This page was last updated on 23 February 2023, 2:38AM
Changelogs
Version 2.3.0
New update, GECK edition (better late than never):
Two new turrets (by popular demand):
Flamer Turret - If you have fuel burning a hole in your pocket, now is the time to use it!
Cryo Turret - If those darn raiders won't sit still, make them sit still forever!
They both have a short range, so keep that in mind.
The repair system has been touched up:
Repair Kits are no longer used; all repairs are free. If a turret is broken it must still be repaired in the usual way. However, if it is simply damaged, you can very quickly recover it's health with the same repair option.
Once you start up a save that has Repair Kits on their person, they will be refunded for the cost of their components. This is a one time action, if you have any stored in a container you want refunded you must put them on your inventory before the update.
The Workshop Turret Pack has been completely rebuilt and integrated into the main plugin. Sadly, this will mean you must rebuilt all workshop turrets as their FormIDs have changed. This was to reduce the difficulty of updates and reduce the sloppiness of my efforts to quickly merge the plugin into the main plugin for the B.Net release. I regret making it so poorly the last time, it should now be better under the hood and easier to manage.
Deployable Turrets (not workshop equivalents) will now scale with the player in level. The main difference will be the amount of health each turret has will scale up with the player. Each turret can be slightly different from one another, with some being more durable than another. If you don't find this is enough, please leave a comment and I will find ways to improve them.
I've improved the "box" that appears when you deploy a turret and how they appear in the inventory. It is now bigger and better looking (at least I think so) as to hopefully be more believable as to how a turret fit in a box. If you don't like the new look, please let me know!
Turrets should now persist when left alone after leaving an area. If you lay down a turret, travel to a separate part of the world, wait for days and come back, it should still be there! I haven't done extensive testing of this, but preliminary tests show that it should be far less likely that you'll forget a turret, travel away, come back and it'll be gone.
Turrets now say "Activate" instead of "Talk" when you walk up to them. The option still disappears, but is usable, when they are broken (or "dead") so keep that in mind.
The accuracy of the turrets have been modified to match their respective weapons. For the most part, this should mean they will be slightly more accurate.
The Fat Man Turret has had its rate of fire reduced, but is still quicker than firing a Fat Man yourself.
There have been so many little tweaks behind the scenes that it was impossible to keep track of them all, sorry!
Finally, there is a secret holotape that disables ammo consumption of turrets which has been added to the game! You can find more details hidden in plain sight in the mod description ;)
Version 2.2.1
A couple bug fixes:
Fixed Heavy Laser Turrets not returning properly.
Fixed some items requiering Misc versions of Components, which caused problems with crafting.
Version 2.2.0
Added Workshop Turret Pack to installer options.
WTP is a standalone add-on that allows you to build the 9 unique turrets from DTP at your settlement workshops, creating stationary turrets like the normal vanilla ones. They will have unlimited ammo, but will require power.
Version 2.1.0
Added 4 new turrets:
.38 Machinegun Turret - A new, low level turret built for the common .38 caliber round.
If you look closely you can see that it is rustier than a standard Machinegun Turret.
Assault Turret - A mid-range turret built from an Assault Rifle and takes 5.56 rounds.
Railway Turret - A power, steam powered turret that takes Railway Spikes. Spikes are not retrievable.
Gauss Turret - The new hotness, a powerful turret mounted rifle that takes 2mm EC rounds.
The classic Machinegun and Heavy Machinegun turrets now only take 5mm rounds.
Their models also no longer have the brand on them stating their ammunition type and capacity.
The Minigun Turret has been buffed a fair bit. It is now more powerful than Laser Turrets, but less powerful than Heavy Laser Turrets.
Some miscellaneous bug fixes and balancing I can't remember the details of.
Version 2.0.0
First release of version 2. Major changes over the original:
Turrets can be picked up! Just "talk" to them once deployed and select "Pick Up".
Turrets now use ammo, and can be reloaded while deployed by activating them and selecting "Reload".
Turrets can now be repaired! There are some caveats, however. You need Repair Kits to repair turrets in combat, though outside repairs are free.
There are two new turrets, the Minigun Turret and Cannon Turret!
To compensate for being reusable, turrets are almost twice as costly to craft. They weight the same however, since they weighed a lot anyway.
All turrets are now crafted at the Chemistry Station under their own category, TURRETS! Note though, Repair Kits are crafted under UTILITIES.