Security: Re-Examined

If you liked this item, please rate it up on Steam Workshop page.

Author: Smxrez

Last revision: 28 Mar, 2025 at 23:53 UTC

File size: 645.11 KB

On Steam Workshop

Description:


We all need to protect our colony—ah, ♥♥♥♥ it, I can’t think of anything creative for this one.
You know the drill: I feel the mod has some balance/design issues, so I rebalanced existing content and added some new stuff.

There are a lot of building changes here, so I won’t be able to explain everything in the description or infographic. However, a complete list of changes can be found in the lower part of the contents section.

The deployable turret/barriers while cool in concept, they struggle due to a lack of options and usability. The barrier slows you down even when retracted making it effectively a slightly better sandbag that needs power. Now, you can remotely toggle the power, while no longer having a speed penalty when submerged. Floor turrets now also have a remote toggle, plus three new variants and all floor turrets have slightly worse range than their base counterparts for balance (and because it slightly improves their accuracy due to how the range system works).
NOTE: To remotely toggle the power you need to research Microelectronics

The next changes I made weren’t balance changes but visual fixes instead
– The Dual Autocannon wasn’t properly aligned with the vanilla turret counterpart. Fixed.
– The Military Turret wasn’t properly scaled or aligned with the vanilla turret counterpart. Fixed.
– The Floor Turret had an outdated icon from when it used to have an offset after popping up. Fixed.

I also took a look at the Artillery as functionally it gets unlocked after mortars but had worse accuracy and a longer cooldown while also being inconsistent with vanilla (it didn’t need barrels). Now, it has massively improved accuracy, making it a powerful, fairly accurate crowd control option. It also now requires barrels, consuming them at double the rate of a mortar, but it can also hold two barrels.

This mod is incompatible with Ferny’s Persistent Calvary Spikes mod as it does the same thing.

As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don’t give me a hugslib log and I chop off your limbs)




Full list of changes:
Deployable Barrier: – No longer has a speed penalty when submerged – Can be remotely flicked on and off by the player (NOTE: To remotely toggle the power you need to research Microelectronics) Floor turret: – UI Icon fixed – Range 28.9 -> 24.9 – Can be remotely flicked on and off by the player (NOTE: To remotely toggle the power you need to research Microelectronics) Sentry gun: – Bullets per salvo 6 -> 15 – Ticks between bullets 5 -> 3 – Fuel refill multiplier 0.5 -> 1 – Fuel capacity 60 -> 200 – Hitpoints 120 -> 150 Flame turret: – Flammability 2 -> 0 – Hitpoints 120 -> 150 – Projectile damage 2 -> 4 – Min distance to ignite 2 -> 3 – Range 10.9 -> 12.9 Decoy: – Uranium cost 0 -> 30 – HP 30 -> 80 Searchlight: – Effect range 3.9 -> 6.9 – Debuff strength 75% -> 40% Charge turret: – Hitpoints 120 -> 300 Double autocannon: – Range 32.9 -> 30.9 – Cooldown 5.6s -> 5.3s – Accuracy short 52% -> 60% – Fixed improper alignment with vanilla autocannon Military turret: – Range 28.9 -> 26.9 – Cooldown 6.6s -> 6.4s – Fixed improper alignment with vanilla mini turret Ballista: – Cooldown 4.5s -> 5s Artillery: – Requires barrels like the vanilla mortar (1 barrel = 10 fuel with a max of 20 fuel stored) – Barrel build cost 0 -> 2 – Miss range 9 -> 3 Charge Railgun: – Advanced component cost 5 -> 4 – Projectile speed 120 -> 200 – Armor penetration 45% -> 55% – Damage 60 -> 75 – Accuracy touch 35% -> 40% – Accuracy short 55% -> 60% – Accuracy medium 85% -> 90% – Accuracy long 75% -> 80% – Cooldown 9.6s -> 9s Bear trap: – Damage 35 -> 75 Calvary spikes: – No longer expire – Damage 8 -> 7 – Wood cost 6 -> 9 – Build time 2 -> 17 Barbed wire: – Damage 4 -> 5


Q: CE Compatible?
A: No If you want a patch, ask the CE team.
Q: I don’t like the new turrets can I remove them?
A: Disable it with cherry picker.
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.


– Smxrez (Me): XML, new turret textures.
– OskarPotocki: Original flame/charge/popup turret textures.
– OganessonG: Remote power toggle functionality.

Download
Required items:

Click the title to search on this site.


Vanilla Furniture Expanded - SecuritySteam Workshop
[Og] Automatic Power SwitchSteam Workshop