[MOD 0.15-1.0] Modular Turrets

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wodzu93
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[MOD 0.15-1.0] Modular Turrets

Post by wodzu93 »

Type: Mod
Name: Modular Turrets
Description: Adds 9(16) new turrets for dealing with alien menace. Good compliment to mods that add new biter types, like Rampant or Natural Evolution.
License: CC BY-NC-SA
Version: 6.1.2
Factorio Version: 0.15.X, 0.16.X, 0.17.X, 0.18.X, 1.0.X
Category: Defense
Download-Url: https://mods.factorio.com/mods/wodzu93/ ... gun_turret

New content:

1) Turrets:
Scattergun - uses shotgun ammo, logistics tech, immune to fire, high armor and health. Requires unobstructed line of sight, as shotgun ammo collides with friendly entities.

Following turrets come with two variants, Frontline and Backline. Frontline has high health and armor, Backline has extended range and faster tracking speed.

Heavy MG - uses bullet ammo, military tech. Deals double damage with any given ammo.

Gatling - uses bullet ammo, military tech. Very fast rate of fire, double damage, very narrow firing cone.

Light Cannon - uses cannon shells, green + military tech. More range than bullet based turrets, has minimal range.

Dual Cannon - uses cannon shells, blue tech. Fires slightly faster than Light Cannon and has more range, but also higher minimal range.

Heavy Cannon - uses cannon shells, utility tech. Very long range and minimal range. Double damage with any ammo.

Rocket Launcher - uses rockets, blue tech. Highest range of any non-artillery turrets. Fire rate very low.

Thermal Laser - uses electricity, utility tech. Fires laser pulses instead of a beam over range similar to Light Cannon. Ignites targets and creates fire at impact point.

Beam - uses electricity, space science tech. Effect varies based on mount type:
- Frontline: fires a pulse that pierces all enemies in a line. Requires unobstructed line of sight.
- Backline: fires a continous, low-damage electric beam that heavily slows down enemies.

Unlike other turret mods, these turrets are not meant to be direct upgrades of each other on the most part, and all have a specific use case each. DPS levels are somewhat comparable to vanilla turrets as well.

2) New late-game radars:
New Sentry Radar - no sector scanning, 9 chunk radius map reveal.
New Scanning Radar - fast sector scanning, 25 chunk scan radius, 1 chunk radius map reveal.

3) Other new items:
- Hardened Inserter, those modded biters won't destroy ammo resupply so easily now.
- Slowdown ammo variants (bullet, cannon, rocket), slow enemies down before they get to the turrets! Also very useful while escaping from biters during player raids.
- Light and heavy cannon shell variants that hit instantly (like bullets). Mainly to use with cannon turrets, but nothing prevents you from loading a Tank with these. Uranium upgrades also available.
- Rocket Packs (normal and explosive), that launch with much more velocity than normal rockets.
- Uranium Shotgun Shells, so shotgun no longer stays behind bullet weapons in terms of damage.
- HMG and Thermal Laser turret heads can also be used as handheld gun/power armor equipment respectively. Both carry over stats from basic turret variant.

Art for turrets other than scattergun from game titled Original War, buy it here:
https://store.steampowered.com/app/235320/
Last edited by wodzu93 on Sun Oct 18, 2020 2:45 pm, edited 16 times in total.
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Re: [MOD 0.15] Scattergun Turrets

Post by wodzu93 »

Update 2.0.0:
- Updated to Factorio version 0.16.X
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Re: [MOD 0.15] Scattergun Turrets

Post by wodzu93 »

Update 3.0.0:
- Added 3 new turrets (Heavy MG, Rocket, Thermal Laser) along with new techs that unlock them.
- Changed mod name to 'Modular Turrets' from 'Scattergun Turrets'.
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Re: [MOD 0.16] Modular Turrets

Post by wodzu93 »

Update 3.1.0
- Added 3 new turrets (Light Cannon, Heavy Cannon, Gatling) along with new techs that unlock them.
- Added Modular Turret Damage techs, increases damage of all modular turrets (except Thermal Laser, regular Laser Damage upgrades apply to them).
- Removed MG damage buff from Turret Damage tech.
- Added Light and Heavy Cannon Turret Ammo. Hits instantly, allowing cannon turrets to fire over walls.
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Re: [MOD 0.16] Modular Turrets

Post by wodzu93 »

Update 3.2.0
- Added Dual Cannon Turrets
- Added Advanced Turret Mount and variants of all modular turrets for it.
- Shortened modular turret components craft time from 30 to 10 seconds.
- Added new radar building.
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Re: [MOD 0.16] Modular Turrets

Post by Alexology »

Love this mod and am finally able to field a large number of turrets but I've run into a snag. I am using Dual Cannon (Frontline), Thermal Laser (Frontline) and Rocket Turrets (Frontline). The lasers are firing as expected and are fantastic but the rockets and the Cannons are not. I have the cannons arranged in my firing line next to standard gun turrets but the cannons do not fire, am I missing something?


The Rockets DO fire but not over my walls, one rocket mount did fire but it was in a small box outpost and the mount fired behind my line at enemies on the opposite side of the outpost (not at enemies to the turret's front) who reached the wall, it killed the enemies and destroyed a large part of the wall along with them! Am I missing something on that too?



Sorry, I got it. The turrets have a facing... And also I think perhaps I am the only one to have posted here to ask for help rather than the mod discussion page. My apologies for that, I will leave this here and hope that you see it and will then delete it. Thanks again for all the great work!

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Re: [MOD 0.16] Modular Turrets

Post by wodzu93 »

Glad you figured it out. Yeah, directional turrets can be recognized by the field of fire preview. If its not a full circle, then it needs to be rotated where you want it.
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Re: [MOD 0.16] Modular Turrets

Post by Metamorpher »

Please could you update your mod please, it's not more playable with 0.17.66 (game will not start) and it's not more fun to start every new week new savegame, because of updates! There is an error in data-updates.lua on line 148 (in main chunk).

Thank you!
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Re: [MOD 0.16] Modular Turrets

Post by slippycheeze »

Metamorpher wrote:
Mon Aug 26, 2019 1:54 pm
Please could you update your mod please, it's not more playable with 0.17.66 (game will not start) and it's not more fun to start every new week new savegame, because of updates! There is an error in data-updates.lua on line 148 (in main chunk).
If you don't want unstable, 0.16 is ====> over there. You chose to play 0.17, and that means you chose to deal with instabilities -- including mods not working. Alternatively, Lua tutorials are ====> https://lmgtfy.com/?q=lua+5.2+tutorial and I'm sure they will happily take patches, if they have not already fixed it for themselves.

PS: you didn't actually include the error message. Those are pretty important when it comes to fixing bugs, and without it ... well, unless the author can reproduce it, you are gonna be short of luck.

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