[1.0] Turret Collection (update 02.03.2019, adds more contents)

Started by eatKenny, October 15, 2014, 06:14:10 PM

Previous topic - Next topic

Krolon

Please, do in next version gun table :/ this is just too hard... not every trader is that and not every good trader have this...

hyprformnce

Yes, can you make a version that doesnt require you to rely on traders?

dareddevil7


Zxypher

Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?

If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.

TLHeart

Quote from: Zxypher on November 08, 2015, 06:23:00 AM
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?

If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.

costlist has nothing to do with traders.

Zxypher

Quote from: TLHeart on November 09, 2015, 12:01:21 AM
Quote from: Zxypher on November 08, 2015, 06:23:00 AM
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?

If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.

costlist has nothing to do with traders.

I changed mine and it's working just fine. The traders still have the parts but they aren't required to build the turrets. It's not elegant but it works. Feel free to use it or not.

Jan2607

#291
What do I need to change in the defs to make the Minigun turret unmanned?
Does it work if I delete this code lines?
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>

eatKenny

Quote from: Jan2607 on December 21, 2015, 04:38:33 PM
What do I need to change in the defs to make the Minigun turret unmanned?
Does it work if I delete this code lines?
    <hasInteractionCell>True</hasInteractionCell>
    <interactionCellOffset>(0,0,-1)</interactionCellOffset>

also delete

<li>
<compClass>CompMannable</compClass>
</li>


pugakers

Where can i download the mod for A11?? I will appreciate it if someone will give me a link :)

RickyMartini

Holy hell the naval gun is freaking crazy. Maybe even a bit overpowered, because as soon as you have it almost nothing can stop you anymore.

eatKenny

Quote from: pugakers on December 27, 2015, 07:18:15 AM
Where can i download the mod for A11?? I will appreciate it if someone will give me a link :)
Sry can't help you now, I'm on a vacation.

eatKenny

#297
Quote from: Skissor on December 28, 2015, 05:51:12 PM
Holy hell the naval gun is freaking crazy. Maybe even a bit overpowered, because as soon as you have it almost nothing can stop you anymore.

Maybe lower fire rate and more power consumption?
PS: try the Zombie mod, maybe the zombies can still wreck it

RickyMartini

Lower fire rate and maybe make the explosion radius only 1-2 tiles. Spending 2400 steel for it is easy to do.

cjayr369 | KagoMakoto

Need help, sound won't play when used.. All sound couldn't be play