Additional turrets


Adds more turrets and shells. -updated for 2.0 and SA. -rework of acid tower -balance of turrets and ammo.

Content
5 months ago
2.0
8.01K
Combat

b Added a few mods and the electric damage increase bug came back

2 months ago

Added the lite planet pack modpack, (minus the dea dia system because it was alpha) and enemy race manager and somehow the damage bug for the advanced laser cannon came back. (laser damage) and the electric damage for the electron beam (electric damage)

This only happened to the laser and electric damage on your turrets and no other turrets. The damage on the gatling turret doesn't seem to be affected so seems to only be these two.

Somehow King Jo's entity master is in the list and that mod have been updated recently so i don't know if that mod affect yours somehow. But my best bet is the Castra planet mod messing with some stat, will try and disable it and test, will come back with the result.

Lite planet modpack:
https://mods.factorio.com/mod/kry-planet-mods-lite?from=search

Enemy race manager:
https://mods.factorio.com/mod/enemyracemanager?from=search

Screenshot 1:
https://snipboard.io/3y48lk.jpg

2 months ago

Tried disabling both Castra and Maraxsis but the insane damage on those two turrets still exists.

2 months ago

Managed to narrow it down, it comes from the startup setting on Enemy race manager: "Unit max hit points multiplier", it is default set to 20, and i guess that this mod alters damage of turrets depending on enemy hp then? So it is effectively multiplied by 20, and my question is why? I want to tweak the game myself. It's either that or some strange other thing is happening.

If its on default 20 it's like in the screenshot 1 above. If i increase unit max hit points multiplier in enemy race manager settings to 60, dmg per shot on your laser turret jumps to over 1M with bonus so adding fire rate it has around 50 million dps.

2 months ago

The "---------- selective strain" is the cause of this issue.

Line 60 - 120 is the cause in data-final-fixes.lua. Comment it out or play around with it to your liking. It's odd design decision to modify the damage modifier based on unit spawner HP.

for _, tp in pairs(data.raw["unit-spawner"]) do
    if tp.max_health then
        local mh = math.floor(tp.max_health * 0.003 + 0.5)

        if damage_modif < mh then damage_modif = mh end
    end
end
2 months ago

The "---------- selective strain" is the cause of this issue.

Line 60 - 120 is the cause in data-final-fixes.lua. Comment it out or play around with it to your liking. It's odd design decision to modify the damage modifier based on unit spawner HP.
```
for _, tp in pairs(data.raw["unit-spawner"]) do
if tp.max_health then
local mh = math.floor(tp.max_health * 0.003 + 0.5)

  if damage_modif < mh then damage_modif = mh end

end
end
```

Thank you for looking it up, yeah i figured aswell, i want a really tough challenge and i really like the mod but not the damage calculations that restricts me from having a challenge.

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