Harmonises the many turret mods in a large modpack (5dim, Bob's, Angel's, AAI, standalone turret mods) so they stay useful against strong modded biters. Module A gives every player turret that has NO damage-upgrade research an infinite turret-damage tech, so nothing falls behind lategame (e.g. turrets that use a custom ammo category with no tech). Module B (opt-in) pulls the weakest turrets of each weapon class up to a DPS floor without ever nerfing anything. Runs in data-final-fixes and reads the final loaded values, and is not tied to any single mod's naming.
Small changes concerning balance, gameplay, or graphics.
Version: 0.2.1
Date: 2026-07-18
Features:
- Module A (default on): every player-buildable turret without any damage-upgrade research
gets covered by one infinite turret-damage technology, so it keeps scaling against strong
enemies lategame. Turrets already scaled by their own mod's research are left untouched.
- Module B (opt-in): estimates each turret's DPS and raises the weakest turrets of each
weapon class up to a configurable floor. Never nerfs anything.
- Turrets are detected by prototype properties, not by mod naming, so any turret mod is
covered automatically. Vanilla and Space Age turrets are never modified.
- Startup settings to tune both modules, plus a debug log toggle.