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RimWorld

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Wall Mounted Turrets Version 2
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Mod, 1.5, 1.6
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940.512 KB
13 Jul @ 2:57pm
20 Aug @ 11:32am
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Wall Mounted Turrets Version 2

Description
Wall Mounted Turrets!
This mod has turrets that mount adjacent to the wall. These turrets are designed for indoor use, unlike their bigger, more cumbersome and deadly counterparts, these turrets are built with mindfulness to indoor defence, as such they cost more resources, but some of them are stronger, have reduced beauty loss, and some of them don't explode!*

*Some turrets that use explosives or flames may still explode prematurely. If the description of the turret does not mention it won't explode, then there's a chance it can!

Of course, nothing stops you from using these outdoors, you just need to figure out the whole 'wall mounted' part, and keep in mind if the wall gets destroyed, the turret will fall apart!

Version 2!
If you're looking at this, there's a good chance you're either wondering "Version 2? What's version 1?" or wondering why I'd remake the mod that was being updated by another member of the RimWorld community - Put simply, I came back during Odyssey's announcement and release, and I looked back at my old mod, I was surprised to see that a few others had attempted their own versions of this mod, including one that redid my textures!

At that point, I decided a couple things:
  • A) I would redo my mod, and add to it, remake it, and give it new textures.
  • B) I wouldn't immediately go on the defence about people asking me why these are mounted next to the wall, and not in them (You'd think this goes without saying, but tell that to me back in 2019...)

If you're interested in version 1, you can either:

I should stress, I gave my full permission for Mlies to continue updating my version, I even made an addition to the mod with their help a couple years back making the Stun Wall Turret using equally crude textures like the rest. I even forewarned them of my intentions with this V2 and told them they are free to continue updating V1 if they so wish.


Compatible with Odyssey Gravships! - Gravship spacesubstructrues optional!
Note: Turrets mounted to the walls on the outside of the ship may recede into the ship during take-off / landing to protect themselves.




Are the above images not viewable to you?

Unfortunately, if you are a resident in the United Kingdom (like myself), Imgur has decided to block all pictures for users in the United Kingdom, don't worry you're not missing a great deal, its just 2 gifs showing the wall turrets working with the Odyssey Gravships.

Nothing you nor I can do about it. Imgur can do as it pleases.


Mod Patches
This mod works with:
  • Reel's Turret Pipeline - Now you too can re-arm turrets through a pipeline like an engineer on a desolate planet trying to build satellites... Wait...
  • Prisoners Fear Turrets - I didn't need to do anything for this, but its worth pointing out that turrets will destroy prisoners, or stun them if you have the stun turrets.


Mod Conflicts
This mod currently has no conflicts.


Community made Translations:
China





If you experience any unfortunate issues whilst using this mod, please please please report it and I will do my best!
(But please be mindful that I am not a programmer, even 6 years later, I still stuck at coding)

Special thank you to Haderoth on Discord for helping with art assets (Granted, I commissioned him, but still!)

Created by MrBadgi on the RimWorld Discord. (Which is me!)





Not currently CE (Combat Extended) compatible.

Also thank you for 10,000 subscriptions, it means a lot to see so many people using this nifty remake of my old mod
Popular Discussions View All (4)
35
22 hours ago
PINNED: Suggestions / Ideas!
Honey Badger
12
31 Aug @ 6:02pm
PINNED: Bugs / Issues
Honey Badger
0
21 Jul @ 10:44am
PINNED: Balancing
Honey Badger
74 Comments
A Magical Lime 3 Oct @ 12:37am 
If it helps I’ll make a CE patch for you if you’d like the help? Shouldn’t take me too long to do some testing on it
Nyry 1 Oct @ 1:03pm 
Massive work! :steamthumbsup:
Vril 17 Sep @ 12:44pm 
Ceiling turrets like the ceiling light mod?
Honey Badger  [author] 6 Sep @ 2:48am 
Washed? Wished* to implement
Honey Badger  [author] 6 Sep @ 2:48am 
Maybe, but I saw a new thing to experiment with and wanted to try it out, I did wish to expand upon it but i just struggled with some of the turrets i washed to implement. Also i feel the vanilla research tab has a LOT going on already, i didn't want to clutter it any more, especially when other mods start adding to it.

Plus it was a good excuse to hide stuff like the toxbomb turret away if you didn't have biotech, and I made the rest of the charged turrets in its own research block for balancing reasons. You'd naturally skip everything and go straight for charge minigun turrets.

Maybe I'll rebalance it in the future and add some more turrets in.
Anker 5 Sep @ 9:38pm 
Most of the turrets are folded into vanilla research of an appropriate tier, but Toxbomb and Wall Charge are clogging up a research tab all on their own. Might I suggest Charge turrets be folded into Pulse Charged munitions, and Tox turrets into one of the basic ones?

Actually... The research tab one has Wall Charge Minigun, Shotgun, and Sniper, while Pulse Charge already has the basic Wall Charge Turret. You might as well throw them all under Pulse Charged Munitions, with minigun requiring also Multi Barrel Weapons, Sniper Precision Rifling, and Shotgun... Uh, gas operation, I guess.
Honey Badger  [author] 20 Aug @ 11:35am 
And yes in the future XML extensions will be required since that's what lets me easily make mod settings (Since the alternative is basically doing stuff in C# and I sadly just lack experience in that programming knowledge and having difficulty issues focusing atm), but i'll make it a proper requirement WHEN its done and ready.

I just forgot I left that file in the original folder after testing and taking a small break xD
Honey Badger  [author] 20 Aug @ 11:30am 
Ah, that's a blunder on my part, that's something I'm still WIP on for future mod settings :) (When I can figure it out)

Sorry about that, I'll push an update to take that out since it has no functionality ATM
Zeracronius 20 Aug @ 9:14am 
Might just be missing a MayRequire
Cerastia 20 Aug @ 2:57am 
After today's update, I got an error. After installing Xml Extensions, the error disappeared.

Does this mod require Xml Extensions?


<Part of error>
Type XmlExtensions.SettingsMenuDef is not a Def type or could not be found, in file WMT Mod Settings.xml. Context: <XmlExtensions.SettingsMenuDef>