Extended Turrets
Original Mod by Kilroy232
I (Youhaveavirus) am not the original author of this mod. The original author is Kilroy232. This mod will be removed as soon as the original mod is updated or the original author wants me to remove it. I don’t plan to add content to this mod. This is only an update to 1.1 | 1.2.
This was tested only with Harmony enabled without any other Mod, so let me know if you get errors, but it should work fine.
Adds new security turrets to RimWorld as well has a host of new research choices needed to construct the turrets. New textures are added and each turret has its own attributes. These turrets are meant to fight off the larger groups of raiders that appear later in the game and as such the research projects do take more time to finish. This mod focuses on sticking closely to the vanilla games appearance and feel and as such these turrets are balanced to fit to the vanilla game.
New Lazer Turret has been added to the mod and I am looking for opinions on balance. A big thanks to mrofa
from the ludeon forums for the code and art work that has gone into the lazer turret and to the other turrets as well, this mod would not be the same without his amazing work!
This mods adds four new turrets:
1. Improved Turret
2. Sniper Turret
3. ‘Lazer’ Turret
4. Heavy Turret
5. Energy Turret
Each turret has a corresponding research project necessary and custom textures.
Turrets:
1. Improved Turret
This turret is as the name suggests, an improved version if the improvised turret. The turret fires in bursts of four with reduced cooldown time and increased health.
2. M-24 Sniper Turret
This turret is an improvised turret that has been fitted with an M-24 sniper rifle. A single high powered round is fired before cooldown, but the range and accuracy of the turret make up for the slow rate of fire, sometimes less is more.
3.Lazer Turret
A complex assembly of lenses and electronics, this turret focuses a beam of high energy light at the enemy to deal damage with perfect accuracy but with pauses between charges.
4. Heavy Turret
This monster is the improved turret on steroids. Sporting two barrels and a bad attitude this turret fires 12 shots before the cooldown and does large amounts of damage. If casualties are not an issue then this machine is for you.
Was already excluded by the old 1.0 Version, quote: "Removed because the game now has an adequate heavy turret in vanilla".
5. Energy Turret
This is the tip top of the charts. This turret has it all, high rate of fire, high damage and high max health. Instead of using conventional projectiles this turret is able to convert electricity into an almost pure form of energy.
Link to the Mods page on the Ludeon Forums https://ludeon.com/forums/index.php?topic=6770.0
12.August.2020
– Updated to Rimworld Version 1.2
22.June.2020
– Enabled the option to rotate the turrets.
06.May.2020
– Removed the sandbags from the mod, no clue why the original dev added them as a whole node with the same defName instead of using a patch function. This should turn the cost from steel back to cloth and fix the raider issues someone had.
02.April.2020
– Fixed the missing graphics for the improved- and sniper turret.
– Removed redundant inherited parts which are in the "BaseWeaponTurret" now.
– Changed Item Category from Misc to Security for Stockpile Zones.
– Added an improved turret icon and turned the graphics for the turrets 90° clockwise.
13.March.2020
-Removed the 0Harmony Assemblie and added a Reference to the LaserBeam Assemblie instead.
Please use the Harmony Mod in the Workshop with this mod, there is also a statement why this is necessary.
-Renamed "BaseHumanGun" Parent Reference to "BaseWeaponTurret", because of Rimworld 1.1 Name changes.
-Removed old unecessary "turretTopGraphicPath" Node, which throwed Errors.
– LaserBeam Assemblie Change, this was necessary because of the recent Rimworld 1.1 Update:
+ Added the UniteEngine.CoreModule as a Reference.
+ Added the 0Harmony as a Reference.
+ Updated Targeted Framework from 3.5 to " .net Framework 4.7.2"