Turret XP


Make chosen gun turrets level up, specialize, and carry Veteran Core progression between battlefields.

Content
a month ago
2.0
486
Combat

g More automation!

a month ago
(updated a month ago)

General feedback!
To preface this I will admit I have somewhat been treating this like `HeroTurrets 2' if I'm honest
and when I have an issue I do always try to come up with an idea on how to resolve it and often even the dev can digest that into something actually good. So I hope I don't come across as pushy or whatever. I LOVE this mod, want to see it blow up and very very much looking forward to laser turrets!

I've recently started a deathworld with a friend and I've gone full military, gave every turret the core (takes quite a bit) and I spend quite a long time making sure all points in all my turret children are allocated.
- Ability for turrets to logistic request a core
- Ability for points auto allocate and/or have some icon over the turret if it has a unallocated point
-Logistics request to upgrade elements
I have also found it both fun and equally annoying naming every turret "Private" just so I can have their level display.
- Perhaps have an option to have a default name. For the sake of what I have been doing. level 0-9: Private, 10-19: Lance Corporal, 20-29: Corporal... etc etc

I don't know where it was said but last I checked the design philosophy of the game was automate everything, so automating this would be lovely to see.

Friend just said mid-raid: "Make the turret cards blue-printable" made him pause the game so I could edit this.

a month ago

Hello, thanks for the great feedback and ideas, I like all of these and will aim to integrate it all.
I think some might prove challenging like the logistic part of it, due to how funky it gets trying to "enhance" the vanilla turret instead of going full custom turret, which is a design choice I want to stick with, so I have some limitations, but I'll try to work around them all.

Until then, hope you have a great time with the mod!

a month ago

Also, I haven't tried HeroTurrets 2, I'm curious, could you extend a little bit on why you consider it a HeroTurrets 2? What does it offer that HeroTurrets doesn't for instance? Which do you prefer here over there? Are there things HeroTurrets does which is missing in my mod as well? I'd be interested in knowing more :)

a month ago

To the first thing; I had no idea you could do most of the things you are currently doing in the game so I don't know where the limits are with what you go going soo good damn job there!

And HeroTurrets: https://mods.factorio.com/mod/HeroTurretRedux it is much more passive, and does general overall upgrades, all of it is written in the description of that link.
What you have basically feels like a natural progression of "turrets levelling up", Specializations(+sub spec), elements and the combos. Thus me saying this feels like a sequel.

The only thing it does better are things I've already mentioned, I can set and forget them and they will passively gain power.
Currently with your mod I am need to do a lot of micromanagement.

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