Name: Supportive Weapons
Description: Introduces some supportive turrets and weapons that help you killing enemies, not by dealing high damage, but by slowing them down or distracting them.
License: Mooncat's Graphical Mod License v1
Version: 0.3.1
Release: 2017-08-08
Tested-With-Factorio-Version: 0.15.32
Category: (Armor, Defense, Weapons)
Tags: support, glue, electric, paralyze, mirage, Triton.
Download-Url: https://mods.factorio.com/mods/Mooncat/ ... ve-weapons
Website: viewtopic.php?f=97&t=43724
License
Mooncat's Graphical Mod License
Version 1.0, 12 June 2017
Copyright (C) 2017 Mooncat (Factorio player name and Factorio official forum
username). Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
Terms and Conditions
Downloading any of the mods using this license constitutes a complete and
unconditional agreement with these terms. As is necessity, the mod author, stated
in the info.json file inside the mod, reserves the right to make changes to these
terms at any time and grant exceptions if he/she desires.
All permissions and exceptions are non-transferable and revocable. The terms only
apply so long as you actually use and/or own copies of the mod; if you wish to
terminate the agreement with these conditions, you may do so by uninstalling and
deleting the mod.
In the event that any clause or part thereof of this license proves unenforceable
or invalid, it will be replaced by the closest usable variant, or removed if no
such possibility exists. Under no circumstances does the failure of one part of
this license impact the remainder.
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Factorio
client to extend, add, change or remove original capabilities. It can be
presented in the form of zipped file (.zip) or unzipped file.
OWNER - author(s) of the mod, as stated in the info.json file inside the mod.
PRIVATE - Personal use.
PUBLIC - Any usage that involves more than one person.
SCRIPT - Any JSON, Lua or text files (.json, .lua or .txt) inside the mod.
GRAPHICS - Any graphics files (.aep, .bmp, .jpg, .png or .psd) inside the mod.
OFFICIAL FORUMS - Official Factorio forums (https://forums.factorio.com).
MOD PORTAL - Official Factorio mod download site (https://mods.factorio.com).
1. LIABILITY
The mod is provided 'as is' with no warranties, implied or otherwise, the owner
of the mod takes no responsibility for any damages incurred from the use of the
mod. The mod may alters fundamental parts of the Factorio game, parts of Factorio
may not work with these mods installed. All damages caused from the use or misuse
of the mod fall on the user.
2. USE
The mod may be used as a whole for the purpose of playing as you see fit. They
may not be used to circumvent the law, or other use contrary to their original
function. You are not allowed to generate profit from this mod. See MONETIZATION
for more details about commercial use.
In addition, you are allowed to read and study the scripts inside the mod. You
can use them to create your own mod.
On the other hand, you are not allowed to use the graphics from this mod to
create your own work or any derivative works, unless stated otherwise. Any extra
statement may be presented under this license or in another file inside the mod.
3. REDISTRIBUTION
This mod may not be uploaded or mirrored by anyone other than the owner, and
all links to the mod must directly link to its official forum page or the mod
page on the Mod Portal, not to any paid URL shortening links nor other file hosting
websites. Any unauthorized links to the mods will be discovered and forced to be
deleted. The above restriction can be ignored under any of the following conditions:
a) If you see any bug or error in the mod, you can provide fixes and state the
changes.
4. DERIVATIVE WORKS
This mod is provided freely and may be unzipped and modified for private use.
Public use of modified version is prohibited unless you are given specific written
permission. Distribution of the source code or graphics, modified or otherwise,
is prohibited by anyone except the owner, except in the case of a derivative mod
that has been given prior approval. Creating derivative works for commercial use
is forbidden and the owner reserves full right to seek damages.
5. MONETIZATION
Any attempts to make money off of the mod (selling, selling modified/derivative
versions, paid URL shortening, paid for download, donations, etc.) are
strictly forbidden and the owner may claim damages or take other action to rectify
the situation. However, ad-revenue is an exception as long as you are showing the
usage, promoting or featuring the mod. Servers hosting the mod may take donations
to cover operating costs, but not for personal profit.
6. ATTRIBUTION
If you use any part of the mod for your own creation, you must give appropriate
credit to the owner and indicate the part you are using and/or modified. You may
do so in any reasonable manner, but not in any way that suggests the licensor
endorses you or your use.
7. CONTRIBUTION
You are free to contribute the development of the mod. It includes bug fixing
and introducing new features that are under the scope of the mod. But such action
is restricted by the rules above. You are not allowed to distribute the new
features to the public without any permission from the owner. You cannot ask the
owner to give you credit for your contribution. Such action is optional for the
owner. It is the owner's will to whether accept your contribution or not.
8. OWNERSHIP
The owner owns the mod as long as he/she is active on the official forums or on
the Mod Portal. While there is an active owner, no other people can claim the
ownership of the mod. However, if the mod needs to be updated, mainly due to
incompatibility to the updated game, but the owner fails to do so for more than
a year without proper reason, anyone can take the responsibility of updating the
mod and become a new author of the mod. But this does not terminates the ownership
from the original author(s). Any mod owner can give up the ownership at any time
without cost. But announcement about such action must be made on the forums and/or
on the Mod Portal.
9. LICENSING
You must agree to the entirety of this license in full in order to use the mod.
Any use of the mod constitutes implicit and unconditional agreement to these terms.
The owner reserves the right to change this license as is deemed necessary without
prior warning. Such changes take effect when the mod is updated. It is not required
to explicitly agree. All copies of the mod must include this license in the form
of a text file, and it should be easily accessible by the users.
Version 1.0, 12 June 2017
Copyright (C) 2017 Mooncat (Factorio player name and Factorio official forum
username). Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
Terms and Conditions
Downloading any of the mods using this license constitutes a complete and
unconditional agreement with these terms. As is necessity, the mod author, stated
in the info.json file inside the mod, reserves the right to make changes to these
terms at any time and grant exceptions if he/she desires.
All permissions and exceptions are non-transferable and revocable. The terms only
apply so long as you actually use and/or own copies of the mod; if you wish to
terminate the agreement with these conditions, you may do so by uninstalling and
deleting the mod.
In the event that any clause or part thereof of this license proves unenforceable
or invalid, it will be replaced by the closest usable variant, or removed if no
such possibility exists. Under no circumstances does the failure of one part of
this license impact the remainder.
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Factorio
client to extend, add, change or remove original capabilities. It can be
presented in the form of zipped file (.zip) or unzipped file.
OWNER - author(s) of the mod, as stated in the info.json file inside the mod.
PRIVATE - Personal use.
PUBLIC - Any usage that involves more than one person.
SCRIPT - Any JSON, Lua or text files (.json, .lua or .txt) inside the mod.
GRAPHICS - Any graphics files (.aep, .bmp, .jpg, .png or .psd) inside the mod.
OFFICIAL FORUMS - Official Factorio forums (https://forums.factorio.com).
MOD PORTAL - Official Factorio mod download site (https://mods.factorio.com).
1. LIABILITY
The mod is provided 'as is' with no warranties, implied or otherwise, the owner
of the mod takes no responsibility for any damages incurred from the use of the
mod. The mod may alters fundamental parts of the Factorio game, parts of Factorio
may not work with these mods installed. All damages caused from the use or misuse
of the mod fall on the user.
2. USE
The mod may be used as a whole for the purpose of playing as you see fit. They
may not be used to circumvent the law, or other use contrary to their original
function. You are not allowed to generate profit from this mod. See MONETIZATION
for more details about commercial use.
In addition, you are allowed to read and study the scripts inside the mod. You
can use them to create your own mod.
On the other hand, you are not allowed to use the graphics from this mod to
create your own work or any derivative works, unless stated otherwise. Any extra
statement may be presented under this license or in another file inside the mod.
3. REDISTRIBUTION
This mod may not be uploaded or mirrored by anyone other than the owner, and
all links to the mod must directly link to its official forum page or the mod
page on the Mod Portal, not to any paid URL shortening links nor other file hosting
websites. Any unauthorized links to the mods will be discovered and forced to be
deleted. The above restriction can be ignored under any of the following conditions:
a) If you see any bug or error in the mod, you can provide fixes and state the
changes.
4. DERIVATIVE WORKS
This mod is provided freely and may be unzipped and modified for private use.
Public use of modified version is prohibited unless you are given specific written
permission. Distribution of the source code or graphics, modified or otherwise,
is prohibited by anyone except the owner, except in the case of a derivative mod
that has been given prior approval. Creating derivative works for commercial use
is forbidden and the owner reserves full right to seek damages.
5. MONETIZATION
Any attempts to make money off of the mod (selling, selling modified/derivative
versions, paid URL shortening, paid for download, donations, etc.) are
strictly forbidden and the owner may claim damages or take other action to rectify
the situation. However, ad-revenue is an exception as long as you are showing the
usage, promoting or featuring the mod. Servers hosting the mod may take donations
to cover operating costs, but not for personal profit.
6. ATTRIBUTION
If you use any part of the mod for your own creation, you must give appropriate
credit to the owner and indicate the part you are using and/or modified. You may
do so in any reasonable manner, but not in any way that suggests the licensor
endorses you or your use.
7. CONTRIBUTION
You are free to contribute the development of the mod. It includes bug fixing
and introducing new features that are under the scope of the mod. But such action
is restricted by the rules above. You are not allowed to distribute the new
features to the public without any permission from the owner. You cannot ask the
owner to give you credit for your contribution. Such action is optional for the
owner. It is the owner's will to whether accept your contribution or not.
8. OWNERSHIP
The owner owns the mod as long as he/she is active on the official forums or on
the Mod Portal. While there is an active owner, no other people can claim the
ownership of the mod. However, if the mod needs to be updated, mainly due to
incompatibility to the updated game, but the owner fails to do so for more than
a year without proper reason, anyone can take the responsibility of updating the
mod and become a new author of the mod. But this does not terminates the ownership
from the original author(s). Any mod owner can give up the ownership at any time
without cost. But announcement about such action must be made on the forums and/or
on the Mod Portal.
9. LICENSING
You must agree to the entirety of this license in full in order to use the mod.
Any use of the mod constitutes implicit and unconditional agreement to these terms.
The owner reserves the right to change this license as is deemed necessary without
prior warning. Such changes take effect when the mod is updated. It is not required
to explicitly agree. All copies of the mod must include this license in the form
of a text file, and it should be easily accessible by the users.
Long description
This mod introduces some supportive turrets and weapons that help you killing enemies, not by dealing high damage, but by slowing them down or distracting them.
The turrets and weapons are grouped into 8 categories: glue, paralyzing, mirage, Triton energy, sweeper robot, black hole, emergency recall and bounty. Each of the categories has its own strength and weakness.
They introduces different ways to reduce the movement speed of the enemies. The effect of different categories can stack together.
But because slow effect cannot be applied to players due to the limitation of Factorio, this mod is not designed for PvP.
[quote]Glue
Glue was the first category added into the mod, and it is the easiest technology to unlock. It has the following strength:
Later, you make Glue Turrets, and also make Glue Ball Magazines from the glue balls.
When your technology is advanced, you can then make Green Glue Balls from Slowdown Capsule.
While the yellow glue is better at slowing down the enemies on top of the glue puddles, the green glue has much longer slow down duration (since it inherits slowdown capsule).
The effect of yellow glue and green glue can stack together to further reduce enemy movement speed.
In addition to the glue balls and glue turret, it also introduces Glue Land Mine, which deals reduced damage but creates glue puddles when detonates.
Moreover, it is possible to mix both yellow and green glue balls. Unfortunately, this mixture cannot be converted into magazine.[/quote]
[quote]Paralyzing
As the image suggests, Paralyzing is about using electricity to shock the enemies, paralyzing their muscles and reducing their movement speed.
It is a bit advanced compared to Glue. It requires Battery to make the Paralyzing Charging Unit, which is the core item for the entities in this category.
It is good at:
In addition to the turret, this category also introduce other weapons, like Paralyzing Field:
* Hidden info: it deals more damage to things that breath air, e.g. trees, aliens, worms.
Paralyzer Robots (a bit expensive, but each attack has AoE in return):
And Paralyzing Field Land Mine, which deals reduced damage but creates a paralyzing field when detonates.[/quote]
[quote]Mirage
High technology turret. Its ammo requires significant amount resources. But its ability to protect your base is very strong.
In late game, it is even possible use Mirage Turrets only for defense.
Pros:
When enemies approach, they will be trapped by Mirage Prison. No escape is allowed unless they break the prison or the prison expires. But before that, it is very likely that they are killed by the other turrets.
A prison can only trap enemies in a small area, that's why you will need the next technology: Phantom.
It allows you to create Player Illusions, which has significant effect on attracting the enemies aggression. However, it still needs you to have other turrets to kill the enemies.
When time goes by, you will unlock Death Ray Prison, and it is the time when you understand the true power of mirage turrets.
The other weapons introduced in this category are: Mirage Prison Land Mine, which deals reduced damage but creates Mirage Prison when detonates,
Phantom Capsule:
Discharge Phantom Generator, and Death Ray Prison Land Mine, which deals reduced damage but creates Death Ray Prison when detonates.[/quote]
[quote]Triton energy
The word "Triton" comes from Triton the Greek god. The idea is to use liquid to protect your base, or even repair it.
Pros:
The process is automatic. Triton energy cloud is periodically released from the turrets, given that the turrets have enough Triton Energy.
You can also create Compressed Triton Energy, an advanced version of Triton Energy with much higher heal and repair power. But it can only be used in Triton Defender Turrets.
Triton Defender Turrets only release energy cloud when there is enemy around it. It is very good at making your walls unbreakable.
With the Compressed Triton Energy, you can also make Triton Energy Capsule, which lets you create energy cloud at anywhere to repair things.
[/quote]
[quote]Sweeper robot
Pushes away the enemies around you.
Pros:
[/quote]
[quote]Black hole
Artificial singularity! Its concept is the opposite of sweeper robot. Rather than pushing away the enemies, the weapons in this category pulls the enemies to the center point.
Pros:
Later, you can also insert black hole capsules into land mines to make black hole land mines, which theoretically are more safe to use.[/quote]
[quote]Emergency recall matrix
Afraid of exploring to the far land because finding back your corpse can be tricky? Afraid of losing valuable items? This device might help you! When you life is threatened, an emergency recall matrix will instantly teleport you to its location, which, ideally, is inside the base.
Pros:
Also, be careful that you will have only 1HP left. So you won't want someone throwing a poison capsule there.
[/quote]
[quote]Bounty weapons
Have you ever wondered what is inside the corpses of the enemies? Bounty weapons might be able to help you to find the answer! The concept is to use acid to dissolve the enemies' tissues, then extract useful materials by leaching the tissues.
Pros:
Note: support for other mods has been added! The resources you can get from Tissue Leaching are based on what you can find from the environment. For example, if you can find Bob's ores in the nature, there will be chance to get those ores from Tissue Leaching.
Later then, you can also access bounty cannon shell and bounty rocket with different technologies.[/quote]
Everything from this mod are controlled by the corresponding mod settings. If you don't like some certain things in this mod, you can disable them in Options > Mods > Startup > Supportive Weapons.
The turrets and weapons are grouped into 8 categories: glue, paralyzing, mirage, Triton energy, sweeper robot, black hole, emergency recall and bounty. Each of the categories has its own strength and weakness.
They introduces different ways to reduce the movement speed of the enemies. The effect of different categories can stack together.
But because slow effect cannot be applied to players due to the limitation of Factorio, this mod is not designed for PvP.
[quote]Glue
Glue was the first category added into the mod, and it is the easiest technology to unlock. It has the following strength:
- Technology has low requirement.
- Can slow down groups of enemies.
- Ammo is cheap.
- Have to use both of the 2 ammo types in order to have the full effect
- Yellow glue requires wood to make. (Other mods for renewable wood are recommended)
- No damage. Cannot kill the enemies.
Later, you make Glue Turrets, and also make Glue Ball Magazines from the glue balls.
When your technology is advanced, you can then make Green Glue Balls from Slowdown Capsule.
While the yellow glue is better at slowing down the enemies on top of the glue puddles, the green glue has much longer slow down duration (since it inherits slowdown capsule).
The effect of yellow glue and green glue can stack together to further reduce enemy movement speed.
In addition to the glue balls and glue turret, it also introduces Glue Land Mine, which deals reduced damage but creates glue puddles when detonates.
Moreover, it is possible to mix both yellow and green glue balls. Unfortunately, this mixture cannot be converted into magazine.[/quote]
[quote]Paralyzing
As the image suggests, Paralyzing is about using electricity to shock the enemies, paralyzing their muscles and reducing their movement speed.
It is a bit advanced compared to Glue. It requires Battery to make the Paralyzing Charging Unit, which is the core item for the entities in this category.
It is good at:
- Great movement speed reduction.
- Long range.
- Use electricity. No ammo delivery is required.
- Have low damage. Possible to kill weak enemies.
- Small footprint.
- Turret is single targeted. Not good at defending from large number of enemies.
- Not so good at defending from strong enemies.
In addition to the turret, this category also introduce other weapons, like Paralyzing Field:
* Hidden info: it deals more damage to things that breath air, e.g. trees, aliens, worms.
Paralyzer Robots (a bit expensive, but each attack has AoE in return):
And Paralyzing Field Land Mine, which deals reduced damage but creates a paralyzing field when detonates.[/quote]
[quote]Mirage
High technology turret. Its ammo requires significant amount resources. But its ability to protect your base is very strong.
In late game, it is even possible use Mirage Turrets only for defense.
Pros:
- Very good at protecting your base by distracting the enemies.
- After the Death Ray Prison technology is researched, it can kill enemies.
- Expensive. Processing Units are needed to make the Mirage Turret, Batteries and Electronic Circuits are required to make the ammo.
- No damage besides Death Ray Prison, which requires high tech science pack.
- Large footprint.
When enemies approach, they will be trapped by Mirage Prison. No escape is allowed unless they break the prison or the prison expires. But before that, it is very likely that they are killed by the other turrets.
A prison can only trap enemies in a small area, that's why you will need the next technology: Phantom.
It allows you to create Player Illusions, which has significant effect on attracting the enemies aggression. However, it still needs you to have other turrets to kill the enemies.
When time goes by, you will unlock Death Ray Prison, and it is the time when you understand the true power of mirage turrets.
The other weapons introduced in this category are: Mirage Prison Land Mine, which deals reduced damage but creates Mirage Prison when detonates,
Phantom Capsule:
Discharge Phantom Generator, and Death Ray Prison Land Mine, which deals reduced damage but creates Death Ray Prison when detonates.[/quote]
[quote]Triton energy
The word "Triton" comes from Triton the Greek god. The idea is to use liquid to protect your base, or even repair it.
Pros:
- Use renewable materials.
- Can heal and repair entities.
- Slow down enemies in area.
- Technology is a bit expensive.
- Need to connect turrets with pipes. (Feel free to use other mods for barreling.)
The process is automatic. Triton energy cloud is periodically released from the turrets, given that the turrets have enough Triton Energy.
You can also create Compressed Triton Energy, an advanced version of Triton Energy with much higher heal and repair power. But it can only be used in Triton Defender Turrets.
Triton Defender Turrets only release energy cloud when there is enemy around it. It is very good at making your walls unbreakable.
With the Compressed Triton Energy, you can also make Triton Energy Capsule, which lets you create energy cloud at anywhere to repair things.
[/quote]
[quote]Sweeper robot
Pushes away the enemies around you.
Pros:
- Effective against short-ranged enemies.
- Not expensive.
- No damage at all.
- Before upgraded, multiple sweeper robots are needed for good protection.
- Not effective against long-ranged enemies.
[/quote]
[quote]Black hole
Artificial singularity! Its concept is the opposite of sweeper robot. Rather than pushing away the enemies, the weapons in this category pulls the enemies to the center point.
Pros:
- Very good for crowd control.
- Deals little physical damage.
- A bit expensive.
- YOU CAN BE THE VICTIM.
Later, you can also insert black hole capsules into land mines to make black hole land mines, which theoretically are more safe to use.[/quote]
[quote]Emergency recall matrix
Afraid of exploring to the far land because finding back your corpse can be tricky? Afraid of losing valuable items? This device might help you! When you life is threatened, an emergency recall matrix will instantly teleport you to its location, which, ideally, is inside the base.
Pros:
- No need to wait for respawn.
- No need to search for your corpse.
- No distance limit. Works even if you are on a different surface.
- Expensive. (Life is priceless)
- Single use only.
- Fragile. Aliens don't like it even though it doesn't attack.
- Only 1HP left after recalled.
Also, be careful that you will have only 1HP left. So you won't want someone throwing a poison capsule there.
[/quote]
[quote]Bounty weapons
Have you ever wondered what is inside the corpses of the enemies? Bounty weapons might be able to help you to find the answer! The concept is to use acid to dissolve the enemies' tissues, then extract useful materials by leaching the tissues.
Pros:
- Get resources while killing the enemies.
- Allow to use productivity modules for more resources.
- Continuously deals some acid damage for 10 seconds. Good against aliens as they usually don't have resistance against acid.
- Can use construction robots to automatically pick up the loot.
- Damage is reduced compared to the original weapons.
- Put the construction robots at risk.
Note: support for other mods has been added! The resources you can get from Tissue Leaching are based on what you can find from the environment. For example, if you can find Bob's ores in the nature, there will be chance to get those ores from Tissue Leaching.
Later then, you can also access bounty cannon shell and bounty rocket with different technologies.[/quote]
Everything from this mod are controlled by the corresponding mod settings. If you don't like some certain things in this mod, you can disable them in Options > Mods > Startup > Supportive Weapons.
Mod compatibility
Supports for Autofill and Macromanaged Turrets have been added. Feel free to play with them.
Note: Glue Turret does not support logistic robot delivery by default, because it is a low-tech turret. But you can turn it on in the settings.
Macromanaged Turrets is no longed updated.
Macromanaged Turrets is no longed updated.
Art request
Currently, the graphics from the old versions of Factorio are reused. New graphics are highly appreciated. And the images are low-res, which means they won't look good in HD. Please feel free to contribute if you have better artworks.
The art request thread: viewtopic.php?f=15&t=44078
The art request thread: viewtopic.php?f=15&t=44078
Version history
Version 0.3.1 (Aug 08, 2017):
- Fixes:
- New:
- New:
- Fixes:
- Fixed compatibility issue with mods that check recipe results.
- New:
- Added 4 new categories of weapons:
- Sweeper robot
- Black hole
- Emergyency recall matrix
- Bounty weapons
- Added color effect for chemical plants with the following recipes:
- Sticky glue ball
- Mixed glue ball
- Raw Triton energy
- Triton energy
- Compressed Triton energy
- Added Chinese mod name and description.
- Factorio version is required to be 0.15.31+ (from 0.15.12).
- The explosions of land mines now only damage enemy units and structures.
- Decreased the cost for each paralyzing field capsule:
- Production time is reduced from 20s to 10s.
- Number of required electronic circuits is reduced from 13 to 5.
- Decreased the cost for each phantom capsule:
- Production time is reduced from 20s to 10s.
- Number of required electronic circuits is reduced from 15 to 3.
- Number of required copper cable is reduced from 10 to 6.
- Reduced the attack range of mirage turret from 30 to 26.
- Removed the light of mirage projectiles.
- Reduced the maximum health of player illusion from 1000 to 100.
- Triton turrets now consume the internal buffer instead of the standard fluid tank. Their indicator lights can now show whether they have enough Triton energy to activate.
- Changed the orders of the glue ammos, mirage chargers and Triton energy fluids so they follow the flamethrower ammo instead of in between the cannon shell and the explosive cannon shell.
- New:
- Implemented mod settings to replace the old config.lua.
- Updated for Factorio 0.15. Added the base mod 0.15.12 as a depended mod.
- Updated mod license.
- Increased the minimum version requirement of the Autofill mod from 1.4.6 to 1.4.8.
- Updated the icons of glue turret, paralyzer capsule, mirage turret, phantom charger, death ray prison core and all land mines.
- Updated the blend mode of Triton energy cloud, to give it a more mystical look.
- Updated the graphics of all land mines.
- Updated the technologies:
- Most technologies now require military science pack.
- High level turret upgrade technologies also require high tech science pack.
- Increased the unit count of all land mine technologies:
- Glue land mine: 100 (from 30). Reduced science pack 2 count from 2x to 1x. Requires military science pack.
- Paralyzing land mine: 100 (from 40). Reduced science pack 2 count from 2x to 1x. Requires military science pack.
- Mirage prison land mine: 100 (from 30). Reduced science pack 2 and 3 count from 2x to 1x. Requires military science pack.
- Death ray prison land mine: 120 from (60). Reduced science pack 2 and 3 count from 2x to 1x. Requires military science pack x2, production science pack and high tech science pack. Reduced research time from 100s to 60s.
- Reduced the research time of glue from 15s to 10s.
- Mixed glue now requires military science pack and production science pack.
- Paralyzing charge now requires military 2.
- Increased the research time and unit count of paralyzing charge from 15s x30 to 30s x60.
- Increased the unit count of paralyzing turret from 180x to 200x.
- Adjusted the paralyzing turret damage technologies:
- Damage 3 now requires science pack 3, but unit count is reduced from 200x to 100x.
- Increased the unit count of damage 4 from 100x to 200x.
- Increased the damage bonus of damage 5 from 20% to 30%.
- Damage 5+ now require high tech science pack.
- Increased the unit count of damage 6 from 300 to 350.
- Added damage 7 and damage 8 (infinite).
- Adjusted the paralyzing turret shooting speed technologies:
- Reduced the speed bonus of speed 1 from 20% to 10%.
- Speed 3 now requires science pack 3.
- Increased the speed bonus of speed 5 and 6 from 30% to 40%.
- Speed 5+ now require high tech science pack.
- Increased the unit count of speed 6 from 300x to 350x.
- Added speed 7.
- Increased the unit count of paralyzing field from 50x to 80x. Reduced science pack 2 count from 2x to 1x. It now requires military science pack x2.
- Adjusted the paralyzer robot shooting speed technologies:
- They all require science pack 3.
- Reduced the speed bonus of speed 1 from 20% to 10%.
- Increased the unit count of speed 3 from 100x to 200x.
- Speed 3+ now require science pack 3 x2.
- Increased the unit count of speed 4 from 100x to 300x.
- Speed 4+ now require high tech science pack.
- Increased the unit count of speed 5 from 200x to 300x.
- Added speed 6.
- Increased the unit count, but reduced the research time of mirage from 50s x80 to 30s x200. Reduced science pack 2 count from 2x to 1x.
- Increased the unit count, but reduced the research time of mirage turret from 60s x100 to 40s x300. Reduced scienc pack 2 and 3 count from 2x to 1x.
- Adjusted the mirage turret shooting speed technologies:
- Reduced the speed bonus of speed 1 from 20% to 10%. Reduced its unit count and research time from 60s x100 to 30s x50.
- Reduced the unit count and research time of speed 2 from 60s x200 to 30s x100.
- Reduced the unit count and research time of speed 3 and 4 from 120s x400 to 60s x350.
- Speed 4+ now requires military science pack x2 and high tech science pack.
- Increased the speed bonus of speed 5 from 30% to 40%. Reduced its unit count and research time from 120s x600 to 60s x450.
- Increased the speed bonus of speed 6 from 30% to 40%. Reduced its unit count and research time from 240s x1000 to 60s x600.
- Added speed 7.
- Increased the unit count of phantom from 60x to 200x. Reduced science pack 2 and 3 count from 2x to 1x.
- Increased the unit count, but reduced the research time of phantom capsule from 50s x60 to 30s x100. Reduced science pack 2 count from 2x to 1x. But it requires military science pack x2.
- Reduced the research time of discharge phantom generator from 50s to 30s. Reduced science pack 2 and 3 count from 2x to 1x. Now it requires modular armor instead of power armor.
- Increased the unit count, but reduced the research time of death ray prison from 300s x300 to 60s x1500. Reduced science pack 1, 2 and 3 count from 5x to 1x. It requires military science pack x2, production science pack and high tech science pack.
- Reworked on the death ray prison damage technologies:
- They all need military science pack, production science pack and high tech science pack.
- Reduced the research time of damage 1 from 50s to 30s.
- The research time of damage 2+ is fixed at 60s.
- Reduced the unit count of damage 3 from 400x to 350x.
- Reduced the unit count of damage 4 from 800x to 500x.
- Increased the damage bonus of damage 5 and 6 from 20% to 30%.
- Damage 8 becomes infinite technology with increased unit count overall and requires space science pack.
- Reduced the research time of Triton energy 2 from 120s to 60s. It now requires military 2 and military science pack.
- Reduced the research time of Triton energy capsule from 200s to 60s. It now requires military science pack x2 and production science pack.
- Increased the damages of land mines (as the vanilla land mine has its damage increased from 40 to 300):
- Glue land mine: 150 (from 20)
- Paralyzing field lane mine: 100 (from 15)
- Mirage prison land mine: 100 (from 15)
- Death ray prison land mine: 100 (from 15)
- The lane mines can also stun the enemies, just like the vanilla one.
- Nerfed paralyzing turret:
- Energy drain is increased from 5kW to 20kW.
- Energy consumption for each shot is increased from 600kJ to 900kJ.
- Energy input flow limit is increased from 900kW to 2000kW.
- Energy buffer capacity is decreased from 1201kJ to 901kJ.
- Increased the number of steel plates (from 10 to 12), electronic circuits (from 18 to 20) and batteries (from 8 to 10) needed for each turret.
- Increased the complexity of the mirage charger production chain:
- Introduced 2 new intermediate items: mirage core and phantom core.
- Use mirage core to make mirage prison charger.
- Mirage core can be upgraded to phantom core.
- Use phantom core to make phantom charger.
- Phantom core can be further upgraded to death ray prison core.
- Combine death ray prison core with one mirage prison charger and one phantom charger to make death ray prison charger.
- The amount of resources used in recipes are adjusted, so they now use more copper and electricity, due to the increase of machines, but less on other resources.
- Discharge phantom generator now uses phantom core instead of phantom charger.
- To make death ray prison core, uranium-238 is needed.
- Decreased the fluid buffer size of Triton turret from 300 to 100.
- Decreased the fluid box of Triton defender turret from 100 to 50, and its fluid buffer size from 100 to 50.
- Removed the support for the Macromanaged Turrets mod.
- The first version.