HeroTurrets_Redux


Turrets are built using salvaged self-learning AI tech from your ship allowing them to get deadlier with practice. Extends turrets via ranking system based on kills. Turrets are generated and are not limited to vanilla turrets, identifiable by overlaid rank insignia. Rank buffs individual turrets.

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2 months ago
2.0
5.45K
Combat

i [Answered] Startup setting for custom list of excluded turrets

3 months ago

Could there potentially be a setting in startup settings to list any turrets you don't want to be affected by this mod? There's an incompatibility with this mod: https://mods.factorio.com/mod/WaterTurret-revived (seems to be in issue with custom turret behaviour controlled by a script) and I was wanting to put the turrets names in there. I was snooping around in the code to see if I could just insert the ids into a list somewhere and found there's already code in place for exclusions. Since it's its own variable I obviously wouldn't be able to change it.

3 months ago

Thank you for the report! I think I have an idea to fix this aside from doing the custom setting.

3 months ago

Hey Static, sorry for getting back so late.

Until I get back to fixing it, you can look in the compatibility.lua and add any exclusions you want in there. I would add these two to the turret_exclude_start variable.

["WT-water-turret"] = true,
["WT-steam-turret"] = true,

So the variable would look like :

local turret_exclude_start = {
["creative-mod"] = true,
["WT-water-turret"] = true,
["WT-steam-turret"] = true,
["se-meteor"] = true,
["vehicle-gun-turret"] = true,
["vehicle-rocket-turret"] = true,
-- ["obelisk-"] = true, --[[ Obelisk-of-light turrets ]]
}

2 months ago

I added water turrets to the exclusion list by default as well!

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