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Author Topic: [1.3] Defensive Machine Gun Turret Pack 1.6.7 (10 Jul 2021)  (Read 64395 times)

sumghai

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[1.3] Defensive Machine Gun Turret Pack 1.6.7 (10 Jul 2021)
« on: September 18, 2018, 05:44:06 PM »



An updated version of the original mod by Blackie (aka Coalcat), the Defensive Machine Gun Turret Pack adds a variety of manned and automated sentry machine guns to protect your colony from pesky tribals, raiders and the occasional manhunting Thrumbo.


  • Mounted DP-28 Turret
    • Entry-level Soviet light machine gun
    • Unlocked after researching Gas Operation
  • Mounted M2HB Turret
    • Mid-level large-caliber machine gun with large ammo capacity and decent rate of fire
    • Unlocked after researching Recoil Operation
  • Mounted Twin M2HB Turret
    • Twin barrel version of the M2HB
    • Unlocked after researching Recoil Operation
  • Mounted M134 Turret
    • Small-caliber, but has a very high rate of fire
    • Unlocked after researching Multibarrel Weapons
  • Mounted Mk 19 Turret
    • Automatic grenade launcher, bridging the gap between machine guns and mortars
    • Unlocked after researching Blowback Operation and Mortars
  • M2HB Sentry gun
    • Autoturret version of M2HB HMG
    • Unlocked after researching Gun Turrets and Recoil Operation
  • M134 Sentry gun
    • Autoturret version of M134 Minigun
    • Unlocked after researching Gun Turrets and Multibarrel Weapons
  • Mk 19 Sentry gun
    • Autoturret version of Mk 19 AGL
    • Unlocked after researching Blowback Operation and Mortars


  • English
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese


  • Savegame compatible
  • Combat Extended - Patches pre-bundled within CE itself, with a different set of research projects are required to unlock turrets:
    • Mounted DP-28 Turret requires Gas Operation
    • Mounted M2HB, Twin M2HB, M134 and Mk 19 Turrets require Heavy Weapons (from the new Turrets research tab added by CE)
    • M2HB, M134 and Mk 19 Sentry guns require Heavy Weapons and Heavy Auto Turrets (ditto)





  • none



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Version 1.2.0 - 19 September 2018
---------------------
 - Updated for 0.19.2009 by sumghai
 - Change turret masses to values more in line with their real-life equivalents
 - Add barrel wear to all machine guns
     - Shots until barrel change values are based on real-life performance
     - Amount of steel required to replace barrels are based on real-life masses of replacement barrels
 - Update tripod base texture filenames to new north-south-east naming scheme

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

Version 1.1.0.

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

List of MG /MGL

Version 1.0.0

- M2 HB : Need Gas Operation tech for unlock.
- M134 Minigun : Need Multi barrel Weapons tech for unlock.  Use Minigun as Ingrediant.
- Mk.19 Grenade Launcher : Need Gas Operation, Mortar tech for unlock. Use 5 high-explosive shells as Ingrediant.

Version 1.1.0

- DP-28 : Need no tech. Use LMG as Ingrediant.
- Twin M2 HB Turret : Need Gas operation, Turret guns tech for unlock. Double price of M2 HB.

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

Fix 1: Buffed Range of all turrets.
Fix 2: Now Mk.19 turret use 5 high-explosive shells as Ingrediant.
Fix 2.1: Now Mounted M134 need 75w electricity for activiate.
Fix 3: Buffed M134 Family.
- Burst shot count and range : 16 shots -> 25 shots, 25 tile range -> 30 tile range.
- Warm up time and Cooldown time got buffed.
- Long-Range Accuracy got buffed.
- Building time got reduced.
Fix 4: Buffed Shot Range [+30%], but nerfed Shot damage to 80%. DP-28 is Exception of two.






This mod is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit Coalcat (author) and Robin "sumghai" Chang (maintainer) when publishing your derivatives in the download and forum posts
« Last Edit: July 09, 2021, 09:22:32 PM by sumghai »
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TerrorThomasCao

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Re: [B19] Defensive Machine Gun Turret Pack 1.2.0 (19 Sep 2018)
« Reply #1 on: September 18, 2018, 11:28:00 PM »

Thank you for the update to b19!
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sumghai

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Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
« Reply #2 on: October 07, 2018, 02:25:39 AM »

Defensive Machine Gun Turret Pack has been updated for RimWorld 1.0.2049 - see first post for download link.

Code: [Select]
Version 1.3.0 - 7 October 2018
---------------------
 - Updated for 1.0.2049 by sumghai
 - Update turret and ammunition names in line with their real-life equivalents
 - Add Traditional Chinese translation

viperwasp

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Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
« Reply #3 on: October 18, 2018, 06:02:27 PM »

Does this work for 1.0 OCT 17 release without giving version mismatch errors? Thanks
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sumghai

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Re: [1.0] Defensive Machine Gun Turret Pack 1.3.0 (7 Oct 2018)
« Reply #4 on: October 19, 2018, 04:21:30 AM »

Does this work for 1.0 OCT 17 release without giving version mismatch errors? Thanks

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

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

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

sumghai

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

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

I'm also pleased to announce that Combat Extended now includes compatibility patches for these turrets, which I helped write and test.

Happy Hunting, folks!

Operative85

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The funny/best part about this update is because I have been wishing that your turrets didn't explode just hours ago. I use your turrets as weapons for my Mechanoid Army (courtesy of "What The Hack?!"), and let's just say that 30 raiders was no match for 2 gatling-gun and grenade launcher-strapped centipedes, but they were easy pickings for the 6 surviving raiders as soon as the centipedes' own turrets exploded on their backs.

Thank you very much!
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ertzuiop

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

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The funny/best part about this update is because I have been wishing that your turrets didn't explode just hours ago.

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

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

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

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

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

So no, CE will not allow the limit to be increased.

ertzuiop

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When reloading the turrets the magazine is getting "emptied" before. Even when it still have 400 ammo the process of reloading is deleting the current magazine before placing new one? Is that the procedure? Couldnt check it yet.

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

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When reloading the turrets the magazine is getting "emptied" before. Even when it still have 400 ammo the process of reloading is deleting the current magazine before placing new one? Is that the procedure? Couldnt check it yet.

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

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

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

Deer87

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It kind of makes sense too.
With any weapon where you do not manually feed it with rounds (forexample a classic pump action shotgun), you detatch the whole magasin, or you detatch the belt. Topping off would be quite unrealistic unless it was some sort of caseless ammo where you could just pour more into the box.
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ertzuiop

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

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

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

All good, just wanna know the rules. Keep up the great work!
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sumghai

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

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

I assume you have played with Combat Extended before? Because this is standard CE behaviour.

ertzuiop

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Nope. Or else i wouldnt ask.
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