[MOD 0.11.x] Fort mod v0.2.0

Topics and discussion about specific mods
Post Reply
orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

[MOD 0.11.x] Fort mod v0.2.0

Post by orzelek »

This is a small mod aimed at adding a bit more defensive buildings.

It introduces 4 3 level tech lines for variants of gun and laser towers. Reinforced walls and gates are also added.
The tower tech lines are heavy and long range variant for both types of turrets.
Heavy - shorter range, more damage and armored.
Long range - longer range, lower damage and light armor (compared to vanilla tower).

Thanks to YuokiTani for icons.

Since I redid most of stuff balance might require some tweaking.

The v.0.2.0 is not backwards compatible. Replacing from v.1.x in running game will break stuff.
Attachments
fort-mod_0.2.0.zip
(45.8 KiB) Downloaded 3666 times
Last edited by orzelek on Sat Jun 06, 2015 10:51 pm, edited 5 times in total.

User avatar
Alekthefirst
Fast Inserter
Fast Inserter
Posts: 104
Joined: Sat Feb 07, 2015 7:39 pm
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by Alekthefirst »

i love it already
The range upgrade is so helpful, and i like the cost scaling too. Small upgrade -> small addition in build cost
Factorio is a game about automating everything. One day, i hope i can automate shitty signatures just like this one.

User avatar
Xterminator
Filter Inserter
Filter Inserter
Posts: 981
Joined: Sun Jun 15, 2014 4:49 pm
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by Xterminator »

Nice, this looks pretty cool. I think I will do a mod spotlight on it. :)
Also for graphics my I suggest contacting YuokiTani. He made Yuoki industries and makes some mind blowing graphics.
Image Image Image

User avatar
darkshadow1809
Filter Inserter
Filter Inserter
Posts: 306
Joined: Thu Jan 15, 2015 10:13 pm
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by darkshadow1809 »

Adding it to the modpacks ;) Tell me if you dont want me too!
ShadowsModpackDevelopment

User avatar
cpy
Filter Inserter
Filter Inserter
Posts: 839
Joined: Thu Jul 31, 2014 5:34 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by cpy »

Maybe you could make gun turret upgrades work with it too? Maybe add scripted tech too, like you generate turrets. Probably make 1 dmg upgrade that works for all turrets of same type.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by orzelek »

cpy wrote:Maybe you could make gun turret upgrades work with it too? Maybe add scripted tech too, like you generate turrets. Probably make 1 dmg upgrade that works for all turrets of same type.
I'm not sure I understand. Do you mean more turret damage upgrades similar to existing ones or something else?

Adding more of those should be easy - needs only nice formula for scaling of costs. I believe there are already few mods that add those techs - might be for lasers only tho. Also I'm usually using other mods that add better ammunition for guns - like bob's warfare mod or Yuoki's mod.

All the base game damage and fire rate upgrades work on reinforced turret variants as expected (at least for me in my testing).

Edit: I checked again and it seems that ammo upgrades work but turret damage upgrade doesn't apply to new gun turrets. I'll look into it and either make usual ones apply or create new upgrade lines.

User avatar
cpy
Filter Inserter
Filter Inserter
Posts: 839
Joined: Thu Jul 31, 2014 5:34 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by cpy »

When i upgrade gun turret damage, it does not affect fortified turrets damage. I haven't tested laser turrets. Did you even play your own mod? Ammo upgrades do count but not turret damage upgrade itself.

Also inserters load huge amount of stacks (100 max) of ammo into turrets, why the hell? 5 ammo stacks are more than enough! They are completely useless for automated operations.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by orzelek »

cpy wrote:When i upgrade gun turret damage, it does not affect fortified turrets damage. I haven't tested laser turrets. Did you even play your own mod? Ammo upgrades do count but not turret damage upgrade itself.

Also inserters load huge amount of stacks (100 max) of ammo into turrets, why the hell? 5 ammo stacks are more than enough! They are completely useless for automated operations.
Added new version with fixes for both those issues.
You'll need to use small trick if you want to fix damage upgrade properly in running game - see first post for details.

User avatar
cpy
Filter Inserter
Filter Inserter
Posts: 839
Joined: Thu Jul 31, 2014 5:34 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by cpy »

Everything now works just fine. No other suggestions yet.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.2.0

Post by orzelek »

New version with a bit different approach up.

Peter34
Smart Inserter
Smart Inserter
Posts: 1100
Joined: Mon Nov 10, 2014 12:44 pm
Contact:

Re: [MOD 0.11.x] Fort mod v0.1.0

Post by Peter34 »

Xterminator wrote:Nice, this looks pretty cool. I think I will do a mod spotlight on it. :)
Also for graphics my I suggest contacting YuokiTani. He made Yuoki industries and makes some mind blowing graphics.
I'd like to see a mod spotlight for this mod!

vedrit
Filter Inserter
Filter Inserter
Posts: 292
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: [MOD 0.11.x] Fort mod v0.2.0

Post by vedrit »

I'd like more info on this mod

Post Reply

Return to “Mods”