RimWorld

RimWorld

Turret Collection (Unofficial)
278 Comments
TheCrusader 17 Oct @ 2:18am 
ive done it no, sorry i didnt realise i still had the old version of vanilla furniture expanded security module on and that was what was stopping the pawns from loading and using the howitzer
DsW-4  [author] 17 Oct @ 2:05am 
@TheCrusader Based on your description, this should not be an issue with this mod. You can check if the Vanilla mortar or other mods' howitzer also have similar symptoms. And if possible, you'd better can provide logs
TheCrusader 17 Oct @ 1:46am 
does anyone else pawns not use the howitzer, my pawns will man it like i tell them to but then just stand there for 2 secs and then carry on doing something else, they wont load or fire it
EV_SkyFall 8 Oct @ 2:28pm 
nvm i found it
EV_SkyFall 8 Oct @ 9:53am 
I've crafted a PGK, but I don't know how to install it on a artillery shell. The only way to obtain PG shells is buy it from trader.
Vril 7 Oct @ 10:40am 
Does incendiary launcher uses mortar mechanics? i cant put it under roof.
2765690331aba 29 Sep @ 11:55pm 
在ce下的串联破甲反坦克导弹会出红字,也打不出来。报错是gravity factor...could not find field in class
Fear of War 15 Sep @ 11:23am 
@ DsW-4 @Wimpypumkin The error is linked to turret rearm cost. Default 40% works fine, but any change causes the turret to become not rearmable.
DsW-4  [author] 28 Aug @ 10:42am 
@Wimpypumpkin Can you use Ctrl+F12 to upload the Error log so that I can analyze it? I can't reproduce this bug
Wimpypumpkin 27 Aug @ 7:03pm 
Cant seem to rearm the anti material turret. No pawns can interact with it at all.
理塘の猛虎 11 Aug @ 9:13am 
thanks
DsW-4  [author] 11 Aug @ 8:46am 
@理塘の猛虎 原版只有火炮需要弹药,炮塔用钢铁填充
理塘の猛虎 11 Aug @ 7:41am 
弹药是需要添加CE模组才能制作么,这个MOD没找到弹药的制作:steamhappy:
ElPenorGrande 6 Aug @ 1:56pm 
awesome, thank you
DsW-4  [author] 6 Aug @ 10:13am 
@ElPenorGrande Bug fixed
ElPenorGrande 6 Aug @ 7:46am 
Firing the AATWS at anything results in this:

Exception ticking Bullet_AATWS_ATGM819970 (at (67, 0, 176)): System.MissingMethodException: Method not found: int Verse.Map.get_Tile()
[Ref 435786] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Apache49 4 Aug @ 7:10am 
Precision guided shells never land. Instead they just throw an error every single tick forever. I'd post the error, but it's apparently too long for a Steam comment.
Asuna 31 Jul @ 9:31am 
One of your patches for the 57x438mmBors references Bullet_57x438mmBofors_Sabot_TC, but that is not defined anywhere. I think that line should just be removed since CE has the Bullet_57x438mmBofors_Sabot redefined already.

It is causing this error:
Could not resolve cross-reference: No Verse.ThingDef named Bullet_57x438mmBofors_Sabot_TC found to give to CombatExtended.AmmoLink (Ammo_57x438mmBofors_Sabot -> null)

This is the patch in question:
<Operation Class="PatchOperationAdd">
<xpath>Defs/CombatExtended.AmmoSetDef[defName="AmmoSet_57x438mmBofors"]/ammoTypes</xpath>
<value>
<Ammo_57x438mmBofors_AMP_TC>Bullet_57x438mmBofors_AMP_TC</Ammo_57x438mmBofors_AMP_TC>
<Ammo_57x438mmBofors_Sabot>Bullet_57x438mmBofors_Sabot_TC</Ammo_57x438mmBofors_Sabot>
</value>
</Operation>

This line can be removed: <Ammo_57x438mmBofors_Sabot>Bullet_57x438mmBofors_Sabot_TC</Ammo_57x438mmBofors_Sabot>
김베드로 12 Jul @ 7:31am 
ddager sheshe
Böswillig 11 Jul @ 7:10am 
@DsW-4 记错了,防御mod打太多了找错mod了,碉堡那是青叶佬的混凝土防御工事多些,佬你这个mod的基本上都能用炮塔控制网络mod连上)
DsW-4  [author] 10 Jul @ 9:28am 
@Böswillig 这个mod没有碉堡吧,而且这个mod的强力炮台貌似也不需要造太多
Böswillig 10 Jul @ 8:20am 
emmm,人手不够碉堡造太多怎么办,有没有什么无人化碉堡mod
DsW-4  [author] 12 Jun @ 2:12am 
@唐可可 机械加工台,组装迫击炮/榴弹精确制导炮弹
唐可可 11 Jun @ 11:49pm 
没有办法制作“精确制导”系列炮弹,并且在详情页上也找不到“制作于”这个标签
59式坦克·改II 27 May @ 7:04am 
120amp的炮弹破片实在太多,每开一炮都会卡一下
DsW-4  [author] 11 May @ 11:13pm 
@OZR10086 Rimworld对偶数格建筑中心点判定取中点左下格,所以左边坐标比右边远。原版自动加农炮也存在这个问题
DsW-4  [author] 11 May @ 11:10pm 
@人狼 Bug已修复
OZR10086 11 May @ 9:46pm 
这是以模型为基础,用命令格画的,真想用,最好别拿来规划基地
OZR10086 11 May @ 9:46pm 
而且射程也是向左边最远是50格,向右边最远是49,我不清楚这是不是贴图的问题,但挺扯的
OZR10086 11 May @ 9:42pm 
我尼马见鬼了,为什么先进舰炮的无法开火区域向右边是12格,向左边却是13格,我画了半天基地,结果发现死活对不上,这是啥原因?
人狼 11 May @ 7:10pm 
CE下先进舰炮炮台开火游戏会闪退,是我这里其他MOD导致的吗
Leutian Kane 11 May @ 5:38am 
if you dont speak english , use google translator
Leutian Kane 11 May @ 5:38am 
Changenotes for each update would be quite appreciated thanks.
Bitten Apple 16 Apr @ 5:11pm 
@DsW-4 不好意思,是我格式写错了 第一行空了一排。已经正常能批量制作了。谢谢大佬回复,实在是打扰了。
DsW-4  [author] 13 Apr @ 7:39am 
@Bitten Apple 你打算批量做哪个弹药?PGK炮弹没必要那是用普通炮弹和套件60工作量合成的(它的合成机制也不一般),其他弹药正常弄就行
Bitten Apple 13 Apr @ 7:16am 
大佬啊,请问一下怎么引用你的弹药?我打算做个批量制作炮弹mod 。但是弄了半天也弄不好。(我是刚刚开始学制作的小白)
GRC 2 Apr @ 8:16am 
我的问题,报错仅在CE最新snapshot版本出现
GRC 2 Apr @ 3:55am 
amp多用途炮弹打不出去,报错
Exception ticking Bullet_57x438mmBofors_AMP_TC9493 (at (110, 0, 125)): System.MissingMethodException: single CombatExtended.ProjectileCE.GetFlightTime()

https://gist.github.com/GRCXII/dcfe52a62541b0e869c7547baadb1027
DsW-4  [author] 13 Mar @ 11:49am 
@穷山恶水出屌民 如果是非CE环境下出现的,那不太可能是本mod问题,请自己排查其他mod;如果是CE环境下使用的2门可以手动瞄准出现的问题,最好能附上日志链接我才好判断出故障的位置。如果不是能手动选择目标的炮台那大概率也不是本mod导致的
穷山恶水出屌民 13 Mar @ 1:12am 
有个小bug,舰炮炮台故障后,使用零部件修复后仍然显示故障,但不影响正常使用
飞天一号 8 Mar @ 9:42pm 
大佬大佬,抱歉没说先决条件,要放弃炮台建筑的同时,建筑本身要通电问题才会出现,如果没通电是可以占领回来的,抱歉浪费你时间了,放弃占领的模组:Give up your building(https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2564783983)
璃elroy 7 Mar @ 11:37pm 
是的,启用核黎明后会出现155mm榴弹炮的 信息栏 - 弹药口径项 那里就会出现无法正常显示的问题,以及155mm制导核弹并没有制造方法,装填了制导核弹的榴弹炮无法发射;81mm制导反粒子弹拾起后无法放下,储存区没有相关选项
PolandBall 7 Mar @ 11:19pm 
你可以单独打这个mod和核黎明一起,就很快看见了
PolandBall 7 Mar @ 11:18pm 
发现了红字,制导版本的155mm核炮弹(核黎明联动内容)没有写label和class什么的
DsW-4  [author] 7 Mar @ 4:57pm 
:steamhappy:
SilkMoth 7 Mar @ 10:55am 
oh btw just removing it cuz because it dosent fit in a medieval playtrough, i really like the mod i just forgot i had it when making a save!
DsW-4  [author] 7 Mar @ 7:30am 
@PolandBall 如果你想着修改本mod的PGshell肯定是无效的,它们甚至不需要定义projectile参数;你得自己写一个新的炮弹
PolandBall 7 Mar @ 4:31am 
@DsW-4 在XML里用<shellingProps> 给精确制导炮弹的Bullet写成100射程后游戏内依旧是60射程
DsW-4  [author] 6 Mar @ 10:00pm 
@PolandBall 1.大地图射程是由projectile.shellingProps决定的,这是CE本体的方法;2.无跟踪的制导炮弹可以使用CompProperties_PointingProjectileCE,支持基于ProjectileCE的thingClass;3.要是你想写功能性弹药可以加我好友,除贴图之外的问题我方便都能提供帮助;
DsW-4  [author] 6 Mar @ 9:48pm 
@AC 照理说昨日第二次更新已经解决了这个问题,可能steam没有推送;本次更新后如果还没有推送可以尝试重新订阅一下;