Expanded Dawn – Turret Ammunition
Have you ever wondered where all that ammo comes from?
From now on, more than just electricity is needed to fire turrets.
Turrets start with full magazines/energy reserves.
Ammunition can then be manufactured at the soldering bench.
Each magazine lasts for 5 hours (only the active firing time counts).
The colonists try to replenish the turrets as soon as only 40% of the capacity remains.
Magazine costs vary depending on the ammunition required by the respective turret tier:
Flak, Machine Gun & Missile Launcher (1 magazine):
1: (3 Metal)
2: (3 Metal)
3: (3 Metal)
4: (3 Metal)
5: (3 Metal, 1 Elerium)
6: (3 Metal, 1 Adamantium)
7: (3 Metal, 1 Eternium)
Laser (refill):
1: (1 Metal, 2 Energy Crystals)
2: (1 Metal, 2 Energy Crystals)
3: (1 Metal, 2 Energy Crystals)
4: (1 Metal, 2 Energy Crystals)
5: (1 Metal, 2 Elerium)
6: (2 Metal, 4 Elerium)
7: (4 Metal, 8 Elerium)
Alien Railgun (4 Metal, 1 Adamantium)
Fragment Cannon (4 Metal, 1 Adamantium)
Rift Cannon (5 Metal, 10 Elerium)
Stun Cannon (2 Metal, 4 Elerium)
Fully compatible with all mods that are also compatible with the main mod.
A new game is recommended, as previously completed turret research will NOT unlock the new turrets.
I’ve run some tests, and technically the expansion should be error-free.
Whether the costs and magazine capacity are balanced remains to be seen.
I would appreciate feedback so that adjustments can be made.
Version: 1.00-016
Required items:
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SAD_CommonLib — Steam Workshop
Expanded Dawn — Steam Workshop