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The refuelable comp in base came turrets actually refers to barrel wear/durability, which is conceptually different from ammo consumption assumed by the patches in Reel's Turret Pipeline.
Even if I did apply Reel's patches and reduced the "fuel" count in my turrets, there's still the matter of translations referring to durability rather than ammo count.
– https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3424132769
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
If you don't have CE, then yes, by default the turrets require a small amount of steel to "refuel" (i.e. replace) their barrels.
Does it work to reload with steel?
I love this mod. It's perfect just the way it is.
It's become my absolute favorite turret mod for this game.
And the gun sounds, MMMPFFF. They're a religious experience.
Gud dakka, lad. Gud dakka indeed.
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Thanks for your patience, folks - hopefully the CE shenanigans can finally be put to rest.
@Eng-Chasers - See above.
https://pastebin.com/QpxcPjD8
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
@Bambles - Hmm, something odd is going on. It should be compatible.
I just booted up my game, and DMGTP works properly with the GitHub version of CE, but not the Steam version, so I'll need to take a look later tonight.
In the meantime, please switch over to manually downloading and installing CE from GitHub.
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
here are some other clues that indicate mounted M2HB is removed
- tried spawning it in dev mode and it isn't in the list of possible things to spawn
- its not in the list of possible furniture items in a stockpile zone
sharing my logs if it helps
https://gist.github.com/HugsLibRecordKeeper/cf961843b98c9c3ebaf25d6b98225f70
If you are running Combat Extended, you will need to instead unlock the Heavy Weapons research.
@Quilava - These are intended to be accurate replicas of Old Earth machine guns from the 20th/21st Centuries, so I don't plan on giving them generic RimWorld-y names anytime soon.
Not using CE, and I get it, IRL a .50 cal M2 would rip and tear some things. Just wanted to make sure it was intended!