RimWorld

RimWorld

489 ratings
Misc. TurretBase, Objects
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.679 MB
19 Jul, 2016 @ 12:42pm
14 Jul @ 1:46pm
48 Change Notes ( view )

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Misc. TurretBase, Objects

Description
- Turret: Weapon Base
You want to build your own turrets? Build or buy an automatic base from a trader and add your weapon of choice to it.
The manable weapon base needs the research 'Smithing', the automatic version needs 'Gun Turrets'.

- Micro Turret Launcher (Weapon)
A launcher with nanobots inside the projectile. Will do virtually no damage, but constructs little micro turrets at the place of impact.

- Nano Replication
A 3D printer for complex parts (aka Guns, ...)
Info: Requires a scanner to create a blueprint of the part you want to duplicate


Special thanks to mrofa for the graphics.

If you like some upscaled, modified graphics GynderDK provided some alternate options in his GitHub-Repository[github.com]

(Version: 1.6.2)
Language: English, German, Russian, Chinese, Korean

Thanks to duduluu and Biscuit for the Chinese translation
Thanks to Well for the Russian translation

CANALETA provided the latein american translation.

Popular Discussions View All (1)
1
28 Mar, 2024 @ 3:27pm
Installed gun stats are NOT being adopted by auto mount
Sporty
323 Comments
Lunam Vehicula 18 hours ago 
its a nice mod but is there a version with only Turret: Weapon Base?

also a bit more explanation what the difference is between them would be nice. as example i see that there is a big version with higher costs of Base A but it doesnt have more range or accuracy and it took me a while to find out what the Base A mkIII does, it has more accuracy on longer ranges.

also i saw one bug: if you eject the weapon and order a pawn from some distance to get another weapon then the turret base sometimes magically takes up the still laying weapon next to it up like it was installed again and when the pawn comes with the intented weapon then that will also be installed but the previous weapon will be deleted. so the intented weapon was installed correctly but the other one will be deleted.
Proxyer 14 Jul @ 5:11pm 
Thank you for add new key!
Cute cat 14 Jul @ 7:20am 
Hey Haplo_X1 when i try to use this mod it says that it need the mod called Miscellaneous 'CORE'
but the mods is still not for 1.6
L. Velociraptor 13 Jul @ 10:56pm 
This is such a good idea, I love modular turrets and mechanoids. Would you consider a wall-turret base so we could wall-mount stuff?
Proxyer 13 Jul @ 10:52pm 
Hello Haplo_X1. Thank you for the update works.

So I have one question.
Where is the translation key for "DEBUG: gun is already installed"?
Krick 13 Jul @ 7:21pm 
nice it works now, just remade the gun turrets after updating
Haplo_X1  [author] 13 Jul @ 1:37pm 
Fixed the gravship issue
Krick 12 Jul @ 10:33am 
when lifting off with the grav ship turrets lose their guns every time :(
Archie 24 Apr @ 5:35pm 
Hey Haplo! Do you think you could make this compatible with Stack Gap? It seems that when Stack Gap is installed (In order to limit stack sizes) weapons drop out of the turret the moment they are installed, with an error.

Here's a hugslib log of a rimworld installation only with misc turrets, hugslib and stackgap:
https://gist.github.com/HugsLibRecordKeeper/c7b9555d567a944466f9ca29c38ac2a1
Haplo_X1  [author] 21 Mar @ 12:23pm 
I'm not sure it would work with CE. It would require a possibility to reload the weapon.
As I'm too lazy to figure that part out, I have disabled it for CE.
Most likely they will work with CE.. until the weapon magazin is empty that is :)