Mods introducing new content into the game.
0.18.28 - Fixed some references 0.18.27 - Fire department performance optimizations 0.18.26 - Fixed a multiplayer bug 0.18.25 - Fixed an on_configuration_changed error 0.xx.24 - Fixed mod not loading with Industrial Revolution 0.xx.23 - Flamethrower and gun-turrets now have the same "turret attack modifiers" like their vanilla counterparts (updates on research) 0.xx.22 - Polished the explosions - Hid the locked turrets from signal guis 0.xx.21 - Fixed a crash with fire-department when disabling uniturret, saving and enabling the mod again. 0.xx.x1 - Fixed a crash when turret type changes 0.xx.20 [Early Access on Patreon] - Polished Water and Flamethrower Turrets - Added Cannon, Railgun, Rocket launcher, Shotgun, Capsule Turret graphics - Improved Appearance of Cannon projectiles - Added an arc to capsule projectiles trajectory 0.xx.10 - Fixed that technologies didn't unlock the corresponding locked towers - Turrets retain their current health when the type changes - Improved performance - Fixed crashes in creative mode 0.xx.9 - Fixed that locked water turrets that were placed by pipette didn't attack fires - Added new graphics for flamethrower and water turret 0.xx.7 - Added the ability to lock a turret to an ammo category and to cycle between ammo categories manually (using R and Shift-R) - You can use the pipette and blueprint tool to copy these locked turrets 0.xx.6 - Added raise_built = true to all entity creations so mod creators can add compatibility 0.xx.5 - Removed the used shells graphical effect on most turrets - Fixed Water gun sound 0.xx.4 - Added fire extinguisher turrets (for my fire department mod) - Improved tints 0.xx.3 - Added recipes for safe ammunition, so you can destroy your base with normal ammunition again. - Optionally (check the startup settings), the ammunition can get replaced automatically, but with a few drawbacks: - costs quite some ups - Inserters will fill an entire stack into the turrets, instead of just 10 (stack sizes of the new ammo get halfed to compensate) - Changed the sounds of all turrets 0.xx.2 - Copied the explosion resistances for all relevant entities - Added the requester chests and pipes to explosion-immune entities (robots were already immune) - The railgun from my railgun revival mod will now only damage enemy entities - Added a delay so you won't insert ammo twice - Fixed a small problem when deconstructing - Fixed turrets not registering when placed as specialized turrets by blueprints - Balanced turrets