RimWorld

RimWorld

[XND] Turret Extensions 1.1
222 kommenttia
Mlie 20.5.2022 klo 12.39 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2810485459
Hope it helps anyone!
josuadmc 26.7.2021 klo 10.43 
1.3 Update?
ASMR gaming 5.7.2021 klo 3.07 
is this getting updated to 1.3
Alexander 26.8.2020 klo 0.56 
shit job giver on this, why does it run all the time. booo
Drgn! Netrve 17.8.2020 klo 21.29 
You can find my fork of TE (approved by XND), which includes performance fixes for the issues mention by Kayedon and Fellow Feeling, as well as continued support here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2201064941
2197 Achiral Tridecima 15.8.2020 klo 19.20 
I'd like to echo what Kayedon just said - I just gave up on this mod because it was causing 2000ms spikes every 5-10 seconds. It makes the game completely unplayable and that breaks my heart because it's one of my favourite mods.
Kayedon 15.8.2020 klo 19.10 
If you ever return to this mod, I'd like to report a bit of an issue. Per Dubs Performance Analyzer, ConstructDeliverResourcesToTurrets - Construction is over 10 times more resource intensive than any non-mod job, despite being low on the priority list and me not currently constructing any turrets. The second most intensive job is DeliverResourcesToTurrets, also linked to your mod, just shy of 10 times more resource intensive than any other job.

Thoughts?
Toast 12.8.2020 klo 12.55 
1.2 :D
Herald Rejn 12.8.2020 klo 10.12 
1.2?
Videogameplayer 12.8.2020 klo 7.37 
surprised to be the 1st to ask since I know many use this mod. 1.2 compatibility on its way?
pgames-food 22.7.2020 klo 22.18 
ah ok, hopefully xeonovadan can have a look when they get a moment.
btw cool, i missed simple turrets, just subscribed from seeing the error page :)
NECEROS 22.7.2020 klo 14.01 
I've narrowed it down to Turret Extensions for sure. With nothing but necessary mods, even the mini-turret couldn't be upgraded (I am including TE Turret Expansion). It complains about the job driver and toil already being reserved.

https:// git.io /JJl2E
pgames-food 20.7.2020 klo 17.30 
hi neceros, i tried out the mod, with a few other turret mods too, and it let me upgrade a usual vanilla minigun turret, and even a balista arrow turret.

(i cheated in some materials/power etc) and unlocked all research, but it did upgrade (just gave a few repeatable error popups in debug, until it actually started upgrading it)
i'll send you 4 screens :)
pgames-food 19.7.2020 klo 18.30 
(msg btw)
pgames-food 19.7.2020 klo 18.28 
hmm ok, ill have try a test here...
the date of the last update shows march.. so im guessing if the upgrade stopped working recently, it might not be the mod?
NECEROS 19.7.2020 klo 17.17 
I'm just using Simple Turrets. It used to work, but lately it's stopped. Just won't let me upgrade the turrets. I've even double checked the code and it's all good
pgames-food 19.7.2020 klo 17.07 
hi neceros, are you using any other related mods,
like this one? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2009766414
NECEROS 18.7.2020 klo 22.05 
Does this work for anyone else? Can't upgrade my turrets
NickNakNok 18.7.2020 klo 12.29 
same question as Proxyer.. thankyou!!!
Mlie 16.6.2020 klo 13.36 
Would it be possible for the upgrade-process to refresh the graphics when a new turretGunDef is defined? Since the turretTopGraphicPath can not be used in 1.1 the only way to change the graphics seems to be to replace the turretGunDef but that does not seem to replace the turret texture, just updates the gun-values.
Proxyer 9.6.2020 klo 20.17 
Hello XeoNovaDan.
Currently, the version notation in the Manifest.xml file is not A.B.C recommended by Mod Manager, but only A.B of 1.3, so a warning appears when opening the Mod list. Therefore, by modifying <version>1.3</version> to <version>1.3.0</version>, the warning will not be displayed when opening the Mod list. Thank you.
Wish Granter 3.5.2020 klo 12.41 
Nope, cant even upgrade the standard steel turret, no errors when trying it, only the line "must the assigned to upgradable turrets"
Wish Granter 3.5.2020 klo 12.38 
Is there a patch to make this work with Vanilla security expanded?

Also, I seem to not be able to even upgrade the auto cannon, which is vanilla.
It only tells me that is has to used on "upgradeable turrets"
Agusfer 3.4.2020 klo 20.12 
Yep seems like that is the one, thanks @Nattnissen :)
Nattnissen 3.4.2020 klo 17.32 
@Agusfer Kyrox probably used Dub's Performance analyzer
Agusfer 2.4.2020 klo 20.13 
@Kyrox how can you know the resources used while playing? Is it a mod or something in dev mode? I got a mod that tells me load times of each mod but one to know which mod or task uses high resources while playing would be really useful to me.
XeoNovaDan  [tekijä] 2.4.2020 klo 10.45 
@Kyrox - Fair do. Low priority though because IRL's gotten pretty hectic with the COVID situation in the UK
Kyrox 2.4.2020 klo 9.09 
Your JobGiver is very resource intensive. I had to pass on this one sadly. Just too much performance loss. 26+ ms baseline. Maybe create a new work type so it's easier to keep just 1 or 2 pawns on it? This will eat your game alive if you have everyone set to maintain turrets.
XeoNovaDan  [tekijä] 1.4.2020 klo 23.32 
Cheers! The error should be harmless though
duper 1.4.2020 klo 23.14 
ok like i said it was to let you know but thank you for anser
XeoNovaDan  [tekijä] 1.4.2020 klo 22.48 
That's theoreitcally because those mods are referencing this mod in Manifest.xml files, but this mod no longer has one so it doesn't have a version at all technically.
Hades-Pluto 1.4.2020 klo 12.33 
Same as @duper
0riginal 31.3.2020 klo 17.46 
Same as duper
BIGDORD 30.3.2020 klo 12.57 
Same as @duper
duper 30.3.2020 klo 2.49 
dont know why but when i add 2 mods that need this mod i get a red text in the mod sechon saying vershon miss mach it say you mod vershon is 0.0.0 and need 1.3 but i can see on your mod it is 1.3 so not shur what haponing just whanterd to let you know mods are "more vanilia - turrets extensions pach" and "rimsenal security - turrets extensions pach " and i use "mod manager" to see the info
XeoNovaDan  [tekijä] 18.3.2020 klo 13.56 
@Andrew - People have reported conflicts but from what I could test, they seem to work fine together. And thanks, much appreciated, glad you're enjoying them :)
Aylaine 18.3.2020 klo 13.03 
Hey XND, wanted to ask a quick question. Is this compatible with Mortar Accuracy or do they not play nice together? Also wanted to say, thanks for all the great mods. :)
XeoNovaDan  [tekijä] 15.3.2020 klo 4.17 
@Simmin - Mod maker
Simmin 15.3.2020 klo 0.36 
if i wanted a mod to work with this should i ask you or the mod maker?
Nathan1852 14.3.2020 klo 9.34 
@XeoNovaDan Thanks for that
XeoNovaDan  [tekijä] 14.3.2020 klo 9.29 
@Nathan1852 - Looks like RW got reverted back to its previous build, thus breaking this mod again. I'll revert this mod's update too.
Nathan1852 14.3.2020 klo 9.19 
I'm getting seemingly the same error with the new version.
Log: https://gist.github.com/6d02b665abf957fbf85d248b6333c7c6
XeoNovaDan  [tekijä] 14.3.2020 klo 6.52 
@Think3r - I haven't done so yet, though it shouldn't be too difficult to implement.

And yeah, vanilla now has the turret information, though warmup and cooldown readouts may be inaccurate since turrets have their own separate warmup and cooldown variables, and the vanilla way of stat readouts surprisingly doesn't take that into account - this mod now makes those variables get taken into account.

I've also upped the turret-related bugfix game with this particular mod, such as pawns always facing south when manning turrets, and manned turrets ignoring the manning pawn's stats.
Think3r 14.3.2020 klo 6.22 
@XeoNovaDan I always appreciated your Turret Extension very much because of the additional information provided in the turret's info tab (like range). However, I refrained from actually using upgradable turrets from your other mods. Yet, the button to upgrade turrets still appeared, which was useless, of course. By any chance, have you implemented the detection of upgradable turret mods, such that the button won't appear when those mods are not used? I haven't played 1.1, yet, and don't know whether the additional turret information provided by your mod has been implemented into Vanilla.
XeoNovaDan  [tekijä] 14.3.2020 klo 5.29 
Okay, pushed v1.3.2.1 which fixes the issue from both your guys' reports. Thanks!
XeoNovaDan  [tekijä] 14.3.2020 klo 5.15 
Yikes, looks like the latest update broke this. Should only take a few moments to fix!
Nightliss 14.3.2020 klo 3.00 
Got some exception during loading.

[BetterLoading] Exception occurred processing mod finalize events! Details: System.TypeInitializationException: The type initializer for 'TurretExtensions.HarmonyPatches' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method virtual System.Void RimWorld.Building_Turret::PreApplyDamage(Verse.DamageInfo& dinfo, System.Boolean& absorbed) ---> System.Reflection.AmbiguousMatchException: Ambiguous match in Harmony patch for RimWorld.StunHandler:Notify_DamageApplied.System.Reflection.AmbiguousMatchException [...]


https://gist.github.com/529b54a4b5182be733df75300043b1d9
Xion 13.3.2020 klo 23.15 
Sorry for posting again but this mod is breaking others more, here's the log
https://gist.github.com/8ddb3313834bbf276fbf5da2d0255ea5
Xion 13.3.2020 klo 22.55 
Getting some errors about HarmonyPatches, this mod is also breaking "No Random Construction Quality" mod for some reason, if this mod is loaded before the other then the other will not work.
The Iron Rose 9.3.2020 klo 15.00 
I'm pretty sure steam didn't update the version correctly. Tried again to generate a log and it worked fine