Expanded Dawn – Turret Ammunition

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Author: Tigu

Last revision: 17 Feb at 13:51 UTC

File size: 3.99 MB

On Steam Workshop

Description:
This mod adds consumable ammunition to all turrets (Base game and Expanded Dawn).

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)

Compatibility

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.

Test phase

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

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