[MOD REQUEST / HELP] requirements for turrets

Started by ZehAngrySwede, November 25, 2014, 05:35:05 AM

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ZehAngrySwede

Howdy folks, I'm currently trying to figure out a way to make automated turrets more of a mid-to-late game tool. I figured this could be achieved by making them require something special, maybe a computer component (or components) that you'd have to buy or manufacture.

Thought I'd see if any of the more competent modders would like to take a crack at it before I attempt to get my hands dirty.

Also, if you're curious as to why I want to push turrets so far back; I'm using realistic weapons, so early game automated turrets seem very OP. Alternatively I could modify their values to reduce their effectiveness, but I feel that would defeat the purpose of having them at all.

Thanks for your time!

Shinzy

Halloo!

That'll be very simple thing to do by yourself! so I'd encourage getting your paws dirty!
You'll need to find the turret def from the Buildings_Security.xml
and add your own material
    <costList>
      <Metal>160</Metal>
      <MigmatBorkbork>5</MigmatBorkbork>
    </costList>


and then make your own def for the said material!
you can see examples in the Core "mod" in the Core/Defs/Thingdefs/Items_???.Xml

You'll pick up how the xml files work very fast!


skullywag

I added a need for ai cores to mine. Just add the item to the costlist as above.
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?