Rimworld

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The_Fallen_One

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Lovedog43

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About this mod

A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.

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**Description update coming soon**

A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.

Currently, I have created 5 new turrets and 6 artillery pieces. The improved turret, advanced turret, minigun turret, laser turret, flamethrower turret, the total destruction version of the minigun turret, the heavy artillery (variants: standard, incendiary, E.M.P. and rapid fire), the rocket artillery and the rapid fire artillery version for total destruction. The improved turret has a higher fire rate, higher burst count, slightly more range and more health than the vanilla turret and the advanced turret further this. The minigun turret has poor accuracy but an extremely high fire rate, The laser turret is the opposite, with a high accuracy but relatively low fire rate. The heavy artillery is more accurate, more damaging and has a slightly faster reload time, The different variants show their damage type and the rapid fire shoots multiple smaller projectiles. The rocket artillery fires a volley of 6 highly explosive rockets and requires no ammunition and is fully automated. There are research projects to unlock the respective structures.

This mod also adds some new traps to slow and kill you invaders. There are the new heavy dead fall trap and the shallow boggy marsh tiles now added to do this as well as an E.M.P. I.E.D. to deal with those pesky mechanoids. The heavy deadfall trap has a higher chance to activate and kill and the bog tiles slow down anything that travels over it.

Also it adds some new, stronger walls, doors and sandbags that allows for more resistance against attacks, especially sapper attacks where they will quickly burrow through normal walls, but not these.

There are also some new guns that have been added to the game. The junker (cheap and pretty much useless), the double barrelled shotgun with a sawn off variant (similar to the pump shotgun but with a few stat changes and 2 shots), the flamer and heavy flamer (flamethrowers that set the ground and targets on fire (heavy flamer shoots more and faster but reduced movement speed)), the grenade launcher (launches explosive projectiles that explode on impact) and the plasma rifle (a charge rifle esq sniper rifle).

---Total Destruction---

Total destruction is a small endgame research option that used my first few attempts at modding each of the defence types (and massively overshooting their strength) that requires the rest of my research paths to be completed. It includes some defences designed to decimate anything that fights you.

The minigun - A minigun that instantly locks on and fires at your enemy dealing fast and high damage. Great for dealing with swarms of enemies as it has no cool down and will continually mow through your enemies.

The artillery - An artillery piece with a rapid fire barrel. It shoots 5 shells, requires no ammunition and has a very quick cool down and a large shell explosion. Leaves gaping holes in an assault force any almost ensures victory if used.

The land'nuke' - A landmine with a large explosion. Stand back, this is your only warning.

If anybody has any feedback or requests on what I should add in future, feel free to ask!

If you wish to add this to a mod pack, please ask for my permission first.

0.77 is for A12 and features my gun crafting system, which I removed in 0.78 for A13 in favour of the new core system.

Credits

skullywag for his awesome flamethrower code which my flamethrower would not work without.