Ready to Shoot 2

by Alanin

Turns vanilla gun turrets into a basic tier with 100 hidden, uncraftable Basic Magazines (50% damage) that cannot be carried and disappear when the turret is mined. Three research tiers unlock preloaded standard, advanced and uranium turrets. Recipes: Standard = 1 gun turret + 100 firearm magazines; Advanced = 1 gun turret + 100 piercing magazines; Uranium = 1 gun turret + 100 uranium magazines.

a day ago
2.1
23
Combat

Changelog

Version: 1.0.1
Date: 2026-11-02
  Bugfixes:
    - Picking up a turret with basic magazines no longer triggers the vanilla "no ammo" alert.
    - One basic magazine stays in the turret until the mining event; it is then purged from the player or construction robot.
    - Real no-ammo alerts during combat are unchanged.
Version: 1.0.0
Date: 2026-10-31
  Features:
    - Unupgraded vanilla gun turrets are built with 100 basic magazines (50% damage).
    - Basic magazines are hidden, uncraftable and cannot be carried by the player.
    - Basic magazines disappear when the turret is mined; they never enter cargo or logistics.
    - Added three research tiers for loaded standard, advanced and uranium gun turrets.
    - Research costs are 300 / 750 / 2500 science for the three tiers.
    - Each loaded turret is issued with 100 magazines and has its own recipe.
    - Added custom item, entity and technology icons plus a mod logo.
    - The logo shows four ammo colours: grey (basic), yellow (standard), red (advanced), poison green (uranium).
  Rules:
    - Basic magazine damage is copied from the final firearm magazine prototype and halved.
    - Loaded turrets return a normal gun turret and their remaining magazines when deconstructed.
    - Loaded-turret recipes disallow productivity and quality and use no fast replace.
    - Basic ammo is removed before mining and purged from player inventories as a safety net.