King's Turret Shields

by Kingdud

Forked from Turret-Shields by OwnlyMe. Cleaned up the code, removed a lot of options, internal tweaks to how power and damage affect the shield. Lightweight scripted shields with power consumption (configurable or researchable)

Content
2 years ago
1.0 - 1.1
6.58K
Combat

b Schiled remain when turret are destroyed

6 months ago

When I use the mod blueprint sandbox if I use the dconstruction planned the schield remain like this:
https://imgur.com/jZ6Ei2X

I think it's due to the fact that the mod istantly remove the entity, could you add a command to check if the shield have a valid turret else remove them?

6 months ago

Oh thanks did not notice

6 months ago

Had the same problem 🫣

6 months ago
(updated 6 months ago)

Same issue with https://mods.factorio.com/mod/ShockTurret/. Using just "kts reset" in chat fixed it.

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