Cannon turret

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

fac0ri*nut85
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue May 15, 2018 12:37 pm
Contact:

Cannon turret

Post by fac0ri*nut85 »

They should make a stationary cannon turret. Shoots shells like the tank, that would be pretty dope.
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: Cannon turret

Post by bobingabout »

Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
fac0ri*nut85
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue May 15, 2018 12:37 pm
Contact:

Re: Cannon turret

Post by fac0ri*nut85 »

Ohh, troo. Good point. Thx for clarifying that. I've been crankin' out ideas right and left. I'll just keep throwing them out there. Happy fourth. :D
bobucles
Smart Inserter
Smart Inserter
Posts: 1708
Joined: Wed Jun 10, 2015 10:37 pm
Contact:

Re: Cannon turret

Post by bobucles »

The Rampant mod seems to have solved the issue of projectiles hitting walls or flying right over them. I don't think friendly fire is a huge obstacle for creating new player assets.
Jap2.0
Smart Inserter
Smart Inserter
Posts: 2409
Joined: Tue Jun 20, 2017 12:02 am
Contact:

Re: Cannon turret

Post by Jap2.0 »

bobingabout wrote:Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Could you add a minimum range?
There are 10 types of people: those who get this joke and those who don't.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: Cannon turret

Post by Veden »

Jap2.0 wrote:
bobingabout wrote:Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Could you add a minimum range?
Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5211
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Cannon turret

Post by eradicator »

Veden wrote:Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.
I'm assuming you simply set the projectile_creation_distance to 3.5-ish? Looking at the gun-turrent it looks like the projectile is entirely dependant on the turrent entity and not on the ammunition?
I'm asking because i was just wondering if the system is flexible enough to have staged projectiles, i.e. a projectile that fires a non-colliding projectile that after 30 ticks dies and spawns a colliding projectile with same direction.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: Cannon turret

Post by Veden »

eradicator wrote:
Veden wrote:Yes, I have also created a weapon/turret mod that allows for 3 walls between the turret and where the projectile is created for things like cannon turrets.
I'm assuming you simply set the projectile_creation_distance to 3.5-ish? Looking at the gun-turrent it looks like the projectile is entirely dependant on the turrent entity and not on the ammunition?
I'm asking because i was just wondering if the system is flexible enough to have staged projectiles, i.e. a projectile that fires a non-colliding projectile that after 30 ticks dies and spawns a colliding projectile with same direction.
Correct.

The projectile is tied to ammo.

I would think it is possible, but getting the projectile direction may be challenging.

You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile.
User avatar
eradicator
Smart Inserter
Smart Inserter
Posts: 5211
Joined: Tue Jul 12, 2016 9:03 am
Contact:

Re: Cannon turret

Post by eradicator »

Veden wrote: I would think it is possible, but getting the projectile direction may be challenging.
You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile.
"challenging" is the new impossible :p. I meant without scripts, not that i see a way they would help because:
The main problem i see is that it seems impossible to make an in-air projectile die after a fixed time/distance? Unless you can somehow make a smoke-with-trigger (poison-cloud) move like a projectile.
Veden
Filter Inserter
Filter Inserter
Posts: 294
Joined: Wed Jul 13, 2016 3:54 pm
Contact:

Re: Cannon turret

Post by Veden »

eradicator wrote:
Veden wrote: I would think it is possible, but getting the projectile direction may be challenging.
You could have a fixed distance the projectile will travel and when it hits it max range it calls on_trigger_created_entity at which point you spawn the second stage projectile.
"challenging" is the new impossible :p. I meant without scripts, not that i see a way they would help because:
The main problem i see is that it seems impossible to make an in-air projectile die after a fixed time/distance? Unless you can somehow make a smoke-with-trigger (poison-cloud) move like a projectile.
You can set the attack_parameters to have whatever range you want the turret to shoot at, then configure the ammo to have whatever max range you want the projectile to stop at.

I created a medic turret that looks for enemies within a range of 28 and shoots a projectile with a max range of 0. When the projectile hits it can either call into a script or setup the ammo to create whatever you want. In the instance of the medic turret it creates a healing cloud for player built buildings around the turret.
Sworn
Filter Inserter
Filter Inserter
Posts: 327
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Cannon turret

Post by Sworn »

Dang I really still don't see why in the world we still don't have a cannon turret in the base game, to use with the already existing cannon shells.
Especially now that rail guns also will damage anything in the path, and it is now part of the game.

Well part of space exploration I guess, which one could argue it is a mod....

But still... Regardless of the projectile hit box, why would this be an issue? It damages anything it hits, ok, fair enough, why block it only because of this?
It doesn't need to do absolutely nothing different from what the tank already does when it fires it.
CyberCider
Fast Inserter
Fast Inserter
Posts: 198
Joined: Sun Feb 25, 2024 10:23 am
Contact:

Re: Cannon turret

Post by CyberCider »

Sworn wrote: Wed Nov 27, 2024 7:00 pm Dang I really still don't see why in the world we still don't have a cannon turret in the base game, to use with the already existing cannon shells.
Especially now that rail guns also will damage anything in the path, and it is now part of the game.

Well part of space exploration I guess, which one could argue it is a mod....

But still... Regardless of the projectile hit box, why would this be an issue? It damages anything it hits, ok, fair enough, why block it only because of this?
It doesn't need to do absolutely nothing different from what the tank already does when it fires it.
I think the railgun is a reason why we won’t get cannon turrets. Because a cannon turret would basically be just a weaker railgun. And that’s boring, it has no reason to exist.
Sworn
Filter Inserter
Filter Inserter
Posts: 327
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Re: Cannon turret

Post by Sworn »

Not true, why do we have rocket turrets then? From that perspective all turrets would be the same.
Also, rail gun is space age, as cannon turret should be base game.

Also, we wouldn't have so many mods adding it if it wasn't something people would like to have, way before space age was even a simple mod
User avatar
Hares
Filter Inserter
Filter Inserter
Posts: 565
Joined: Sat Oct 22, 2022 8:05 pm
Contact:

Re: Cannon turret

Post by Hares »

bobingabout wrote: Wed Jul 04, 2018 7:48 am Although this is possible to mod in very easily right now, you have the slight issue that cannon shells are a collision detection projectile, meaning they deal damage to the first thing they hit, including your own walls. so either you'd have to put them outside of your walls, or the walls would be the first things that get destroyed when they fire.
Also, their role is already taken by rocket turrets and railgun turrets. The latter even has the same problem.
CyberCider
Fast Inserter
Fast Inserter
Posts: 198
Joined: Sun Feb 25, 2024 10:23 am
Contact:

Re: Cannon turret

Post by CyberCider »

Sworn wrote: Wed Nov 27, 2024 7:23 pm Not true, why do we have rocket turrets then? From that perspective all turrets would be the same.
Also, rail gun is space age, as cannon turret should be base game.

Also, we wouldn't have so many mods adding it if it wasn't something people would like to have, way before space age was even a simple mod
Rocket turrets deal explosive damage. No other turret does that. That’s what makes them special, duh.
Also, those mods were for a version of the game that didn’t have railgun turrets. Of course people wanted it then, but now there’s no need for it.
Nemoricus
Filter Inserter
Filter Inserter
Posts: 350
Joined: Mon Jan 19, 2015 7:48 am

Re: Cannon turret

Post by Nemoricus »

I still want a cannon turret, because the cannon is a fun weapon that is only used by the tank right now.

I was very disappointed that the mech armor doesn’t have an integrated cannon, too. It looks like it should.
Sworn
Filter Inserter
Filter Inserter
Posts: 327
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Re: Cannon turret

Post by Sworn »

Yah, and both fails to address space age only change vs base game.
unless new turret is just ruled out from the base game already, and space age only have it as it is its "own" mod... well if that is the case, then there is no hope, besides using a modded cannon turret
PureTilt
Burner Inserter
Burner Inserter
Posts: 19
Joined: Sun Nov 10, 2024 11:14 pm
Contact:

Re: Cannon turret

Post by PureTilt »

CyberCider wrote: Wed Nov 27, 2024 7:18 pm
Sworn wrote: Wed Nov 27, 2024 7:00 pm Dang I really still don't see why in the world we still don't have a cannon turret in the base game, to use with the already existing cannon shells.
Especially now that rail guns also will damage anything in the path, and it is now part of the game.

Well part of space exploration I guess, which one could argue it is a mod....

But still... Regardless of the projectile hit box, why would this be an issue? It damages anything it hits, ok, fair enough, why block it only because of this?
It doesn't need to do absolutely nothing different from what the tank already does when it fires it.
I think the railgun is a reason why we won’t get cannon turrets. Because a cannon turret would basically be just a weaker railgun. And that’s boring, it has no reason to exist.
its not that it just boring, cannon turret would allow you to skip railgun for clearing huge asteroids to finish the game
Sworn
Filter Inserter
Filter Inserter
Posts: 327
Joined: Sun Apr 03, 2016 8:10 pm
Contact:

Re: Cannon turret

Post by Sworn »

PureTilt wrote: Thu Nov 28, 2024 10:39 am its not that it just boring, cannon turret would allow you to skip railgun for clearing huge asteroids to finish the game
why boring? I would say a bunch of rail guns would be boring, too damm powerful, annihilates everything.

It has nothing to do with having the "same tipe of turret" there is no cannon turret, so no, there is no same type. It does not take the rule of any already existing turret as well, it won't be the same as rail gun, different mechanic. Cannon shell doesn't go through worm segment, rail gun does.

But regardless of all that, it is like anything else optional turret.

saying "it would be borring" is the worst argument of all.

Flame throwers is the most boring turret in the game, and yet, it was the best turret and still is for Nauvis, too damm op, can be used even without upgrades, boring as hell and yet is in the base game.


Like everything else is about the option, and again, it wouldn't have so many mods adding a cannon turret since forever now, if it wasn't something people would like to have in the base game.

Isn't that why suggestion guidelines mention that "Made a suggestion but got link to a mod" as the best thing that can happens.
mmmPI
Smart Inserter
Smart Inserter
Posts: 3885
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Cannon turret

Post by mmmPI »

There's this mod that add "cannon turret" : https://mods.factorio.com/mod/cannon_turrets_touhma
Post Reply

Return to “Ideas and Suggestions”