Tesla coil based military applications: 2 types of turrets, a tank and related technologies. All in one.
Mods introducing new content into the game.
Version 1.0.6
- Advanced Tesla coils can be placed right next to each other now.
Version 1.0.6
- Fixed the symmetry problem of advanced tesla coils. Coils in blueprints changed their position
when the blueprints were rotated.
- Fixed the infinite technology level cost scaling. It was 1024 for each level. Now it is increasing
exponentially based on level
Version 1.0.5
- fixed crash, where previous save contained incorrect research index structure
(a renaming refactor was not correct and in the index structure a single_zap.damage
remained instead of the new single_zap.count. now the whole structure is verified on 'configuration_changed')
Version 1.0.4
- fixed crash, when advanced tesla turret kill triggered special effect before it was researched
(on_entity_died_handler_advanced_turret:413)
- fixed crash when tesla tank vaporized enemy before the tech was researched
(apply_vaporization:338)
- remove setting 'tl-advanced-attack-beam' since it was not utilized in code for quite some time now
- updated readme and fixed a few typos
Version 1.0.3
- adjusted research costs
- adjusted damage bonuses
- adjusted item recipes
- adjusted advanced tesla coil shooting effects
- introduced flying text settings
- added missing equipment grid to tesla tank
Version 1.0.2
- updated change log
Version 1.0.1
- reduced the number of used prototypes for both the advanced and basic cesla coil beams
to avoid entity ID limit
- enabled resistance display for tesla entities
- fixed resistance percentage values
Version 1.0.0
- initial release