over 4 years ago - /u/Klonan - Direct link

Link to mod: https://mods.factorio.com/mod/Repair_Turret

They are unlocked with green science.

There are some technologies that make the turrets more powerful and more efficient, so in the end game they can hold their own against behemoth biters.

Also they act as construction range extenders, so you don't need to build roboports along all your walls, using repair turrets will be enough to let bots rebuild destroyed entities. You will need to build roboports to house the robots, and provide the logistic area for the chests.

After all upgrades, they can even hold the line against behemoths: https://gfycat.com/widedesertedaltiplanochinchillamouse

over 4 years ago - /u/Klonan - Direct link

Originally posted by NameLips

Do they consume resource packs? Extra electricity when operating?

Yes, they consume extra energy when firing the repair beams. The efficiency upgrade reduces that energy cost by 25%.

They don't consume repair packs, the first implementation did, but I changed my mind after thinking through some gameplay/design considerations.

over 4 years ago - /u/Klonan - Direct link

Originally posted by robot65536

Delivering repair packs along with ammo seems like a reasonable challenge for something this useful, and you have to do this with bot networks anyways. Maybe make it a config option?

The problem i figured, is that once you are delivering repair packs, you can use normal roboports, which are much more convenient, and make the tepair turrets obsolete

over 4 years ago - /u/Klonan - Direct link

Originally posted by DominikCZ

Wow I love it. But yes, the consumption is important here as it looks quite OP.

they are less OP in practice, as the electric buffer empties after 25 shots or so, so the repair rate drops significantly as its limited by the inout flow rate

over 4 years ago - /u/Klonan - Direct link

Originally posted by Troyseph91

What is that limited by?

They can only recharge at a certain rate, so once the buffer is empty they repair things much slower, as the power trickles in

over 4 years ago - /u/Klonan - Direct link

Originally posted by mithos09

After all upgrades, they can even hold the line against behemoths: https://gfycat.com/widedesertedaltiplanochinchillamouse

Yeah, unless the ammo has been upgraded to uranium too, that is overpowered. Three lasers and a flamer wouldn't be able to hold that without repairs.

Yea the ammo has full upgrades too

over 4 years ago - /u/Klonan - Direct link

Originally posted by Cazadore

These towers are great. I love the fact their not op when the engagemet takes longer than 30s (after they have emptied out their internal power storage), they can only charge slow, they increase robot construction range and they get upgrades via techtree.

10/10 would use this mod again in my deathworld. Probably earlier than behemots...

Sidequestion for u/klonan

Can we get the "real visible bullets" change you did in your "Total Automation" mod as a stand alone mod ?

over 4 years ago - /u/Klonan - Direct link

Originally posted by Silentmooses

Is this game worth a go?

over 4 years ago - /u/Klonan - Direct link

Originally posted by Galbrain

/u/Klonan is there a possibility that you make this mod compatible with Industrial Revolution? Since in IR they changed Repair Packs to the different ore Eras (copper repair pack, iron repair pack, etc)

It is not incompatible as far as i know

over 4 years ago - /u/Klonan - Direct link

Originally posted by Galbrain

That's true, but i can't craft them since there are no normal "repair packs" anymore, but those are needed to craft the repair towers.

This seems more like something that should be fixed on IR side, a lot of other mods and things will depend on the base game repair pack.

Maybe it should go through and fix the recipes that use the repair pack to use the bronze repair pack or something.

over 4 years ago - /u/Klonan - Direct link

Originally posted by issr

Hey there. I loving this mod, but I have one small criticism. I got my builder bot army up to about 420 now and I'm using them to build lots of things, including placing concrete. They aren't very efficient at it though, it's a lot of labor. So they will frequently stop at roboports to power up. The problem is that these towers will also recharge the robots, except they are very slow at it and only charge one robot at a time. So I tend to have hundreds of robots sitting around the towers waiting for their turn to charge up.

If you could address this somehow it would be great. The way it is now I'd rather they not charge robots at all.

Just noticed one more thing: the robots are sapping all the power from the tower while they recharge, and the tower doesn't have enough juice to perform repairs.

Could you send me the save game for testing?

over 4 years ago - /u/Klonan - Direct link

Originally posted by Battleplanner

Do the turrets focus on more heavily damaged objects or is it random?

A bit of both