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After testing this myself, I found the mod working entirely as intended.
Please note that this mod does not simply copy the TF turrets (You won't ever see a chaingun) and uses the same distance based probability for their appearances.
In simpler terms: You won't see anything bar mining/salvage lasers at the iron region. Please move closer to the core (Xanion is reccomended minimum) and I'm sure you'll see more.
You'll now need the Capital Weapons lib support mod under required items or this mod will NOT work.
This mod also adds it's own sector to the generation that'll spawn these stations naturally. These won't appear unless you have unexplored area in an existing galaxy or starting from scratch!
If it is, please let me know.
Quick and dirty:
-Balancing pass over turrets to be more in-line with the 10-20k dps/slot expectations
-Removed plenty of turrets that just didnt feel right in the mod
-Updated most of the remaining turrets to feel like upsized variants of their base game versions more
-Unique sounds
-Coax Superlasers now drain excessive power to counter their huge burst damage potential
-Factories can now be rerolled like normal TF's for all that clicking goodness at a 20mill cost. This is also married to a general cost reduction including founding cost down by half.
-Turretingredients now accurately reflects the size of the turrets/balances them by costing extra.
Might expand on that last one to make them take larger, more expensive goods such as fusion gens or accelerators.