RimWorld

RimWorld

Auto-Mortars
137 kommentarer
SilkMoth 17 apr @ 14:18 
ah yes.
the warden
A Green Banana 14 okt, 2023 @ 18:52 
it went poof and it took so much to make it.
cllmsteele 23 aug, 2022 @ 8:26 
i cant even build it without it disappearing and taking my resources with it
FungalFish 23 jan, 2022 @ 21:48 
Nice pfp, Techlich!
namoth 9 aug, 2021 @ 22:58 
plans to uppdate for the latest way the expansion stuff f'd up things...for us that just wants to play the dam base game ? :/ anyone that know
Techlich 30 jan, 2021 @ 15:59 
Are there any plans to let them use other types of shells, or at least EMP shells for mechanoid shields?
Firestorm🗿 11 jan, 2021 @ 4:42 
@Lt_someone already updated the mod to the latest version, I use that and it works fine.
https://steamproxy.net/sharedfiles/filedetails/?id=2054073477&searchtext=
Lt_Bacon 10 jan, 2021 @ 20:21 
seems its a Tad Broke atm I build em and they Poof vanish
Firestorm🗿 24 nov, 2020 @ 15:31 
Scroll look a few comments down, its already been done elsewhere
JessieFeathers 24 nov, 2020 @ 11:34 
1.2?
Malkav 11 apr, 2020 @ 17:44 
@mtg Sweet! Just what I've been waiting for!
mtg 11 apr, 2020 @ 14:32 
with no sign of the original author i hope its ok to post this here
an unofficial 1.1 version
https://steamproxy.net/sharedfiles/filedetails/?id=2054073477&searchtext=
namoth 26 mar, 2020 @ 6:20 
anyone that got a eta for uppdate of this lovely mod ?
and if there is none....any one that plan to remake ther own version of it ?
✚︎Shawn 16 mar, 2020 @ 11:52 
update reeeeeeee
Firestorm🗿 14 mar, 2020 @ 6:56 
@mogazor I aint the modder and the modder wants to get their new software before they update the mod. I don't know how to mod so I can't make a stopgap for you sorry.
mogazor 14 mar, 2020 @ 6:02 
@firestorm Just wondering... Is possible to make it at least work for 1.1 now, then make it look a lot nicer later on - when got new software? That would be a welcome surprise for everyone :)
Mur 10 mar, 2020 @ 9:10 
1.1 please we need it :'(
Firestorm🗿 8 mar, 2020 @ 3:52 
I friended the modder and asked why it is taking so long, it is because they want to get some new software so they can make it look a lot nicer for when they actually update it for 1.1.
Rea 6 mar, 2020 @ 10:14 
1.1 pleaaaaaaaaaaaase
Nucleotides 5 mar, 2020 @ 14:55 
Save us Neceros.
Firestorm🗿 4 mar, 2020 @ 9:53 
@NECEROS I think you may have to.
NECEROS 3 mar, 2020 @ 13:05 
Please don't make me make my own version of this :3
Strike Force Q 1 mar, 2020 @ 7:34 
any plan for 1.1?
thorman123456789 29 feb, 2020 @ 15:57 
update for 1.1?
CookieDragon 28 feb, 2020 @ 2:33 
please update good person
Firestorm🗿 26 feb, 2020 @ 11:37 
1.1?!?!?!?!?!
smgs77 25 feb, 2020 @ 18:12 
need 1.1
Loko 25 feb, 2020 @ 12:32 
any update for 1.1 coming out?? could not play without it
EvilNecroid 25 feb, 2020 @ 6:36 
need 1.1
Akervio 25 feb, 2020 @ 6:11 
1.1? POR FAVOR
Mike 31 jan, 2020 @ 22:00 
so does it need to be manned or is it automated like a turret?
Mardex 5 jan, 2020 @ 16:47 
Combat extended compatible?
TheBoogeyMan 1 nov, 2019 @ 16:51 
Wish you could add support for gas shells and traps mod. That would be hilarious and terrifying at the same time
just a thought
LTS  [skapare] 1 okt, 2019 @ 7:40 
I'm afraid I'm unable to code anything beyond the vanilla turret AI. if it helps, the mod I have linked in the description allows you to turn on and off if the auto-mortar is allowed to fire and allows you to set targets manually
Krausladen 30 sep, 2019 @ 20:24 
I am using this mod with another called "No prison breaks" and I'm perfectly fine doing that. No pawn would attempt a prison break knowing they'd get annialated by auto-mortars now would they?
Krausladen 30 sep, 2019 @ 19:59 
I really want to use this mod, but without some rules on firing at prisoners and animals, I'm not sure.
LTS  [skapare] 7 sep, 2019 @ 11:12 
I'm afraid you can't, I wasn't able to code anything like that
nastyfk 7 sep, 2019 @ 7:36 
how do i switch ammo
LTS  [skapare] 17 aug, 2019 @ 13:48 
thanks but nah, I'll plan to look into it sometime next season, which is when I plan to come back to rimworld
Demonlord09 17 aug, 2019 @ 12:46 
This is usually done when mods are new and the creators overwite something in the vanilla game.
I can link you the thing that detects the funky edits if you want.
LTS  [skapare] 17 aug, 2019 @ 10:59 
it shouldn't overwrite anything. odd.
Demonlord09 17 aug, 2019 @ 10:38 
[Auto-Mortars] causes compatibility errors by overwriting AutocannonTurret in file C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1743740869\Defs\Buildings_Security_Automortar.xml
Verse.Log:Warning(String, Boolean)
AllYourBase.XmlSharedBaseDetection:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
LTS  [skapare] 14 aug, 2019 @ 7:52 
no, they fire themselves, slightly slower than normal mortars
Wolgrave 14 aug, 2019 @ 4:15 
i tought auto mortars were supposed to make the mortar fire more often
striker88 11 aug, 2019 @ 1:03 
ok np blake still a good mod i just got to build them a little further away from line of sight of my base:) or just point them one way
LTS  [skapare] 10 aug, 2019 @ 4:41 
sorry but I couldn't program anything like that. I suggest using this with ED enhanced options as you can then, at the press of a button, tell your mortars when they're allowed to fire and when they aren't
striker88 10 aug, 2019 @ 2:46 
Any way to tell this thing now to fire into the Home area? lol my dog lost its cool inside my house and the mortar wrekt my whole base
S.T.A.L.K.E.R. 9 aug, 2019 @ 18:20 
This mod sounds very nice thanks alot for it
hellosharkness 8 aug, 2019 @ 21:49 
Was wanting this in my current map. :steamhappy:
LTS  [skapare] 31 jul, 2019 @ 10:47 
no idea, never tried.