Repair Turret 2

by tiko13

A fork of Klonan's Repair Turret mod with custom changes and some improvements

Content
4 days ago
2.0
217
Logistics Logistic network
Owner:
tiko13
Source:
N/A
Homepage:
N/A
License:
GNU LGPLv3
Created:
5 days ago
Latest Version:
1.0.2 (4 days ago)
Factorio version:
2.0
Downloaded by:
217 users

A modified version of Klonan's Repair turrets.

NOTE: If you are coming from original Repair turret v 2.0.4, Just delete the mod and install this one, click Load when prompted with the unsynced mods dialog. It should work out of the box, if not, try /rt_rescan command

Key changes:

Repair turrets can now replace entities with upgrade planner and by in-place ghost upgrade (shift-click) - this is the primary reason this fork was created
Removed charging slot from turrets
Improved original 0(n) linear pathfinding to 0(log n) - greatly increased UPS for visual beams
Unified entity scanning into a single function instead of 3 + throttled update rate -> VASTLY improved UPS (in my testing I went from about 20 to stable 60)
Turrets can now build multiple entities at once (Until the energy runs out that is)
Added support for in-place upgrade of items (Chests, belts, inserters) either via shift-click or Upgrade planner
Added new setting - prioritize turret over bots - this should prevent bots from being dispatched to turret range - I did not manage to test this very well
Added priority system - buildings should build first before tiles (concrete etc)
When placing large area of landfill(foundations, ice platforms) blueprints with buildings, it SHOULD build the tiles beneath the buildings at first, then the buildings themselves and fill the remaining tiles last (this seems to work about 70% of the time for me)

Fixed a bug in the original mod where a double tile (Landfill -> concrete) was placed, the turret sometimes attempted to pour concrete into the water, constantly losing concrete without being able to place it