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Fire Control Computers
   
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Mod, 1.3, 1.4
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2.081 MB
22 Mar, 2023 @ 12:00pm
28 Mar, 2023 @ 10:22am
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Fire Control Computers

Description
*** Funny intro ***
* epic voice guy *
From the brilliant mind of LegoDude17, the guy who does the heavylifting in Vanilla Expanded we bring you the Fire Control Towers.

Challenge yourself with a mod that disabled automatic defenses by forcing you to control them remotely.

Embrace death as your fire control tower gets bombed by raiders.

Unleash hell as one pawn controls all the monster turrets he can connect himself to.

*** TL;DR ***
You liked SACS in Rimatomics? This is it applied to all turrets.


*** Mechanics ***
With this mod, your automatic turrets can no longer fire autonomously. They have to be connected to a control tower.
A control tower will typically be manned by your pawn. Based on your pawns intellectual and shooting skills, the turrets will operate with diminished or increased efficiency. Efficiency is applied to turret's cooldown.
Efficiency is calculated like this:[(Shooting * 10) / ln(number_of_turrets+1)]%
There are 5 tiers of control towers:
* industrial
* spacer
* ultra
* Ambition of the cosmic (if installed)
* archotech (not buildable unless you have the archotech expanded mod, you can get it as quest reward)

AoTC and Archotech are autonomous with flat 50%/80% efficiency respectively.
All turrets are now able to force target (since they're controlled by humans).
You can connect however many turrets you want to a control tower, however watch out for the bandwidth, different towers control different number of turrets.
You can connect a turret to however many towers you want to have fallback capabilities.
The more turrets that are connected to the control tower (and actually controllable, ie. not over bandwidth) the more power it uses.
Turret can connect to control tower only if they're in the same power grid.
Turrets over capacity will not fire.
A pawn can control *intellectual* number of turrets but not more than allowed by fire control tower.

*** UI ***
You can know force target every turret.
Fire control towers have connect and disconnect gizmos, allowing you to make the connection from control tower to turret.
There's an additional tab on the fire control towers allowing you to see the bandwidth, efficiency, current user and connected turrets.
Turrets can be reordered in the list (as you lose turrets, new ones will automatically start working).
Turrets that are not currently active are greyed out.
Having clicked on the fire control tower, you will see green and red lines indicating which towers are connected and active (green) connected and inactive (red).

*** Expansion & Customization ***
Mod settings allow you to specify turrets that do not need fire control towers as well as specify bandwidth cost for them (simulating that some turrets are harder to control than others).

Two comps are available in the mod, allowing you to create your own control towers easily. One comp is responsible for being the fire control tower and the other is responsible for additional overlay (holograms) on the buildings.

Code is open sourced and available on github. https://github.com/legodude17/FireControl

*** Compatibility ***
Compatible with all "normal" turrets from any mods.
Compatible with Combat Extended to some extent.
Compatible with Combat AI 5000.
We've run it as part of 497 items long mod list with no issues.

Integrates with Ambition of the Cosmic and Archotech Expanded.


*** Credits ***
legodude17 - C#, XML, UI, technical design
Bill Doors / 3HST - Sprites, gizmos, testing
Bambaryła - conceptual design, descriptions, funding

*** Acknowledgement ***
This mod was inspired by Dubs' Rimatomics (SACS) and in large part by Original War's "remote control" concept. Look them up, one's a great mod, the other's a great retro game.
Popular Discussions View All (2)
8
2 Jun @ 11:20pm
Suggestion: Mech Fire Control
CTH2004
0
16 Apr, 2023 @ 12:43pm
Tutorial
Bambaryła
68 Comments
CTH2004 9 Jul @ 2:09pm 
Fair enough. Outta curiosity, that mod going to just be this mod but in a new upload? Or will it contain all sorts of new features? Come to think of it, will it be part of a VE mod?
Bambaryła 7 Jul @ 2:41am 
It will be updated for 1.5. Be patient. We have to test it thoroughly against vanilla and CE. It will be republished under a different mod item.
CodyProductions 1 Jul @ 10:29pm 
The only thing I'd suggest is to add the option to toggle whether or not a turret is controlled by the fire control station. On the actual turrets I might add, like how you'd tell a turret to hold fire.
The Blind One 9 May @ 12:46pm 
This concept needs to be expanded imho into a proper Vanilla Expanded Defenses or something. It's honestly a really cool concept and execution.

Hope this gets updated and the love it deserves!
earthman_baum 20 Apr @ 8:49am 
1.5 please.
This mod is so great!
Senilia 13 Apr @ 12:07pm 
1.5?
MisterIgor 11 Apr @ 10:25pm 
1.5?
FailPail 3 Apr @ 11:08am 
could this prevent a player from taking enemy siege mortots?
KahirDragoon 28 Feb @ 2:13pm 
Nice way to add some challenge in a new way since you cant just spam turrets anymore.

But could you either also include turrets regardless of power network or just exclude them automatically? Right know things like auto martors cant be used with the fire control anyway unless we go to the settings and exclude them specifally.