Universal Turret deprecated

by OwnlyMe

A turret that can use any kind of ammo

Content
4 years ago
0.16 - 0.18
19
Combat

Changelog

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