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[MOD 0.12.x]Logistic Turrets
Posted: Mon Feb 29, 2016 8:13 pm
by Bl4ckmail
Logistic Turrets
- Name: Logistic Turrets
- Version: 0.2.1
- Factorio-Version: 0.12.29
- License: MIT License
- Description: Adds Turrets wich get Items out of the Logistic Network
- Release: 2016-04-02
- Download-Url: Latest Vesion
- Category: Beta
- Tags: Turret, Logistics
Re: [MOD 0.12.x]Logistic Turrets
Posted: Mon Feb 29, 2016 8:33 pm
by Bl4ckmail
Please leave some Feedbak and Sugestions.
Re: [MOD 0.12.x]Logistic Turrets
Posted: Tue Mar 01, 2016 4:40 am
by Chester
Well that's a great idea. Im gonna give it a try ^^ gj
Re: [MOD 0.12.x]Logistic Turrets
Posted: Tue Mar 01, 2016 11:02 pm
by GTrak
Cool Mod!
could you support each turrets have separated settings plz?
and reload amount
ex) in config.lua
turret1 - request basic-bullet-magazine 20, reload 10
turret2 - request piercing-bullet-magazine 50, reload 20
turret3 - request piercing-bullet-magazine 25, reload 10
Re: [MOD 0.12.x]Logistic Turrets
Posted: Mon Mar 07, 2016 8:29 am
by Bl4ckmail
GTrak wrote:Cool Mod!
could you support each turrets have separated settings plz?
and reload amount
ex) in config.lua
turret1 - request basic-bullet-magazine 20, reload 10
turret2 - request piercing-bullet-magazine 50, reload 20
turret3 - request piercing-bullet-magazine 25, reload 10
I will try to iplement it in the next update
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Mar 26, 2016 6:36 am
by Umbral Reaver
Hello! I have noticed something odd.
Logistic turrets do not seem to benefit from 'turret damage upgrade' research properly.
Example, a normal turret's damage reads: '10 + 15.6 Physical' while the logistic advanced turret next to it has '15 + 9 Physical'. It is including bullet damage research normally.
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Mar 26, 2016 1:39 pm
by orzelek
To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Mar 26, 2016 8:45 pm
by Requia
Will these work with bullets from other mods (that work in normal turrets?).
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Mar 26, 2016 9:07 pm
by Umbral Reaver
orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sun Mar 27, 2016 12:46 am
by Bl4ckmail
Umbral Reaver wrote:orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
In the next release that problem will be fixed should come out in a view days
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Apr 02, 2016 3:15 pm
by Bl4ckmail
Mod has been updated sniper and andvaced end logistic turrets temporary removed
Download Logistic-Gun-Turret_0.2.0.zip
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Apr 02, 2016 3:48 pm
by Bl4ckmail
Have found a bug 0.2.0 temporaly dwon will come up later to day
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Apr 02, 2016 7:59 pm
by Bl4ckmail
Now 0.2.0 is up:
Download
Update for extra turrets will follow soon
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sat Apr 02, 2016 8:53 pm
by Factorio2016
Release: 2016-02-29
Last edited by Bl4ckmail on 02 Apr 2016

Re: [MOD 0.12.x]Logistic Turrets
Posted: Sun Apr 03, 2016 11:10 am
by Bl4ckmail
Factorio2016 wrote:Release: 2016-02-29
Last edited by Bl4ckmail on 02 Apr 2016

What do you mean?
Re: [MOD 0.12.x]Logistic Turrets
Posted: Sun Apr 03, 2016 11:13 am
by Bl4ckmail
Umbral Reaver wrote:orzelek wrote:To make upgrades work for turrets they need to be added to the tech.
If I recall correctly it's done per turret type.
I considered modifying the mod myself but I looked through the luas with the intent of copy/pasting and altering the equivalent entries for the existing turrets, but I have no idea where to look. :I
the problem is fixed in the new update.
btw you would have to edit the research protopy of the vanilla game.
Re: [MOD 0.12.x]Logistic Turrets
Posted: Wed Apr 06, 2016 8:02 am
by Bl4ckmail
new update
Download 0.2.1
you can now set defoult request ammount an to make it clear you can not update a world to 0.2.x if you had a version befor unless you remove all logistic turret entitys (the items will be converted over)
Re: [MOD 0.12.x]Logistic Turrets
Posted: Wed Apr 13, 2016 5:09 pm
by Qon
I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/
This mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.
Re: [MOD 0.12.x]Logistic Turrets
Posted: Thu Apr 14, 2016 6:03 am
by Bl4ckmail
Qon wrote:I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/
This mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.
Could you tell me wich version of the mod you were using and the sniper/advanced turrets will return soon wanted to make some graphics for them
Re: [MOD 0.12.x]Logistic Turrets
Posted: Thu Apr 14, 2016 12:49 pm
by Qon
version 0.1.2 of the mod. Factorio 0.12.29. Looking at the changelog I can see that you have made performance improvements since then but also removed the sniper turret. But thank you for your work and continued improvements, I'll update when the sniper turret returns :>