[MOD 0.12.26] Laser Beam Turret

Topics and discussion about specific mods
User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Klonan »

bk5115545 wrote:Any 0.14 plans?
Ok i updated the mod

bk5115545
Fast Inserter
Fast Inserter
Posts: 123
Joined: Sun Apr 03, 2016 7:00 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by bk5115545 »

Klonan wrote:
bk5115545 wrote:Any 0.14 plans?
Ok i updated the mod
Thank you! Works great.

Iorek
Inserter
Inserter
Posts: 41
Joined: Wed Sep 07, 2016 4:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Iorek »

I wish Bob didn't use White for his Mk 5

Beams look amazing, then you upgrade to 5s and..... white!


any chance you can change the last laser to a sort of neon blue white?

Image

Meppi
Inserter
Inserter
Posts: 29
Joined: Thu Apr 07, 2016 2:57 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Meppi »

Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
You can test this with the attached laser gun. It fires the same beam as the laser turret.

To fix this you have to set damage_interval > duration (i.e. duration+1).

Or alternatively set damage_interval and damage amount to 1. This distributes the damage over the duration. It still does duration+1 damage, so 21 here (set duration to 19 to compensate).
With the second option you also avoid one-shoting biters and thus skipping the animation.

edit:
Unforunately that doesn't work with the Laser turret shooting speed research, because the animations would have to overlap and stack the DoT. It doesn't seem to do that.
edit2:
another proposal: on the beam set damage_interval and damage amount to 1 and on the turret set cooldown to 52 (=20*2.6) and add damage_modifier = 2.6.
That way the cooldown with max. shooting speed research is 20. There is no overlap and the overall damage output is the same.

The destroyer robots beam has the same issue. I'm not sure if that's intentional or maybe has something to do with this fix (32527) in Version 0.14.6
Attachments
Laser_Gun_0.0.2.zip
(7.02 KiB) Downloaded 130 times

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by orzelek »

Can I use the turret graphics to create test tag turret?
I'd hope to get it to produce constant beam to the target with no or tiny damage to "aggro" biters from very far.

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Klonan »

orzelek wrote:Can I use the turret graphics to create test tag turret?
I'd hope to get it to produce constant beam to the target with no or tiny damage to "aggro" biters from very far.
Sure

Bizobinator
Fast Inserter
Fast Inserter
Posts: 193
Joined: Fri May 06, 2016 10:35 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Bizobinator »

Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?

Gecko
Long Handed Inserter
Long Handed Inserter
Posts: 53
Joined: Sat Nov 29, 2014 8:52 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Gecko »

I'm using the endless research mod on vanilla, for turret damage I'm at lvl 12 and the turrets are still red :(
I guess bob's turrets come with other colors...

Phasma Felis
Inserter
Inserter
Posts: 36
Joined: Wed Feb 25, 2015 1:02 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Phasma Felis »

Meppi wrote:Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
Is this issue fixed in the currently downloadable version, or should I alter it myself if I want the same damage?

Going to try it either way--looks really nice, thanks!

User avatar
Klonan
Factorio Staff
Factorio Staff
Posts: 5150
Joined: Sun Jan 11, 2015 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Klonan »

Phasma Felis wrote:
Meppi wrote:Really nice mod!
There's one issue though. With damage_interval = duration = 20 the beam applies the damage twice, at the start of the animation and again at the end, doubling the damage output unintentionally.
Is this issue fixed in the currently downloadable version, or should I alter it myself if I want the same damage?

Going to try it either way--looks really nice, thanks!
It was a bug in the game, not the mod, and has since been fixed

Bizobinator
Fast Inserter
Fast Inserter
Posts: 193
Joined: Fri May 06, 2016 10:35 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Bizobinator »

Bizobinator wrote:Does the Beam color change with the damage upgrade, or the turret version (in the case of Bob's mods)?
Is it based on the damage upgrade research, or the turret tier? I'm using Bob's & the beam color didn't change when I upgraded the damage, but it has changed for each tier of turrets.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by orzelek »

Can you update the mod to 0.15 ?
It seems that version change is enough but I need to test the turrets to make sure.

Nexela
Smart Inserter
Smart Inserter
Posts: 1828
Joined: Wed May 25, 2016 11:09 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Nexela »

Best guess is Monday when Klonan is back to work (stalked from upgrade planner post)

However Klonan should convince Kovarex to include these as part of the base game :)

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 »

Yes please update this gorgeous mod!
"--? How are commands compounded in a compounded compound command commanding compound composts." -defines.lua

User avatar
Shin
Inserter
Inserter
Posts: 29
Joined: Sun May 08, 2016 5:16 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Shin »

Cool stuff. That's how I like my lasers. :D

Arumba
Long Handed Inserter
Long Handed Inserter
Posts: 62
Joined: Sat Aug 29, 2015 6:46 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Arumba »

Laser_Beam_Turrets_0.1.8.zip
(74.75 KiB) Downloaded 127 times
Here is a quick fix, tested in freeplay and the normal scenario. Seems to port over just fine. Waiting for @Klonan to update it on the portal.
I kept the version number 0.1.8 so that the game will auto-update and avoid any mis-match errors if the author releases a new version.

Jeroen D Stout
Inserter
Inserter
Posts: 33
Joined: Fri May 05, 2017 2:09 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Jeroen D Stout »

This looks and feels very nice! Far more punchy than the silly 'pew pew' effect.

Blackraz0r
Inserter
Inserter
Posts: 49
Joined: Sun Dec 28, 2014 1:03 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Blackraz0r »

Any chance to get an update for this, wich will also apply for personal laser defense?

Meppi
Inserter
Inserter
Posts: 29
Joined: Thu Apr 07, 2016 2:57 pm
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Meppi »

Klonan wrote:
Darloth wrote:I might edit the graphics so that the first frames have at least some visibility to them - it may look slightly less pretty, but at least then you could see it as it was mowing down tiny biters.

If I did so, Klonan, would you be happy with me posting the changed files here, and anyone else, would you be interested in having them?

Edit: First thing that comes up... is the spritesheet data for the laser beam head supposed to have a height of 1? And a width of 45 sometimes, but not always? That seems a little odd.
Sure if you'd like you can work on a new spritesheet,
The only one with a height of one is the 'head', because i couldn't get it to look right, so now its invisible
Just wanted to let you know the reason you couldn't get it to look right.

Phezz
Manual Inserter
Manual Inserter
Posts: 3
Joined: Sun Apr 24, 2016 1:57 am
Contact:

Re: [MOD 0.12.26] Laser Beam Turret

Post by Phezz »

Just noticed this was updated for 0.16
Thank YOU!

Post Reply

Return to “Mods”