Universal Turret

by OwnlyMe

A turret that can use any kind of ammo

Content
3 days ago
0.16 - 2.0
296
Combat

Changelog

Version: 2.0.12
Date: 2024.12.18
  Changes:
    - Rotating cursor ghosts won't turn them into uniturrets anymore
Version: 2.0.11
Date: 2024.12.17
  Changes:
    - Now the railgun turret should work
Version: 2.0.10
Date: 2024.12.17
  Changes:
    - Fixed a crash with the railgun turret
    - Railgun turret now consumes 5MJ of energy per shot and deals 60% less damage (=10% of vanilla)
Version: 2.0.9
Date: 2024.12.17
  Changes:
    - Fixed a crash if some ammo had no icons at all
    - Rocket turret range increased to 36, just like the vanilla one
    - Added slowdown grenades (optional)
    - Added cluster grenades (optional)
    - Added destroyer capsules (optional)
    - Robot capsules now only spawn 1 robot per shot but have a bigger magazine size that compensates this
    - Better grenade graphics
    - Fixed automatically converted ammo becoming common quality when the uniturret switches type
    - With "seperate safe ammo recipes" disabled, picked up ammo gets converted back into normal ammo now
Version: 2.0.8
Date: 2024.12.14
  Changes:
    - Fixed a crash with ammo that uses .icons instead of .icon
    - Added compatibility for fireworks (and not creating seperate safe ammo for that)
Version: 2.0.7
Date: 2024.12.14
  Changes:
    - Fixed a crash with projectiles that have no action
Version: 2.0.6
Date: 2024.12.14
  Changes:
    - Fixed using wrong shotgun projectiles for safe ammo when using "Bullet Tracers (Ownly's)"
    - Added better icons for each turret
Version: 2.0.5
Date: 2024.12.13
  Changes:
    - Fixed an infinite ammo glitch when using quality ammo and not using safe ammo recipes
Version: 2.0.4
Date: 2024.12.13
  Changes:
    - Enabling/disabling space age now works without problems
    - Added safe shotgun ammo
    - Fixed safe ammo indicators now showing on the icons
    - Fixed "safe ammo recipes" setting causing an error
    - Fixed capsule turrets
Version: 2.0.2
Date: 2024.12.12
  Changes:
    - Turret damage technologies now affect uniturrets (flamethrower and bullet) (hidden)
    - Rotating uniturrets on the cursor can now select a locked variant
    - It's now possible to pick locked uniturrets from the quickbar
Version: 2.0.1
Date: 2024.12.12
  Changes:
    - Tons of fixes to get it running on space age
Version: 0.18.28
  Changes:
    - Fixed some references
Version: 0.18.27
  Changes:
    - Fire department performance optimizations
Version: 0.18.26
  Changes:
    - Fixed a multiplayer bug
Version: 0.18.25
  Changes:
    - Fixed an on_configuration_changed error
Version: 0.17.24
  Changes:
    - Fixed mod not loading with Industrial Revolution
Version: 0.17.23
  Changes:
    - Flamethrower and gun-turrets now have the same "turret attack modifiers" like their vanilla counterparts (updates on research)
Version: 0.17.22
  Changes:
    - Polished the explosions
    - Hid the locked turrets from signal guis
Version: 0.17.21
  Changes:
    - Fixed a crash with fire-department when disabling uniturret, saving and enabling the mod again.
    - Fixed a crash when turret type changes
Version: 0.17.20
  Changes:
    - 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
Version: 0.17.10
  Changes:
    - 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
Version: 0.17.9
  Changes:
    - Fixed that locked water turrets that were placed by pipette didn't attack fires
    - Added new graphics for flamethrower and water turret
Version: 0.17.7
  Changes:
    - 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
Version: 0.17.6
  Changes:
    - Added raise_built = true to all entity creations so mod creators can add compatibility
Version: 0.17.5
  Changes:
    - Removed the used shells graphical effect on most turrets
    - Fixed Water gun sound
Version: 0.17.4
  Changes:
    - Added fire extinguisher turrets (for my fire department mod)
    - Improved tints
Version: 0.17.3
  Changes:
    - 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
Version: 0.17.2
  Changes:
    - 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