Hello. I looked through most of the relevant mods on the mod portal, but couldn't find what I was looking for. I want to use the ammunition I have without the need for any new item / recipe. Is there a mod that directly adds a turret that fires grenades, poison capsules, slowdown capsules, etc? Rampant does this with different recipes, and I don't use that kind of complicated mods because it loads too much. I simply found a mod that launches landmine: '' https://mods.factorio.com/mod/landmine-thrower
“Actually, this is exactly what I was looking for, but I want to launch the capsule. I wanted to make changes from the mod data file, but although I had the ammunition (capsules) accepted, I couldn't run the launch mechanism. Anyone have a solution or a mod suggestion?
capsule launcher turret
-
- Fast Inserter
- Posts: 182
- Joined: Mon Aug 31, 2020 10:09 pm
- Contact:
capsule launcher turret
viewtopic.php?f=33&t=105093
Beacon domain & Cable access area coloring (Color Tone variations)
Beacon domain & Cable access area coloring (Color Tone variations)
- Deadlock989
- Smart Inserter
- Posts: 2528
- Joined: Fri Nov 06, 2015 7:41 pm
Re: capsule launcher turret
Ammo turrets only launch ammo and capsules aren't ammo. There was a mod aside from Rampant once which created a corresponding ammo item for each capsule, including combat bot capsules, which fired an arc projectile that duplicated the effect of the corresponding capsules on ground hit. I looked into doing something similar and it seemed fairly straightforward, but in the end I decided it was the kind of thing that would be fun to make and then I would probably never use it in an actual game.
You should be able to do it procedurally based on existing capsules. You might need to do context-specific things, e.g. with capsule bots, you wouldn't want them to try and follow the player (combat bots can't "follow" turrets).
It means that all the capsules are duplicated as specialist ammo but that's not necessarily a bad thing, it allows you to modify their properties independently such as recipe cost, magazine size etc.
You should be able to do it procedurally based on existing capsules. You might need to do context-specific things, e.g. with capsule bots, you wouldn't want them to try and follow the player (combat bots can't "follow" turrets).
It means that all the capsules are duplicated as specialist ammo but that's not necessarily a bad thing, it allows you to modify their properties independently such as recipe cost, magazine size etc.
-
- Fast Inserter
- Posts: 182
- Joined: Mon Aug 31, 2020 10:09 pm
- Contact:
Re: capsule launcher turret
Thank you for the answer; belatedly
viewtopic.php?f=33&t=105093
Beacon domain & Cable access area coloring (Color Tone variations)
Beacon domain & Cable access area coloring (Color Tone variations)