Distant Misfires

by DataCpt

Dynamically replaces boring auto-aim bullets with skilfully inaccurate projectiles. Extends the max range of misfires alongside a magazine size increase. Let the biters experience true bullet hell. All configurable.

Content
6 days ago
1.1
578
Combat Enemies
Owner:
DataCpt
Source:
N/A
Homepage:
N/A
License:
GNU GPLv3
Created:
3 months ago
Latest Version:
0.11.0 (6 days ago)
Factorio version:
1.1
Downloaded by:
578 users

Dynamically replaces boring auto-aim bullets with skilfully inaccurate projectiles for guns and turrets. Extends the max range of misfires alongside a magazine size increase. Let the biters experience true bullet hell. All configurable.

If you have an emotional attachment to trees and rocks, this mod will not be for you!

NEW 0.10 Optional Experimental Features - Disabled by Default*

  • Added Fast Ammo - piercing rounds that travel much faster. Unlocked with research after Military 3.
  • Added Sniper Ammo - piercing rounds that travel faster, much further, and hit harder. Unlocked with research after Military 4.
  • Added Fast Uranium Ammo (0.10.1) - stronger, faster, more accurate uranium rounds. Unlocked with research after Uranium Ammo.

Features

  • Transforms magic auto-locking teleporting hitscan (default) bullets into beautiful projectiles that keep their damage and effects.
  • Increases max damage range. Allowing your turrets to hit their (un)intended targets.
  • Adds built-in inaccuracy to both direction and range. Increasing efficiency and style.
  • Increases magazine sizes
  • Piercing piercing ammo.
  • Dynamically calculated target leading*
  • Extra physical damage reduction to rocks and trees.
  • Built-in mod compatibility.
  • Highly configurable.
  • Shakes up optimal defensive configurations.

Performance Impact

To be measured.

Mod Compatibility

This mod dynamically changes bullets into projectiles. This means compatibility should be relatively built-in, please let me know if you have any issues.

Projectiles in Factorio have a max range which is heavily used in this mod. This means "sniper" turrets or guns that use much higher than vanilla ranges can have their projectiles expire early. You will receive an alert if you try to build a turret that has this issue as long as it is detected correctly. Fix this by increasing the bullet range in the settings or by asking me to create a custom fix.

Companion Mods

Seems to work interestingly with either of the Rampant mods because you cannot as easily take out the scary biters if they are actively behind others.

I'm using an early version of Fire Lights in most of the gifs and images. I highly recommend this pairing as lit up projectiles are not included in this one.

Author Notes

This was surprisingly difficult to make because I ran into some interesting quirks with graphical offsets. I have more features and compatibility code planned but could use more feedback first. Anything before version 1.0.0 is to be considered a beta.

*Experimental Features

The 2 3 new magazine types are disabled in startup settings by default because they might create some weird gameplay moments. Turrets cannot account for variable projectile speeds when it comes to turret leading - they can and WILL miss, especially if the target isn't travelling in a straight line towards them. The sniper bullet projectiles suffer from a similar issue but are also unbalanced. Players can easily take out nests from outside of the biters' aggro range.