[MOD 0.14.x] Additional-turret

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timer67
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Re: [MOD 0.14.x] Additional-turret

Post by timer67 »

Sorry for the double post,

Sore, if your still here i took it upon myself to get the mod to load into .15.
Here is a link to the source -https://www.dropbox.com/s/9udo2706zzym0 ... 5.zip?dl=0

There are still some major bugs and i am no modder (my coding experience is limited at best)
I hope with this code it will save you some work now it actually loads into Factorio.

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

Post by sore68 »

timer67 wrote:...
sunfyer wrote:...
I'm sorry I'm too late.

https://drive.google.com/open?id=0B2aXP ... 3lZcjhTS0k
This Google Drive link is update 0.15. But not set the balance.

I will focus on updating the balance for a quick update(maybe 1~2 week?).

Thank you :)

timer67
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Re: [MOD 0.14.x] Additional-turret

Post by timer67 »

Its no problem man :) good to see you back

Seldion
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Howitzer Ammo Please!

Post by Seldion »

Love the mod, simply love it, great graphics, thank you for putting the time and effort into this mod, How ever, I was wondering if you'd add different types of ammo for the howitzer.

As it stands right now, they are great for Early to Mid game but after for say 40% evolution rate, they just piss the bitters off, they don't really do much damage that the nests can just out regenerate, How ever it would be great if you added new Howitzer ammo like Fire ammo and Acid ammo so that way they can actually be used to clear near by bitter nests instead of just pissing them off.

Thank you for taking the time to read this!

Jürgen Erhard
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Re: [MOD 0.14.x] Additional-turret

Post by Jürgen Erhard »

So this appears to interact badly with Radar Grid Guide. First, would be nice if it did more prominently (other than obliquely in the changelog) mention that it mods radars.

Anyway, it would be nice if these two could work together right.

morganismad1
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Re: [MOD 0.14.x] Additional-turret

Post by morganismad1 »

Hey, i have ran into some problems with the heavy howitzer turret and have found that no matter what i do it wont fire. (not experimental version). It definitely has power and ammunition and is also in range of alien spawners, but it still wont fire. any ideas?

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

Post by Lapis »

It seems that the artillery has an infinite range of fire. Or the cheatmode gives it to him. I'm not sure.
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Sworn
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Re: [MOD 0.16.x] Additional-turret

Post by Sworn »

Would we have a 0.16 version of this awesome mod?
Really miss this one.

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

Post by LittleMikey »

Hey there! Are you planning on updating this mod to 0.16 or can I try and update it myself?

Vergoz
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Problem with new mod loading error

Post by Vergoz »

I can not play my game because it gives me this error...
Image
Too many aliens around, I can't make up for the normal turrets ...
Can you solve pls?

Thank you

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darkfrei
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Re: Problem with new mod loading error

Post by darkfrei »

Vergoz wrote:I can not play my game because it gives me this error...
Can you solve pls?

Thank you
See changelog viewtopic.php?f=3&t=57181
Modding
Renamed render_layers: ground_patch, ground_patch_higher, ground_patch_higher2, and air-entity-info-con to ground-patch, ground-patch-higher, ground-patch-higher2, and air-entity-info-icon.

Vergoz
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Re: Problem with new mod loading error

Post by Vergoz »

I don't understand what I have to do...

help.

:D

Thanks

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

Post by Sworn »

The autor isn't working at the mod any more right? :(. Missing it so much, the current version made by fan isn't working too.

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

Post by Drkrieger »

I managed to fix the error, it was due to a syntax change in the base game code.

Here's a link to the fixed version, I haven't tested it fully. However, the game is able to launch and load a save.
https://drive.google.com/open?id=1yjtVN ... TI9zzCKXzn

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

Post by Sworn »

I made some tests with creative mod, and it seems to be working! Thanks a lot!

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Re: [MOD 0.14.x] Additional-turret

Post by InflamedSebi »

some stuff is still bugged tho.
1. If u place unsupported items in the requester chests of bigger turrets, those items drop under the turret and become unaccessible (also robots get stuck over it).
2. if u cancel the requested item in this request-chests there happens a crash (see picture)
3. the destroyer turret can only accept one type of rocket and not all of them ... same goes for cannon shells in the destroyer or non-distraction robots in the flowering capsule launcher thingy. Which all of them cause issue 1 and 2.
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ShinoHarvest
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Re: [MOD 0.14.x] Additional-turret

Post by ShinoHarvest »

howitzer is full bugged not select target & fire properly probaly need update code on new vanilla arty system

timer67
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Re: [MOD 0.14.x] Additional-turret

Post by timer67 »

As a lover of this mod, I did some work to port it so it at least loads and functions in .17

https://www.dropbox.com/s/j4kij6kbdkw6t ... 1.zip?dl=0

If the original dev is here then feel free to rip my code and update the mod.
If anyone else knows how to do migrations properly, if they don't turn back up it might be cool to keep this mod alive.

I am not a great coder, there will be bugs.
Anyone who can help fix those bugs would be super appreciated to keep this one alive.

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

Post by pezzawinkle »

@timer67

Did you have issues with the code for the GUI to swap ammo in the capsule thrower? im taking a look at a variation of that mod for 0.17 (ill compare notes) and wondering if yours has the same issues...

timer67
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Re: [MOD 0.14.x] Additional-turret

Post by timer67 »

This seems to be a new issue, i have not fixed it yet :/

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