Bringing Sentry Guns to your Factory for early, and reliable defense in situations where one cannot yet leverage turrets
Mods introducing new content into the game.
V. 1.0.1 -Initial release -Introduced series 352 automated sentry gun -Introduced sentry box magazine -Introduced 10x28mm caseless cartridge V. 1.0.2 -Fixed missing localization for series 352 automated sentry gun turret damage bonus. -Fixed series 352 automated sentry gun recipe not showing statistics by removing recipe description from locale. -Fixed sentry box magazine recipe not showing statistics by removing recipe description from locale. -Corrected oversight that mod did not modify bullet damage technologies to give series 352 automated sentry gun damage modifier bonus from those technologies. V. 1.0.3 -Corrected series 352 automated sentry gun recipe for Bob's mods so it is not locked behind beyond starting technologies. Exchanged electronic circuits for basic circuit boards. Checks for presence of Bob's electronics to activate the recipe. V. 1.0.4 -Fixed bug with sentry box magazine only having 1 damage type when two were intended. -Buffed physical damage to 1.5 from 1. V. 1.0.5 -Hopefully fixed load bug when HR graphics are activated, base graphic west HR version had direction count specification when none is needed. V. 1.0.6 -HR graphics now load, still some minor alignment issues with the muzzle flare. V. 1.0.7 -Finalized sentry gun HR version alignment. -Tweaked muzzle flare location. -To match muzzle flare locations on low res sprites with the high res sprites, the low res sprites were doubled in size. NOTE: Collision box has changed! Existing saves with these turrets placed might have oddities! -Increased icon sizes to 128x128 from 32x32. Also removed shadows from them to match stock Factorio. -Corrected sentry box magazine icon so the ammo box has same color as on the sentry. -It is noted that with current size the 352 automated sentry gun is now larger than the Factorio gun turret. AE Industries will wait for Factorio 0.17 before making decisions about making a mod to replace them. V. 1.0.8 -Updated for 0.17 -Recipe for 10x28mm cartridge, changed from raw wood to wood due to raw wood not existing anymore in base. V. 1.0.9 -Updated technology modifications so sentry gun & 10x28mm cartridge get relevant bonuses from physical projectile damage bonus technologies. -Added compatibility for Rampant Arsenal, where turret damage bonuses are in a separate tech from physical projectile technology. V. 1.1.0 -Fixed Rampant arsenal compatibility when vanilla techs are not enabled, internal name physical-projectile-damage was changed to rampant-arsenal-technology-bullet-damage -Added check for Rampant arsenal startup setting Unhide vanilla damage technologies value so Rampant Arsenal compatibility is not used if vanilla technologies are enabled. -Added settings that allows you to specify if you want to start with a certain amount of series 352 automated sentry guns, and sentry box magazines. By default these settings are not enabled. You must first tick a box in "Startup" mod settings to allow these items to spawn. Then in "Map" mod settings you can modify the number. Default is 4 sentry guns, and 4 magazines. Maximum value is 50 sentries and 100 magazines. V. 1.1.1 -Added a tweak to the series 352 automated sentry gun recipe if Pyanodons Petroleum Handling is present. Previously it required 4 Small Parts to assemble, now only 2. -Added new item "Wood Breadboard". series 352 automated sentry gun recipe now requires 1 wood breadboard, and one electronic circuit. Wood breadboard costs 1 wood, and 2 copper cable to assemble. This change was done to cheapen the recipe in mods where circuits are expensive time or material wise. And lore wise, the turning mechanism of the sentry gun "head" does not need any advanced circuitry. Bob's Electronics recipe remains unchanged however. -Tweaked 10x28mm caseless cartridge recipe. You now get 4 cartridges each crafting cycle. This was done so sentries are easier to maintain.