A fork of infogulch's Loaded Turrets, updated to be compatible with Factorio 2.0. Recipes to craft turrets with pre-filled ammo which are ready to fire soon after being placed.
Small changes concerning balance, gameplay, or graphics.
Version: 1.0.0
Date: 2026-07-18
Changes:
- Forked from infogulch's Loaded Turrets (v1.0.4) to keep the mod working on Factorio 2.0.
Renamed to loaded-turrets-continued to avoid issues with the original mod on the portal.
- Update to Factorio 2.0: bump factorio_version/dependency, rename global to storage
- Fix ammo category lookup for Factorio 2.0's AmmoItemPrototype.ammo_category field
(AmmoType no longer has a .category field, it moved to the ammo item itself)
- Fix icon combining crash: Factorio 2.0 made IconData.icon_size optional
(defaults to 64 in-engine), so explicitly default it when missing
- Fix item localised_name crash: Factorio 2.0 requires every localised string
parameter at the data stage to be a string, so wrap the numeric ammo count
with tostring()
- Fix recipe ingredients/results to use Factorio 2.0's required dictionary format
({type=, name=, amount=}) instead of the old positional tuple format, and
plural "results" instead of singular "result"
- Add missing mod-setting-name/mod-setting-description locale for the
load-delay-in-ticks setting (previously showed "Unknown key" in the settings menu)
- Removed the old migrations/001.json: it only mapped pre-1.0.0 upstream entity names.
- Reworked research progression: loaded-turret tiers beyond the first are now
derived from whichever technology actually unlocks each ammo type's own recipe,
instead of being hardcoded to military-2/military-3.
This also generalizes to modded ammo categories with their own unlock techs.
Tested functional in Krastorio 2.
- Dropped the doubled-ammo-count ("loads 20") variant entirely.
- Fixed tier-gating for ammo/turrets whose own crafting recipe has a different
internal name than the item itself (seen with some Krastorio 2 ammo types).
Added a proper item -> unlock-tech index (techs_by_item) that resolves through
each recipe's actual results instead of assuming the names match.
- Ammo types that genuinely have no unlock tech of their own, but ARE enabled
from the start of the game, are folded into tier 1 instead of each spawning its
own separate tier with no real prerequisite.
- Ammo whose recipe is neither enabled from the start nor ever unlocked by any
technology is now excluded entirely.