RimWorld

RimWorld

Turret Idle Position
62 kommenttia
lucky_one 🍀 8.8. klo 3.49 
nvm looks like it only worked when I loaded the game, they are back at not working again (The manned ones, the others I havent tested with this mod yet)
lucky_one 🍀 8.8. klo 3.14 
@Mlie I deleted the comment waaay before you could read it, I don’t know how you saw it haha. I figured out the limitation, that’s why I deleted it.

Also, the problem I had was because you need to right-click the option to set the turret idle position (The problem was with a manned one, if that's worth something); for some reason it doesn’t work if I left-click on it. So it’s all good.

Thanks for the answer anyway, this is the mod if you are still interested:

https://steamproxy.net/sharedfiles/filedetails/?id=1688004964
Mlie  [tekijä] 7.8. klo 22.19 
@lucky_one 🍀 All turrets point north after load, as their position is not saved by the game.
Could you link to the mod you are referring to?
Mlie  [tekijä] 28.7. klo 7.31 
@notyetnamed Should work better now
notyetnamed 28.7. klo 6.04 
Hello! Just found a funny bug with odyssey! If you rotate the gravship the turret positions do not rotate.
CurtimusPrime92 23.7. klo 13.58 
that did the trick i purged all 0Harmony.dll in workshop folder and no more error
Mlie  [tekijä] 23.7. klo 13.49 
@JoeOwnage No, that is outside of the scope of this mod.
JoeOwnage 23.7. klo 13.46 
would it be possible for the chosen arc to limit the actual turret firing arc?
CurtimusPrime92 23.7. klo 13.15 
@Mlie after a bit of back and forth with chat gpt, i have come to the conclusion it's due to incompatibility / conflict cause by many of my mods from other authors having {ModRoot}\Assemblies\0Harmony.dll version 1.X.X.X i am currently on a purge removing them all
Mlie  [tekijä] 23.7. klo 11.33 
@CurtimusPrime92 Please see the Reporting Issues section described above
CurtimusPrime92 23.7. klo 11.31 
getting "Error in static constructor of TurretIdlePosition.TurretIdlePosition: System.TypeInitializationException: The type initializer for 'TurretIdlePosition.TurretIdlePosition' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown." https://gist.github.com/HugsLibRecordKeeper/47f7bad12b3b02e76dd063140a3c141d
JoeOwnage 10.7. klo 8.45 
Hey mlie could the turrets remember this setting upon getting destroyed and rebuilt if you have auto rebuild base constructions toggled
thanks, truly fixed.
Mlie  [tekijä] 29.4. klo 22.11 
@微月吨日亿万千的马甲 Your log shows that you are not using the updated version of the mod. Resub to force a mod update, some users seem to have issues with their steam updates.
sry bad news, turret still not functioning, as i havnt added [LTS] in my list, ive reported the same issue to celetech's owner too

https://gist.github.com/HugsLibRecordKeeper/be87a878f6f1185c3a4d8a103088b499
Mlie  [tekijä] 29.4. klo 13.20 
@Think Should work better now
Think 29.4. klo 6.20 
Mlie  [tekijä] 29.4. klo 5.39 
@Think Sure, if you link to the mods that causes the issue
Think 29.4. klo 5.37 
found issues,It's a problem between "CeleTech Arsenal MKIII" and "[LTS]systems",can you check that?
Mlie  [tekijä] 28.4. klo 12.17 
@Think Works when I try it. See the steps described under Reporting Issues
Think 28.4. klo 9.41 
all turret will be like that,Including the vanilla,It was used normally before the update
Mlie  [tekijä] 28.4. klo 7.10 
@Think If you explain what modded turret you are having issues with as the mod is working fine on its own.
Think 28.4. klo 6.41 
looks like it's not working and all the icons(ammo count,cease fire,power cut) of the turret disappear,can you check?
Mlie  [tekijä] 26.4. klo 15.21 
@WJSabey Manned turrets should be supported now
WJSabey 16.4. klo 4.42 
Is it possible to do something for manned turrets that don't auto-move? I know the way this works ATM doesn't work with them, but something like making turrets point in their natural direction on load instead of north would help?
Mlie  [tekijä] 11.4. klo 10.14 
@Blueo Should be fixed now
Blueo 11.4. klo 9.47 
Minor "bug" you're able to change idle positions of unowned turrets like the mini-slugger from mech cluster, still behaves as expected even if you change it
Mlie  [tekijä] 8.4. klo 10.52 
@Teh T It would work but they have defined their turrets as being no threat when in space. Not sure why but this makes the gizmo not showing
Teh T 7.4. klo 10.28 
Any chance of getting this working with SOS2 turrets?
Mlie  [tekijä] 20.2. klo 11.54 
@WJSabey Sure, should be added now
WJSabey 17.2. klo 13.21 
Is is possible to add an option to have the sliders in the dialog snap to the nearest five degrees? Given how many stops there are on them, it's quite fiddly getting them set right.
Mlie  [tekijä] 27.11.2024 klo 12.49 
@WJSabey Should look better now
WJSabey 26.11.2024 klo 21.01 
I think there's a couple of bugs; when choosing the angle, the arc it shows goes behind buildings, meaning that if a turret is next to sandbags we can't see it. I think it ought to be on a higher view layer. Also the allowed deviation seems to be twice what the visual shows; if we set it to e.g. 90, the little preview wedge is 90 degrees wide, but the actual deviation seems to be 90 degrees on either side, for a total of 180.
eNoble-US 10.9.2024 klo 3.10 
ohhh okay. That makes sense, thank you
Mlie  [tekijä] 10.9.2024 klo 3.01 
@eNoble-US All turrets face north when loading a save, as the direction is not saved at all. The way this mod works is to allow/disallow the normal idle rotation of the turret to keep in the defined range.
Since non-automatic turrets only move when aiming this mod would have to force the turret rotation for these manual turrets, making it a rather more complicated thing to solve.
eNoble-US 10.9.2024 klo 2.52 
I believe you misinterpreted me, I was referring to the fact that static weapons constantly face north after you load into a save. I was wondering if it would be possible to add in a direction editor similar to this mod for static pawn controlled emplacements, so your machineguns/mortars arent always facing north

If not I do appreciate the work anyways!
Mlie  [tekijä] 9.9.2024 klo 22.00 
@eNoble-US Those do not rotate unless there is a pawn handling them so it would be a bit tricky to make them move by themselves
eNoble-US 9.9.2024 klo 18.37 
Any chance we could get an update/version for static pawn controlled emplacements too? Good work either way
Гений 9.9.2024 klo 11.55 
@Mile sry, looks like Steam consider RimSort as launched Rimworld and blocks update of game files so updating mod via RimSort not closing it and opening back again prevent from actual launch Rimworld with updated mod. Long story short I forced update of the mod via RimSort, haven't closed it, launched Rimworld, and got issue that described above. Right sequence is close everything that dedicated to Rimworld and wait while Steam update mod by it selft and put new data in mod list file, otherwise even with updated filed of the mod you play with older version of the mod (strange).
Works perfectly, thanks a lot! Love you!
P.S. - I understand that sleep is toy of Satan, but please try to take a little care of yourself, you're awesome and we need you for as much longer
Mlie  [tekijä] 9.9.2024 klo 11.43 
@Гений Can you verify with only this mod loaded perhaps?
Гений 9.9.2024 klo 11.39 
@Mile probably I'm doing smthng wrong cause nothing changed for me. Still (with 1.5.3 ver. of the mod) selecting multiple turrets and applying idle position limit for them I get limited only the one that has been selected first. Others are with grey signs of limit and when open popup for them separetly limit is off, unfortunately. Probably some kind of incopability with mods like forced target, turret hunt or always rearm turrets :C
Mlie  [tekijä] 9.9.2024 klo 11.08 
@Гений Should be fixed now
Гений 9.9.2024 klo 7.05 
Ok, tested for 15 hours. Tried selecting several turrets (holding shift button) and then setting idle position for them all, but unfortunately idle position appliend only for first selected
Гений 31.8.2024 klo 5.10 
@Mile Sry, my bad. Tested with my ass (thinking via it) and messed up degreeses. Works perfectly actually, after setting angle and dispersion it turns in 2 game hours
Mlie  [tekijä] 26.8.2024 klo 11.32 
@Гений Tested and the turrets followed the set limits. Perhaps you have some other mod-conflict. Please verify with only that mod loaded.
Гений 25.8.2024 klo 13.03 
Sure. Tried to make https://steamproxy.net/sharedfiles/filedetails/?id=2583529720 Rah's turrets see on different agles and got no succes unfortunately, they just ignore applied limitations
Mlie  [tekijä] 25.8.2024 klo 12.58 
@Гений Could you expand on that?
Гений 25.8.2024 klo 12.56 
Looks like incompatible with Rah's turrets
Mlie  [tekijä] 24.8.2024 klo 12.33 
@123 Should be fixed now
123 23.8.2024 klo 20.07 
seems like turrets won't turn through zero from 259 degrees no matter what the allowed deviation