Range Tech

by TDSrock

Range research for every turret, grouped into categories by ammo or damage type. Works with quality turrets and modded turrets, with configurable levels, costs and presets.

Tweaks
3 days ago
2.0 - 2.1
211
Combat

g Plans on 2.1

a month ago

Hi, are there any plans on updating this one for 2.1 in the near future? Thanks for your work!

a month ago

Personally right now I am playing on 2.0 and I haven't checked what breaks in 2.1. When I want to swap myself I'll get it sorted for sure. Any idea what breaks and I'll have a looksie if I can get something running on both 2.0 and 2.1. Worst case publish a 2.1 version and sunset this one once I move to 2.1 myself.

a month ago

Just decided to check out a bit more on the changes (I had tried to avoid it thus far as I didn't want to be spoiled) There is a feature comming I was considering to mod in. But since it's comming nativly in 2.1 (or actually it has already landed) I may aswel swap. I'm going to see what my save thinks if I swap to 2.1 and see what the range-tech mod gets angry about.

Stand by.

a month ago

Oh damn, thanks! But no biggie and no rush, thank you for your time and dedication. o7

a month ago

Just to get back to ya. Looks like I need to change some small things, nothing to major I expect to get it done somewhere tomorrow

a month ago

Holy... Thanks for checking it out! And thanks for your work!

a month ago

There is only a last little icon issue I am trying to fix (icons the researches get are running too often into my fallback logic instead of one of the valid options it should be picking). But the good news; I essentially have a perfectly working version of the mod running in 2.1 :)

a month ago

@driku I just pushed the new release. Enjoy and please make a new thread if you find any issues.

a month ago

Hi! Thanks for the update!
Unfortunately, it seems like this mod is imcompatible with K2arsenal :c
https://mods.factorio.com/mod/eRisel-k2-arsenal

My best guess is that they reuse/recicle code from a mod that adds the cds-cannon-turret prototype, and they force the removal of that, and your mod might make some kind of checks that make the game crash since the game no longer has that prototype, or something like that. Sorry, I feel like I only come here to be a chore for you haha.

Failed to load mods: Error in assignID: entity with name 'cds-cannon-turret' does not exist. It was removed by eRisel-k2-arsenal.

At ROOT.ammo-turret.rangetech-var-cds-cannon-turret-1.factoriopedia_alternative

Source: rangetech-var-cds-cannon-turret-1 (ammo-turret).

a month ago
(updated a month ago)

Oh intresting. I hadn't considered that a mod would activly delete things from other mods. I'll work on a fix after work!

[deleted message]
a month ago

Alright I'm going to release a new version of the mod in a bit. I've got a save with K2 arsenal working. There are two towers then end up in the other category. I think the focus sniper should be moved to the bullet catgory but thats a little patch I'd need to do. Not sure how I should feel about the Laser Artillery turret being in Laser cat (it maybe should be ignored just like normal artillery) And maybe the rocket artillery should be moved too somewhere (or get it's own category but only K2 will ever use it so maybe too much extra logic on my end to support it in a specifically named group.

I do want to also take a look at the images the techs get again. If there is a damage tech equivalent I use that with the range icon from artillery range. The most often fallback used afterwards is the first turret in the unlock chain otherwise.

Play around with it and I'd love to hear your input on these

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