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