PonyFisher-TurretMod icon

TurretMod

Deployable automated turrets with weapon sockets, upgrades, targeting controls, recall, and surface placement.

CHANGELOG

Changelog

0.1.18

  • Changes damage, range, reload speed, and firing rate upgrades from linear bonuses to compound growth.
  • Compounds damage, reload speed, and firing rate by 10% per level and range by 5% per level.
  • Makes turret kit prices double with each currently owned turret: $5,000, $10,000, $20,000, and onward.
  • Stores each turret's purchase price so resale includes half of the amount originally paid for its kit.
  • Shows the upgraded firing rate and the next turret's price in the F2 control center.

0.1.17

  • Replaces the plain F2 window with a dark metallic Turret Control Center console.
  • Adds cyan system accents, orange action buttons, red removal controls, framed sections, selected-unit highlighting, and a dedicated status feed.
  • Reorganizes the README with a complete controls and usage table near the top, followed by detailed system documentation.

0.1.16

  • Increases the complete mounted gun-and-hands visual by 50%, from a 0.9 m to a 1.35 m longest dimension.
  • Removes fitting guns from player inventory; turret weapons are now purchased only through F2.
  • Allows a purchased gun to replace the currently fitted gun immediately.
  • Prevents duplicate charges when the selected gun is already fitted.
  • Makes Remove gun clear the turret socket without dropping or returning an inventory item.

0.1.15

  • Aligns both the muzzle's forward and up axes so mounted guns remain upright instead of inheriting an upside-down inventory preview roll.
  • Centers the complete gun geometry directly over the socket and raises it slightly before yaw and pitch are applied.
  • Excludes lasers, trails, particles, and effect renderers from weapon bounds so attachments cannot shrink the gun model until it appears invisible.

0.1.14

  • Separates the orange cradle's yaw from the gun pivot's pitch so the cradle remains level while the gun scans 30 degrees above the local horizon.
  • Configures cloned weapons through their native saved-item path before removing gameplay behavior.
  • Applies the selected skin to every active gun and attachment renderer and explicitly activates the complete selected sight, barrel, and laser hierarchy.
  • Logs the saved customization and active renderer count for each mounted weapon to make any remaining model-specific issue identifiable.

0.1.13

  • Gives every turret a stable base hotbar icon and overlays a separate preview of its fitted gun, skin, and visible attachments.
  • Removes the turret's hidden inventory mesh from hotbar rendering so multiple turret slots cannot interfere with each other.
  • Aims the actual gun muzzle 30 degrees above the local horizon during its slow idle scan.
  • Activates alternate weapon-model hierarchies and selected attachment parents, and removes invalid cloned lightmap assignments so customized and transferred guns remain visible.

0.1.12

  • Measures the 12-metre management radius from the live turret object and its physical base, in every direction and without a line-of-sight requirement.
  • Selects the closest owned deployed turret in range when F2 opens.
  • Slowly rotates an equipped gun in an idle scan until a valid target is acquired.

0.1.11

  • Uses the saved deployed position for nearby management checks, avoiding stale network-transform distance failures.
  • Increased the management radius to 12 metres and displays the current range state in F2.
  • Explicitly activates the weapon's world-model hierarchy and renderers while retaining the selected attachments and skin.

0.1.10

  • Made long-press E retrieval use the same recall path as the F2 menu for owned turrets.
  • Added visible turret ownership and explicit ownership transfer while holding another player's turret.
  • Fixed selling so held, inventory, world, and network references are cleared before despawning the turret.
  • Resale now returns half of the kit, upgrade, and targeting-tier investment.
  • Rebuilds mounted weapon visuals when saved skins or attachments change and restores inactive source gun rigs.

0.1.9

  • Restricted targeting to living birds and fish, excluding NPCs and unrelated creature components.
  • Kept fish ineligible while attached to a line, held, or stored in inventory.
  • Added synchronized active-target state so empty turrets and armed turrets without an in-range target remain centered and idle.

0.1.8

  • Mounted a safe visual clone of the selected base-game weapon rig instead of a static inventory mesh.
  • Added native fire and reload animations, muzzle particles, barrel-specific gunshots, and mechanical audio sequences.
  • Synchronized reload events and aligned turret rotation, lasers, and tracers with the selected barrel's actual fire point.
  • Added procedural recoil and reload motion as a fallback for weapons without matching animation clips.

0.1.7

  • Fixed long-press pickup so ownership is assigned before inventory insertion.
  • Added a two-second lock delay, red acquisition laser, and the supplied target-acquired sound.
  • Added level-based accuracy from 85% to 100% and a cone that narrows from 3 degrees to 0.3 degrees.

0.1.6

  • Renamed the public mod and in-game interface to TURRET MOD.
  • Added the new Turret Mod package and manager icon.
  • Preserved the existing plugin ID and save path for compatibility with current turrets.

0.1.5

  • Added crosshair surface deployment, weapon customization transfer, automatic targeting and reloads, friendly-fire controls, recall, selling, and startup recovery.