Forts
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Endo's Arsenal
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Mods: Mod, Combat
Vanilla
File Size
Posted
Updated
18.610 MB
Feb 8, 2018 @ 3:34am
Feb 22, 2020 @ 1:24pm
37 Change Notes ( view )

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Endo's Arsenal

In 1 collection by Endo
Endo's Mods
14 items
Description
Adds new weapons, devices, materials, and technology — but not too much.

Originally, this mod just changed projectile sprites to food and added a sniper upgrade nobody asked for, but it was soon expanded with more stuff to show what can be done with Forts modding.

If you have questions/suggestions/bug reports regarding any of my mods, join my Discord[discord.gg] or use the discussion forum. You can also find me on the official Forts Discord[discord.com].

New Content
It's enough to fit on one page! Well, for now.

Weaponry
Incendiary sniper (Upgrade)
Ignites foreground bracing as it penetrates it, and ignites devices/weapons it hits. It has a slightly reduced penetration power than the regular AP sniper.
⟶ Requires: AP-Sniper (source), Upgrade Center
⟶ Upgrade cost: 300M 900E
⟶ Firing cost: 5M 400E

EMP-Beam (Upgrade)
Causes an EMP-effect when it hits structure or devices/weapons.

It's also a strong support weapon. Just like the Firebeam, its beam charges up projectiles. It affects any heavy projectile (mortars, cannons, rockets, nukes, and swarms, with some exceptions) and causes them to release an EMP on impact, and with more damage than normal. Combining this weapon with the Firebeam will make your own or your allies' weaponry even stronger against the enemy.
⟶ Requires: Firebeam (source), Upgrade Center
⟶ Upgrade cost: 200M 2200E
⟶ Firing cost: 0M 2200E

SAM Battery
An anti-air rocket launcher.

It shoots 16 high-velocity rockets which can neutralize an entire swarm missile launch when used correctly. The SAM Battery is resistant to snipers, machineguns, miniguns, and FLAKs, though it can be destroyed easily with the right weapons due to its low base HP. While the rockets themselves are a bit weak, they can help in taking out enemy anti-air or can be used as a distraction for it.
⟶ Requires: Laboratory
⟶ Build cost: 200M 2000E
⟶ Firing cost: 40M 880E

Bouncy Grenade Launcher (Upgrade)
Fires 3 bouncy grenades that can collide and bounce off the ground semi-randomly, which confuse AA.

It's recommended to fire this weapon as far away as possible so the grenades won't backfire. It has a fast reload and is good on unsymmetrical and/or small maps with enough ground.
⟶ Requires: Heavy Mortar (source), Upgrade Center
⟶ Upgrade cost: 300M 2200E
⟶ Firing cost: 40M 400E

Drone
Deploys a drone that drops a bomb after a custom time. Adjust the drop-off with the aiming arc.

The drone itself does a little bit of damage with an EMP effect when it hits. The bombs have a big explosion and incendiary radius with a strong impact force like the warhead. The drone can only take a single hit, but is much cheaper (though a bit more difficult) to fire than a warhead. It has a moderate reload time.
⟶ Requires: Laboratory
⟶ Build cost: 400M 5000E
⟶ Firing cost: 75M 2000E

Carpet Bomber (Upgrade)
The upgraded version of the drone.

Similar to the drone, but drops off 6 bombs in 250ms intervals. Each carpet bomb does less damage than the drone's single bomb does, but the damage is greater overall. The last bomb also has an EMP effect. It has a slightly longer reload than the drone.
⟶ Requires: Drone (source), Upgrade Center
⟶ Upgrade cost: 200M 3000E
⟶ Firing cost: 90M 2300E

Ion Cannon
Shoots 4 ionized beams that curve upward.

Depending on what they hit, they also release fragments that slowly fall onto other enemy bases and cause fire damage. Four hits with the Ion Cannon destroy one piece of armor.
⟶ Requires: Laboratory
⟶ Build cost: 700M 4000E
⟶ Firing cost: 10M 2400E

Drill (Robotic Underground Munition)
Launches itself into the ground and then drills or flies to the painted target.

It has 2 hitpoints against AA. Arriving at its destination, the projectile will drill through all the wood that's in front of it until it hits something hard. It's very good against woodspam or the vulnerable spots of your enemy. It has a stronger explosion than a warhead. WARNING: This weapon is still work-in-progress, and has bugs. Please see the Suggestions thread below for feedback.
⟶ Requires: Refinery
⟶ Build cost: 1000M 7000E
⟶ Firing cost: 60M 5200E

Devices
Storage Silo
A ground-only storage device that can store 600M and 5800E for the cost of half the size of a mine of foundation space.

Placed correctly, it'll look exactly like a swarm or missile silo to the enemy. It explodes violently, so don't put it right in front of your base on the ground.
⟶ Build cost: 520M 2200E

Repair Bay
A version of the Repair Station that has 3.5x the radius and consumes +5 more energy (for now).

Placed correctly, it'll look exactly like a swarm or missile silo to the enemy. Note: The Repair Bay will only be loaded when the player enables the Repair Station mod.
⟶ Requires: Upgrade Center
⟶ Build cost: 350M 2000E

Helium Balloon
It lifts the fort up, allowing you to relieve stress off of bracing. It's as vulnerable as it looks.
⟶ Build cost: 80M 600E

Laboratory
A large tech building that unlocks the SAM Battery, Drone, and Ion Cannon. It's heavy and needs 4×3 grid units of space.
⟶ Requires: Workshop or Armoury
⟶ Build cost: 700M 5000E

Refinery
A vertical tech building that unlocks the RUM (Robotic Underground Munition).

Smaller than an Armoury and a Munitions Plant, it also produces 65E/s.
⟶ Requires: Upgrade Center
⟶ Build cost: 600M 7000E

Materials
Wooden Door
A flammable, faster, cheaper, wooden alternative to the regular door.

Use it to hide your gunners without sacrificing reaction time.

Metal Mesh
A material that scatters light projectiles around, reflecting them back to the enemy.

It lets wind and lasers pass, and it's easily damaged by cannons or rockets. Use it to protect your windmills against light artillery fire in early-game and mid-game, or to counter shotgun assaults.

Supported Languages, DLCs, and Mods
Language support is available for English and German. Help in translating the mod to more languages would be very appreciated!

This mod is compatible with both the Tons of Guns and the Vanilla version of the game. Moonshot and High Seas support is being worked on. Players reported that it doesn't work with High Seas, but it works alright with Moonshot.

There's also 3rd-party mod support with Tanya's Mod.

Copying info
Copying and/or modifying any Lua source code from this mod is allowed. Giving me credit or attributing me for the code would be nice, but isn't required.

Copying/modifying any original assets (sprites, sounds, etc.) is only allowed when explicit permission to do so was given by me. This restriction doesn't extend to any derivative work of the original game's media that's used in the mod (e.g. sprite edits). You're allowed to copy/modify this mod's derivative works to the extent permissible by, and under the same restrictions imposed by, the authors of the original works (e.g. the Forts developers).

If you want to ask me for permission to copy/modify any of my original work, just join the Forts Discord server and ask me there — or generally message me on Discord.
Popular Discussions View All (2)
28
Oct 8, 2022 @ 2:38am
PINNED: Suggestions
Endo
3
Oct 13, 2019 @ 5:58pm
PINNED: Bug Reports
Endo
65 Comments
ender1570 Feb 6 @ 11:00am 
@endo yo can you fix the drill, if so thanks.
Nouser Oct 12, 2024 @ 1:48pm 
probably one of the best vanilla type weapon mods
SneakyFlamingo Mar 30, 2023 @ 7:40am 
endo you are the reason why i even got into forts in the first place
Robot20907 Oct 3, 2022 @ 9:13am 
yo can u give the sam battery ai?
OMEGA Jul 17, 2021 @ 2:56pm 
yesssssssss endo pls update it
Latrei Jan 31, 2021 @ 12:53pm 
Gimme that beautiful code, yeeees.

This will be immensely usefull to my moddin <3
Coreebian Jan 5, 2021 @ 1:54pm 
yes please update the mod my friend.
Misty Dec 9, 2020 @ 2:01pm 
I agree do it
Legatus Dec 5, 2020 @ 10:13am 
DO IT. Also ION and SAM need re-balance and t2 versions.
Endo  [author] Dec 5, 2020 @ 9:51am 
@trentrocks24 I'm sorry, a past update to the game broke that weapon. I thought I've disabled the drill in a previous update to the mod, but I haven't.

I haven't updated this mod in a long time as well, but if there are enough people here that would like me to continue development — to be fair, it would only really take a few people to convice me, lol — I totally would, now that I technically have the time.