Endgame Combat

by Reika

Adds more powerful combat capability to keep up with numerous and/or powerful enemies and huge biter bases.

Content
1 year, 5 months ago
0.15 - 1.1
43.4K
Combat

g Unable to interact with turrets (gun or concussion) via blueprints

6 years ago

Once I upgraded turret range I could no longer use a blank blueprint and collect the bp of my gun turrets. I can place them via Shift-click or existing BP still.

I also cannot BP concussion turrets, it may have something to do with concussion turrets not working with autofill? shrug thought you should know..

latest build of factorio (0.15.30?) via steam

6 years ago

The turrets are no longer the same after being upgraded (this is the only way to implement such a research). It should not matter, as the in-inventory version is still the same, but anything that will do in-world matching between that and the in-world one will fail.

6 years ago

such as a blueprint? not great..

6 years ago
(updated 6 years ago)

Blueprints merely place entities' ghosts indicating that robots should place them. That should still work fine, as conversion happens at the moment of build/place (and deconversion on break/mine/destruction). But if you have a thing comparing blueprints to the world (I know of nothing like this in the base game), it will not.

6 years ago

I am not a modder.. so i cannot discuss the ins and outs of why it is happening.
I know that i created a new new save, added your latest version and spawn belt so i could quickly get going, I removed spawn belt and resaved so there is no other modding tech loaded when your research finishes. here is the save file for you to see what i'm talking about.

https://www.dropbox.com/s/0gtunplf520qtds/TEST.zip?dl=0

before the research you can easily create a blueprint of some turrets you placed
and the eye dropper (Q) can read the turret.. post research you cannot blueprint any turrets and the eye dropped cannot read a turret..

I really like your mod but killing blueprint (and to a lesser extent the eye dropper) is going to be game breaking for a lot of us

6 years ago

I just tested and blueprints with turrets still work fine.

6 years ago

steam version or standalone.. the mystery deepens :)

6 years ago

+1. I just tested with the only EndgameCombat mod installed.
As soon as, I've searched the first Turret Range Boost, the turrets are not blueprint-able anymore.

version 0.15.30, Steam but it should not be the culprit.

6 years ago
(updated 6 years ago)

I use standalone, and do not have a steam copy. I doubt that would matter too, but right now it is the only variable...

Also, proof: http://i.imgur.com/ePE8Voe.jpg

6 years ago
(updated 6 years ago)

Oh, you mean when trying to MAKE a blueprint! I always hear about people using "blueprinting" things to mean placing blueprints. Yes, I can see it skipping them. Unfortunately, I have no idea why.

https://forums.factorio.com/viewtopic.php?f=25&t=51097&p=297808#p297808

6 years ago
(updated 6 years ago)

when i posted last, i did a complete uninstall via steam.
had to work lol but did have time to install before leaving :-p

initially i thought it worked but now i see i was too quick, didnt let the research finish.. sigh. hope your thread provides some insight

6 years ago
(updated 6 years ago)

So far almost no responses, and none that are useful (and indeed sound like they did not even read the post).

EDIT:

How would you feel about an option to do the "stupid" thing, i.e. making the turrets drop the "boosted" version (which would not stack with the originals, but could be placed again without issue)?

I would fix blueprintability, but aside from looking dumb, that would again break every time you did the research (as you would have blueprints for turrets L-1 but now have turrets of level L).

6 years ago

Hey Reika great mod so far, shame you're having issues though. Would you be able to get blueprints working again easily in the interim while you figure out getting the boosted version printable? Fingers crossed someone on the forum can help :)

6 years ago
(updated 6 years ago)

but a config to disable that research until the issue is resolved may be possible?

6 years ago
(updated 6 years ago)

I do not see why a config is necessary; simply do not research it.

6 years ago

I need the full error.

6 years ago

I assume MrPlate is in the same boat as me, I've already researched and build a base with turrets defending it. Is there a way to unresearch it then just place standard turrets?

6 years ago
(updated 6 years ago)

There is a command you can use to "undo" the research, provided you are OK with commands disabling achievements. That command is "/c game.players["yourname"].force.technologies["turret-range-N"].researched = false". If you have researched multiple levels, then you need to undo all of them.

6 years ago

Reika you legend thank you very much, yeah not too bothered about the achievements as I'm 998 hours into the game and still going strong, ill pick them up when I finally get round to trying bobs mods :)

6 years ago
(updated 6 years ago)

I DID IT!

...With a hack, but some of the best fixes are hacks... :P

6 years ago

Woot nicely done sir, keep up the great work :)

6 years ago

Hate to be the bringer of bad news mate but Im getting this error now

http://imgur.com/a/7ymBE

6 years ago

It is working for me, and that parameter should exist. Are you using 0.15? Do you have other - in particular "overhaul" mods? Do you have turrets that drop nothing?

6 years ago

yep, same error here with factorio 15.30 & endgame combat 0.0.12

6 years ago

Try running just my mod. Does it still happen? If not, start adding mods until it does.

6 years ago
(updated 6 years ago)

Yup it works fine on its own and the culprits seem to be, Bio Industries and Additional Turrets

https://mods.factorio.com/mods/sore68/Additional-Turret

https://mods.factorio.com/mods/TheSAguy/Bio_Industries

Hope this helps

6 years ago
(updated 6 years ago)

Reika, for your info, the Big Brother mod has the same issue with the Range Boost on Radars. I'm not sure whether it is fixed or not.

You may have a look how the upgrade of the radars is implemented.

6 years ago

hi! plase , any update about the last error? http://imgur.com/a/7ymBE

6 years ago

Fixed.

6 years ago

Hi! Same error but said: " fail to load mods end combat__/data-updates.lua:5__endgamecomat__/prototypes/rangeturrets.lua:32:attempt to index local 'item'(a nil value)
mods to be disabled:
* endgamecombat "

The imcompatibility is produced by That mod: supportive-weapons
// https://mods.factorio.com/mods/Mooncat/supportive-weapons

6 years ago

Try 0.16.

6 years ago

Woot nice one Reika, can confirm this is now working perfectly :)

6 years ago
(updated 6 years ago)

It seems I may have spoken too soon mate, so you can create a blueprint and all entities display as they should until you actually put a print down and no ghosts are created :(

As you can see the 2 end inserters ghosted fine...

http://imgur.com/a/gdMsl

6 years ago

Also just noticed this error aswell...

http://imgur.com/a/fbh4P

6 years ago

If you get an item of a range-boost turret, just place and mine it again, which should give you the normal one. Also, the not-placing-ghosts issue is happening for me too, but only for gun turrets, and only sporadically, which is confusing.

6 years ago
(updated 6 years ago)

I found the problem causing the boosted drops. Fixed.