[MOD 0.12.x]Logistic Turrets

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Bl4ckmail
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[MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Logistic Turrets
  • Name: Logistic Turrets
  • Version: 0.2.1
  • Factorio-Version: 0.12.29
  • License: MIT License
  • Description: Adds Turrets wich get Items out of the Logistic Network
  • Release: 2016-04-02
  • Download-Url: Latest Vesion
  • Category: Beta
  • Tags: Turret, Logistics
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Logistic-Gun-Turret_0.2.1.zip
(46.49 KiB) Downloaded 1110 times
Last edited by Bl4ckmail on Fri Apr 15, 2016 9:25 am, edited 20 times in total.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Please leave some Feedbak and Sugestions.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Chester »

Well that's a great idea. Im gonna give it a try ^^ gj
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Re: [MOD 0.12.x]Logistic Turrets

Post by GTrak »

Cool Mod!
could you support each turrets have separated settings plz?
and reload amount

ex) in config.lua
turret1 - request basic-bullet-magazine 20, reload 10
turret2 - request piercing-bullet-magazine 50, reload 20
turret3 - request piercing-bullet-magazine 25, reload 10
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

GTrak wrote:Cool Mod!
could you support each turrets have separated settings plz?
and reload amount

ex) in config.lua
turret1 - request basic-bullet-magazine 20, reload 10
turret2 - request piercing-bullet-magazine 50, reload 20
turret3 - request piercing-bullet-magazine 25, reload 10
I will try to iplement it in the next update
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Re: [MOD 0.12.x]Logistic Turrets

Post by Umbral Reaver »

Hello! I have noticed something odd.

Logistic turrets do not seem to benefit from 'turret damage upgrade' research properly.

Example, a normal turret's damage reads: '10 + 15.6 Physical' while the logistic advanced turret next to it has '15 + 9 Physical'. It is including bullet damage research normally.
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Re: [MOD 0.12.x]Logistic Turrets

Post by orzelek »

To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Requia »

Will these work with bullets from other mods (that work in normal turrets?).
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Re: [MOD 0.12.x]Logistic Turrets

Post by Umbral Reaver »

orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Umbral Reaver wrote:
orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
In the next release that problem will be fixed should come out in a view days
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Mod has been updated sniper and andvaced end logistic turrets temporary removed
Download Logistic-Gun-Turret_0.2.0.zip
Last edited by Bl4ckmail on Sat Apr 02, 2016 7:55 pm, edited 1 time in total.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Have found a bug 0.2.0 temporaly dwon will come up later to day
Last edited by Bl4ckmail on Sat Apr 02, 2016 8:01 pm, edited 1 time in total.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Now 0.2.0 is up: Download
Update for extra turrets will follow soon
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Re: [MOD 0.12.x]Logistic Turrets

Post by Factorio2016 »

Release: 2016-02-29
Last edited by Bl4ckmail on 02 Apr 2016
:(
English is not my native language. Translator.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Factorio2016 wrote:
Release: 2016-02-29
Last edited by Bl4ckmail on 02 Apr 2016
:(
What do you mean?
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Umbral Reaver wrote:
orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
the problem is fixed in the new update.
btw you would have to edit the research protopy of the vanilla game.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

new update Download 0.2.1
you can now set defoult request ammount an to make it clear you can not update a world to 0.2.x if you had a version befor unless you remove all logistic turret entitys (the items will be converted over)
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Re: [MOD 0.12.x]Logistic Turrets

Post by Qon »

I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/
This mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.
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Re: [MOD 0.12.x]Logistic Turrets

Post by Bl4ckmail »

Qon wrote:I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/
This mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.
Could you tell me wich version of the mod you were using and the sniper/advanced turrets will return soon wanted to make some graphics for them
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Re: [MOD 0.12.x]Logistic Turrets

Post by Qon »

version 0.1.2 of the mod. Factorio 0.12.29. Looking at the changelog I can see that you have made performance improvements since then but also removed the sniper turret. But thank you for your work and continued improvements, I'll update when the sniper turret returns :>
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