Realism

ED-Laser Drill

Glitter Tech

EPOE Hardmode

More Vanilla Turrets

Quality Builder

Vegetable Garden

Old Research List

Also, loads of these popped up when I spawned a thrasher in front of a row of precision and military turrets:

Exception ticking PrecisionTurretGun57781: System.InvalidCastException: Cannot cast from source type to destination type.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Nanao-kun on December 30, 2016, 08:12:51 PM
Your problem is probably Combat Realism, Jiangshi.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: terkmc on January 01, 2017, 08:15:45 AM
Just a small suggestion but maybe expand the manned turret line? I love the idea of the manned turrets also going up in tech level to things like auto grenade launcher, machine guns, flaks or things like that to compete with the auto turrets. Maybe something like a machine gun nest with sand bags and smaller space, or even bigger auto cannons with gun shield and things like that.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Cook The NightHunter on January 07, 2017, 04:44:22 AM
With this mod,
NOTHING CAN STOP ME MUAHAHAHAHAH

(seriously, thank you for creating this mod ITS DAMN AMAZING)
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: lllMWNlll on January 13, 2017, 10:28:28 AM
Hey!
I got some red lines from your mod:

https://gist.github.com/2197d222ad544935660e9745f9a48ddc

I'm testing several mods testing their compatibility together. I just included yours at this sequence:

hugslib; colony manager; animal tab; medical tab; blueprints; fluffy breaksdowns; area unlocker; better pathfinding; better pawn controls; quality builder; research list; fashionRIMlista; garden resources a16; remote explosives; ghxx tech advancing; tiled soil; defensive positions; additional joy objects; chemichal & neutroamine; medieval times; numbers ;GlitterTech ;Expanded Prosthetic Organ Enginnering ;A Dog Said... ;CK- Animal and Plant Pack ;CoreDriller ; CoreDriller Glitter Tech Addon;

I still going to test another 17 mods together.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Der Failer on January 13, 2017, 03:02:34 PM
Just noticed that your mod suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Justas love on January 21, 2017, 03:05:22 PM
Will there be a CR patch?
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: BlackGyver on January 21, 2017, 07:37:51 PM
Hello!

The Vulcan cannon, despite requiring a minimal distance to shoot, can still hurt things within that radius (pawns, furniture) if it shoots at something further away on the same axis. Can that be changed somehow?
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: McGuffin on February 06, 2017, 02:02:23 PM
hi there
I really like the mod and its general balance
But, I might be blind, I can't find the ammo for the rocket complex in A16, ...  I am missing something and if yes, where?
thx!
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Dagoras on February 06, 2017, 02:56:44 PM
McGuffin,

it uses the normal mortar shells that the mortars use aswell, no extra ammo for it.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: McGuffin on February 06, 2017, 03:22:03 PM
oh ...
That is odd (or buggy), because I actually tried to put some mortar shells just next to a rocket complex, and the game said something like: "no ammo found".
Maybe I did something wrong...
thx anyway
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: Dagoras on February 06, 2017, 06:52:17 PM
I actually tried it again, and my Plasteel Rocket complex uses Mortar shells, i placed them 2 tiles next to it in the item shelf and my pawn grabs one, loads it in and fires it, then goes to grab the next one, so the error is on your side, maybe your pawns just cant reach them? or they arent allowed to grab them? Or they simply dont find them for some reason.
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: McGuffin on February 07, 2017, 04:25:00 AM
I found the issue:
When I get attacked I usually set a safe perimeter for my pawn, and draft the pawn I need for defenses.
Drafted pawn are not restricted by the zone limitation, but the shells must be in the limited zone, otherwise they can't be reached. (not sure it's clear, english is not my main language ;) )
Title: Re: [A16] More Vanilla Turrets (v1.7.6 22/12/2016)
Post by: dasdas on February 07, 2017, 09:14:37 AM
After i installed more vanilla turret i got a problem, all the mortar doesn't deal damage anymore they can shot but nothing happen after that. Here's the debug log :
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] More Vanilla Turrets (v1.7.7 24/2/2017)
Post by: Marnador on February 23, 2017, 06:43:14 PM
Updated to 1.7.7 all the changes are on the first post :)
Title: Re: [A16] More Vanilla Turrets (v1.7.7 24/2/2017)
Post by: Mitsael on March 08, 2017, 04:35:30 PM
Hola un saludo... Disculpen no hablo muy bien el ingles, pero si quería informa de un error de incompatibilidad con el MOD "Fertile Fields" ya que poseen el mismo nombre "Shallow" y quería saber como puedo arreglarlo. Por ahora modifique el archivo XML del MOD "Fertile Fields" eliminando la línea de programación pero... ¿Esta bien así?
Title: Re: [A16] More Vanilla Turrets (v1.7.7 24/2/2017)
Post by: kirohq on March 09, 2017, 05:01:23 AM
I would like to receive files from the folder "Languages" in English for translation into Russian =)
Title: Re: [A16] More Vanilla Turrets (v1.7.7 24/2/2017)
Post by: faltonico on March 09, 2017, 05:38:45 AM
Quote from: Mitsael on March 08, 2017, 04:35:30 PM
Hola un saludo... Disculpen no hablo muy bien el ingles, pero si quería informa de un error de incompatibilidad con el MOD "Fertile Fields" ya que poseen el mismo nombre "Shallow" y quería saber como puedo arreglarlo. Por ahora modifique el archivo XML del MOD "Fertile Fields" eliminando la línea de programación pero... ¿Esta bien así?
Por lo general simplemente borrar no es la mejor opción, mejor es modificar. Tienes que tener en cuenta que si vas a cambiar una linea de código en algún archivo .xml debes asegurarte de que cambies la misma línea en todos los demás .xml del mod. También tienes que tener en cuenta que si el mod tiene archivos .dll y la línea sin modificar está referenciada ahí entro de ese archivo, no te va a funcionar el cambio, en ese caso tendrías que modificar el dll, pero eso ya eso es un poco mas complicado y necesitarías el código fuente.
Title: Re: [A16] More Vanilla Turrets (v1.7.7 24/2/2017)
Post by: Mitsael on March 09, 2017, 10:45:32 AM
Quote from: faltonico on March 09, 2017, 05:38:45 AM
Quote from: Mitsael on March 08, 2017, 04:35:30 PM
Hola un saludo... Disculpen no hablo muy bien el ingles, pero si quería informa de un error de incompatibilidad con el MOD "Fertile Fields" ya que poseen el mismo nombre "Shallow" y quería saber como puedo arreglarlo. Por ahora modifique el archivo XML del MOD "Fertile Fields" eliminando la línea de programación pero... ¿Esta bien así?
Por lo general simplemente borrar no es la mejor opción, mejor es modificar. Tienes que tener en cuenta que si vas a cambiar una linea de código en algún archivo .xml debes asegurarte de que cambies la misma línea en todos los demás .xml del mod. También tienes que tener en cuenta que si el mod tiene archivos .dll y la línea sin modificar está referenciada ahí entro de ese archivo, no te va a funcionar el cambio, en ese caso tendrías que modificar el dll, pero eso ya eso es un poco mas complicado y necesitarías el código fuente.

Si es verdad, no me ha funcionado... Supongo que es por eso del .dll ya que borre todas las lineas de este mod XML con el nombre "Shallow moat".. No me afecta mucho en el juego salvo una pequeña zona que coloque con agua y ya no puedo borrar, lastima porque los dos mod tienen cosas que me gustan pero no se pueden usar por separado
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: Marnador on April 04, 2017, 09:30:49 PM
Updated to 1.8.0 with some new stuff!
Changes are updated in the first post.
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: AngleWyrm on April 04, 2017, 10:08:25 PM

(https://s6.postimg.org/kha7ut2hd/gargoyle.jpg)


    I see something that is
    less than what it once was
    and more trouble to use

    Looks like the beginning of the end to me.
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: faltonico on April 04, 2017, 10:15:23 PM
I'm not really sure to update.

Edit:
QuoteCell cost = 2 component
Hell no, thank you anyway xD
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: Marnador on April 04, 2017, 11:06:51 PM
Had to be done, Devastators felt a little too easy to maintain considering you're getting a burst of 5 shells with tighter spread of 8 cells instead of 12.
Even with the ammo disadvantage cells are still more safe.
That said, I looked through the numbers again and 2 components is a bit expensive, I'll drop it down to 1 component instead.
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: faltonico on April 05, 2017, 05:34:50 AM
Quote from: Marnador on April 04, 2017, 11:06:51 PM
Had to be done, Devastators felt a little too easy to maintain considering you're getting a burst of 5 shells with tighter spread of 8 cells instead of 12.
Even with the ammo disadvantage cells are still more safe.
That said, I looked through the numbers again and 2 components is a bit expensive, I'll drop it down to 1 component instead.
This is your mod, i'll just take the bits i want and leave the rest untouched.
But i have to say that I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Devastator mortars were barely useful already with their HUUUge cooldown, the only setup i found them to be bearable were with at least 2 (up to 4 later on), turned off when not in use, together with a bunch of regular mortars and an AMP mortar. I usually get to apply one spray on top of a "preparing" raid after they start to move, by the time i'm able to volley the second round they are already moving or almost getting to my base, and the effectiveness of any mortar after the target starts to move is severely limited so most of the times i don't even bother to spray twice.
They are more useful though for ship parts, and that is until mechs starts to move, so i use them in conjunction with an AMP mortar to stun them and spray some more (i have to make sure my pawn is well fed and in a good mood cause that usually takes a while), the downside is that you lose a lot of the loot (blades and bodies).

Changing their power consumption to 0 means nothing if you have to have the crafting station that uses even more power, now, for me making them more difficult to maintain will not worth the effort to even spend that ludicrous amount of time researching them, i would rather spray the whole area with a dozen of regular mortars even if the spread radius is bigger, they are cheaper and more importantly, the ammo is way easier/faster to craft.
Title: Re: [A16] More Vanilla Turrets (v1.8.0 5/4/2017)
Post by: Dragoon on April 05, 2017, 10:19:11 AM
Quote from: faltonico on April 05, 2017, 05:34:50 AM
But i have to say that I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

+1
Title: Re: [A16] More Vanilla Turrets (v1.8.1 5/4/2017)
Post by: Igan on April 05, 2017, 11:39:36 AM
Quote from: Marnador on April 04, 2017, 11:06:51 PM
Had to be done, Devastators felt a little too easy to maintain considering you're getting a burst of 5 shells with tighter spread of 8 cells instead of 12.
Even with the ammo disadvantage cells are still more safe.
That said, I looked through the numbers again and 2 components is a bit expensive, I'll drop it down to 1 component instead.

Why don't repurpose the old mortar shells? By the time you got the Devastator Mortar, usually you already have been using the normal mortars for a while, and possibly have a nice amount of shells stored. Even more, possibly obtained them either by buying them from pirate merchants and looting from failed sieges.

In the late game, components are somewhat scarse and a pain in the ass to fabricate from scratch. Mortar shells are more abunants.

It could be 1 mortar sheel + a nice amount of silver to produce the cells, since practically the 5 kW of power we are consuming is spent in "overcharging" the shells.
Title: Re: [A16] More Vanilla Turrets (v1.8.1 5/4/2017)
Post by: mykys on April 07, 2017, 08:44:48 AM
Is there an available A15 version? Or will this also work enough ?
Title: Re: [A16] More Vanilla Turrets (v1.8.2 10/4/2017)
Post by: Topper on May 07, 2017, 06:59:15 AM
Hopefully a A17 one too :)
Title: Re: [A16] More Vanilla Turrets (v1.8.2 10/4/2017)
Post by: Andy_Dandy on May 18, 2017, 02:52:31 AM
Someone tested if the mod works for Alpha 17 Unstable?
Title: Re: [A17] More Vanilla Turrets (v1.8.3 26/5/2017)
Post by: McGuffin on May 26, 2017, 02:21:27 PM
thank you very much for the A17 update.

Quicknote: could you consider to use a specific research tab for the mod?

thx again!
Title: Re: [A17] More Vanilla Turrets (v1.8.3 26/5/2017)
Post by: JohnDoe on May 28, 2017, 11:13:37 AM
Not sure if this is working as intended, but things like Vulcan cannon gun and Gun complex gun can be found as individual items in item caches.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Traditionology on May 30, 2017, 07:11:05 PM
Hey! Love your mod, been using it for a while now. Thanks for the quick update. Why'd the moats change to mud moats?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Love on May 30, 2017, 07:49:15 PM
Quote from: Traditionology on May 30, 2017, 07:11:05 PM
Hey! Love your mod, been using it for a while now. Thanks for the quick update. Why'd the moats change to mud moats?

Probably the introduction of rivers.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: TOWC on June 01, 2017, 03:17:42 PM
The last time I had this mod, the work amount for every turret construction was only 1. Are those variables fixed in this version?:
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Dimbledorf on June 01, 2017, 04:10:19 PM
is there any chance that we can get a combat realism patch?
also if someone tried it with Combat Realism, can you tell me if it works/is balanced
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Ignoral on June 02, 2017, 09:45:42 AM
I got an item cache located at X message, one of the items included was a gun complex, however, it's just the heavy machine gun from the complex and not the entire item itself. I can't place it so it's currently just taking up storage space.

(https://i.gyazo.com/f7597c8a426c0151c8b99140452a3a9d.png)

Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: kd5crs on June 12, 2017, 09:06:45 PM
To further balance this mod, I changed GunTurrets and GunComplex to require Machining. It seems to work pretty well, keep the early game challenging.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Robloxsina66 on June 12, 2017, 09:36:06 PM
Quote from: Ignoral on June 02, 2017, 09:45:42 AM
I got an item cache located at X message, one of the items included was a gun complex, however, it's just the heavy machine gun from the complex and not the entire item itself. I can't place it so it's currently just taking up storage space.

(https://i.gyazo.com/f7597c8a426c0151c8b99140452a3a9d.png)

how did you make it like that?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Fregrant on June 13, 2017, 12:49:07 AM
Hm, back in A16 I was able to craft a lazer turret gun in another turret mod (https://ludeon.com/forums/index.php?topic=6770.0). It even worked.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: bullet on June 13, 2017, 05:34:49 AM
Seems like this guns from the turret bases can be generated and appears on the map events in the stash
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Raf's on June 14, 2017, 01:40:23 PM
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: bullet on June 14, 2017, 01:45:57 PM
"50 Cal, 155mm Howitzer..." seems like it's another mod, Not this
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Fregrant on June 14, 2017, 06:28:00 PM
https://ludeon.com/forums/index.php?topic=30720.0
That one I think
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Raf's on June 15, 2017, 12:17:56 PM
Quote from: Fregrant on June 14, 2017, 06:28:00 PM
https://ludeon.com/forums/index.php?topic=30720.0
That one I think
Ho yea sorry i messed up.
Title: Re: [A15] More Vanilla Turrets (v1.7.5 28/8/2016)
Post by: havock89 on June 18, 2017, 01:37:14 PM
Quote from: shadowstitch on September 18, 2016, 02:38:56 AM
This may be a stupid question, but I couldn't find an answer anywhere in the thread.
Are the "Gun Complex" turrets' accuracy determined by the ranged skill of the pawn manning them, or do they have their own accuracy like standalone turrets, but simply require a pawn to be present in order for them to activate?

No it doesn't.. the gun complex have its own accuracy, so better puts those melees manning them ;)
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: gourmat on June 24, 2017, 06:11:16 AM
while using the gun complex it reduces the shooting skills of the pawn using it...not sure if that's intended? :)
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Grabarz on July 06, 2017, 05:32:29 AM
Hello there i got some kind of errors
XML error: <turretBurstCooldownTicks>6</turretBurstCooldownTicks> doesn't correspond to any field in type BuildingProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: <turretBurstCooldownTicks>500</turretBurstCooldownTicks> doesn't correspond to any field in type BuildingProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: <turretBurstWarmupTicks>200</turretBurstWarmupTicks> doesn't correspond to any field in type BuildingProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

like those ...
I got some questions also

Is it possible to create vulcan cannon made of plasteel or gold or uranium ? i
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Jan2607 on September 05, 2017, 07:56:57 PM
I build a precision turret and tested it against an ostrich. The ostrich was in open space without cover. It was daytime and really good sight conditions. But the turret didn't hit the ostrich once in 30 shots. That's not very precise...
I thought, it would be a good sniper turret with around every second shot a hit. But with this awful hit chance it seems to be useless :(
My colonist with the lowest shooting skill would've performed better...
Maybe the accuracy should be increased?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Sinclair200 on September 05, 2017, 08:43:23 PM
hey hey could it be compatible with CE soon? let me know if possible thanks
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: LiteEmUp on September 06, 2017, 03:34:46 AM
Quote from: Jan2607 on September 05, 2017, 07:56:57 PM
I build a precision turret and tested it against an ostrich. The ostrich was in open space without cover. It was daytime and really good sight conditions. But the turret didn't hit the ostrich once in 30 shots. That's not very precise...
I thought, it would be a good sniper turret with around every second shot a hit. But with this awful hit chance it seems to be useless :(
My colonist with the lowest shooting skill would've performed better...
Maybe the accuracy should be increased?
i don't think the accuracy is not too bad.. im seeing them hit raiders often, they are nearly dead by the time they are in range of my vulcans.. so i don't know why they cant hit an ostritch in 30 shots lol..

So my quick analysis of the turrets

Gun complex: decent range and damage.. i built several of these, and i barely use them due to my autoturrets doing most of the work.. my pawns usually operate the artillery, so i rarely need to operate these.. seems not worth the cost with the space it occupies, better to build military grade turrets as slightly cheaper options and safer for pawns during fights.. can't shoot over walls, unless it is an embrasure.. can't give a solid opinion until i use these often.. only advantage i've seen so far they have is that they dont cost energy to use and can seem to shoot quite often compared to other non-vulcan turrets..

Rocket Complex: good damage and range, plus small AOE effect.. its performance for me seems to justify costs.. can't shoot over walls, unless it is an embrasure.. i use these as non-primary artillery when i get huge raids, otherwise i have a main artillery i rely on over these

Military Grade Turret: will likely be the bread and butter of your base defense.. good damage and range, worth the price to build.. good hp as well, which makes them last abit on battlefield.. only downside is the cooldown, which is longer than vulcan or shredder; therefore you need to have another gun turret like vulcan/shredder to provide cover for these while they are on cooldown..

Shredder Turret: obviously quite lethal on close range, will decap a raider on one shot burst.. good durability as well, since they can take a beating from multiple targets.. and surprisingly a decent range; i have alot of custom weapons from various mods including rt's weapons, and by the time those raiders with those weapons are in range to shoot, they are also in shooting range of the shredder.. alot seems to not recommend these coz they are supposed to be cqb turrets, but i recommend these due to how lethal they are.. you just have to gameplan your killboxes to take advantage of these..

Precision Turret: idk whats everyone's accuracy experience with these turrets, but for me they get the job done.. by the time raiders are in range of my vulcans or other turrets, these sniper turrets have hit critical parts that raiders are 1 shot away from being downed.. range is obviously huge.. cost is abit expensive than military turrets, but the performance so far for me is justified the price i payed.. only downside i've noticed is that they don't have alot of durability; around 800hp with the titanium alloy version(from the titanium+ mod) compared to over 1k for the military/shredder/vulcan.. they go down fast once raiders close in on these turrets.. place them strategically on spots where these are the last turrets raiders has to destroy in order to maximize the sniper turret's potential..

Vulcan Cannon: price is expensive, but IMO definitely worth it.. quite a really good attack range, with only the sniper turret outranging it.. and these suckers hit hard raiders go down really fast once they are on range.. feels like a gun complex coz it keeps shooting till enemies are down, i didn't even noticed how quick the cooldown is that it feels like there is no cooldown lol.. durabiltiy is superb these suckers can take a beating.. with titanium alloy, these vulcans got 3k hp lol.. only downside is that it has a minimum range.. you use military turrets for those to protect these badboys..

Blast Turret: decent AOE effect.. not good attack range, feels like shredder has slight range than this.. quite low durability similar to precision turrets.. cant shoot through walls, unless it is embrasures.. low range means it will be near frontline of base defenses, and with low durability, these turrets gets taken out often first before your military turrets go down.. if you are looking for artillery support, there are better options.. heck even the catapults from medieval times got more usage from me due to being able to shoot through walls..

Devastator Mortars: no comment.. i havent researched these coz i have other research priorities.. and imo, better efficient options..



overall quite a solid mod.. turrets feels balanced and none seemed OP... highly recommended for those who wants to add extra modded stuff without changing vanilla mechanics too much..

for optimal set up ive used on my killbox: 2 vulcans+ 2 military turret in from of it per vulcans, 2-3 sniper turrets per vulcan and preferably behinda vulcan, 1 or 2 rocket complex behind an embrasure, maybe a gun complex behind an embrasure if your started seeing large raids..

Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: victeron on September 10, 2017, 10:01:31 PM
Hey, your photobucket image is broken!  :-\
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Positronium on September 13, 2017, 08:17:34 AM
I'm just gonna put it out there. You can technically build a vulcan turret under a roof, you just need to build the plan then roof it. Can't tell if it's a bug though
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Canute on September 13, 2017, 08:56:46 AM
This bug/feature happen to most building that can't be build under a roof.

If you want explod it, it is your choise.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: maculator on September 15, 2017, 09:28:00 AM
Hi I'd love to translate your mod into german. Can you upload the files somwhere and replace the chinese stuff with something like "Name goes here", "description goes there" etc.? I'd really love to translate it and it would only take a few minutes, but doing it with simplyfied chinese as a basefile is just not a thing I'd like to do :D Simple English would do it too, but not chinese.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Jozay on September 21, 2017, 11:26:50 PM
@maculator you can get translation files here if you want
https://github.com/MossieuLeblanc/More-Vanilla-Turrets-fr/tree/master/Languages

It's been a long time (over 1 year) , but I just tested it in RimWorld, so the translation should work for you (need to update some new things tho)
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: NemesisN on October 11, 2017, 02:02:57 PM
can you help me figure out what mod conflict I am having here ?

https://gist.github.com/anonymous/e7415fa52a5ea8ed4470dce92085cf8e
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: tonsrd on October 11, 2017, 08:03:14 PM
Quote from: NemesisN on October 11, 2017, 02:02:57 PM
can you help me figure out what mod conflict I am having here ?

https://gist.github.com/anonymous/e7415fa52a5ea8ed4470dce92085cf8e

what mod adds gussi is it an item or a pawn ?
my guess is pathing "gussi" to the turret but I have zero idea tho
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: SpaceDorf on October 12, 2017, 03:21:08 AM
System.InvalidCastException: Cannot cast from source type to destination type.

Means there is some Variable the Code cannot apply correctly.

It would help though, if you also added your modlist, because personally I have never experienced this problem with the Vanilla Turrets.

My guess would be either another Turret mod or CE.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: NemesisN on October 12, 2017, 07:08:10 AM
Quote from: SpaceDorf on October 12, 2017, 03:21:08 AM
System.InvalidCastException: Cannot cast from source type to destination type.

Means there is some Variable the Code cannot apply correctly.

It would help though, if you also added your modlist, because personally I have never experienced this problem with the Vanilla Turrets.

My guess would be either another Turret mod or CE.

70 mods

A Dog Said
Additional Joy Object
Allow Tool
Avoid Friendly Fire
Better MiniMap
Blueprints
Camera+
Centralized Climate Control
Clutter Furniture
Clutter Structure
Clutter Structure - Door Stuff
Clutter Structure - Windows
Colony Manager
Combat Extended
Combat Extended Guns
Conduit Deconstruct
Crafting Hysteresis
Defensive Positions
DESurgeries
Don't Shave your head
EdB Prepare Carefully
Faction - Umbra Company
Fashion RIMsta
Fence and Floors
Flags
Fluffy Breakdowns
FollowMe
Hand me that brick
Hospitality
HugsLibs
I can Fix it
Idle Fix
Locks
Manhaunter Fix
Marvs Combat Readiness Check
Marvs Ugh You Got Me
Mechanoids Extraordinare
Mending
MF
more factions
More Vanilla Turrets
More Reasonable Prison Break
No Random Construction Quarry
Path Avoid
Power switch
Prisoner Labor
Prisoner Outfit
Psychology
Quarry
Red Army
Remote Explosives
Replace Walls
Research Pal
RF - Basic Bridges
RF - Fishing
RimFridge
Animal Logic
Carbon
Logistics
Mineral Scaner Power
My Little Planet
Runtime GC
Advanced Powergenerator
SD Bridges
Simple Sidearms
Spoons Hair Mod
Stack Merger
Stack XXL
Step Away
Therapy
Trading Spot
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht
Windows
Zen Garden




I know its a lot but majority is just small changes that should be compatible with everything really
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: SpaceDorf on October 12, 2017, 08:52:17 AM
Quote from: NemesisN on October 12, 2017, 07:08:10 AM

Combat Extended
Combat Extended Guns


There is the Culprit.
The main Problem with your cute list might be Combat Extended.
It changes the way weapons and armors are used in the game.
Every other Weapon and Apparel Addon, that is not specially patched will create problems for you.

If this list is your load order, you should put HugsLib right on top.
Install ModSwitch and Mod-E for the case that shit happens.

I left the Mods standing that introduce Weapons and Armor and might be affected by CE.
I did not distinguish between mods that I know to have a patch and those I don't,
because you might have installed the wrong version.

Quote from: NemesisN on October 12, 2017, 07:08:10 AM
Faction - Umbra Company
Mechanoids Extraordinare
Red Army
Remote Explosives
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: NemesisN on October 12, 2017, 10:43:41 AM
Quote from: SpaceDorf on October 12, 2017, 08:52:17 AM
Quote from: NemesisN on October 12, 2017, 07:08:10 AM

Combat Extended
Combat Extended Guns


There is the Culprit.
The main Problem with your cute list might be Combat Extended.
It changes the way weapons and armors are used in the game.
Every other Weapon and Apparel Addon, that is not specially patched will create problems for you.

If this list is your load order, you should put HugsLib right on top.
Install ModSwitch and Mod-E for the case that shit happens.

I left the Mods standing that introduce Weapons and Armor and might be affected by CE.
I did not distinguish between mods that I know to have a patch and those I don't,
because you might have installed the wrong version.

Quote from: NemesisN on October 12, 2017, 07:08:10 AM
Faction - Umbra Company
Mechanoids Extraordinare
Red Army
Remote Explosives
USCM - Core
USCM - Faction Colonial Marines
Vanilla Friendly Weapons Expansion
Wehrmacht

Yeah my first thought was Combat Extended causes the problems with MVT just did not wanted to be truth because I like the both equally but the ammo system is apparently effecting MVT turrets

HugLibs is my #1 position in Mod order that list was just all mods in no order
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: xaxus on November 01, 2017, 10:32:52 AM
Polish Translation  8)

https://ludeon.com/forums/index.php?topic=36547.0
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Topper on November 21, 2017, 03:23:43 AM
would love a B18 for this one!
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Umbreon117 on November 22, 2017, 07:37:24 PM
Hmm...I know it isn't compatible with B18 yet, but I am going to say this so you know what problems need to be worked on to MAKE it compatible.

Turrets, at least the Military grade and Precision turrets don't seem to fire. I had a mad hare attack, and neither fired. Have yet to see the Vulcan fire, but it probably won't.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Topper on November 23, 2017, 01:10:32 AM
There is a B18 download link on the steam page for this mod which seems to be working
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Heymom on November 27, 2017, 05:20:56 AM
Please update to 18.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Andy_Dandy on November 27, 2017, 10:52:26 AM
Quote from: Heymom on November 27, 2017, 05:20:56 AM
Please update to 18.
+
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Kirby23590 on November 27, 2017, 06:22:32 PM
Awesome mod!

I really used this mod a bit. Though i don't know if i encountered in any enemy base that used these new turrets. Though i did saw one of the factions using the Devastator mortar in one of my test playthroughs in dev mode.

I hope you return to make B18 version of this mod!
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: SpaceDorf on November 28, 2017, 05:28:32 AM
In A17 I encountered a Outpost with a Rimsenal Rocket Mortar once  ;D

That was quite the experience.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: nzpukjonl4qw on December 01, 2017, 02:07:53 PM
It seems that someone updated mod. Haven't tested yet. Found here:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets
Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119
Some other download link:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Over and out.
SzQ
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: blizzardwolf420 on December 03, 2017, 01:30:42 AM
Quote from: nzpukjonl4qw on December 01, 2017, 02:07:53 PM
It seems that someone updated mod. Haven't tested yet. Found here:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets
Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119
Some other download link:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Over and out.
SzQ
thank you ive been waiting for an update
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Mst on December 03, 2017, 05:14:43 PM
Quote from: nzpukjonl4qw on December 01, 2017, 02:07:53 PM
It seems that someone updated mod. Haven't tested yet. Found here:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets
Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119
Some other download link:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Over and out.
SzQ

Has anyone tested it?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Stormfox on December 03, 2017, 05:35:17 PM
Works perfectly fine.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Mst on December 03, 2017, 06:27:32 PM
Quote from: Stormfox on December 03, 2017, 05:35:17 PM
Works perfectly fine.

Good to hear, thanks!
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Jan2607 on December 22, 2017, 01:29:34 PM
Marnador will you do an official update to this? And I would love to see more turrets :)
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Heymom on December 22, 2017, 04:35:25 PM
Quote from: Jan2607 on December 22, 2017, 01:29:34 PM
Marnador will you do an official update to this? And I would love to see more turrets :)
Agree, update + more turrets would be great.

Cyber/laser turrets for late late game, would be just perfect. Maybe do a version of each current turret for late game?

Ideas (all auto turrets);
Laser sniper, slow but deadly!
Laser shredder, fast and wide, but weaker
EMP turret, thinking like mid fast, mid damage but with a stun%
Plasma turret/mortar; emp + fire %
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Muffalo Wool on December 25, 2017, 06:17:31 AM
The rocket complex needs to be nerfed. High damage, massive range, high rate of fire, very accurate and requires no ammunition. I find myself one-shotting those rocket pirates because of its range. It's basically a cost-free mortar, but better.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: MineFoxC on December 26, 2017, 06:05:30 AM
Quote from: nzpukjonl4qw on December 01, 2017, 02:07:53 PM
It seems that someone updated mod. Haven't tested yet. Found here:
http://lttlword.ru/rimworld-mod-more-vanilla-turrets
Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=1206853119
Some other download link:
http://lttlword.ru/download/rimworld/Mods/Vanilla_Turrets/B18/More_Vanilla_Turrets.zip

Over and out.
SzQ

Did they give him credit at least?I can read Cyrillic and i don't see his name anywhere.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Sagerk on January 05, 2018, 04:54:26 PM
Would love to see an official update for this to B18 :)
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Harry_Dicks on January 11, 2018, 01:44:04 PM
I think it's kinda strange how there aren't more just turret mods that are updated. I suppose you can only do so much with them though, just a stationary weapon that hurts enemies. When I was looking at old mods for this game, it seemed like there was a crap ton of turret mods. Maybe a lot of the turret mod authors realized that altogether they are putting out more quantity than quality, and stock RimWorld is a game where basically every little thing is unique and serves it's own purpose with very little, if any, overlap. Still, I it's freaking crazy to me that vanilla only has ONE turret! Haha jeez man, we can't at least get a heavy and light turret, or maybe some super shitty missile turret? C'mon, Tynan! :P
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Kirby23590 on January 12, 2018, 05:03:20 AM
I kinda miss this mod. Vanilla turrets are fine. But i prefer more variety with turrets.

Military grade turrets are good against raiders using modded weapons ( if they aren't too Overpowered or are Explosive ) or modded manhunter animals like dinosaurs or even a vanilla game thrumbo.
And a Vulcan cannon is great against large swarms of tribal raiders or manhunter packs. Since i always use those turrets the most.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Harry_Dicks on January 12, 2018, 11:46:17 AM
Quote from: Kirby23590 on January 12, 2018, 05:03:20 AM
I kinda miss this mod. Vanilla turrets are fine. But i prefer more variety with turrets.

Military grade turrets are good against raiders using modded weapons ( if they aren't too Overpowered or are Explosive ) or modded manhunter animals like dinosaurs or even a vanilla game thrumbo.
And a Vulcan cannon is great against large swarms of tribal raiders or manhunter packs. Since i always use those turrets the most.

The mod has a B18 update, but I'm not even sure if it was the original mod author who did it. I have it though, and it seems to be working okay. Couldn't tell you where I found it, though. Might've been a certain cyka-blyat site, though.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: SunSeeker on January 13, 2018, 08:45:46 PM
Quote from: Harry_Dicks on January 11, 2018, 01:44:04 PM
I think it's kinda strange how there aren't more just turret mods that are updated. I suppose you can only do so much with them though, just a stationary weapon that hurts enemies. When I was looking at old mods for this game, it seemed like there was a crap ton of turret mods. Maybe a lot of the turret mod authors realized that altogether they are putting out more quantity than quality, and stock RimWorld is a game where basically every little thing is unique and serves it's own purpose with very little, if any, overlap. Still, I it's freaking crazy to me that vanilla only has ONE turret! Haha jeez man, we can't at least get a heavy and light turret, or maybe some super shitty missile turret? C'mon, Tynan! :P

I play rimworld since alpha 6 and I can tell sometimes there is a "boon" over a specific kind of mods.
when I started modding, everything was "new weapons". later come turrets. after I think everyone got a problem with temperature, so a tons of mods were created and so on.

what I really miss is the modpacks... I really love putting new mods butusually I screw one mod up and then its hell on my pc. the packs save me this headache. the problem is, almost all of them uses superior craftingm something I used to hate with all my might but eventually learned to live with it (I miss you "mod variety pack").
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Harry_Dicks on January 14, 2018, 02:19:26 AM
Quote from: SunSeeker on January 13, 2018, 08:45:46 PM
I play rimworld since alpha 6 and I can tell sometimes there is a "boon" over a specific kind of mods.
when I started modding, everything was "new weapons". later come turrets. after I think everyone got a problem with temperature, so a tons of mods were created and so on.

It is very easy to get a weapon "overload" that I really don't like. And my opinion of overpowered and unbalanced for weapons is pretty critical. The only dedicated weapon pack I think I use is ARMORY ENHANCED.

Quote from: SunSeeker on January 13, 2018, 08:45:46 PM
what I really miss is the modpacks... I really love putting new mods butusually I screw one mod up and then its hell on my pc. the packs save me this headache. the problem is, almost all of them uses superior craftingm something I used to hate with all my might but eventually learned to live with it (I miss you "mod variety pack").

I was thinking the same things recently. Why aren't there more, good mod packs. On https://rim-world.com/rimworld-mods/ they have some decent mod "groupings" but they don't host anything, and I don't think they make it really a pack just more of a suggestion of groups.

A couple of mod groups I think go great together:
1st Group
Climate++ (can make it forever slowly hotter or colder outside, or weather changes very intense)
Quantum Cooler (An ultra insane cooler)
Furnace (A crazy hot furnace)
Nature's Pretty Sweet (maybe, haven't tried this one out yet)
Insulated Walls (I think that's the name of it, it came out these forums recently)
RedIsHeat
Thermal Suits

2nd Group
ED-Enhanced Options (turn off raid notifications, that's the whole point of this group!)
Realistic Darkness (Nights very dark)
Darkest Nights (Can change how often, but default is 4 nights, but this is an event that happens where anything unlit gets very dark, and anything not in the light gets attacked, and pawns will get "taken off into the night" check this AWESOME mod https://www.youtube.com/watch?time_continue=83&v=PNpCpANeKrM )
Rikiki's MiningCo. Spotlight Turret
Rikiki's MiningCo. Mining Helmet (has light on helmet)
Rikiki's MiningCo. Alert Speaker (glows red and has siren when enemies come, also gives temp boost to movement for nearby pawns)
RealFoW (fucking awesome mod, gives games a whole new feel)
Defensive Positions

Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: SunSeeker on January 14, 2018, 01:07:11 PM
True, the only weapon pack I use is rimfire, dont know why or when I get this preference but it has been my friend for long lol.
I'm going to check this collection. some I use regular like darkest nights (this plus call of Cthulhu really makes a great combination) but usually I tend to use hardcore SK thanks to it make the game last longer.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Jan2607 on January 28, 2018, 12:11:59 PM
I currently use the updated version made by napstablook, but he changed a few things. For example I don't like that the auto turrets are no weaker and there are manned turrets. Or the missing force attack feature.
I really hope someone will update this mod to its original content...
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Sparkie on March 19, 2018, 12:53:19 PM
Any chance of a B18 release?
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Sparkie on March 19, 2018, 12:59:14 PM
Quote from: Sparkie on March 19, 2018, 12:53:19 PM
Any chance of a B18 release?
nvm found the B18 version on rimworld base
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: viperwasp on October 18, 2018, 05:59:57 PM
This was a really good mod. Any plans to update to 1.0? Thanks.
Title: Re: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)
Post by: Jan2607 on October 18, 2018, 08:38:12 PM
Marnador doesn't seem to update it anymore, but several other have done in the past, just search on Steam workshop for it.