Turrets: Re-Examined

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Author: Smxrez

Last revision: 14 Dec, 2025 at 19:47 UTC (3)

File size: 594.41 KB

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Description:




If you can’t tell by now I love turrets. Like, a lot. But once you start stacking multiple turret mods, things can get messy. Everyone wants their own research projects and balance ideas, which makes stuff feel bad together.
So this mod fixes that. My goal? Make turret mods feel more cohesive, with clear eras and categories that actually make sense together.
This mod primarily focuses on VFE – Security and Rah’s Vanilla Turret Expansion, but I’ve added compatibility for a bunch of others too.

How it works: Most turrets have now been grouped into 4 tech tiers:
– Basic (750 – Blowback Operation)
– Standard (1500 – Microelectronics)
– Advanced (4000 – Multi-Analyzer)
– Spacer (7500 – Advanced Fabrication)

Yes, that means stuff like the Autocannon, Uranium Slug Turret, and Rocketswarm Launcher are grouped together now—but I’ve made sure compatibility shouldn’t be an issue thanks to some wide XML patches.

What else:
– All of the weird manned turret’s from Rah’s have been removed
– Mortar variants of any kind (Artillery etc) require some level of turret research as a preq
– A few balance tweaks (some from Security: Re-Examined) to better fit the new progression. (A full list of which can be found below)
– Visual upgrades! Rah’s turrets now have proper shadows, the weird white glow is gone, and VFE Security’s charge turrets now have that nice blue glow like Rah’s.
– Manual research changes for:

  • VFE – Mechanoids
  • VFE – Deserters
  • Ancient Mining Industry
  • Security: Re-Examined
  • Non-lethal: Re-Examined
  • Laser Weapons: Re-Examined
  • Rim-Effect Renegade: Core

You technically don’t need Rah’s or VFE Security to use this… but it’s kinda made for that combo so like, why wouldn’t you?
If you’re gonna run Rah’s I highly recommend using Van’s Retexture : More Vanilla Turrets as that’s what I use for the previews. (Yes it does work with Rah’s)

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)


[ko-fi.com]







Full list of changes:
Precision Turret: – Range 50 -> 40 – Min range 0 -> 3 – Plasteel cost 40 -> 10 – Steel cost 200 -> 150 – Stuffables cost 150 -> 50 – Damage 42 -> 32 – Cooldown 3 -> 2.6 – Also needs Precision Rifling Blast Turret: – Fuel multiplier 10 -> 20 (Fuel is worth more) – Steel cost 200 -> 150 – Plasteel cost 20 -> 5 – Frag grenade cost 4 -> 2 – Range 20 -> 24 Vulcan Cannon: – Fuel multiplier 2 -> 3 (Fuel is worth more) – Range 46 -> 38 – Damage 12 -> 10 – Ticks between burst shots 5 -> 8 – Cooldown between salvos removed – Also needs multibarrel weapons Shredder turret: – Steel cost 250 -> 200 Rah’s Sentry Gun: – Renamed to Refined mini-turret – Range 30 -> 31 Gun complex: – Unlocks with gas operation Rocket complex: – Unlocks with Microelectronics Devastator mortar: – Also needs Spacer Turrets and Mortars VFE Sec’s Sentry Gun: – Bullets per salvo 6 -> 15 – Ticks between bullets 5 -> 3 – Fuel refill multiplier 0.5 -> 1 – Fuel capacity 60 -> 200 – Hitpoints 120 -> 150now – Also needs multibarrel weapons Flame Turret: – Flammability 2 -> 0 – Hitpoints 120 -> 150 – Min distance to ignite 2 -> 3 – Range 10.9 -> 12.9 – Also needs Biofuel refining – Component cost 5 -> 4 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 Artillery: – Also needs Standard Turrets Searchlight: – Also needs Advanced lights Military Turret: – Renamed to Double mini-turret – Component cost 5 -> 3 – Steel cost 90 -> 120 Charge turret: – Hitpoints 120 -> 300 AMI Ancient Shotgun turret: – Removed from research as you can’t build it anyways LWRE Laser turrets: – Also needs Spacer Turrets NLRE Non lethal turrets: – Taser turret also needs Standard Turrets – Tear gas turret also needs Advanced Turrets VFE – Deserters: – Imperial Defenses research needs Advanced Turrets VFE – Mechanoids: – All turrets also need Advanced Turrets VFESecRE: – Popup charge turret needs Spacer Turrets Rim-Effect Renegade: Core: – Mass acceleration turret research needs Spacer Turrets




Q: CE Compatible?
A: Balance changes? No. Research? Probably but I doubt it will flow very well.
Q: Does this work with X mod that adds turrets?
A: Nothing should break but like CE the research might not flow very well.
Q: Are Rah’s turret retextures included in the mod?
A: No I use Van’s Retexture : More Vanilla Turrets for the preview images
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
– SirVan: The Rah’s turrets retextures used for the infographics.

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Rah's Vanilla Turrets ExpansionSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.