Modular Turrets

by wodzu93

Adds 8 (15 counting variations) new turrets for dealing with alien menace, as well as other military-related items. Good compliment to mods that add new biter types, like Rampant or Natural Evolution.

Content
5 months ago
0.15 - 1.1
35.5K
Combat
Owner:
wodzu93
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
CC BY 3.0
Created:
7 years ago
Latest Version:
7.5.1 (5 months ago)
Factorio version:
0.15 - 1.1
Downloaded by:
35.5K users

MOD SPOTLIGHTS

CONTENT

  • Turret Mounts
    Modular turrets (marked with (M)) are constructed by pairing a turret mount with a turret head. There are 2 turret mounts available, Frontline and Backline.
    Frontline mounts provide high Health, various damage resistances, and have narrow, but long firing cones. Unlocked with Modular Turrets technology.
    Recipe:

    • 8 Steel Plates
    • 1 Engine Unit
    • 15 Stone Bricks

    Prerequisites:
    * Automation * Gun Turret * Engine * Military Science Pack

    Backline mounts have low health and lack resistances. In return, they provide extended range and wider firing cones. Unlocked with Backline Turret Mount technology.
    Recipe:
    * 20 Plastic Bars * 4 Advanced Circuits * 1 Electric Engine Unit * 2 Low Density Structures

    Prerequisites:
    * Modular Turrets * Electric Engine * Low Density Structure

  • Heavy Scattergun Turret
    Early game turret, accessible with Logistic Science. Uses shotgun ammunition and shoots multiple pellets in one shot, just like a handheld shotgun.
    Requires a clear line-of-sight to the target, as pellets colide with any object in the way. Place in front of the walls.
    Very good at handling swarms of Small Biters.
    Recipe:

    • 10 Iron Plates
    • 15 Copper Plates
    • 10 Iron Gear Wheels
    • 10 Stone Bricks

    Prerequisites:
    * Gun Turret * Military * Logistic Science Pack

  • Heavy MG Turrets (M)
    First of the modular turrets, accessible with Military Science and last turret that does not require oil refineries.
    Uses Firearm Magazines as ammo and has innate +100% damage modifier. Considerably longer range than standard Gun Turrets (30-35). Turret head item can be used as a handheld weapon.
    Recipe:

    • 6 Iron Plates
    • 3 Iron Gear Wheels
    • 3 Electronic Circuits

    Prerequisites:
    * Automation * Gun Turret * Engine * Military Science Pack

  • Gatling Turrets (M)
    Last turret that uses Firearm Magazines as ammo. Shares +100% damage modifier with Heavy MG, but has very narrow firing cone and heavily increased rate of fire.
    Best placed in low numbers at spots with highest enemy pressure. Researched with Chemical Science. Technology also unlocks Slowdown Rounds Magazine - improved bullets with higher base damage (12) and 25% slow debuff to shot targets.
    Recipe:

    • 8 Copper Plates
    • 12 Iron Sticks
    • 2 Advanced Circuits
    • 1 Electric Engine Unit

    Prerequisites:
    * Modular Turrets * Electric Engine * Military 3

  • Light Cannon Turrets (M)
    First entry in the cannon line. Light Cannon uses shells as ammunition, providing a high single hit damage at range (45-50) - enough to one-shot Medium Biters.
    Technology comes bundled with Light Cannon Shells, an alternate ammo variant to vanilla shells - these hit instantly, like bullets, which means Light Cannon Turrets can be placed behind walls
    and will not cause friendly fire. Requires Military Science to unlock.
    Recipe:

    • 5 Copper Plates
    • 4 Steel Plates
    • 4 Iron Gear Wheels
    • 1 Advanced Circuit

    Prerequisites:
    * Modular Turrets * Advanced Electronics

  • Dual Cannon Turrets (M)
    An upgraded variant of Light Cannon - better rate of fire and longer range (60-65). Requires Chemical Science to unlock, and additionally provides Slowdown Cannon Shells - an area-of-effect instant-hit shell with 50% slow debuff.
    Recipe:

    • 2 Light Cannons
    • 1 Speed Module 1

    Prerequisites:
    * Light Cannon Turrets * Military 3 * Speed Module

  • Heavy Cannon Turrets (M)
    Final cannon turret. Huge range (75-80), innate damage multiplier of +100% and low fire rate. Can one-shot Big Biters with Physical Projectile Damage 5 research or uranium variants of cannon shells. Requires Utility Science to unlock, as well as providing Heavy Cannon Shells, an explosive instant-hit ammo that hits a cluster of enemies at once.
    Recipe:

    • 5 Steel Plates
    • 2 Advanced Circuits
    • 2 Low Density Structures
    • 50 Lubricant

    Prerequisites:
    * Dual Cannon Turrets * Military 4 * Tank

  • Rocket Turrets (M)
    Uses rockets as ammo. Fires very slowly (1 shot every 10 seconds), but has the longest range (90-95) of any turret that is not an artilley. Backline variant can be safely used with nuclear rockets when placed correctly.
    Reserach requires Chemical Science. Additionaly, technology will unlock 3 variants of Rocket Packs - a rocket ammo with boosted initial velocity.
    Recipe:

    • 5 Steel Plates
    • 2 Advanced Circuits
    • 2 Rocket Launchers

    Prerequisites:
    * Modular Turrets * Explosive Rocketry

  • Pulse Laser Turrets (M)
    First modular turret that uses energy. Sacrifices damage per shot for increased range (40-45) and lower energy consumption compared to standard Laser Turrets. Unlocked with Chemical Science.
    Recipe:

    • 10 Plastic Bars
    • 10 Batteries
    • 8 Iron Sticks
    • 5 Electronic Circuits
    • 1 Speed Module

    Prerequisites:
    * Modular Turrets * Military 3 * Lasers * Speed Module

  • Thermal Laser Turrets (M)
    This energy based turret deals Fire type damage, instead of normal Laser type. In addition to upfront damage, each shot also lights targets on fire and creates a flame at the spot it hits. Has a good range as well (55-60).
    Utility Science is required to unlock. Turret head can be slotted into equipment grids, but it keeps it's high energy usage per shot - meaning it can't be sustained over long periods of shooting, even with 4 Portable Fusion Reactors.
    Recipe:

    • 2 Steel Plates
    • 8 Plastic Bars
    • 10 Batteries
    • 2 Processing Units
    • 1 Efficiency Module

    Prerequisites:
    * Pulse Laser Turrets * Military 4 * Efficiency Module

  • Beam Turrets (M)
    Last energy turret and also the last turret to be unlocked, as it requires Space Science to research. Unlike other modular turrets, this one's firing effect varies based on the mount it is put in. Frontline mounted beam turret will fire a piercing beam, hitting all targets in a line (range 32) and dealing Poison type damage. This does deal friendly fire, so turret must be placed in front of the wall, like Scattergun Turrets. Backline mounts fire a continous electric beam (50 range), dealing very low amounts of Electric damage and slowing all targets in a small radius around impact point by 75%.
    Recipe:

    • 8 Batteries
    • 2 Processing Units
    • 1 Low Density Structure
    • 1 Small Lamp
    • 1 Uranium Fuel Cell
    • 1 Poison Capsule

    Prerequisites:
    * Thermal Laser Turrets * Uranium Processing * Space Science Pack

MOD SETTINGS

  • Advanced Radars | Startup | Default ON
    Adds 2 radar heads that go on Backline Turret Mount - Sentry Radar and Scanning Radar. Sentry Radar reveals an area equivalent to 3x3 grid of regular radars at comparatively lower energy consumption. Scanning Radar only reveals the chunk it's in, but provides very fast sector scanning and very big scanning area, at a cost of large energy consumption. These radars are unlocked with Advanced Radar Stations, requiring Utility Science.

  • Hardened Inserters | Startup | Default ON
    Modular Turrets technology will additionally unlock Hardened Inserter - an inserter variant with much more health. It pulls items from adjacent tile (like normal inserter), but places items further away (like Long-Handed Inserter).

  • Extra Ammo Items | Startup | Default ON
    Adds ammunition variants to several technologies.

    • Slowdown Rounds Magazine (Gatling Turrets)
    • Uranium Shotgun Shells (Uranium Ammo)
    • Rocket Pack (Rocket Turrets)
    • Explosive Rocket Pack (Rocket Turrets)
    • Slowdown Rocket Pack (Rocket Turrets)
    • Slowdown Cannon Shells (Dual Cannon Turrets)
    • Heavy Cannon Shells (Heavy Cannon Turrets)
    • Light Uranium Cannon Shells (Uranium Ammo)
    • Heavy Uranium Cannon Shells (Uranium Ammo)
  • Vanilla cannon ammo compatibility | Startup | Default ON
    Base game cannon shells have a range limit, and when used with cannon turrets, will vanish before reaching the target at longer ranges. This setting raises the range limit to the range of Backline Heavy Cannon Turret (80) and disables collision with friendly entities, so these shells are usable in turrets. Turn off if you don't use these in turrets, as it heavily buffs the Tank in killing nests and worms. Cannon shells provided by this mod work with the Tank without issues.

  • Turret Pretargeting | Startup | Default ON
    All Modular Turrets have a feature, where they begin aiming at targets that are slightly outside ther maximum range. This improves turret responsiveness, however turrets can become stuck, where they target a nest or worm just outside their range and refuse to switch targets. Turn this off if this problem is significant, or use Artillery Turrets to kill the offending worm or nest.

CREDITS

Art assets for Modular Turrets sourced from Original War, HR versions created with AI upscaling. Link to the store page of the game: https://store.steampowered.com/app/235320/