Auto Deploy Destroyers


Automatically deploys destroyer, defender or distractor drones based on enemies around the player

Utilities
13 days ago
0.13 - 2.1
3.81K
Combat Armor

g Game Crash Error:

2 months ago
(updated 2 months ago)

This didn't even attempt to throw capsules for me, and when I threw capsules manually it crashed the game. :(

Steps to reproduce:

  • Start new game

  • Cheat in all technologies (for follower count) to be above 0: /c game.player.force.research_all_technologies()

  • Get Armor/Defender Capsules and auto-deployer items (infinity chest start mod is great for testing)

  • Equip all and run into foe's base. Nothing happened.

  • I ran out (biters followed) and then I started throwing defender capsules manually. I got 1 thrown, and the second one threw error.

The mod Auto Deploy Destroyers (2.2.0) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event Auto_Deploy_Destroyers::on_tick (ID 0)
LuaGameScript doesn't contain key write_file.
stack traceback:
[C]: in function 'index'
__Auto_Deploy_Destroyers
/autodestroy/enemyweight.lua:79: in function 'getEnemyWeightAround'
Auto_Deploy_Destroyers/autodestroy/enemyweight.lua:27: in function 'getEnemyWeightLazyLoaded'
Auto_Deploy_Destroyers/autodestroy/recall.lua:24: in function 'checkAndRecallBots'
Auto_Deploy_Destroyers/autodestroy/deploycapsule.lua:36: in function 'checkAndDeployFor'
Auto_Deploy_Destroyers/control.lua:17: in function <Auto_Deploy_Destroyers/control.lua:13>
--==--

Error while running event Auto_Deploy_Destroyers::on_tick (ID 0)
LuaGameScript doesn't contain key write_file.
stack traceback:
[C]: in function 'index'
__Auto_Deploy_Destroyers
/autodestroy/enemyweight.lua:79: in function 'getEnemyWeightAround'
Auto_Deploy_Destroyers/autodestroy/enemyweight.lua:27: in function 'getEnemyWeightLazyLoaded'
Auto_Deploy_Destroyers/autodestroy/deploycapsule.lua:64: in function 'checkAndDeployFor'
Auto_Deploy_Destroyers/control.lua:17: in function <Auto_Deploy_Destroyers/control.lua:13>

2 months ago

Hello, thanks for the detailed report.

It looks like you enabled DEBUG functions to figure out why no bots were deployed, which is the logic thing to do.
But it seems in the DEBUG LOG function there is a bug; the devs moved the write_file function from the game script to a helper script.
I can fix that in the next release. If there is no rush to get this debug part working, that will probably be in about 1 month from now.
For now please disable in the mod settings the Debug log option.

To figure out why no bots are deployed, you can keep the DEBUG PRINT option enabled...that one should still work.
My guess is that you will see an X amount of biters detected, but 0 bots to deploy calculated.
This mod is balanced around the mid- to late game where you have plenty capsules, strong(er) biters and some other weapons to fight off smaller groups.
So it is possible that you need a larger enemy force to see auto-deploy working.

You can either load a more realistic save (make a copy if you don't want to try this on your main save), or increase the enemies in your test map.
Alternative is to try to configure the "Aggression Factor" in the mod settings, but i'm not sure it will work to increase zero bots to a non-zero number (it is intended to decrease the calculated number of bots to deploy). Set it to something like 10, 50 or 100.

If you still can't get deployment to work, please try to copy or make a screenshot of the DEBUG PRINT when you're walking near biters with the equipment in your armor and enough capsules in your inventory.

2 months ago

Sounds good, thank you.

No rush on my end, thank you for making a great mod. :)

2 months ago
(updated 2 months ago)

You don't have to wait for this debug log fix, it may not be required to figure out why you don't see any deployment.
If you disable the mentioned mod settings and try again, what does the debug print say?

I just tested this on a new map, unlocking all tech with the command and inserting some items in my inventory...and with the default settings it deploys about 2 capsules for a small enemy spawner with a couple of small biters.

My guess is that you have some mods that alter the enemies, making it so my mod doesn't detect them.

2 months ago

That is quite possible. I'm using armored biters, explosive biters, frost biters, space exploration (I doubt it), toxic biters/toxic resistance. I'll try disabling them individually and seeing what happens.

a month ago
(updated a month ago)

I have tested my mod in vanilla 2.0 and space age DLC, those should all be fully supported (except quality isn't taken into account yet, but that is on the todo-list). Don't know about space exploration though.

a month ago

Gotcha thank you. I so far have been caught up with life and haven't been able to figure out what mod was at play. But if it works for you then it's all probably well.

a month ago
(updated a month ago)

I patched this specific "write file" bug; https://github.com/s-lindenau/AutoDeployDestroyers/commit/a24fb12e9c69fdd292619894608ddb6670be1eb2
It will be released somewhere end of next week at the latest (currently only available in the code in GitHub, not yet in game).

Which exact launcher(s) did you put in the power armor?
How many capsules of each type did you put in your (or your vehicles) inventory?
You are moving the character ("player") around the enemies right, not from remote view/remote controlled vehicles or anything?

a month ago

I tried all 3 capsules launchers in the power armor mk2. My first tests had about a thousand of the regular capsules (quality was enabled but I don't think I had any on hand). And yup, I was moving the player itself.

The debug file may be useful in pinning down the exact source of the error. That's a good call.

New response