[MOD 0.12.26] Laser Beam Turret

Topics and discussion about specific mods
AenAllAin
Long Handed Inserter
Long Handed Inserter
Posts: 61
Joined: Sat Apr 02, 2016 3:10 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by AenAllAin »

Klonan wrote:
AenAllAin wrote:...

The damage upgrades and shooting speed updates are all applied correctly,
What version of the mod were you using?

I was using (and still have) version 0.1.4; I installed the mod and the case where the turrets got trashed was a
reloaded saved game (dunno if that matters); I reloaded again without the mod and easily killed the same hive with vanilla lasers. I had Laser Turret Damage and Speed upgrade level 4 at the time. I have several other mods installed too, so there might be interference or something. Umm, anything else that might help to know?

I'll give it another try from a clean start with the mod and see if that makes any difference. If the damage you are seeing in testing is a match for vanilla lasers at all levels, then maybe it is just something specific to my setup. I don't know; I would really like to use this mod in my games though.
Smoovious
Long Handed Inserter
Long Handed Inserter
Posts: 99
Joined: Sun Jan 31, 2016 12:14 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Smoovious »

Ok, I like the idea of this mod, and I'd probably use it once it matures a bit more... but I'm left with a nagging question...

How is this being considered "Non-Game-Changing", when it changes the game (like, damage values)

I interpret non-game-changing as purely cosmetic changes that don't affect any of the underlying functions of the game... like, damage...

I would also interpret non-game-changing as something I could safely have enabled, locally, in a multiplayer game, that the other players don't need to have installed/enabled... since, it is, after all, "non game changing"...

Is this mod in the correct sub-forum?

-- Smoov
Koub
Global Moderator
Global Moderator
Posts: 7794
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Koub »

It's only cosmetic. It doesn't change the turrets' damage, only give them different laser beams depending on the laser damage tech you have researched, with a fancy laser animation instead of the vanilla laser bullet.
Koub - Please consider English is not my native language.
User avatar
DUMBHA
Inserter
Inserter
Posts: 23
Joined: Wed Mar 09, 2016 9:38 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by DUMBHA »

Awesome mod. Only sad thing though is that it only applies to the normal vanilla laser turrets, though that is to be expected.
Could anyone PM me some tips on how I could tweak the mod to also apply to modded in higher MK# laser turrets by any chance?
ArchJudge
Inserter
Inserter
Posts: 23
Joined: Sun Apr 24, 2016 8:56 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by ArchJudge »

It looks so pretty, even changed the sound, awesome!
I love the smell of concrete paving robots in the morning .... it smells like Factorio
Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Supercheese »

DUMBHA wrote:Awesome mod. Only sad thing though is that it only applies to the normal vanilla laser turrets, though that is to be expected.
Could anyone PM me some tips on how I could tweak the mod to also apply to modded in higher MK# laser turrets by any chance?
I've made a version that is compatible with Bob's Warfare turrets. Each Mk turret has its own color -- the laser damage technology does not affect laser color. The download is attached.

Incidentally, while making these changes, I noticed that the turrets in this mod have:

Code: Select all

rotation_speed = 0.02
While vanilla laser turrets have:

Code: Select all

rotation_speed = 0.01
Is this intentional?
Attachments
Laser_Beam_Turret_Bobs_0.1.4.zip
(49.65 KiB) Downloaded 615 times
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5290
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Klonan »

Supercheese wrote: Incidentally, while making these changes, I noticed that the turrets in this mod have:

Code: Select all

rotation_speed = 0.02
While vanilla laser turrets have:

Code: Select all

rotation_speed = 0.01
Is this intentional?
Yep its intentional,
Since is makes no 'difference' but the turrets wouldn't turn fast enough so the beam would come out at an angle to the turret

Also thanks for making the bobs version, i will include a link in my OP
Smoovious
Long Handed Inserter
Long Handed Inserter
Posts: 99
Joined: Sun Jan 31, 2016 12:14 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Smoovious »

Is the Bob's Mods version stand-alone or do you need both Laser Beam Turret versions loaded? (I'm assuming stand-alone)

-- Smoov
Supercheese
Filter Inserter
Filter Inserter
Posts: 841
Joined: Mon Sep 14, 2015 7:40 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Supercheese »

Smoovious wrote:Is the Bob's Mods version stand-alone or do you need both Laser Beam Turret versions loaded? (I'm assuming stand-alone)

-- Smoov
Standalone.
AutoMcD
Fast Inserter
Fast Inserter
Posts: 214
Joined: Wed Apr 27, 2016 5:53 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by AutoMcD »

I fired this up along with some other mods, not seeing any beam animation. Is this incompatible with the "Factorio directed by michael bay" mod?
Because naturally I want nice lasers AND explosions.
AutoMcD
Fast Inserter
Fast Inserter
Posts: 214
Joined: Wed Apr 27, 2016 5:53 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by AutoMcD »

Sorry, after playing for longer and getting enemies that take more than 1 shot I am seeing it. The biters that get 1-shotted won't trigger the effect. Too long of an on-delay?
sKRiBEL
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Jun 06, 2016 11:18 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by sKRiBEL »

Hey Klonan! I was wondering if I could use the laser images in this mod for use in my first mod. Would that be alright with you?
waduk
Filter Inserter
Filter Inserter
Posts: 372
Joined: Tue Feb 10, 2015 5:44 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by waduk »

The beam animation only work in sustained fire ?
Because i very rarely see the beam animation, only occasionally.
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5290
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Klonan »

waduk wrote:The beam animation only work in sustained fire ?
Because i very rarely see the beam animation, only occasionally.
Yes, for now, i may work on a new animation some point
sKRiBEL wrote:Hey Klonan! I was wondering if I could use the laser images in this mod for use in my first mod. Would that be alright with you?
That would be fine
VasiliSk
Manual Inserter
Manual Inserter
Posts: 1
Joined: Thu Jun 23, 2016 8:50 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by VasiliSk »

Is it possible to make lens laser turret?
othergame screenshot example
Main idea that you can group some turrets to main one, this one will increase range and damage according to amount of combined beams, but with some efficiency (70%?). Also connected turrets have enable delay, that means main turrent became full powered not instantly after it is aim a target. Percent of full damage will rise as other turrets strike full power beam to main. So this is not effective to make long chain connection, rise time to full power will be quite long.
AutoMcD
Fast Inserter
Fast Inserter
Posts: 214
Joined: Wed Apr 27, 2016 5:53 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by AutoMcD »

That's an interesting idea. Even if it was just a "repeater" that was inexpensive to build and maintain, it would have it's purposes.
User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2173
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Ranakastrasz »

The laser beam only shows up intermittently. Some targets get beams, but many more get killed with no visible beam.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Escadin
Fast Inserter
Fast Inserter
Posts: 181
Joined: Thu Mar 17, 2016 3:15 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Escadin »

Will there be a 0.13 version for this? Continues beams are SO MUCH better than slow moving, homing projectiles.
"--? How are commands compounded in a compounded compound command commanding compound composts." -defines.lua
orzelek
Smart Inserter
Smart Inserter
Posts: 3924
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by orzelek »

I updated the bobs version (I think) - how I can publish it?
Should I post it here and you'll upload it to mods portal?
(That version also works with vanilla btw so can replace simple one)
mcc1903
Burner Inserter
Burner Inserter
Posts: 7
Joined: Fri Jul 01, 2016 12:14 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by mcc1903 »

hi,
first: thnx for this amazing mods, vanilla laser animations are kinda boring.
but when i try to use it on 0.13 it removes all my laser turrets for some reason. i used 0.1.4 on 0.12 and just replaced it with the one i downloaded from mod portal.
also i also want to know if there is a way to remove this mod without losing all laser turrets
thnx
Post Reply

Return to “Mods”