RimWorld

RimWorld

[RH2] Rimmu-Nation² - Security
191 Comments
Freddy Fazbear 8 Aug @ 4:37am 
when i saw the minigun shooting i started shitting bricks, shits really strong.
Antiochus Tyrant 4 Aug @ 9:03pm 
Sentry Gun don`t work
Solo Extremo 4 Aug @ 10:38am 
@Chicken Plucker

First of all, thanks a lot, I really appreciate your mods and use all of them. Seriously, great work.
That said, I feel this weapon goes toe-to-toe with the best endgame weapons, which makes it feel a bit unbalanced.
I get that it's a powerful caliber meant to tear humans apart, totally fair.
But... why build any other turret if this one is god-tier?
That’s where game balance comes in. Of course, this isn’t your game, and even if you love it (like I do), you're not obliged to follow design concepts.

Please don’t take offense, I just felt the weapon stood out and wanted to share my feedback.

(P.S. I personally lowered armor pen to 40% and damage to 35. It feels more like how a kinetic weapon might behave in RimWorld’s future, where powder-based guns would seem primitive vs power armor and pulse rifles.)
Chicken Plucker  [author] 4 Aug @ 9:18am 
Here's what Ill do fellas, I'm still busy with 1.6 updates. I am still trying to figure out how to make the SAM and explosive turrets use ammunition, it's just refusing to behave like the other turrets in coding.

I'll deal with that when I get time. I have considered adding reinforced barrel for the M2 when it's out of ammo but it will likely force you to replace the barrel everytime it fires even one shot so there's a bit of an annoying limitation.

More sentry turrets are coming so CE compatibility may break, and I apologise in advance this is happening. To anyone who does have issues with the mod, please forgive me if my replies sound condescending, not my intention at all, for all I know you know more about the firearm than I do and just want a vanilla experience, I am fully aware I am not perfect in delivering that experience so my bad gangsters, no disrespect intended at all.
Chicken Plucker  [author] 4 Aug @ 9:07am 
@Solo Extremo - Alright grab a sandbag. Because it uses .50 BMG, on a machine gun where if you squeeze the trigger for 1 second, you will let off approximately 10 rounds. Each of those rounds are designed to overpower NIJ Level IV rated ballistic protection.

Is there any modern firearm in vanilla that can compare to something like that? No. You have a 5.56 based Assault Rifle and an improvised turret. So me, as a modder adding something the game doesn't have, I have decided to do the stats how I feel is best with a second opinion from another person (Samael Gray), given our small team and what limited knowledge we have about the weapon.
Chicken Plucker  [author] 4 Aug @ 9:06am 
Continued..

"Super low" requirements is debatable, because after all you're playing a game where you don't have to:
- Worry about replacing overheating barrels
- Ammunition (Which most of the emplacements have, bar the explosives which get funny coding)
- Reloading
- Stoppages
- Weapon cleaning
- Replacing damaged parts

Given the circumstances, this is the M2 Browning I got. TL;DR, it wasn't made to give you hugs and kisses, and there's no equivalent in vanilla to compare it to. You're free to find something that you feel is a better balanced mod because at the end of the day mods are optional and each person has their own take on how things should work.
Solo Extremo 4 Aug @ 8:09am 
@Lord of the Hold I did yeah, just wondering how developer though that stats were fine XD.
Like, top tier stats into the first hours of gameplay
Lord of the Hold 4 Aug @ 6:52am 
@Solo Extremo, there's mods you can use to alter the values for your own play-through with a couple of clicks.
Solo Extremo 4 Aug @ 6:43am 
m2 browning is unbalanced as hell, ngl. 40dmg and 80% armor pen with super low requeriments is a game breaker
Opposing Farce 21 Jul @ 9:44am 
We're so back! Thanks for the update!
SgtEcho227 18 Jul @ 11:03pm 
LET'S GOO HE UPDATED IT TO 1.6 RAHHHHHHH
Pent 18 Jul @ 5:03pm 
Waiting patiently for the 1.9 update! I'm gonna wait to start my save until it comes out for 1.9.
M4 17 Jul @ 11:12pm 
1.8 please
NukesRUs 15 Jul @ 6:11am 
1.7? where 1.7? update now. now! NOW!!!!
Azure 15 Jul @ 4:17am 
update pls
Lune 15 Jul @ 12:44am 
Does this still work with 1.6?
gunns22 13 Jul @ 7:07am 
@Chicken Plucker

1.6?
Chace 13 Jul @ 5:45am 
I absolutely love this mod! It adds a whole new level of immersion to the game.
{FTC}Trev95 11 Jul @ 3:35pm 
CP, thank you for this amazing mod. You have the blood on many a raider on your head. The last thing they see is a pair of DShKs sitting at the end of a hallway. 10/10
i love MIM-23 HAWK they even helped me get rid of the drops and the bodies
Capefear56 11 Jan @ 2:11am 
The M2 Browning is unfortunately too good for me to use in my playthroughs. The weapon stats say it's supposed to fire 2-round bursts, but it appears to ignore this and absolutely unload everything like a proper machine gun. 40 damage with 80% armor pen and 42 range is just way too good for 120 steel and 6 components.
saintbrutal 11 Nov, 2024 @ 5:40pm 
@the flying tank turret no it doesnt kill drop pods, just a glorified mortar lol
TheRealMe 4 Nov, 2024 @ 4:55pm 
@The Flying Tank Turret think of it like an automatic mortar that launches three missiles over long range.
The Flying Tank Turret 27 Sep, 2024 @ 2:14pm 
Can somebody explain how MIM-23 HAWK works? I'm so confused. Surface to air, how does that work in rimworld? Does it kill drop pods?
Tetrako 18 Aug, 2024 @ 8:33am 
It's sadly not compatible with the Continued version of Yayo's Combat 3, can confirm missiles will still go off at an almost 90 degree angle to where they're aiming.
Gas Town War Boy 8 Aug, 2024 @ 3:49am 
I know this is incompatable with yayos combat but is it compatable with the new one? The new one removed all the fancy animations and made it a seperate mod.
Nutsworth 7 Aug, 2024 @ 9:17pm 
m2 browning makes my colonist snug as a rug. gud mod :steamthumbsup:
FoolishJester 3 Aug, 2024 @ 7:01pm 
beautiful mods, dont let the "update"/"ce?" crowd get to you mate, you do you :steamthumbsup:
Chicken Plucker  [author] 24 Jul, 2024 @ 4:18pm 
@Тупой Школьник - I'm assuming you're talking about Combat Extended. I don't make patches for CE, I'm busy enough with mine. If you would like answers to your question, please go to the Combat Extended discord server and ask the patchers there because they would know how things work with their mod. My responsibility ends with what my mods add, not what someone else's mod adds.

If I were to make compatibility patches with other mods, its not out of obligation and would be a rare thing for me to do, otherwise, I'll have to do it for every new mod coming out that needs patches and my job would never end.
Chicken Plucker  [author] 24 Jul, 2024 @ 4:18pm 
@INVICTOS - No. Pods aren't even considered as pawns, they're skyfallers, something turrets just can't aim for. If I was to have it shoot down these objects, it would take C# coding.

@NukesRUs - I increased it because the DShK was added. Their real fire rates are obviously a lot more than whatever limitation the game allows, but the M2 needed to have a difference with the new emplacement and its own advantage, that being the fire rate. Unfortunately I don't have a lot of numbers to play with in the .xml, there was no in-between with the DShK and M2 fire rates, it either feels too slow or it has whatever it has now. I prefer it feeling like an actual M2.
Тупой Рабочий 24 Jul, 2024 @ 5:37am 
how long are to wait til DSHK, Barret and MIM-23 made compatible?
Invocador Hiperboreo 24 Jun, 2024 @ 12:16am 
Does the MIM-23 HAWK shoot down pods?
NukesRUs 27 May, 2024 @ 8:20am 
Sorry if this is explained elsewhere, but why increase the fire rate of the M2? Seems like an unholy amount of firepower.
꧁༺Mï¢rð§ð£†༻꧂ 17 May, 2024 @ 7:28am 
In YAYO's COMBAT settings you can turn off the "allow turrets" option and then the MIM-23 will work normally.
MG/Zoltan 17 May, 2024 @ 12:17am 
After going back and testing (It's been a busy month and a half,) yes, it was Turret Extensions.
Chicken Plucker  [author] 16 May, 2024 @ 11:01am 
@꧁༺Mï¢rð§ð£†༻꧂ - YAYO's COMBAT does this for other mods that add rockets, unless its pre-patched (no idea how to do that, much like CE patches). I'm not the one to ask if I can fix it, because my mod does not mess with the mechanics and physics of vanilla, YC does. If anything, I'd ask YAYO to sort it out, he's been probably told this for ages but I don't know how busy the gentleman is. Sadly my only suggestion is disable it, but I understand that's not a decision some would find easy to make.
꧁༺Mï¢rð§ð£†༻꧂ 16 May, 2024 @ 10:02am 
Yes! MIM-23 does not work with YAYO's COMBAT. My rockets fly off the map and into the same place. Moreover, the MIM-23 itself is turned towards the enemy. Can this be fixed?
Chicken Plucker  [author] 16 May, 2024 @ 8:56am 
@Farted - If they’re going way off target it could be Yayo’s Combat, assuming you have it. Are they just being inaccurate cause the raiders are moving fast? Need more details mate
Farted 16 May, 2024 @ 6:53am 
Been a long time fan of this mod since 1.3, so giving a big thumbs up.

Just reporting that during raids, the MIM-23 shoots missiles out of the map instead at the raiders invading my base...is this a bug or something? The missiles don't hit anyone nor have any impact on the map lol.
Chicken Plucker  [author] 5 May, 2024 @ 3:43pm 
@MIM-23's - Just artillery. There's no system for taking out skyfallers, if there's any out there it's all custom code made by someone else for mods.

@Tae.Kucing - No worries mate

@Tophat_Macaroni - Cheers mate
War 5 May, 2024 @ 11:50am 
I don't understand the MIM-23's purpose? does it just act like artillery? or is it more of a direct fire weapon? or does it some how do air defense against drop pods?
Tae.Kucing 30 Apr, 2024 @ 5:30pm 
thank for the anwear, cant wait for ur future mod
-Helper- 30 Apr, 2024 @ 4:36pm 
Dude, I already fuckin' love this from the fun description and the balancing, You my friend are my new favorite mod creator.
Chicken Plucker  [author] 30 Apr, 2024 @ 10:42am 
@Tae.Kucing - Claymore doesn't just work with trip wires mate, they can be remotely detonated as well. In fact I'd argue the trip wires you'd forget about is a lot more dangerous, especially, if you forget about that.

Anyway all this to say that there is no trip wire system in rimworld. There's already AP mines and vanilla IEDs that has to be stepped on by the victim. As for having to try and code some kind of linear "proximity mine" mechanic, I'm unwilling to have to commission my coder for that at the moment. Maybe in the future I can do it for a different device, like a trip wire grenade explosive or something when the coders are available. That way the pawns don't just run past the linear shrapnel, it'll be some omni-directional blast.

Will revisit the mod with some kind of proxy mines sometime later, but I don't think changing the claymore is necessary
Tae.Kucing 30 Apr, 2024 @ 9:14am 
is theare a setting to make claymore like actual claymore rather then manual detonate? sometime i forget i have claymore for defense and forget to detonate it
Chicken Plucker  [author] 20 Apr, 2024 @ 12:36am 
@Porkchop Sandwiches - The preview images are over there showcasing turrets and devices with details on their stats.

I didn’t think people could miss what this mod could do based on the colorful images of turrets and explosives with their labels and detailed stat sheet, but for you porkchop, because I care, I’ll add a new line in the description.
Porkchop Sandwiches 19 Apr, 2024 @ 10:42pm 
The description is cute, but would you actually give us some more information on what this mod does?
敬自由 16 Apr, 2024 @ 3:12am 
明白。感谢回复
Chicken Plucker  [author] 15 Apr, 2024 @ 1:26pm 
@梦想都没有跟咸鱼有什么区别 - https://imgur.com/gsDUPIj

Hi, that is a picture of vanilla security items. I have taken them to 2 outlander settlements for trade and they do not want to buy them. It is completely normal for traders, ALL of them, to not want to buy security items. Why? It's just how vanilla is coded. Turrets are not tradeable even in vanilla, and so are the ones in this mod because it is derived from their coding.

@Rachel L - I don't know. I understand that's an anti-climatic answer, but I do not test my mod with systems like LTS and CE because I'm far too busy maintaining my own stuff, if anything, it'd be best asking them because my security mod isn't the one overhauling how vanilla mechanics work. Likelihood tells me no.

@Nedlee - No worries
敬自由 15 Apr, 2024 @ 6:53am 
无法向贸易商出售此MOD的物品,商人都不要