RimWorld

RimWorld

Lazer's Mutagenic Turrets
16 Comments
Thundercraft 24 Mar, 2024 @ 12:27am 
Any chance of an update for 1.4 (...and maybe 1.5)?

Has anyone tried this in RimWorld 1.4 to see if it still works?
VeronicaFoxx 4 Jul, 2023 @ 10:56am 
Yooooooo, Pawnmorpher is up for 1.4! You gonna update?
1Z Rison 9 Oct, 2022 @ 4:41pm 
Mr. Cringes Blueberryizer is broken by now. Hovering over it it in the build menu causes the UI to largely blank out and actually selecting makes it fully blank out, with most inputs not registering anymore. I don't know how to escape that situation, since only wild button mashing worked for me.

In my testing this is completely due to the Aerofleet Transformer Item (whatever it was) "AA_AerofleetTransformer" not actually existing apparently. Was it something that was special/unique to the mr. creamer series?
it does not exist->Ui tried to load something that is not->I am surprised the game does not crash completely.

replacing the need for the Item (in my case... with wood logs but that should not matter) in the xml patch file (in both the costList and fuelFilter) fixed it.

Wanted to bring it up in case you decide to fix it and as a precaution for anyone else running this with alpha animals.
Dust 12 Jun, 2022 @ 1:11pm 
Vanilla expanded furniture's dumpster/trashcans also work well for cleaning up slurry. Just now trying these turrets, but they worked for mutagen IEDs.
LazerWolf21  [author] 22 Mar, 2022 @ 8:35pm 
V1.5

Additions:
- added the Blueberryizer, a device commissioned for use by LSE's newest client: Mr. Cringe.
Fixes:
- fixed an issue where all the turret guns were not being drawn due to some new thing Tynan must've added to the defs at some point
starch 26 Oct, 2021 @ 2:33am 
Paint 3D Thumbnail (legendary 62%)
LazerWolf21  [author] 14 Jul, 2021 @ 7:54pm 
V1.4
Various tweaks to the flywheel turret which are as follows:
- Increased projectile speed from 9 to 30
- Decreased size from 3x3 to 2x2
- Decreased damage from 5 to 3
- Decreased ticks between shots from 8 to 5
- Increased armor penetration from 7.5% to 57.5% (we're shooting thousands of microscopic robots at a very high velocity, they'll get into some pretty small cracks)

tl;dr it shoots at a higher rate of fire and at a much faster velocity, but does less physical damage. This should make it a much more viable solution for base defense and TFing your enemies.
LazerWolf21  [author] 14 Jul, 2021 @ 3:45pm 
Honestly I think I'll make those changes for the flywheel turret for sure, I personally haven't used it too much in my playthroughs for the reasons you listed and the other very powerful turret mods I have installed.

As for mutanite cannon, I kind of see it as useful for area denial (eg covering the entrances to your base in liquid slurry to prevent entry). You can also use robot mods like vannila mechanoids expanded or misc robots to help clean up the mess later, or heck you could just give your pawns hazsilk clothing if you don't want to bother with that.

Also looked into adding a third turret that acted like a rapid fire mutagun (with the downside being it had to be manned to be operated) when I originally developed this mod last summer. I had issues getting the animal selecting functionality working with the turret, but I've been considering giving it another look these past few weeks.
Nouvi 11 Jul, 2021 @ 10:00am 
Nice idea, but somewhat flawed execution. The liquid slurry from the cannon causes quite a bit more harm to yourself than the enemy in the long run, unless you take special measures cleaning it up through other mods or micromanage a stabilizer-using dedicated crew. A chore really... but possibly worth being the offset for just outright animalifying entire raids like that.

On another hand, from several raids worth of testing now, the flywheel turret is... Either they get destroyed before the projectiles even hit, or they simply kill (a few of) the attackers outright before getting gunned down regardless.

Personally I would suggest this: Shrink flywheel turrets down to a 2x2 size, and reduce damage output. Perhaps to 2 or 3 damage/bullet at least. Maybe consider upping firerate slightly as well. I STRONGLY suggest increasing projectile speed regardless - that kind of slow projectiles don't work very well in RimWorld as it is to begin with, mechanically and practically.
LazerWolf21  [author] 30 Jun, 2021 @ 9:49pm 
V1.3:
- Mutanite Cannon's shells produce liquid slurry on impact
- Mutanite Cannon also spits out liquid slury when destroyed
- Added one advanced component to construction needs of Mutanite Cannon
- Tweaked flywheel audio to make it somewhat more quiet
Eragon001 9 Feb, 2021 @ 7:19am 
Could there be any ways to install those on mechs (what the hack)? I want moving turrets!
Röstli 7 Jan, 2021 @ 4:04am 
Hi, it looks like your mod is generating an error, but only in dev mode. The error is:

Config error in Gun_Mutanite_Cannon: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled

And the full error log is uploaded here (relevant lines are 629-633):

https://gist.github.com/HugsLibRecordKeeper/d6bd665ad8c430e862c8c4d6605a8c8c

I'm not sure if this has an effect on gameplay, but it'd be awesome if you could take a look at it when you have a moment.
selest19 24 Dec, 2020 @ 12:46pm 
is the scream the turret fireing into the room that he was suposed to be safe in right after the dealer steped out?
LazerWolf21  [author] 8 Dec, 2020 @ 7:44am 
V1.2:
- Slurry Flywheel Turret now can be hooked up to the slurry network
- Both turrets now glow like the chamber and centrifuge
Matsci 27 Oct, 2020 @ 7:55pm 
Pawnmorpher is incompatable with CE.
The Pheonix 7 Sep, 2020 @ 5:07pm 
first (cause why not :P)