[Request] Upgrade turret range
[Request] Upgrade turret range
Hello,
i'm looking for a mod who upgrade the turret range of vanillia turret. (not adding some turret, but add turret range bonus to vanillia turret).
i'm looking for a mod who upgrade the turret range of vanillia turret. (not adding some turret, but add turret range bonus to vanillia turret).
-
- Filter Inserter
- Posts: 321
- Joined: Tue Dec 23, 2014 7:21 am
- Contact:
Re: [Request] Upgrade turret range
Bobs warfare adds higher level gun turrets, same as vanilla turrets but with more range and damage. But I guess you want a tech that'll upgrade range of vanilla turrets?
Re: [Request] Upgrade turret range
yes, i want it for vanilla, because I can stop the mod any time without loosing all the turrets !
-
- Burner Inserter
- Posts: 10
- Joined: Sat Jul 16, 2016 7:28 pm
- Contact:
Re: [Request] Upgrade turret range
Do you want it in research or just upgraded and how far do you want it to be increased by?
My mods: Better Science
Re: [Request] Upgrade turret range
In research.
And 3 or 4 upgrades to go to twice the original range
And 3 or 4 upgrades to go to twice the original range
-
- Burner Inserter
- Posts: 10
- Joined: Sat Jul 16, 2016 7:28 pm
- Contact:
Re: [Request] Upgrade turret range
Okay, I'm currently on version 0.12 and cant be bothered to upgrade to 0.13. On version 12 I cannot get it to work. I don't know if you could on 0.13 however I know you can on 0.11. Sorry dude. Unless... I added more gun turrets into the game which when researched it unlocks the recipe for the gun turret and you take the original gun turret and it takes 0.5 to craft it. Thats the only way I see possible on 12 and 13.
My mods: Better Science
- DedlySpyder
- Filter Inserter
- Posts: 253
- Joined: Fri Jun 20, 2014 11:42 am
- Contact:
Re: [Request] Upgrade turret range
Prototypes (the code that tells the turret how to be turret) can't be changed after the game starts. So the best way to do it would be to automatically swap the turrets to a new one with the correct range and back as needed. So, no this isn't really something that can happen AFAIK
-
- Burner Inserter
- Posts: 10
- Joined: Sat Jul 16, 2016 7:28 pm
- Contact:
Re: [Request] Upgrade turret range
^^ Yeah and there isnt a technology research type which can increase the range. However I believe with advanced LUA you could in 0.11
My mods: Better Science
- DedlySpyder
- Filter Inserter
- Posts: 253
- Joined: Fri Jun 20, 2014 11:42 am
- Contact:
Re: [Request] Upgrade turret range
Maybe, I didn't mod back then, things have changed a lot since then (0.12 reworked a lot of internal stuff)kallerdaller wrote:^^ Yeah and there isnt a technology research type which can increase the range. However I believe with advanced LUA you could in 0.11
Re: [Request] Upgrade turret range
You can fiddle around with replacing of entities to get this effect in a scripted way.DedlySpyder wrote:Maybe, I didn't mod back then, things have changed a lot since then (0.12 reworked a lot of internal stuff)kallerdaller wrote:^^ Yeah and there isnt a technology research type which can increase the range. However I believe with advanced LUA you could in 0.11
It's much more problematic and doesn't really count as an upgrade - you need to replace old entities with new upgraded ones.
And then if you have 2 upgrades for example you need entity for each combination.
If you want to see how it can be done take a look at Big Brother mod - it does this with radars.
- DedlySpyder
- Filter Inserter
- Posts: 253
- Joined: Fri Jun 20, 2014 11:42 am
- Contact:
Re: [Request] Upgrade turret range
You can definitely do it in a hacky way, but the mod asked for by this thread was specifically one that could be turned off without removing all of the turrets, so replacing the base turrets would lead to their removal. Hm, maybe we need exit scripts for mods?orzelek wrote:You can fiddle around with replacing of entities to get this effect in a scripted way.
It's much more problematic and doesn't really count as an upgrade - you need to replace old entities with new upgraded ones.
And then if you have 2 upgrades for example you need entity for each combination.
If you want to see how it can be done take a look at Big Brother mod - it does this with radars.
Re: [Request] Upgrade turret range
It's also the reasone why Klonan dropped the colorful laser turrets based on upgrade level.DedlySpyder wrote:You can definitely do it in a hacky way, but the mod asked for by this thread was specifically one that could be turned off without removing all of the turrets, so replacing the base turrets would lead to their removal. Hm, maybe we need exit scripts for mods?orzelek wrote:You can fiddle around with replacing of entities to get this effect in a scripted way.
It's much more problematic and doesn't really count as an upgrade - you need to replace old entities with new upgraded ones.
And then if you have 2 upgrades for example you need entity for each combination.
If you want to see how it can be done take a look at Big Brother mod - it does this with radars.
You would need a remote call in the mod to call to revert to base version and then remove the mod.
Entity swapping is a trick that works but is very fiddly.
I would hope that we can get at least range and resistance upgrades from devs as properties like current damage/rof upgrades.
Re: [Request] Upgrade turret range
is there a console command to change the range of turrets?
Re: [Request] Upgrade turret range
It doesn't work like that.squirrel wrote:is there a console command to change the range of turrets?
Range is a property of entity thats immutable while game is running.
Re: [Request] Upgrade turret range
shame noones made a range upgrade mod for the turrets its needed in my opinion