RimWorld

RimWorld

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Turrets: Re-Examined
   
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Mod, 1.5, 1.6
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593.846 KB
25 Apr @ 12:58pm
5 Aug @ 12:47pm
5 Change Notes ( view )

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Turrets: Re-Examined

In 2 collections by Smxrez
Re-Examined Mod Series
8 items
Smxrez's mods
14 items
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.
41 Comments
Skyl3lazer 31 Aug @ 5:45pm 
Do these work with Reel's?
Inglix 5 Aug @ 4:24pm 
Yeah they're mostly the same thing except that Zal's is closer to the original while Rah's has a bunch of content and balance changes.
Smxrez  [author] 5 Aug @ 4:18pm 
@Inglix isnt MVT just rah's but a bit less balanced with a bit less content
Inglix 5 Aug @ 2:38pm 
At the risk of sounding like a pest, I (and probably at least a few others) are still hoping for support for Zaljerem's More Vanilla Turrets (continued) when you have the time and the motivation.
Dragonissa 5 Aug @ 1:19pm 
They said it would take months, so it will be a Christmas present.
Smxrez  [author] 5 Aug @ 12:49pm 
1.3.0
- Updated to 1.6
- Fixed some of my jank ass patches
- Added alpha genes support

I wanted to wait until VE Security got overhauled but its been a month and id rather just get this updated.
Smxrez  [author] 28 Jul @ 2:33pm 
From my quick testing the mod should work fine on 1.6 so feel free to use it until I do an official update when VFE security gets overhauled
I have the load folders setup so the mod will still load without errors if VFE security isn't present
Dragonissa 28 Jul @ 12:43pm 
VFE - Sec wont be updated any time soon and will likely take months.
TheXpJohn 22 Jul @ 5:53am 
so if i only add this mod can i have the turret of the two mod combine or should i still subscribe for the two mod ?
BlueberryMuffin 15 Jul @ 1:52pm 
it is updated v