Stellaris

Stellaris

Fixed Turrets
120 Comments
pipo.p 1 Oct, 2020 @ 3:41pm 
3) Guided weapons: Marauder missiles use the new x2 launcher, the size of the usual x8 launcher, that is rather large. However, Torpedoes use a reduced version of this X2 launcher, now slightly larger than a S-Turret. Isn't it odd that torpedoes are smaller than missiles? Swarm missiles uses the usual, large x8 launcher, and I guess this is intended (that means that torpedo launchers a smaller than swarm missile launchers too).
pipo.p 1 Oct, 2020 @ 3:41pm 
I tested with Humanoid shipset, only from the Ship Designer View. I don't know if you have the DLC. If you don't, then know that turrets work nearly as intended. However, here are a few features that I don't find in the changelog:

1) There's definitively an issue with FLAK: with "Hide obsolete techs" selected, T2 FLAK appears along with T3 Guardian and T3 FLAK. Moreover, if T1 and T2 FLAK use a reduced tribarrel L-Turret, T3 FLAK uses the normal monobarrel S-Turret. In game, I could also see that in a AI fleet with all upgrade (to T5), FLAK had T2 icons!

2) Mining Drone Laser turret and Energy Syphon turret use the sale reduced monobarrel S-Turret (the size of a P-Turret?). Moreover, M-Size Mining Drone Laser use the same turret as S-Size Mining Drone Laser. Perhaps this is intended, but there could be a difference between S and M lasers.
Cephalon Sithalo  [author] 30 Sep, 2020 @ 5:32pm 
Hope you like it :)

Smaller turrets look more fitting to me. It varies by type I suppose.

True but how the 3 turret sizes looked it seemed like they where going for something that would be 3 different effects. But since all effects are the same I choose the bigger one.
pipo.p 30 Sep, 2020 @ 2:43pm 
I'm going to try this one.

- Did you fix the PD energy turret looking like a smaller S-slot instead of a FLAK turret?

- About missile launchers looking like MRL, there could be a good reason: reloading time. Like, fire only one tube, and have the others ready. By the time you fire the remaining tubes, first one is reloaded (plus a security margin, meaning you need more tubes.
Cephalon Sithalo  [author] 26 Oct, 2019 @ 8:29am 
Probably not. I read that mods made for 2.4+ dont work for lower versions. Idk if thats true or not though.
Before Elysium 26 Oct, 2019 @ 12:11am 
Will you update this?? :)
Emrakul 9 Apr, 2019 @ 2:02pm 
i understand, and i probably oversold it a bit. thank you for your response though, and ill go and check out fixed turrets lite. thanks :steamhappy:
Cephalon Sithalo  [author] 9 Apr, 2019 @ 8:40am 
Also if you look into doing it I will be happy to explain any issues that you may have. Either here or on discord whichever you would prefer :LotusFlower:
Cephalon Sithalo  [author] 9 Apr, 2019 @ 8:39am 
Setting Locators onto ship models is pretty much my least favorite thing to do tbh lol.

I looked into ur comment and the author did react reasonably well. I expected (____) levels of reaction when you put it that way lol.

You asked how easy it would be and they gave you a non hostile explanation lol.

I agree with them mostly. Although I wouldnt say its difficult really. Time consuming though incredibly.

I dont think its something I would get around to anytime soon but what I would recommend doing is checking out my Fixed Turrets Lite and using that to learn how to add the locators proper.

It doesnt take very much programming knowledge but it is fairly time consuming.

And if you never get anything out of it then I may look into such a thing. But it would be at a much later date.

I dont mind being known as a modder who makes compatibility patches but id rather not be known as a modder that people come to for their turret fixes :LotusFlower:
Emrakul 9 Apr, 2019 @ 8:02am 
hey there, i don't know if you're still doing mods and patches for stellaris, or interested in requests, but there are some realy nice mass effect NSC shipsets that i have a hard time using because the weapons spawn points are all in the center of the model, which is very very immersion breaking for me. it would be really cool if you could update this to fix that as the author of those mods didn't react very well to me masking them about it, and i don't know how to do it myself (though if you know about any tutorials, i would be willing to) even if it was just putting the turret locators at the front of the model or a couple of wingtips or something; frankly just anything to make it look like these ships have guns rather than being 3D models spawning particle effects inside them XD. fair warning i think they are about to release an update for it to add more ships.
Cephalon Sithalo  [author] 20 Dec, 2018 @ 6:35pm 
I see no reason why they would not want to use this mod or at the very least the lite version of it as it just fixes the misplaced ones. Its not like this is anything hugely game changing like Planetary Diversity or Machine Worlds Expanded (currently on haitus do to crashing issues)
Shark Tits 20 Dec, 2018 @ 3:43pm 
Love this mod, it doesn't seem like something that would make a big deal, but when you have massive amounts of fleets fighting in a battle that takes literal years of in game time to complete, eventually you just sort of slow the game down and check out all your ships. I originally sub'd to this just to fix the old Fungoid turrets being placed inside the body of the ship model, but it has become one of my forever mods for every single game I play. Now if only I could get my friends to try modded multiplayer.
Cephalon Sithalo  [author] 18 Dec, 2018 @ 4:45pm 
It didnt even really truely dawn on me about the resource changes until you asked. I think it would have worked regardless but those few vanilla weapons I overwrite would have been practically free v.v

But now they have their resource needs and pd lasers are registered as energy weapons now. Originally in base game the code had them as kinetic weapons and when Paradox changed that I forgot to change it in my code v.v

But now its 2.2.* ready to go thank you for the much needed kick :LotusFlower:
Dr.Vogel 18 Dec, 2018 @ 4:28pm 
Great! Thanks for quick reply, for me the game is barely playable without this mod.
Cephalon Sithalo  [author] 18 Dec, 2018 @ 4:27pm 
One heck of a profile picture you got there.

It needs some values updated for it real quick but then it should work proper :LotusFlower:
Dr.Vogel 18 Dec, 2018 @ 2:38pm 
Is it still working after 2.2 update?
Cephalon Sithalo  [author] 25 Sep, 2018 @ 1:40pm 
Appologies, that should work proper now :LotusFlower:
TheBlack2007 25 Sep, 2018 @ 12:05pm 
I know it might sound a little whiny but by Fixing my Problem it seems like you accidentially broke the Downscaled Ships Patch for that Mod^^
Cephalon Sithalo  [author] 24 Sep, 2018 @ 5:05pm 
Your very much welcome :LotusFlower:
TheBlack2007 24 Sep, 2018 @ 3:48pm 
Wow, didn't expect such a fast response. Thanks m8!
Cephalon Sithalo  [author] 24 Sep, 2018 @ 2:40pm 
There you go. Although it still needs some touch up. 1st gen flak cannons get the model correct but for some reason 2nd gen uses the small model instead. I'll try to fix that later :LotusFlower:
TheBlack2007 24 Sep, 2018 @ 1:33pm 
Could you also do a fix for Dark Humanoid Ships? I love both Mods and wanted to use them together only to find out that DHS either uses Default Turrets or the ones from the Vanilla Humanoid Ship set.
Cephalon Sithalo  [author] 24 Sep, 2018 @ 11:40am 
Well tbh I was 10 hours late but less than a day is better than a day so you are very much welcome lol

Im suprised that an old version of this was asked for before my Expanded Machine Worlds mod but glad to be of assistance :LotusFlower:
Tilur 24 Sep, 2018 @ 7:12am 
Thank you for the quick response! I will start playing with them next time I hop onto stellaris.
Cephalon Sithalo  [author] 23 Sep, 2018 @ 10:34pm 
Here you go Kit Fixed Turrets 1.9

The file appears to be from April 2017 and there where some updates of this between then and 2.0. Im not 100% sure what those updates where but it should work proper still.

But if you do find any issues then feel free to let me know and I will work to fix them (again I guess technically) :LotusFlower:
Tilur 23 Sep, 2018 @ 10:33am 
Eventually it would happen but I guess I will be the first to ask for that decrepicated version of the mod for 1.9.
Cephalon Sithalo  [author] 6 Mar, 2018 @ 1:09am 
No prob, im glad to hear you figured it out :LotusFlower:
Tal'Raziid 6 Mar, 2018 @ 1:07am 
My apologies, figured it out just a bit ago but forgot to delete my comment; merely an issue with the autogenerate designs being dumb
Cephalon Sithalo  [author] 6 Mar, 2018 @ 12:52am 
I dont think thats an issue from this mod. My Ion cannons show having the weapon equipped.

If you can, try turning off the mod and building one to see if it still doesnt have a weapon on it. There is no reason it shouldnt but just in case :LotusFlower:
Cephalon Sithalo  [author] 28 Feb, 2018 @ 11:52am 
Your very welcome. Paradox had no reason to make those meaningless code changes but they did but its fixed here now so oh well lol :LotusFlower:
Tal'Raziid 28 Feb, 2018 @ 11:17am 
Thanks for being on top of everything, Sithalo!
Cephalon Sithalo  [author] 27 Feb, 2018 @ 11:20pm 
fixed the issue and also added the qol for 2.0 so it will stop pestering about being outdated :LotusFlower:
Cephalon Sithalo  [author] 27 Feb, 2018 @ 7:52am 
its possible but i dont think i have anything in it that should cause such a thing.
Tal'Raziid 27 Feb, 2018 @ 6:20am 
I'm noticing that my Autocannons are not being locked to the most advanced tier. Is this normal, or an issue caused by this mod perhaps? Because my corvettes have one Tier 1 autocannon, and one Tier 2 autocannon equipped (autogenerated, btw)
Cephalon Sithalo  [author] 26 Feb, 2018 @ 12:53pm 
oh dont worry you didtn sound rude.

unless while you where typing it you where thinking it in a mean way >.>

at least you told me what was wrong instead of the other way thankyou :LotusFlower:
TheBlack2007 26 Feb, 2018 @ 12:47pm 
Thanks for your Effort and sorry for sounding a little rude. Wasn't intended to be ;-)
Cephalon Sithalo  [author] 26 Feb, 2018 @ 12:37pm 
Turns out they removed the Large part of the KA key and they removed medium and large auto cannons and removed the small part of their keys.

should be fixed now :LotusFlower:
Cephalon Sithalo  [author] 26 Feb, 2018 @ 12:09pm 
hmm ill check it out :/ thanks for the infos :LotusFlower:
TheBlack2007 26 Feb, 2018 @ 10:41am 
Bugs out as in 1,000 Damage but 0 Range. Similar thing with Auto Cannons.
Cephalon Sithalo  [author] 26 Feb, 2018 @ 9:06am 
bugs out as in?
Cleveland 25 Feb, 2018 @ 5:47pm 
This mod bugs out at least the large kinetic artillery.
Tal'Raziid 24 Feb, 2018 @ 3:08am 
Sweet! Thanks for being on top of issues ^.^
Cephalon Sithalo  [author] 24 Feb, 2018 @ 2:54am 
tiny bonus update to driver file for better compatibility with any mods that modifiy them :LotusFlower:
Cephalon Sithalo  [author] 24 Feb, 2018 @ 2:32am 
Updated to fix bandaid missile fix and readded their proper turrets.

that should work proper now :LotusFlower:
Cephalon Sithalo  [author] 23 Feb, 2018 @ 11:03pm 
ah no prob. i could have just not said nothing since i figured i knew what you where talking about lol. just a simple "I agree" would have just been personally prefered but you do you.

also its better than if no one reported anything and you just said "yeah this is broken" and left me with no other info at all to go on xD thats really annoying lol

as said currently its technically "fixed" but not in a way i like and am working on making a proper fix of it thank you both for your reports :LotusFlower:
Tal'Raziid 23 Feb, 2018 @ 10:59pm 
Ah, sorry. I didn't include more info since i was basically jsut +1 Gorbian's report. My apologies.
Cephalon Sithalo  [author] 23 Feb, 2018 @ 10:57pm 
@Tal'Raziid, well it hasnt "broken" missiles per se and i would have liked more info but Gorbian provided the needed info. I forgot about the missile changes.

Ive updated to remove the conflicting file but am looking into a proper fix where they will keep their more missilyturret :LotusFlower:
Tal'Raziid 23 Feb, 2018 @ 8:11pm 
pretty sure this has broken missiles. can you please look into it?
Gorbian 23 Feb, 2018 @ 7:17pm 
Hi. With this mod enabled, I have access to Missiles in the normal spots still. When I take it off, they go back to the "G" slot. Can we get a fix for this?

Thank you!
Cephalon Sithalo  [author] 28 Jan, 2018 @ 10:15am 
I didnt think it was since I dont change turrets of Fallen Empires. I'll still look into it sometime. I mean it is called Fixed Turrest so if I dont fix turrets then whats the point lol.

But back burner/hope they fix it before I do so I dont have to doit :LotusFlower: