RimWorld

RimWorld

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[XND] Turret Extensions (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
855.289 KB
20 May, 2022 @ 12:19pm
21 Apr, 2024 @ 11:48am
6 Change Notes ( view )

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[XND] Turret Extensions (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
895 items
Description

Update of XeoNovaDans mod
https://gtm.you1.cn/sharedfiles/filedetails/?id=1496122245
based on Netrve updated version
https://gtm.you1.cn/sharedfiles/filedetails/?id=2201064941



[dsc.gg]
[github.com]



Overview
Turret Extensions is a multi-purpose mod that does the following:
  • Fixes several vanilla bugs such as inaccurate cooldown/warmup stat readouts, pawns always facing south when manning turrets, and siegers potentially using wrong shell types
  • Makes manned turrets use the Shooting Accuracy and Aiming Time stats of the pawn using them
  • Allows you to view the damage amount and damage type of turret ammuniton (e.g. shells)
  • Adds various, well-documented turret framework extensions that allow modders to easily do what was previously impossible without C#, purely via XML

Turret Extensions' various framework extensions allows for turret mods that fill niches that could simply never be filled before without the extra capabilities that Turret Extensions brings to the table. Here's some of what Turret Extensions allows for as of v1.3.0:
  • Manned turrets that actually factor in their operator's accuracy and/or aiming time stats
  • Automatic turrets that can be force-targeted by the player, just like with pawns
  • Turret force-targeting to auto-cancel when the target is downed, just like with pawns
  • Turrets with limited firing arcs, as opposed to always being 360 degrees
  • Upgradable turrets with a large variety of parameters that can be adjusted

An example of a mod that uses a significant chunk of this mod's framework is TE Turret Expansion, which you can find in the Links section.

All of the above can now be done purely in XML; not a single line of C# is required! There is comprehensive documentation in the Links section for how to use this framework in your mods.

If you want to spice up your mod's thumbnail a bit, you can download a 'Powered by Turret Extensions' overlay image from Dropbox here[www.dropbox.com] - with and without drop shadows.
Preview:



If you have any suggestions or other constructive feedback, feel free to let me know!

Compatibility
Mods:
Turret Extensions naturally won't be compatible with Combat Extended. Mods that aren't patched with Turret Extensions will mostly behave as they would in vanilla.

Saves:
Should be safely addable to existing savegames. There shouldn't be any problems removing this from existing savegames if you're not running any mods that depend on this.

Links
Documentation for modders: https://github.com/RimWorld-CCL-Reborn/TurretExtensions/wiki
TE Turret Expansion: https://gtm.you1.cn/sharedfiles/filedetails/?id=2810488349

Translations
Deutsch - Energistics

Credits
Big thanks to Mehni, erdelf, Lanilor, ChJees, Spdskatr, Telefonmast and FuriouslyEloquent for helping me with the C#!
Pardeike (AKA Brrainz) - for making the Harmony Patch Library - this probably wouldn't have been possible without his work
Diana Winters - for proofreading the documentation
Marnador - for the RimWorld-style font



Netrves additional description
Note: I recently started a new job and I'm still adjusting. Updates and responses could be delayed.

Turret Extensions - Continuum is the official continuation of Turret Extensions by XeoNovaDan. (Proof: https://i.imgur.com/CyqSjAG.png)
With XeoNovaDan retiring and moving on, I have decided to take on maintaining this and maybe some other of his mods for the foreseeable future. It features performance improvements and other updates, with additional features planned too.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


32 Comments
Thetaprime 21 Apr, 2024 @ 12:51pm 
I see you playing Slay the Spire Mlie! Good for you, it's a badass game.Thanls for the update and all of the rest of your hard work. Anyone who doesn't appreciate it can piss off.
Justedufun 12 Apr, 2024 @ 5:46am 
@Mlie Nice, thank you for your answer ! :reheart:
Mlie  [author] 12 Apr, 2024 @ 5:41am 
@Justedufun Updating all my mods, progress is posted on Discord
Justedufun 12 Apr, 2024 @ 5:14am 
Hi, will you work on patching this for 1.5 or is it not on the schedule for now ?
Daedalus 11 Apr, 2024 @ 7:27pm 
1.5?
ImJustJoshin 21 Aug, 2023 @ 9:15am 
@Mlie Thank you so much!
Mlie  [author] 20 Aug, 2023 @ 1:13pm 
@ImJustJoshin Should be fixed now, seems it was never really implemented in the refuel job.
ImJustJoshin 15 Aug, 2023 @ 6:18pm 
Fuel Multiplier Factor does not work. Turrets will continue rearming with the same amount as before.
OldPayphone 12 Aug, 2023 @ 3:12pm 
@Mile It's all good. I fixed it. I re-installed the game twice and verified the files after each install and on the second go around it worked for some reason. Sorry to trouble you.
Mlie  [author] 12 Aug, 2023 @ 1:59pm 
@OldPayphone Well, it does not happen when I test the mod so can you provide a log showing your modlist perhaps?