[MOD 0.14.x] Additional-turret

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sore68
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[MOD 0.14.x] Additional-turret

Post by sore68 » Fri Aug 12, 2016 5:51 pm

Type: Mod
Name: Additional-Turret
Description: Adds cannon and rocket turrets , more small shells & 6 upgrades.
License: It is yours :)
Release: 2016/08/27
Tested With Factorio Version: 0.14.x
Category: Turret
Tags: more turrets, defense


LONG DESCRIPTION

image
How to use gui

Amazing help


+If you use this mod, use with the enemy to strengthen mod.
You quite fun :)


VERSION HISTORY

Mod Portal(Download) :
https://mods.factorio.com/mods/sore68/Additional-Turret
Last edited by sore68 on Mon May 29, 2017 12:26 pm, edited 83 times in total.

DOSorDIE
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Re: [MOD 0.14.x] Additional-turret

Post by DOSorDIE » Tue Aug 30, 2016 8:44 am

2 are from Supreme Warefare and the top right from Yuoki Tanis Mod.
I hope you has ask both to use the graphics that are used in other mods.
Its right that all from Yuoki Tanis but i dont think you have the OK from the Supreme Warefare ... because i ask him.

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Re: [MOD 0.14.x] Additional-turret

Post by Supercheese » Tue Aug 30, 2016 9:13 pm

DOSorDIE wrote:2 are from Supreme Warefare and the top right from Yuoki Tanis Mod.
I hope you has ask both to use the graphics that are used in other mods.
Its right that all from Yuoki Tanis but i dont think you have the OK from the Supreme Warefare ... because i ask him.
Yuoki also made those ones for Supreme Warfare, so it's fine.

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 » Wed Aug 31, 2016 4:51 am

to DOSorDIE

Oh I have only now found Supreme Warfare's license. It is my only myself to blame for not properly check the license.
I'm sorry to supreme warfare...

It soon delete and change image

right top and botton turrets designed by Yuoki
top cannon turret(viewtopic.php?f=93&t=14957) is not a licensing issue.
and bottom rocket turret (viewtopic.php?f=15&t=502&start=10#p64195) is not specified.


Thank you DOSorDIE

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Re: [MOD 0.14.x] Additional-turret-0.0.4

Post by DOSorDIE » Sat Sep 03, 2016 5:22 pm

Good to hear that you check it ... :D
Maybe he has no problem that you use the same ... but ask next time before you use it.
WHEN YuokiTani has no problem with that you can use it.

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Re: [MOD 0.14.x] Additional-turret

Post by aubergine18 » Mon Sep 12, 2016 8:32 pm

Would it be possible to add a new turret that fires sulphuric acid, maybe working similar way to flamethrower turrets, that has smokey particles to give the impression that the acid is corrosive to the ground? Lots of factories have an excess of sulphur and a turret that uses sulphuric acid ammo would help up up the excess.
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 » Tue Sep 13, 2016 5:19 am

aubergine18 wrote:Would it be possible to add a new turret that fires sulphuric acid, maybe working similar way to flamethrower turrets, that has smokey particles to give the impression that the acid is corrosive to the ground? Lots of factories have an excess of sulphur and a turret that uses sulphuric acid ammo would help up up the excess.


If create a color effect similar to acidic, it is possible.
I think that seems to be changing the original color.
And change some entity in fire.


Attack animation can be things tolerable.
attack gif

Perhaps, the next turret is capsule turret. And fire & Acid capsule.

This week is a Korean Thanksgiving Day.
And I work next week. Maybe 2 ~ 4 week after.
If the results are good, you can see it.

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Re: [MOD 0.14.x] Additional-turret

Post by GTrak » Thu Sep 22, 2016 11:48 am

Would be nice if each turret has logistic slot can request items, like a AmmoBox Mod or Logistic gun Turret Mod.

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Re: [MOD 0.14.x] Additional-turret

Post by aubergine18 » Thu Sep 22, 2016 12:56 pm

GTrak wrote:Would be nice if each turret has logistic slot can request items, like a AmmoBox Mod or Logistic gun Turret Mod.
Rather than have that by default, would be good if there was some sort of upgrade path or tech needed to enable it.
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.

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Re: [MOD 0.14.x] Additional-turret

Post by Mezmerro » Thu Sep 22, 2016 2:30 pm

While new version brings a lot of good stuff, I'd like to have old descriptive icons back - new ones with boring overlays over old shells, icons and outdated turret icons are... well, boring, and more so look almost identical. Everyone uses better icons mod anyways, and this new icons does not fit with it.

Upd.:
Fixed it myself. Here's a file for anyone wanting it. Although it also have tweaks to cannon turret range I made (increased minimal range, so it would not blow up my turret nest with splash)
Attachments
Additional-Turret_0.0.7.zip
(4.8 MiB) Downloaded 101 times

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Re: [MOD 0.14.x] Additional-turret

Post by zumf » Thu Sep 22, 2016 5:18 pm

Mezmerro wrote:While new version brings a lot of good stuff, I'd like to have old descriptive icons back - new ones with boring overlays over old shells, icons and outdated turret icons are... well, boring, and more so look almost identical. Everyone uses better icons mod anyways, and this new icons does not fit with it.
I want to second this. Much prefer the old icons so you can tell in a glance what things are. Not sure why they were changed.

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Re: [MOD 0.14.x] Additional-turret

Post by Mezmerro » Thu Sep 22, 2016 6:20 pm

zumf wrote:I want to second this. Much prefer the old icons so you can tell in a glance what things are. Not sure why they were changed.
Check out my modded mod file from the previous page in case you missed it.

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Re: [MOD 0.14.x] Additional-turret

Post by sore68 » Fri Sep 23, 2016 3:25 am

GTrak wrote:Would be nice if each turret has logistic slot can request items, like a AmmoBox Mod or Logistic gun Turret Mod.
aubergine18 wrote:Rather than have that by default, would be good if there was some sort of upgrade path or tech needed to enable it.
Really want Logistic version??? I'll try that!
But I do not know whether and when possible....


Mezmerro wrote:While new version brings a lot of good stuff, I'd like to have old descriptive icons back - new ones with boring overlays over old shells, icons and outdated turret icons are... well, boring, and more so look almost identical. Everyone uses better icons mod anyways, and this new icons does not fit with it.
zumf wrote:I want to second this. Much prefer the old icons so you can tell in a glance what things are. Not sure why they were changed.
icons.png
icons.png (31.75 KiB) Viewed 17853 times
Before icons are more better than after it?? hmm...
I understand. I'll refer to from next! More intuitive icons!


Mezmerro wrote: Upd.:
Fixed it myself. Here's a file for anyone wanting it. Although it also have tweaks to cannon turret range I made (increased minimal range, so it would not blow up my turret nest with splash)
Good! I've missed it!

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Re: [MOD 0.14.x] Additional-turret

Post by Mezmerro » Fri Sep 23, 2016 9:00 am

Also I think acidthrower turret should deal a good deal more damage or be better in some other way (longer range, bigger splash, more presistant "flames") then flamethrower turret, given sulfuric acid is almost three times more expensive than crude oil.

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Re: [MOD 0.14.x] Additional-turret

Post by Mooncat » Sat Sep 24, 2016 9:19 am

Hi there, I see this mod is becoming more and more interesting. But one thing is still bothering me...
Would it be possible to change the Cannon Turret to be a mid to long range artillery and makes the projectile to fly in a curve like the Flamethrower turret?
If you have played Supreme Commander, you should know what I mean: :P
https://www.youtube.com/watch?v=Bn5qgJTVM6U&t=8m7s

Also please make the collision box of Cannot Turret mk2 to be smaller. It feels sad that I cannot get through the gap between 2 turrets. :lol:
My mods (Deprecated, maybe temporary... idk. Currently enjoying vanilla 0.17): Article: List of black magic for modding

sore68
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Re: [MOD 0.14.x] Additional-turret

Post by sore68 » Sun Sep 25, 2016 7:15 am

Mooncat wrote:Hi there, I see this mod is becoming more and more interesting. But one thing is still bothering me...
Would it be possible to change the Cannon Turret to be a mid to long range artillery and makes the projectile to fly in a curve like the Flamethrower turret?
If you have played Supreme Commander, you should know what I mean: :P
https://www.youtube.com/watch?v=Bn5qgJTVM6U&t=8m7s

Also please make the collision box of Cannot Turret mk2 to be smaller. It feels sad that I cannot get through the gap between 2 turrets. :lol:

Game name is "Supreme Commander"?? It looks really interesting!!

Similar artillery shell is possible. but this control is very strange..
And this applies to the shell. maybe make artillery turret, this entity is useful.
But not yet... I'm not ready..
attack gif

I think cannon turret mk2 is very strong... and not be a match sheet and particle.......
Therefore it's a penalty.

Perhaps next turrets are have a big size

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Re: [MOD 0.14.x] Additional-turret

Post by aubergine18 » Sun Sep 25, 2016 12:22 pm

That would be ideal for a mortar pit turret, something like the ones in wz2100: http://betaguide.wz2100.net/structure.php
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Re: [MOD 0.14.x] Additional-turret

Post by Mooncat » Sun Sep 25, 2016 4:11 pm

sore68 wrote:Game name is "Supreme Commander"?? It looks really interesting!!

Similar artillery shell is possible. but this control is very strange..
And this applies to the shell. maybe make artillery turret, this entity is useful.
But not yet... I'm not ready..

I think cannon turret mk2 is very strong... and not be a match sheet and particle.......
Therefore it's a penalty.

Perhaps next turrets are have a big size
That popcorn. :lol:
Then I guess we need another ammo category, but I don't mind.
Take your time, no need to rush. ;)
My mods (Deprecated, maybe temporary... idk. Currently enjoying vanilla 0.17): Article: List of black magic for modding

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Re: [MOD 0.14.x] Additional-turret

Post by sore68 » Wed Sep 28, 2016 3:28 pm

Preview 2 turret. artillery and laser

making artillery and only spawner attack code fail...
But laser is ready

just Experimental artillery and five artillery launched missiles.
experimental-artillery-view.png
experimental-artillery-view.png (554.83 KiB) Viewed 17578 times
pic

and Enhanced laser turrets
laser-view.png
laser-view.png (95.64 KiB) Viewed 17578 times
it is enhanced line attack.

I don't know modeling and coding well... :( and bad english skill...It is hard

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Re: [MOD 0.14.x] Additional-turret

Post by Mooncat » Thu Sep 29, 2016 3:50 am

Wow, that's sick! :o
I didn't expect that. I said about the Cannon Turret (the normal one, not rapid or MK2) because of its long cannon, facing slightly upwards. So I would expect its projectile would fly in a curve.
I haven't thought of anything like your artillery. It is crazily amazing! :lol:

About the projectile of the new laser turret, I saw your another artwork request post. Have you considered about using something like the railgun?
In case you don't know what I mean, you can enable the recipe of "railgun" in base/prototypes/recipe/recipe.lua and "railgun-dart" in base/prototypes/recipe/ammo.lua and try them in game. :P
Or video: https://www.youtube.com/watch?v=Ibre7QzGQOY&t=14m24s
The "railgun-dart" item is in base/prototypes/item/ammo.lua.
(I have heard that it has the issue of friendly fire when used on turret, but I don't have time to verify that. :mrgreen: )

I have briefly tested the shells with the newest version. I wonder if you can tweak the damage. It feels too crazy that even the Behemoth aliens from Natural Evolution cannot get close to a single Cannon Turret MK2 with cluster shells. :lol:

Your english is fine. We understand what you are saying. ;)
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