RimWorld

RimWorld

Rah's Vanilla Turrets Expansion
236 Comments
Xiangleng 10 Aug @ 9:19am 
PremierVader 8 Aug @ 10:12am 
Would be great if somebody could do a patch for this mod and Reel's Turret Pipeline. That would be ideal since we dont know when the creator of this mod will be available again. I hear the patch is easy enough to do for anyone with even basic understanding of modding. The instructions are given on the Reel's Turret Pipeline mod page.
Crumb 1 Aug @ 8:32am 
Really hoping this gets patched with Reel's Turret Pipeline!
Yo Homie 30 Jul @ 2:02pm 
Can i add this in an existing save? or is there any other mods where I dont need to rearm turrets?
军阀的右獠牙 30 Jul @ 6:03am 
Excuse me, is it possible to turn off the red light of the Vulcan Cannon without power interruption?
Jixxor 26 Jul @ 5:35am 
Reel's Turret Pipeline Compatibility would be nice indeed. It's fun to have turrets that actually function as proper defenses, but with the increased cost it's a bit time consuming when pawns have to rearm them all the time. Plus these turrets turning off during combat is an actually noticable drop in firepower.
Unexpectedwalrus 25 Jul @ 9:01pm 
+2
Rhys 25 Jul @ 7:42am 
+1 Reel's Turret Pipeline Compatibility.

Will be subbing, and using this if it gets added.
Omega13 23 Jul @ 5:07pm 
Seconding the wish for compatibility with Reel's Turret Pipeline, also so glad to have this one back!
wardragon 23 Jul @ 4:45pm 
thanks for the update :goldstack:
SirPhoenixBlood 22 Jul @ 6:03am 
its not downloading the updated file even after i delete the file and make it redownload it its only downloading the 1.5 file for me
Вуф 21 Jul @ 11:22am 
Integration with reel's pipeline? I've seen MVT version with it and it did work for that
Chicken Kickin Fun 21 Jul @ 7:05am 
ty king
Rah  [author] 20 Jul @ 10:47pm 
very busy lately, but did a quick update. enjoy!
So far it still works, but i cant tell for you guys, everyone is using different mods.
Thranos 14 Jul @ 10:47pm 
Working just fine in 1.6 as far as I can tell.
Professor H. Farnsworth 13 Jul @ 8:22am 
@Tal'Raziid
People just see a red warning and does not think/bother to try.. There might be some space issues as there's new tags concerning vacuum, but on ground should be fine?
Tal'Raziid 12 Jul @ 1:50pm 
Link, Wardragon, have you tried it in 1.6 to see if its actually broken?
Commander Link 12 Jul @ 7:32am 
i miss the vulcan turret. please update the mod when you get a chance? :>
wardragon 28 Jun @ 12:01pm 
any plans too update to 1.6
Scorpio 21 Jun @ 11:27pm 
pipe turret patch?
Cant Dodge Rodge 14 Jun @ 11:24am 
I have been looking to see if there is any sort of patch to go along with Reels Turret Pipeline for this awesome turret mod. Haven't been able to find anything. Anyone know if there is one or plans of there being one?
lego116 12 Jun @ 11:14am 
@rah "Van's Retexture : More Vanilla Turrets" re-textures the turrets from the earlier version of this mod, but that version is out of date.
Rah  [author] 11 Jun @ 2:37pm 
sry been away. i havent tested it with other turret mods, but I don't see any reason why it shouldn't work.
lego116 4 Jun @ 7:12pm 
Does this version work with "Van's Retexture : More Vanilla Turrets"
200 2 Jun @ 6:23am 
it doesn't appear to be compatible with reels. perhaps with some kind of patch.
Evono 9 May @ 9:59pm 
is this compatible with Reels turret mod ?
Rah  [author] 12 Apr @ 7:31pm 
<3
kot 16 Mar @ 9:55am 
This mod was always the goat
Rah  [author] 12 Mar @ 3:42pm 
It's compatible yes.
Daniel 2 Mar @ 6:44pm 
is this mod compatible with combat extended?
Rah  [author] 9 Jan @ 12:28pm 
<3
KeyLime 8 Jan @ 10:58am 
Cool! Thanks again! :cozybethesda:
Rah  [author] 8 Jan @ 12:55am 
I'll note it down and take a look at it if I get some time.
KeyLime 4 Jan @ 2:26pm 
Thanks for the quick reply, and thanks for the mod. Do you think you might add the functionality to turn on or off lights, or potentially add that button to change them to darklight? My darkness worshiping cultists are not big fans of the turrets from this mod.
Rah  [author] 3 Jan @ 10:23pm 
not while they're active, but you can turn them off with the power button.
KeyLime 3 Jan @ 10:53am 
Any way to turn off the lights coming from the turrets?
DocHolliday 21 Dec, 2024 @ 5:25pm 
I'm blind thank you very much, I have the swkotor mod series so the crafting menus are very cluttered.
Xeonzs 21 Dec, 2024 @ 4:56pm 
Thank you, will give it a try again
Rah  [author] 21 Dec, 2024 @ 4:23pm 
update 2.8: Vulcan Cannon has been buffed. After some testing, it did come up a bit short. It actually used to be stronger, but the firing rate had some issues in the previous versions. It should now be quite strong. I might continue to tweak if it turns out to be a bit too op. Some text description was also updated on a few turrets. enjoy.

@DocHolliday, fabrication bench.
DocHolliday 20 Dec, 2024 @ 11:28am 
How do I make plasma power cells?????????
Xeonzs 16 Dec, 2024 @ 4:15pm 
Yeap the vulcan is very dissapointing, not worth the resources and research at all.
Dust 24 Nov, 2024 @ 4:07pm 
Vulcan cannon has a lot of ammo and decent range, but otherwise seems pretty lackluster for what one would expect of both the name, and the amount of resources and research. A variety of vanilla small arms fire faster than this thing, including the LMG and Minigun.
Rah  [author] 30 Oct, 2024 @ 12:01pm 
@Sunny, it has very high fire rate, but it will struggle against armored targets. So I recommend combining it with other turrets, and/or colonists.
@Futstub, nice. enjoy !
Futstub 29 Oct, 2024 @ 2:06am 
Got here because of MysteriousFawx video. :)

Will definitely try it!
Sunny 23 Oct, 2024 @ 10:50am 
maybe just me, but the vulcan cannon seems quite weak compared to its cost
Rah  [author] 16 Oct, 2024 @ 2:23pm 
<3
Scelous 13 Oct, 2024 @ 3:50pm 
Thank you, Rah! Your turret and bionic mods are some of my most favorite; I can't play rimworld without them.