Stranded: Alien Dawn

Stranded: Alien Dawn

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Mobile Turrets of War
   
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22 Feb @ 7:49pm
13 Jul @ 9:14pm
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Mobile Turrets of War

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
21 items
Description
Ever wish you could have some better variety with your mobile turrets? Now you can!

Guardians DLC and SAD_CommonLib mod required!

Please Thumbs Up and Favorite this mod if you enjoy it's content.

This mod will allow you to deploy improved/varied types of mobile turrets to assist with your base's defenses.

Note, however, that this comes at a cost. These require additional research with additional prerequisites, and (sometimes significantly) higher costs to build and repair.

These new robots are available under the existing Mobile Turrets menu under Defense.

There are also two new research items. One allows you to unlock the otherwise inaccessible 1.0 vanilla Mobile Missile Turret, and the other allows you unlock Mobile Turrets on scenarios where they don't spawn so they can be used all of them.

If you have any suggestions or feedback on bugs, balance, or additions, please post them in the comments!

All Turrets:
  • 20% resistance against blunt and piercing damage. Immune to gas and pacify. No resistance to energy.
  • Self-repairs at 5 integrity per hour.
  • Prerequisites - Mobile Turret Research, at least one colonist with Construction 10 and/or Intellectual 8 skill.

Laser Turret 2.0:
  • Increased range at 50m instead of 35m.
  • Increased damage against robots at 35 instead of 20 per tick
  • Increased damage against creatures at 8 instead of 5 per tick.
  • 750 HP

Missile Turret 2.0:
  • Range increased significantly from 25m to 70m, but minimum range increased from 15m to 20m
  • AoE effect range doubled from 2m to 4m.
  • Damage doubled from 30 to 60.
  • Slower fire (every 12 seconds instead of 10)
  • Will cause friendly fire damage if your colonists are in it's AoE damage zone.
  • 750 HP

Machine Gun Turret 2.0:
  • Range increased from 25m to 40m
  • Fires three shots a second instead of one every second. 8 damage per bullet.
  • 750 HP

Pulse Cannon
  • Fires a powerful pulse rifle type shotgun blast at 30m.
  • Cannot attack within 7m due to the large size of it's cannon
  • Increased damage of 40 to robot and organic enemies.
  • Additional Prerequisite - Pulse Rifle 2.0 Research
  • 500 HP

Sniper Cannon
  • 100 damage per shot to both organics and robots. Fires once every 8 seconds.
  • Knocks down target.
  • 70m range, 10m minimum range
  • Additional Prerequisite - Sniper Rifle 2.0 Research
  • 250 HP

Flak Cannon
  • Slightly more range than a regular flak turret at 40m instead of 35m. 2m minimum range.
  • 30 damage per shot to robots. 50 to organics. Fires once every 6 seconds.
  • 5m AoE range with 1 second DoT timer.
  • Knocks down target.
  • Additional Prerequisite - Flak turret Research
  • 400 HP

To Do:
  • Bug/balance fixes if needed, but none known currently.
  • This mod is otherwise complete.



Version: 1.09-020
46 Comments
Mantastic  [author] 3 Aug @ 3:02pm 
Was working ok for me. I'll check it during my current play through. Didn't make any changes to the research or unlocking from the last update other than removing the now unnecessary extra Missile 1.0 turret research item.
Lyfestyle 1 Aug @ 8:46pm 
Its been awhile but I researched the tech and it didn't pop up in the build menu.
Mantastic  [author] 23 Jul @ 8:46am 
That could be fun, but they'd definitely have to be in smaller spawn amounts and an end-tier spawn, especially if you're only using vanilla weapons. They'd easily wreck your base otherwise.

Enemies level up somewhat does this with artillery bots and upgraded laser and MG bots.

Something I can look into. :)
Twini-Kiwi 23 Jul @ 3:16am 
Stupid question but wouldn't it be fun To add theses turrets to the enemy Robots pool? Like having better turrets for ourselves but also the enemy expands their robots too?
Mantastic  [author] 13 Jul @ 9:16pm 
Sure enough, it did. Unfortunately when you have mods that overwrite other mod's values, if you don't unload said mods they'll apply those changed values as default when you save. In this case, requiring steel and nanotube steel from OET instead of regular metal alloys.

All fixed!
Mantastic  [author] 13 Jul @ 8:30pm 
They cost metal alloys, or if you use OET Resource Integration, also steel and nanotube steel.

I’ll double check the mod to make sure the latter didn’t become the default.
Twini-Kiwi 13 Jul @ 6:40am 
short question about the cost of thesse turrets dindt they cost also metall alloys? or was that just componets?
Mantastic  [author] 20 May @ 9:02am 
Thanks! I hadn't noticed that, but I'll have a gander.
Twini-Kiwi 20 May @ 5:22am 
Theres a small visual Bug at the flak cannon after it shoot for the first time a small Ring appears on the left side under the barrel Its not a big Bug but i just saw that
Mantastic  [author] 19 May @ 9:05am 
Update is released. This is likely to be the final one for this mod.