RimWorld

RimWorld

698 ratings
Infinite Turrets
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
15.216 MB
1 Nov, 2018 @ 9:37am
22 Oct, 2022 @ 6:11pm
20 Change Notes ( view )

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Infinite Turrets

Description
=======================================================================
Now SUPPORTS Combat Extended!
=======================================================================

You MUST put this mod at or near the TOP of your load order for it to work properly!

What this does
Infinite Turrets reverts all turrets back to how they were in B18 and below. This means they no longer require constant top-ups of steel/uranium/plasteel -- also known as "Barrel Replacements". Turrets will last forever without any additional top-up at all.

Compatibility
This mod should work with ALL turret mods, past and present. Please let me know if something doesn't work or isn't compatible.

Combat Extended: Note
Swapping ammo types requires your colonists to have the ammo you're attempting to change to. This means the turrets will require an initial rearm when changing ammunition, but will not consume that ammo once it has swapped and begins to fire.

Supported Versions
Currently supports:
  • 1.0
  • 1.1
  • 1.2
  • 1.3
  • 1.4

How it Works
The mod now works using 3 independent checks assuming the turret is under the 'Security' category:

Check 1: It has a `turretGunDef` property
Check 2: Its thingClass is `Building_TurretGun`
Check 3: Its refuel label/gizmo contains any of: [ "barrel", "shots", "rearm" ]

If a turret does not meet these criteria (how?!), it will NOT have infinite ammo.

Support
If you like or use my mods, consider buying me a coffee on ko-fi. It'll speed up the delivery of updates, any future mods I've got planned and generally motivate me to make more!

[ko-fi.com]

Just some key-words to help people find this:

Infinite Ammo, Unlimited Ammo, Unlimited Turrets, No Barrel Replacements, Infinite Barrel Replacements, Unlimited Turret Fuel.
Popular Discussions View All (1)
32
19 Dec, 2024 @ 10:12am
PINNED: Issues, Conflicts and Bugs
Knight
250 Comments
crafty1983 6 Aug @ 2:21pm 
np and thanks for the link.
Ali50 6 Aug @ 10:55am 
ah it tried to use the parantheses for the link ...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845053424
crafty1983 5 Aug @ 2:31pm 
@Ali50 the link doesn't work. Said it mightlead to something malicious.
Ali50 5 Aug @ 11:54am 
@CoolBreeze_75 you could use "Infinite Turrets XML Edition" (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845053424) which is actively maintained. There are currently a few modded turrets that slip through the recoginition but the author is working on it.
CoolBreeze_75 4 Aug @ 6:45pm 
damn i kinda wish this was 1.6 :(
Latex Santa 28 Jul @ 3:07am 
@Artholos
Need No Turret Bullets is now probably screwed as well.
As far as I can understand, it was apparently made for CE, and is now abandoned.
A dark day, brothers and sisters.
Artholos 28 Feb @ 1:14am 
Holy mackerel this mod is absolutely destroying performance and is completely incompatible with SOS2. TPS went from ~120 to over 650 after uninstalling, even with the 150 other mods I have installed.

As for SOS2 it caused the cannons to not fire, reactors to not refuel, and prevented guns from firing point defense. rip...

Players, remove this mod immediately and switch to something else. I personally went with Need No Turret Bullets. Sad to see this long standing titan get abandoned :c
扫噶 12 Jan @ 1:03am 
1.5 please
speedY [ Я v Ь ] 20 Nov, 2024 @ 4:03pm 
Update for 1.5 please :lovely:
Alaric_ 26 May, 2024 @ 10:17am 
I was able to track an error in 1.5 down to this mod. With this mod fires and braziers do not appear to consume resources, but on the down side they do not emit any heat.

I do not know if this is a problem caused by interaction with another mod or if it is just this one.

I switched to [1.5] Need No Turret Bullets at https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3235799418 . It seems to work okay with 1.5