Description
Turrets now take some time to start up. You can craft "overclocked" versions which start up faster, but this damages them once they finish starting up. Resources spent to overclock a turret are not recovered upon picking it up - you will get back the original turret
A progress bar indicates how close they are to being ready. Its color matches the color of the force that placed them.
Fast-start turrets are distinct items/entities, and can be blueprinted.
Configuration
The setup delays (for both default and fast-start turrets) are configurable at runtime.
How much damage fast-start turrets take after starting up is configurable at runtime.
Compatibility
Tested with Space Age.
Automatically generates fast-start versions for all player-placeable turrets in the game (which do not generate with enemy bases), so it theoretically should be compatible with other turret mods. I have not tested this!
Probably incompatible with other startup-delay-type mods.
Currently has no way to exclude specific turrets from its logic. If a mod author wants that feature, I can look at adding it.
Future Goals
Custom fast-start recipe for different turrets.
Multiple tiers of fast-starting turrets.
Ammo-loading station where you can pre-load fast-start turrets with ammunition.