RimWorld

RimWorld

Turret Idle Position
62 Comments
lucky_one 🍀 8 Aug @ 3:49am 
nvm looks like it only worked when I loaded the game, they are back at not working again (The manned ones, the others I havent tested with this mod yet)
lucky_one 🍀 8 Aug @ 3:14am 
@Mlie I deleted the comment waaay before you could read it, I don’t know how you saw it haha. I figured out the limitation, that’s why I deleted it.

Also, the problem I had was because you need to right-click the option to set the turret idle position (The problem was with a manned one, if that's worth something); for some reason it doesn’t work if I left-click on it. So it’s all good.

Thanks for the answer anyway, this is the mod if you are still interested:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1688004964
Mlie  [author] 7 Aug @ 10:19pm 
@lucky_one 🍀 All turrets point north after load, as their position is not saved by the game.
Could you link to the mod you are referring to?
Mlie  [author] 28 Jul @ 7:31am 
@notyetnamed Should work better now
notyetnamed 28 Jul @ 6:04am 
Hello! Just found a funny bug with odyssey! If you rotate the gravship the turret positions do not rotate.
CurtimusPrime92 23 Jul @ 1:58pm 
that did the trick i purged all 0Harmony.dll in workshop folder and no more error
Mlie  [author] 23 Jul @ 1:49pm 
@JoeOwnage No, that is outside of the scope of this mod.
JoeOwnage 23 Jul @ 1:46pm 
would it be possible for the chosen arc to limit the actual turret firing arc?
CurtimusPrime92 23 Jul @ 1:15pm 
@Mlie after a bit of back and forth with chat gpt, i have come to the conclusion it's due to incompatibility / conflict cause by many of my mods from other authors having {ModRoot}\Assemblies\0Harmony.dll version 1.X.X.X i am currently on a purge removing them all
Mlie  [author] 23 Jul @ 11:33am 
@CurtimusPrime92 Please see the Reporting Issues section described above
CurtimusPrime92 23 Jul @ 11:31am 
getting "Error in static constructor of TurretIdlePosition.TurretIdlePosition: System.TypeInitializationException: The type initializer for 'TurretIdlePosition.TurretIdlePosition' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown." https://gist.github.com/HugsLibRecordKeeper/47f7bad12b3b02e76dd063140a3c141d
JoeOwnage 10 Jul @ 8:45am 
Hey mlie could the turrets remember this setting upon getting destroyed and rebuilt if you have auto rebuild base constructions toggled
thanks, truly fixed.
Mlie  [author] 29 Apr @ 10:11pm 
@微月吨日亿万千的马甲 Your log shows that you are not using the updated version of the mod. Resub to force a mod update, some users seem to have issues with their steam updates.
sry bad news, turret still not functioning, as i havnt added [LTS] in my list, ive reported the same issue to celetech's owner too

https://gist.github.com/HugsLibRecordKeeper/be87a878f6f1185c3a4d8a103088b499
Mlie  [author] 29 Apr @ 1:20pm 
@Think Should work better now
Mlie  [author] 29 Apr @ 5:39am 
@Think Sure, if you link to the mods that causes the issue
Think 29 Apr @ 5:37am 
found issues,It's a problem between "CeleTech Arsenal MKIII" and "[LTS]systems",can you check that?
Mlie  [author] 28 Apr @ 12:17pm 
@Think Works when I try it. See the steps described under Reporting Issues
Think 28 Apr @ 9:41am 
all turret will be like that,Including the vanilla,It was used normally before the update
Mlie  [author] 28 Apr @ 7:10am 
@Think If you explain what modded turret you are having issues with as the mod is working fine on its own.
Think 28 Apr @ 6:41am 
looks like it's not working and all the icons(ammo count,cease fire,power cut) of the turret disappear,can you check?
Mlie  [author] 26 Apr @ 3:21pm 
@WJSabey Manned turrets should be supported now
WJSabey 16 Apr @ 4:42am 
Is it possible to do something for manned turrets that don't auto-move? I know the way this works ATM doesn't work with them, but something like making turrets point in their natural direction on load instead of north would help?
Mlie  [author] 11 Apr @ 10:14am 
@Blueo Should be fixed now
Blueo 11 Apr @ 9:47am 
Minor "bug" you're able to change idle positions of unowned turrets like the mini-slugger from mech cluster, still behaves as expected even if you change it
Mlie  [author] 8 Apr @ 10:52am 
@Teh T It would work but they have defined their turrets as being no threat when in space. Not sure why but this makes the gizmo not showing
Teh T 7 Apr @ 10:28am 
Any chance of getting this working with SOS2 turrets?
Mlie  [author] 20 Feb @ 11:54am 
@WJSabey Sure, should be added now
WJSabey 17 Feb @ 1:21pm 
Is is possible to add an option to have the sliders in the dialog snap to the nearest five degrees? Given how many stops there are on them, it's quite fiddly getting them set right.
Mlie  [author] 27 Nov, 2024 @ 12:49pm 
@WJSabey Should look better now
WJSabey 26 Nov, 2024 @ 9:01pm 
I think there's a couple of bugs; when choosing the angle, the arc it shows goes behind buildings, meaning that if a turret is next to sandbags we can't see it. I think it ought to be on a higher view layer. Also the allowed deviation seems to be twice what the visual shows; if we set it to e.g. 90, the little preview wedge is 90 degrees wide, but the actual deviation seems to be 90 degrees on either side, for a total of 180.
eNoble-US 10 Sep, 2024 @ 3:10am 
ohhh okay. That makes sense, thank you
Mlie  [author] 10 Sep, 2024 @ 3:01am 
@eNoble-US All turrets face north when loading a save, as the direction is not saved at all. The way this mod works is to allow/disallow the normal idle rotation of the turret to keep in the defined range.
Since non-automatic turrets only move when aiming this mod would have to force the turret rotation for these manual turrets, making it a rather more complicated thing to solve.
eNoble-US 10 Sep, 2024 @ 2:52am 
I believe you misinterpreted me, I was referring to the fact that static weapons constantly face north after you load into a save. I was wondering if it would be possible to add in a direction editor similar to this mod for static pawn controlled emplacements, so your machineguns/mortars arent always facing north

If not I do appreciate the work anyways!
Mlie  [author] 9 Sep, 2024 @ 10:00pm 
@eNoble-US Those do not rotate unless there is a pawn handling them so it would be a bit tricky to make them move by themselves
eNoble-US 9 Sep, 2024 @ 6:37pm 
Any chance we could get an update/version for static pawn controlled emplacements too? Good work either way
Гений 9 Sep, 2024 @ 11:55am 
@Mile sry, looks like Steam consider RimSort as launched Rimworld and blocks update of game files so updating mod via RimSort not closing it and opening back again prevent from actual launch Rimworld with updated mod. Long story short I forced update of the mod via RimSort, haven't closed it, launched Rimworld, and got issue that described above. Right sequence is close everything that dedicated to Rimworld and wait while Steam update mod by it selft and put new data in mod list file, otherwise even with updated filed of the mod you play with older version of the mod (strange).
Works perfectly, thanks a lot! Love you!
P.S. - I understand that sleep is toy of Satan, but please try to take a little care of yourself, you're awesome and we need you for as much longer
Mlie  [author] 9 Sep, 2024 @ 11:43am 
@Гений Can you verify with only this mod loaded perhaps?
Гений 9 Sep, 2024 @ 11:39am 
@Mile probably I'm doing smthng wrong cause nothing changed for me. Still (with 1.5.3 ver. of the mod) selecting multiple turrets and applying idle position limit for them I get limited only the one that has been selected first. Others are with grey signs of limit and when open popup for them separetly limit is off, unfortunately. Probably some kind of incopability with mods like forced target, turret hunt or always rearm turrets :C
Mlie  [author] 9 Sep, 2024 @ 11:08am 
@Гений Should be fixed now
Гений 9 Sep, 2024 @ 7:05am 
Ok, tested for 15 hours. Tried selecting several turrets (holding shift button) and then setting idle position for them all, but unfortunately idle position appliend only for first selected
Гений 31 Aug, 2024 @ 5:10am 
@Mile Sry, my bad. Tested with my ass (thinking via it) and messed up degreeses. Works perfectly actually, after setting angle and dispersion it turns in 2 game hours
Mlie  [author] 26 Aug, 2024 @ 11:32am 
@Гений Tested and the turrets followed the set limits. Perhaps you have some other mod-conflict. Please verify with only that mod loaded.
Гений 25 Aug, 2024 @ 1:03pm 
Sure. Tried to make https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2583529720 Rah's turrets see on different agles and got no succes unfortunately, they just ignore applied limitations
Mlie  [author] 25 Aug, 2024 @ 12:58pm 
@Гений Could you expand on that?
Гений 25 Aug, 2024 @ 12:56pm 
Looks like incompatible with Rah's turrets
Mlie  [author] 24 Aug, 2024 @ 12:33pm 
@123 Should be fixed now
123 23 Aug, 2024 @ 8:07pm 
seems like turrets won't turn through zero from 259 degrees no matter what the allowed deviation