RimWorld

RimWorld

Buildable Orbital Cannon
130 Comments
BabyNanachi 24 Oct @ 6:37am 
damn all the cool stuff stuck to graveships...im broke and am still using(and prefer) SOS2
DannyBacon 12 Oct @ 9:26am 
Are they able to shoot over gravship walls?
GamerCake 10 Oct @ 11:16pm 
Slight issue I have is that siege raids use the orbital artillery, which industrial factions shouldn't have access to
The Quiet Kid 5 Oct @ 3:20pm 
Do bombardments work with CE?
Inquisitor 2 Oct @ 12:09am 
does this work under roof?
Mr.Wireman  [author] 29 Sep @ 10:15am 
The range limit is because of the base game code. If you use Vanilla Expanded Framework you can extend it.
愉悦zz 28 Sep @ 8:32am 
Apologize for what I just said. I tested several waves of enemies, especially the 9x9 giant Gauss cannon, which is so powerful that it can be called a destroyer!❤️Range may be the only short board. The 3x3 automatic cannon has a range of 51 squares, while the 9x9 giant Gauss cannon has a range of only 56 squares. The gap is a little too small. If so, can these 9x9 super giant turrets add some range, so that they are perfect!!! It would be better if you could shoot across the mountain! After all, they are so huge, aren't they? The biggest thing I've ever seen before is a 5x5 turret with a giant Imperial turret module, and today I've seen a real giant.
愉悦zz 28 Sep @ 8:14am 
Friends, I have not used the ce module, only in the original environment to play. I used the turrets of this module today, and I have to say, they will all be beautiful. However, I feel that in the original environment is not a bit too "restrained", two huge, 9x9 specifications of the Super Space Orbital Battery actually range only. A distance of more than 50 squares. Isn't that a little too conservative. There is no accusation here, but it feels that such a huge and extremely power-consuming giant turret should have a more powerful performance. I'd appreciate it if you could adjust it. I've never played ce, so I don't know how they perform in the ce environment. Finally, thank you again for your creation. These cosmic batteries are really powerful and beautiful. It would be nice if it could be more lethal.😘😘😘
Mr.Wireman  [author] 28 Sep @ 2:59am 
I'll look into it. But i am very busy with work at the moment. If anybody know what changed in CE that breaks the mod then please tell me or better yet submit a pull request on git
fwuit 27 Sep @ 10:54pm 
I hope this gets updated for the newest version of CE soon, not just the 1.6 Dev
Fog 26 Sep @ 5:46pm 
With Combat Extended it becomes impossible to load any map. It seems your patch is outdated and makes the game unplayable.
Mr.Wireman  [author] 18 Sep @ 1:50pm 
It is set at the highest Tech level, so modded factions might still use it. But shouldnt in vanilla
Pamparampampamparam 17 Sep @ 5:13pm 
I've seen Siege raids build this; is that intended?
Mr.Wireman  [author] 17 Sep @ 6:20am 
There are 3 types of orbitals - Beam, Artillery barrage and Gauss strike (Anti grain bomb)
Inquisitor 16 Sep @ 11:14pm 
can you call in orbital strike from any of these turrets? like, I can call in beams and ciws bullet rain?
ImUppy 16 Sep @ 4:08pm 
resubbing fixed it
ImUppy 16 Sep @ 11:24am 
i am using CE and other mods its probs do to another mods its okay
Mr.Wireman  [author] 16 Sep @ 7:39am 
Are you using the CE version? Then there are no settings. The second part of your problem does not sound like it should be because of this mod, do you have other mods?
ImUppy 15 Sep @ 11:38am 
I dont see settings for this mod and I cant make a world or load into a world
FripouilleSaharienne 13 Sep @ 8:52am 
it would be hard to implement tho, and how do you render it ? Its better to not do this i think :/
Pamparampampamparam 13 Sep @ 12:25am 
It would be cool if you could mount these 'on top' of your base/ship.
Mr.Wireman  [author] 28 Aug @ 7:49am 
Send it over on github and i'll take a look!
URU | Deo 27 Aug @ 9:37am 
Hi Mr.Witeman, i made a mode also base on the beam turret with a system of internal charging and some other features. Also i change (re-draw) the bullets of your WISS and the autocannon with explosive shells. Change a LOT of values on the XML (like adding material base cost/buildable). My request for you is to give it a look if you wanna merg it or if is ok for me to upload it
Mr.Wireman  [author] 21 Aug @ 11:09am 
What exactly is the issue? Can you not see Vanilla expanded framework installed, or not able to see the range updated? You need to go into the modsetting of the cannons to update the new values if you have vanilla framework installed
AranwenL 21 Aug @ 10:22am 
vef
ok, well i looked in there and didnt see an option for it. before asking i checked any installed mod that could have been both vef or vfe, still nothing with an option for it.
.
the toggle tab is empty and says i need a restart for options to apply, which ive done multiple times, should i just assume something broke it or do i need something on the first tab active for the toggle tab to display/work?
Mr.Wireman  [author] 21 Aug @ 9:50am 
I have linked to it, it is Vanilla extended framework
AranwenL 21 Aug @ 8:38am 
sorry, which mod is vfe?
i would very much like infinite range :D
Mr.Wireman  [author] 19 Aug @ 12:30pm 
I might make the artillery cannon automatic which would then somewhat do the thing you want. As for the console there is a firecontrol mod around for that that is for an old version but i think it still works.

I do have firecontrol in my thoughts for the mod
Valhalla 18 Aug @ 12:02am 
Literally just taking the functionality of mortars and give them different functionalities like an autogun or some of the guns presented here, though there would have to be some kind of drawback due to how safe they are with like some extremely long cooldown or aim time to compensate for being able to safely shoot at raiders from the safety of the gravship, maybe even making custom shells/ammo and have them be created/loaded just like mortars.
Valhalla 17 Aug @ 11:59pm 
Im unsure of which way this mod is headed but something that would really make me happy is if there if it were possible, if we could make like a console which could make these manually controlled that would be awesome. Another thing ive been really looking for are guns that are similar to mortars but like flak guns and such that can fire over walls without using an embrasure mod or an elevated platform mod which will obliterate itself in some way and cause more harm than good in some cases.
Mr.Wireman  [author] 17 Aug @ 1:30pm 
yeah, that is correct. A gauss cannon is a fast moving projectile so in my opinion it shouldnt be a indirect weapon
bobZILLA 17 Aug @ 11:53am 
Ok I did some testing, think I figured it out. Correct me if I'm wrong but does the Gauss cannon needs direct line of sight? Meaning if its surrounded by walls/doors it won't fire until they actually get direct sight. I thought it acted like a mortar and could fire no matter what if the target wasn't under overhead mountain. If so, I guess this means having the Gauss cannon in the middle of my grav ship was not the move lol
Mr.Wireman  [author] 17 Aug @ 5:03am 
The CE version of this mod is limited, so that is the correct amount of stuff
Gilded Wraith 17 Aug @ 4:41am 
I'm having an issue where I can only select the 3x3 Armament, CIWS and Artillery. No dropdown menus. That is with devmode enabled.

It's probably because I'm using a very trimmed down modlist exclusively for testing until CE is fully updated for 1.6. Which requirement would I need for the other sizes to appear?
Mr.Wireman  [author] 17 Aug @ 2:09am 
Is this the case with all turrets, including vanilla or only that specific turret? Sounds pretty weird as the shooting behavior is pretty hardcoded in the vanilla game and only edited with XML
bobZILLA 17 Aug @ 1:18am 
I'm having this problem where it seems like the 9x9 Gauss Cannon only fires when enemies get within the inner range where they are not supposed to be able to shoot, like their allowed and unallowed ranges are inverted.. Not sure if I have an incompatible mod or what, but I've tried changing the ranges, resetting to default and nothing has worked. They are targeting enemies and I can see them trying to shoot with the cooldown showing but they only shoot when they pass the inner diameter. Any suggestions?
Mr.Wireman  [author] 16 Aug @ 1:55pm 
Not yet, i am not sure how bombardments act in CE yet. But it is coming
Indy 16 Aug @ 1:26pm 
Is the bombardment system implemented with CE? How can I use it?
Mr.Wireman  [author] 15 Aug @ 3:23pm 
Version 2.0 has been uploaded. Minor changes in addition to a big one.
You are now able to call in bombardments from a gravship with cannons mounted on it, thanks to ANNOProfi!
Mr.Wireman  [author] 13 Aug @ 9:14am 
Beam cannons now use correct turret base, added smaller variants of the CIWS and fixed some descriptions
Mr.Wireman  [author] 12 Aug @ 2:12pm 
Or gravships even
Mr.Wireman  [author] 12 Aug @ 2:11pm 
Yeah, you are right. I kinda forgot I used the Gauss base for the beam. I’ll look into it, maybe I will do some recoloring so it matches grasshoppers better
Reprogrammed Automaton 12 Aug @ 2:01pm 
The turret base of the Anticraft Beam, its got more detail then the gauss one.
Mr.Wireman  [author] 12 Aug @ 1:57pm 
@Reprogrammed: Hmm, which do you mean?
Reprogrammed Automaton 12 Aug @ 1:51pm 
Don't suppose there is any chance we could get the cool mechanoid turret base from the mech hive mission as an option?
Mr.Wireman  [author] 12 Aug @ 11:28am 
Thank you, i have responded to it
Mee Goreng 12 Aug @ 10:32am 
Hi @Mr.Wireman, i've added my log to the discussion tab. I have the same error as ExterminaTor. Hope this helps!
Mr.Wireman  [author] 12 Aug @ 8:57am 
@Palaiologos : The CIWS is hidden behind the turrets, i will note it and get it fixed next update.

@Exterminator can you perhaps give me some more information?

Always put the Orbital Cannon mod at the end of your modlists and it should work pretty fine
Palaiologos 12 Aug @ 6:34am 
I'm having the opposite problem of @NovemGaming. I have CE loaded, but can only see the autocannon and artillery turrets in my build menu (even with DevMode)? I bought the CIWS from an orbital trader and could use it to build a copy, but it never showed up organically in my build menu.