7 Days To Die
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ocbMaurice

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ocbMaurice

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About this mod

New powered block to remotely control (powered) turrets and show their camera stream on the control panel's monitor (CCTV). Not EAC compatible!

Permissions and credits
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Changelogs
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Basic function and usage

A control panel will automatically detect connected turrets, but only
up to a certain level deep, currently max. 5 nodes away from the panel.
It doesn't matter how long your cable-connections are, only the number
of interconnections between a turret and the control panel matter.

Note: This limit was deliberately chosen, since it should guarantee
that all turrets are actually loaded and active in the world. If we
see that it causes issues, we might reduce it accordingly.

You MUST turn off Occlusion in the Video Quality
settings or the cameras will cull parts of the world.


Interacting with the Panel

You can interact with the panel by pressing E (may vary). If a turret
is connected, it will open the regular turret window. The magic part is
that you can press A and D to switch between all connected turrets.

Recipes and required Perks


Hint: As with all of my mods, recipes and other things can always
change and I may not update the text in this readme as often.

Recipe to craft this block can be unlocked by Turrets Skill Level 4
or by finding the corresponding Schematics (with the rest of the
electrical schematics and t2 tools). The block is fairly expensive
to craft, specially considering it needs 2 robotic parts.

Maintenance Perks

Trough the control panel you can also access the ammo slots of each
turret. I didn't want to just give this freely away to anyone that
has the block. In order to fill-up ammo you need Boomstick Level 3
and/or Machine Gunner Level 3. They will only unlock maintenance
for the specific ammo type related to the perk tree (shotgun/9mm).

Notes

- EAC must be disabled in order to use this mod!
- CCTV will not capture your own avatar when in First Person View
- New connections are not discovered when panel is open (re-open it)
- Disconnects should be detected (but vanilla has issues with it too)
- Switches and triggers don't "cut" controllable remote turrets
- You can use the zoom window to shot with the active turret
- Given the nature of all features, I expect to have missed some edge cases
- Multiplayer has been tested, but can have even more edge cases

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