RimWorld
[CP] Rimmu-Nation - Security
149 Yorum
DRG Engineer 29 Mar @ 13:42 
Can SSM Missile Turret deal with mechs?
Zaljerem 24 Haz 2022 @ 11:50 
Stand-alone SSM mod here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2825346267 ... I hope you don't mind, CP ... big fan of all your mods ... I just saw some people requesting it here. As is my policy, if you request removal, I will honor that request. Thanks!
JessieFeathers 23 Haz 2022 @ 11:42 
1.3?
Red-Eyed_Gelynome 4 May 2022 @ 19:54 
Stand alone SSM pls.
⦃Sค†คn⦄ 26 Oca 2022 @ 17:59 
@Chicken Plucker Make a patch for SSM or separate version. I loved it and id love to have it back
.Melon 30 Ara 2021 @ 9:17 
@Chicken Plucker - well the terran mod works just as fine
Chicken Plucker  [yaratıcı] 30 Ara 2021 @ 7:01 
@Watermelon - That is the update. I’m not making another. I’ve explained in that mod already that it may return, it may not. People complained that it’s too OP, I agreed that it trivializes defences too much, so I removed it.
.Melon 30 Ara 2021 @ 6:04 
@Chicken Plucker - that "new" version doesnt have the ssm and im only interested in that
Chicken Plucker  [yaratıcı] 29 Ara 2021 @ 5:37 
@Watermelon - Please read my comment below yours.
.Melon 29 Ara 2021 @ 4:52 
Will this get updated for 1.3?
Chicken Plucker  [yaratıcı] 10 Ağu 2021 @ 4:01 
Hello all, this is the new version:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2563504596

Why were the comments disabled?
I own multiple mods, a new version of RimWorld comes out while I'm working a physically and mentally demanding job.

Important points:
- 512x512 res textures, originally done
- More content, mounted turrets and IEDs etc.
- Non-Lethal turret, portable sentry, SSM turret removed. Some will most likely not return.
- Sound effects reduced to a significantly safer level

What's gonna happen with the RH1 mods?
I don't have plans on updating them for 1.3 because it's a lot of work and I'm working on a remastered version of the mods. I honestly don't have the time to maintain both versions.


@Ayahuasca - I understand this is a late reply but it's there. You probably just haven't unlocked the research.
High Voltage 23 May 2021 @ 5:22 
nice!
Chicken Plucker  [yaratıcı] 23 May 2021 @ 5:15 
Hello all. I have an early access link to the remake of this mod and other Rimmu-Nation² stuff.

Textures have been scaled up to HD, including weapons and clothing but so far all a work in progress and very unfinished. In Rimmu-Nation² security, the Claymore is fixed to show directional blast radius, the volumes are scaled down including the weapons mod to safer levels also.

https://ludeon.com/forums/index.php?topic=53859.0

Some mods in the link:
- Rimmu-Nation² - Clothing
- Rimmu-Nation² - Weapons
- Rimmu-Nation² - Security
- Chicken Mitchell² - Hairstyles

For more information, check out the page.

Please DO NOT install the remastered versions of the mods with ANY mod from Red Horse 1.2 play list. There will be duplicated items and incompatibilities because it was never intended for the old version to be played with this remake.

And no, the remakes aren't CE compatible.
Malikyte 22 Nis 2021 @ 22:17 
@Aggravated Peasant - Not to be "that guy" but, news flash: Gunfire and explosions are loud. Louder than most people seem to realize. It's not like Hollywood where everything is perfectly audio-balanced. Real warfare is /deafeningly/ loud.
Nick Nape'em 9 Mar 2021 @ 2:34 
hey you know what would come in handy? ATGMS! time to deal with those pesky centipedes
oldnewone 15 Şub 2021 @ 15:25 
not working with CE :(
Velvet Goose 4 Şub 2021 @ 10:11 
compatibility??
Koi 2 Şub 2021 @ 3:24 
Hey, could you make the IEDs like Claymores more expensive in building cost? I feel like it is a little too OP, because they only need basic ressources, not even explosives. You can literally place them everywhere. And another idea would be, that to detonate the IEDs yourself, you would need a detonator that you bought or crafted first. Because just being able to detonate them at any time also seems a little OP. But I only say these things because I love this mod!!
Aggravated Peasant 16 Oca 2021 @ 9:15 
Is it possible to somehow tune the loudness of the mod? It is not in line with everything else in the game, which results in overly loud gunfire, explosions, etc. I love the mod a lot, but dang it is too loud for my ears
Xyllisa Meem Paradox Station 13 Oca 2021 @ 12:16 
are there any videos of the surface to surface missile launcher?
Nick Nape'em 11 Oca 2021 @ 2:05 
first time i used claymores i fired a pile of shrapnel into my colonists for i placed them the wrong way around XD
Chicken Plucker  [yaratıcı] 10 Oca 2021 @ 22:53 
@Denneisk - Yes the claymore for side texture was the wrong way round until the update at October. I’ll check later if it’s still wrong. As for the orientation, it’s a hard thing to make obvious without C# coding. I’ve had to pay for a coder when it comes to C# and other mods take priority.

CE Compatibility talk:
I’ll update the mod page regarding this mods compatibility to say that it’s not. Cheers all.
Denneisk 10 Oca 2021 @ 17:56 
Do you think you could make the orientation of the claymore more obvious? Also I swear the orientation of the sprites for left and right facing are backwards.
Wish Granter 12 Ara 2020 @ 13:42 
@all just get a mod that add ammonution and then get yahos combat. Its like CE workaround. But you can use ALL the mods in the world with them.
Rokko 28 Kas 2020 @ 6:38 
@ Michael , trash
this is not listed as CE compatible here or on the CE compatibility list on CE's github.
the only list that matters for that reason.
maybe someday, one can hope
trash 19 Kas 2020 @ 1:45 
yeah none of it is ce compatible, despite saying so on the red horse 1.2 collection page, rather disappointing cuz some of the stuff is real great
Jack∞Dreck 15 Kas 2020 @ 4:30 
Michael is right, its not CE compatible
Michael 10 Kas 2020 @ 4:36 
Turrets do not work with Combat Extended
Johnny 2 pipes 4 Kas 2020 @ 6:58 
The amount of production value in your mods fricking blows my mind. I appereciate them so much
Nick Nape'em 4 Kas 2020 @ 1:52 
@chockin Plucker ok how about a claymore strapped to the front of someones helmet, so when an enemy gets into melee range BBBBBBBOOOOOMMMMM!
Chicken Plucker  [yaratıcı] 3 Kas 2020 @ 10:08 
@Daai
@Arthur Morgan - last time I checked yes. No changes made to make it incompatible since 1.1

@ecdoreau - what if you’re transporting a prisoner and your pawn gets blown up too?

@DFSpecter - no you’re wonderful

@dimullaney5 - but the room a spins and the claymore won’t be secure on the thing

@Eksorium - love u 2
AveryB04 1 Kas 2020 @ 16:40 
sorry to ask this I am sure you are asked this a lot but is this CE compatible
boblebuildeur69 28 Eki 2020 @ 4:53 
finally, time to place landmines inside my prison
E-ON 27 Eki 2020 @ 0:05 
is this mods CE compatible?
✠ DFSpecter 25 Eki 2020 @ 9:14 
Americans with Russian can-do spirit in space.

I don't know if that's accurate but I love this community regardless. You're all truly wonderful.
Nick Nape'em 20 Eki 2020 @ 4:18 
oi Chicken Plucker, as a heavy user of the Claymore i have an idea......CLAYMORE ON A ROOMBA!
Bepiss 19 Eki 2020 @ 23:01 
You know how HARD I love u, Chicken Plucker? No homo though.
Chicken Plucker  [yaratıcı] 19 Eki 2020 @ 16:47 
1.2 is up again, tested everything, nothing need to be changed besides writing "1.2" in the compatibility list of versions on the about.xml. C4s were still working, Claymores and the SSM. No dramas.
Bepiss 16 Eki 2020 @ 7:13 
@Chicken Plucker BRO u busy? Any update pls. crumbs at least. PLS
Geschirr 28 Eyl 2020 @ 23:46 
@Aggression Pays Hey, who is the other one updating?
Kill7X 6 Eyl 2020 @ 21:47 
There is another dude updating CP's many mods. Go look for him/his work for 1.2 stuff.
Nylem 6 Eyl 2020 @ 7:41 
CP is unavailable due to his new job and will be for some time so if it works, great and if not it will be quite a while before its updated.
✚︎Shawn 1 Eyl 2020 @ 18:29 
update
BrackObama2 28 Ağu 2020 @ 4:27 
Any plans for update?
머나먼그곳으로 28 Ağu 2020 @ 2:27 
Is it still working in 1.2?
Thewonderslug 16 Ağu 2020 @ 9:47 
-offers plucked chickens in trade and offerings to the mod gods for the dawning of 1.2 updates- :steamhappy:
Kaz the Mercenary 5 Ağu 2020 @ 21:04 
Hey @Chicken Plucker, question for you: How does the IED, Claymore, etc compare to the stick-bombs?

They feel completely out of whack and disbalanced... but I'm trying to find a good comparison point, like other explosives or grenades.

And is the 'chain' explosion effect mandatory? I'm just aghast at how insanely damaging a drone with a stack of sticky bombs can be.
Nick Nape'em 12 Tem 2020 @ 2:19 
@despacito mate i can relate i set up claymores along a fortified bottleneck only for the claymores to fire teh wrong way and disembowl my colonists
Chicken Plucker  [yaratıcı] 11 Tem 2020 @ 11:16 
@Despacito 2 - I recommend camera +, I understand but there’s nothing I can do since adding fancy stuff like a wire may need C% or I don’t know.

@Capefear56 - I understand but there’s no way to add ammo to auto mortars without bugs. The bugs I got were that your colonists refilled it with ammo and it fired free rockets anyway, or you get an error when it tries to launch a rocket on something near the edge, turret stops working.

I’ve tried to do things to get it balanced but I’m limited by what the game offers my and my coding knowledge.

@LordDarthon - probably not

@Dameian Blackwell - cheers
LordDarthon7 10 Tem 2020 @ 23:04 
Is this CE compatible?