- 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
[MOD 0.12.x]Logistic Turrets
[MOD 0.12.x]Logistic Turrets
Logistic Turrets
Long Description
Pictures
Changelog
Old Versions
- Attachments
-
- 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.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
Please leave some Feedbak and Sugestions.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
Well that's a great idea. Im gonna give it a try ^^ gj
Re: [MOD 0.12.x]Logistic Turrets
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
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
Re: [MOD 0.12.x]Logistic Turrets
I will try to iplement it in the next updateGTrak 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
My mods: Logistic Turrets
- Umbral Reaver
- Burner Inserter
- Posts: 9
- Joined: Tue Dec 23, 2014 7:53 am
- Contact:
Re: [MOD 0.12.x]Logistic Turrets
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.
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.
Re: [MOD 0.12.x]Logistic Turrets
To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
If I recall correctly it's done per turret type.
Re: [MOD 0.12.x]Logistic Turrets
Will these work with bullets from other mods (that work in normal turrets?).
- Umbral Reaver
- Burner Inserter
- Posts: 9
- Joined: Tue Dec 23, 2014 7:53 am
- Contact:
Re: [MOD 0.12.x]Logistic Turrets
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. :Iorzelek 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.
Re: [MOD 0.12.x]Logistic Turrets
In the next release that problem will be fixed should come out in a view daysUmbral Reaver wrote: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. :Iorzelek 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.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
Mod has been updated sniper and andvaced end logistic turrets temporary removed
Download Logistic-Gun-Turret_0.2.0.zip
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.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
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.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
Now 0.2.0 is up: Download
Update for extra turrets will follow soon
Update for extra turrets will follow soon
My mods: Logistic Turrets
-
- Fast Inserter
- Posts: 136
- Joined: Wed Dec 23, 2015 1:17 pm
- Contact:
Re: [MOD 0.12.x]Logistic Turrets
Release: 2016-02-29
Last edited by Bl4ckmail on 02 Apr 2016
English is not my native language. Translator.
Re: [MOD 0.12.x]Logistic Turrets
What do you mean?Factorio2016 wrote:Release: 2016-02-29Last edited by Bl4ckmail on 02 Apr 2016
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
the problem is fixed in the new update.Umbral Reaver wrote: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. :Iorzelek 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.
btw you would have to edit the research protopy of the vanilla game.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
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)
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)
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
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.
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.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.12.x]Logistic Turrets
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 themQon 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.
My mods: Logistic Turrets
Re: [MOD 0.12.x]Logistic Turrets
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 :>
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser