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1 : how ISN'T it compatible with CE? It says "Compatible with CE to some extent" but are there any specific things that are broken or don't work as expected? (or is it more of a "it should work but we can't thoroughly test everything" situation)
2 : would this help with performance? If turrets aren't active, do they still need to be ticked or would this mod greatly increase performance since turrets aren't constantly looking for targets when they don't need to be?
Hope this gets updated and the love it deserves!
This mod is so great!
But could you either also include turrets regardless of power network or just exclude them automatically? Right know things like auto martors cant be used with the fire control anyway unless we go to the settings and exclude them specifally.
Heres what my current settings menu looks like: https://i.imgur.com/xQWmzSq.png
I want to make mortars not managed by the turret control system, because i added them on accident, but theres no button for that. if i turn off the controllable setting, will it be as it normally is, not requiring a Fire control computer?
On the other hand, vanilla expanded furniture - security has a bit of a bug. If you connect the system to a flame turret, the flame seems to originate from the control terminal. I just set fire to my indoor hospital while firing an outdoor turret in the opposite direction :D
It was fun and nearly killed my colony, but doubted it was intended behaviour.
@tf2 is a shit game: How would it connect to a turret with no power?
@sgtknispel23
you can deactivate particular turrets in the settings: "Add" then "controllable" set to "x"
No more Early Industrial Age auto-defenses for me!
@Roque the Rogue: pacifists can't fire these, how does that make sense? :) cool ideas otherwise