Tesla Destroyer Robots


A configurable tesla version of the Destroyer Robot.

Content
13 days ago
2.0 - 2.1
485
Factorio: Space Age Icon Space Age Mod
Combat Cheats
Owner:
pluralmonad
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
1 year, 9 months ago
Latest Version:
1.1.0 (13 days ago)
Factorio version:
2.0 - 2.1
Downloaded by:
485 users

Why this exists

"AK-47s (tesla tech) for everyone!"

After finishing PersonalTeslaDefenseEquipment I wanted to see how to add a custom weapon type to a follower robot.

What it does

  • This mod adds a copy of the destroyer robot that shoots the chaining tesla beam.

Recipe

The Tesla Destroyer Capsule recipe depends on the Tech Requirement setting:
- none: Available immediately. Requires 20 steel plates and 50 copper plates.
- destroyer: Uses the regular Destroyer Capsule’s ingredients.
- tesla-weapons: Uses the Tesla Gun’s ingredients and must be crafted in an Electromagnetic Plant.

Require destroyer capsule is off by default. Enabling it adds one regular Destroyer Capsule to the selected recipe’s existing ingredients.

Configurables

The following settings are exposed through the Mod Settings interface in-game. All settings are "start-up" settings unless otherwise noted.

Tech Requirement

Which technology will unlock the Tesla Destroyer Robot
- none
- destroyer
- tesla-weapons (default)

Require destroyer capsule

Check to require one regular destroyer capsule in the existing recipe ingredients. Requires Destroyer research before Tesla Destroyer Robot research, when applicable. With Tech Requirement set to none, the recipe is immediately available but still needs a destroyer capsule.

Range

Set the effective range for the Tesla Destroyer Robots attack
- any integer >= 1 (default 30)

Damage Modifier

Set the damage modifier for the Tesla Destroyer Robot
- any double value >= 0.1 (default=2.0)

Shot Cooldown

The number of ticks before the robot will shoot again
- any integer >= 20 (default 90)

Beam max jumps

Maximum number of jumps for the robots beam
- any integer >= 1 and <= 100 (default 12)

Beam jump range

Jump range for the robots beam
- any integer >= 1 and <= 50 (default 12)

Beam fork chance

The chance the robots beam will fork
- any double >= 0.01 and <= 1.0 (default 0.3)

Beam fork chance per quality

The robots beam fork chance increase per quality tier
- any double >= 0.01 and <= 0.5 (default 0.05)

NOTE: the combination of this setting and the above fork chance can cause the chance to rise above 100% (1.0). This outcome has not been thoroughly tested.

Beam duration

The number of ticks for which the robots beam fires
- any integer >= 1 (default 30)

Beam base damage

The base damage dealt by the robots beam
- any integer >= 1 (default 30)

Beam fork base damage

The base damage dealt by forks of the robots beam
- any integer >= 1 (default 30)

Notes

  • All of the defaults for the beam settings are pulled from the tesla-gun beam.

  • If you choose to set the technology requirement to "none" and use the new robot before researching any maximum following robot count tech, 4 of the 5 robots spawned by the capsule will die immediately.

Conflicts / Bugs

I took care to not replace or update anything existing, only adding components. Should not conflict with anything.

Future Plans

  • Translations.

  • Open to suggestions.

Other Tesla Mods